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Java 4K Game Programming Contest 103<br />

Reasons for success<br />

While there has been a great deal of debate on why the Java 4K contest is so successful, the consensus from the<br />

contestants seems to be that it provides a very appealing challenge. Not only do the entrants get the chance to show<br />

off how much they know about Java programming, but the 4K size helps "even the odds" compared to other<br />

competitions where the use of artists and musicians can easily place an entry far ahead of the others.<br />

This may explain why spinoff contests targeting 8K, 16K, or a specific API like LWJGL have never taken off. In<br />

fact, the contestants seem to believe that 4K is the "sweet spot" that balances what an individual can do. Because of<br />

the tricks developed for the 4K contest, it's believed that adding even a single kilobyte would open the doors to far<br />

more complex games that are beyond the ability of a single developer.<br />

Year 2 (2004)<br />

Heavy use of pre-rendered sprites, transparency, and sound effects defined this year's entries. The strongest<br />

contenders were Defender 4000, Abuse's Shooty-Transparenty Game, and Space Invaders. However, Space Invaders'<br />

lack of sound caused it to fall behind the other two entries which were competing hard to pack in the most<br />

technology and gameplay.<br />

Of particular interest were the different tactics used by the two entries. For graphics, Abuse used precious few high<br />

color images which he then applied transparency and rotation to at runtime. Jbanes, on the other hand, developed an<br />

imaging packing technique that allowed him to store twenty-one single-color images. Rather than applying rotation<br />

and transparency, he chose to use his larger number of images to produce pre-rendered animations. For sound, Abuse<br />

used clear chimes and other instruments from the MIDI soundbank. Jbanes chose to use runtime-generated PCM<br />

sound that sounded more like video games of the late 1970s and early 1980s.<br />

Both approaches had their merit, so it's difficult to say what finally swayed the judge's opinion. What is known is<br />

that Year 2 was the last year that sound would be a deciding factor in the games. In future years, the bytes allocated<br />

to sound were reallocated to other functions such as 3D graphics, levels, and bosses.<br />

Year 2 was the first year that official judging took place. Unlike subsequent years, the only judge was the contest<br />

organizer, mlk. After careful consideration, the judge decided to award Prong with the Best Technical Achievement<br />

Award, and declared Defender 4000 as the overall winner. Interestingly, he scored each game but did not use this<br />

score in determining the winner. Abuse's Shooty-Transparenty Game actually scored one point higher than Defender<br />

4000.<br />

Official List of Year 2 Entries [1]<br />

Year 3 (2005)<br />

Year 3 was defined by a major influx of professional Java developers, 3D graphics in the games, and a gradual<br />

transition to the JavaGaming.org forums. JavaUnlimited also began mirroring the competitors in a permanent<br />

archive. While the mirror started as a manually edited HTML page, it eventually grew into a complete contest<br />

management site with a database back-end.<br />

Judging this year was handled by a panel of three volunteer, professional developers who were not participating in<br />

the contest. One of the volunteer judges was Chris Melissinos, Sun's Chief Gaming Officer. The scoring method<br />

used was based on the method that mlk had applied the previous year, but was updated to allow the judges to give<br />

awards for exceptional gameplay or technological achievements.<br />

While most of the entries were of exceptional quality, T4XI by Kevin Glass (aka kevglass) was chosen as the winner.<br />

Besides having extremely original gameplay, it provided exceptional graphics through a pseudo-3D effect that gave<br />

perspective to the buildings.

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