We had to make sure that Space Cadet ran on the minimum spec Windows machine, which had very little RAM - 4MB I think. On these machines, I made sure the game would run, but it would occasionally pause to swap sound…
There were some other easter eggs also that Microsoft ended up disabling. One showed the credits for the folks who worked on the game. If I remember right, it was triggered when you typed "Cinematronics", or maybe…
Thanks, David! It's great to see the ongoing interest in this game!
Raymond's comment about not being able to find the collision code is a bit absurd. I can't recall if Danny or I named the top-level collision detection function, but it was just named 'pb_collide'. It's nice to be able…
Thanks! We modeled collision boundaries with high resolution, and tried to use physically appropriate material settings. But this had to run on relatively slow machines, so the physics model itself was pretty basic.…
yep, this is it. The project started out in Delphi, but I had to port it to C to integrate with the Windows Build. For some reason they didn't want to include Delphi tooling in the Windows build.
This quote is mine, and is related to a game we were working on for Microsoft before we pivoted to pinball. There was a bug - probably mine - where the game displayed the previous state for an object, but the object had…
These were just a fun little Easter egg that made us smile. Typing the right code displayed memorable quotes collected from various folks at Cinematronics in the hectic time we were developing Space Cadet. Maybe I can…
Yep, this is the reason. Danny's initial code used Delphi with this convention. I'm not actually sure why that convention is used there, though. I remember asking Danny why, and I think his answer was just that was the…
I'm impressed as well! It's exciting to see folks so enthusiastic about the game. I took a deeper look at the github project. It's been a long time since I worked on the Space Cadet code, but the decompiled github code…
We had to make sure that Space Cadet ran on the minimum spec Windows machine, which had very little RAM - 4MB I think. On these machines, I made sure the game would run, but it would occasionally pause to swap sound…
There were some other easter eggs also that Microsoft ended up disabling. One showed the credits for the folks who worked on the game. If I remember right, it was triggered when you typed "Cinematronics", or maybe…
Thanks, David! It's great to see the ongoing interest in this game!
Raymond's comment about not being able to find the collision code is a bit absurd. I can't recall if Danny or I named the top-level collision detection function, but it was just named 'pb_collide'. It's nice to be able…
Thanks! We modeled collision boundaries with high resolution, and tried to use physically appropriate material settings. But this had to run on relatively slow machines, so the physics model itself was pretty basic.…
yep, this is it. The project started out in Delphi, but I had to port it to C to integrate with the Windows Build. For some reason they didn't want to include Delphi tooling in the Windows build.
This quote is mine, and is related to a game we were working on for Microsoft before we pivoted to pinball. There was a bug - probably mine - where the game displayed the previous state for an object, but the object had…
These were just a fun little Easter egg that made us smile. Typing the right code displayed memorable quotes collected from various folks at Cinematronics in the hectic time we were developing Space Cadet. Maybe I can…
Yep, this is the reason. Danny's initial code used Delphi with this convention. I'm not actually sure why that convention is used there, though. I remember asking Danny why, and I think his answer was just that was the…
I'm impressed as well! It's exciting to see folks so enthusiastic about the game. I took a deeper look at the github project. It's been a long time since I worked on the Space Cadet code, but the decompiled github code…