Stig Runar Vangen homepage
DOS software

DOS software

Ecological City

A strategy game with intentions. This game almost became overfill, as it required a lot of work to finish all the effects and other ingredients. Too bad this game is not too compatible with newer computers. These pictures I took a long, long time ago, and shows scenes from the first scenario.
  • 3 scenarions (summer, winder, desert).
  • EVERYTHING is animated. All building had some degree of animation, making the town look very much alive.
  • Cars with artificical intelligence. The cars that are generated at the start of the game drives around until they run out of fuel. They get new fuel by driving past gas stations. If a car runs out of fuel in the middle of nowhere, it is possible to refuel them manually.
  • Advanced maps. The map contains a scaled down version of the whole level (which is incredible large). The map does also have a view of all the roads, cars and houses.
  • Research. In order to get the most advanced buildings, you have to research them. The first thing to research is a research facility (isn't that logical, or what?).
  • Painter's algorithm. Everything is drawn in the right order. A car driwing behind a building, will be drawn behind the building. This might not sound too advanced, but it requires some work to make it work as intended.
  • User interface (GUI). I created a new user interface from scratch for this game. All windows was drawn in the correct way (behind each other / change windows by clicking on them). A lot of the elements seen in modern user interfaces was implemented.
Turbo Pascal, DOS, SPX
Monday March 8. 1999

Battle Storm

The last platform game I made for DOS (there were a lot of them).
  • 2 levels.
  • Very advanced main character animation (tons of frames).
  • Advanced sound effects (feet, wind, sword, and so on..)
Turbo Pascal, DOS, SPX
Sunday October 18. 1998

Battles

A remake of the classic "shoot eachother with tanks" games. You are controlling a tank, and should try to hit the others with your bullets.
  • A total of 10 levels (very varied).
  • A maximum of 4 players (up to 3 controlled by the computer).
  • 13 different weapons / shields.
  • Cheat codes (IDDQD = immportality / MONEY = money).
  • Save / load / auto save.
  • Music and sound (works best under DOS).
Turbo Pascal, DOS, EGA
Tuesday September 29. 1998

Imagemaker

This application was a small revolution on my part. After making this application I was able to create advanced graphical effects in games or other graphical applications. The images made by this application used a predefined palette of 16 colors, something that later became a large limitation.
  • The most well known functionality from other image manipulation software
  • Several images in the same file
Turbo Pascal, DOS, EGA
Sunday May 24. 1998

Digital Soccer Manager

A simple football manager. The menu system and the team editor was completed, but there were never put any data into the game. With this game we planned to create the best football manager game, even better than Championship Manager. As this game never was finished, our dreams were crushed. Uses EGA and Imagemaker.
  • Advanced menu system.
  • Separate team editor exists as well for adding player data.
Turbo Pascal, DOS, EGA
Sunday April 5. 1998

Worldmaker

Extends on the technology found in Imagemaker (EGA), and gives a small push with its ability to create levels. The application is almost done, but lacks a few features. Games created using this tool is not really interesting, as there is nothing to do. There is still no possibility to enter cities. The idea was to allow entering caverns and similar, and to allow talking woth other humans. The idea was good, but not entirely mine.
  • In addition to drawing images, this application lets you draw maps
  • Some simple action were implemented
  • The levels can be run using a single executable
Turbo Pascal, DOS, EGA
Sunday April 5. 1998

Killer Moves

The first game I made that utilized 256 colors !!! During the development of this game I thought I hade impressive graphics, but now I see that it was not really that good, as I've later created lots of games with better look than this.
  • Almost Risk, with several different army types
  • Possibility of serveral players on the same computer, as well as AI
Turbo Pascal, DOS, VGA
Sunday April 5. 1998

Viking

Simulation of the historic battle of Stiklestad. This game was made over the course of a weekend just for fun. The fights when the characters fight aren't wery detailed, but you'll easily see who wins the fight. A pathfinding algorithm was used, to make it easier to play.
  • The forces are balanced so that the player playing the side that won the real battle has an advantage
  • Priests against rednecks
Turbo Pascal, DOS, SPX
Sunday April 5. 1998

Stick Fighter

The first 3D game I made. Two stick men fought on an area that moved relative to hits and kicks between the players.
  • Fire effect in the background
  • Arena and characters placed using proper 3D calculations
Turbo Pascal, DOS, SPX
Tuesday July 8. 1997

Spaceboy

The first platform game I made for PC. Might be a bit fast on modern computers.
  • Contain game levels and a map level.
  • A total of 3 levels.
  • Simple animations.
  • Cool death sequence.
Turbo Pascal, DOS, SPX
Sunday July 6. 1997