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Why Text-Mode Games are Cool by J. Michael Ambrosio To many people, "cool" and "text-mode" are two words that do not belong in the same sentence. After all, text mode was the standard in the Dark Old Days of DOS. Wasn't the whole idea behind GUIs (such as Windows and the Macintosh) to finally rid the computing world of text mode forever? Why celebrate something that is long dead, was never cool to begin with, and that most people hated anyway? The fact is, text-mode has gotten a bad rap, mostly due to early operating systems like DOS
and UNIX that presented users with a mysterious, dark, nasty-looking command prompt:
The Great and Terrible DOS Prompt To this day, the DOS prompt is capable of instilling a unique sense of dread in uninitiated
Mac and Windows users. But it didn't have to be this way. Text mode was in fact capable of a
wide range of graphical effects, as the games in this collection amply demonstrate. LET'S BEGIN BY EXPLAINING what graphic mode is. If you are
using Windows, a Macintosh, an iMac, or even WebTV, you are in graphic mode right now. In graphic
mode, every tiny point (pixel) on the computer screen can be individually painted by the programmer. See the
little box underneath this paragraph? Can you see the teeny-tiny black dot at the center? Look
closely: Did you see it? That was one pixel. Just how many of these are on your computer screen? Well, a typical screen resolution these days is 800 by 600 pixels{1}. At that resolution, there would be 480,000 pixels per screen. Another aspect of graphic mode is that each and every
pixel can be painted a different color. Take a look at the rectangle below. There are six colored
pixels inside it, from left to right: red, orange, yellow, green, blue and violet. Can you see them?
When you consider that there are tens of thousands of pixels in graphic mode, each of which can be set to hundreds of different colors, you can begin to understand the kind of power and flexibility that programmers have when displaying images on your screen. This is one of the primary reasons why so many programs use graphic mode today (also known as GUI, for Graphical User Interface). GUIs allow developers to represent system commands using pictures (icons) that anyone can understand. But this is not the whole story. You see, pervasive
use of graphic mode is a relatively new phenomenon in the world of computing. It was first
introduced by the Apple MacIntosh in the mid eighties{2},
and has only been widely in use on PCs since
the release of Windows 3.1 in 1991. Before that, text mode was king.AS ITS NAME IMPLIES, text mode can only display textthat is,
any symbol that can be produced by pressing a key on the keyboard (plus a few extras that we'll
get to in a moment). Text mode cannot be used to paint a picture, draw a pie chart,
or display a scanned photograph. ![]() As you can see, there is not much to choose from: upper-and- lower case letters, numbers, foreign letters, symbols for line and box drawing, and miscellanous symbols for things like mathematical equations and foreign currency.{5} So you can see already that text mode is very restrictive, from a visual design standpoint,
compared to graphic mode. First, you are limited to drawing with just 2000 characters, rather than 480,000
pixels. Second, you cannot just design your own characters; rather, you must choose from one of
the 255 symbols provided in the ASCII character set.AS IF THIS WEREN'T LIMITING ENOUGH, there is also the matter of which colors you have to
choose from. In stark contrast to graphic mode, where developers have
a minimum palette of 216 colors{6},
text mode provides only these 16 colors{7} to work with: ![]() Of course, that only adds up to 16 if you consider white, black, and gray to be colors
(and I suspect most people don'twould you be happy with a "color" printer that could only
print grayscales?). Geek Notes Discussions
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Copyright 2002, 1999 J. Michael Ambrosio |