From nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqrp70zuzk3lqyyyx723gyqlxwy57n6h5rq0ckd8q9araxzmuc6yfqq4l9w6 (nprofile…l9w6) comes a playthrough of the VIC-20 game "Nosferatu" https://mastodon.gamedev.place/@jdyer/114577769075688136
8k.
The game fit in 8k.
I remember fitting my derpy BASIC clones of games like Dig-Dug into 4k (or maybe 16k; can't remember if I had the 16kb expansion by then).
I don't think my CMake build files fit in 8k, even with comments and whitespace stripped. I can't remember the last time I wrote anything complex and useful that fit into 8k. But it can be done.
Nostalgia is a drug I'd like to avoid. The VIC-20 was not great but it was tractable. There's something about working with a hard and small limit on memory - it's challenging in good and bad ways. Limiting your scope, deciding what to cut, where and how to optimize. I don't want to glorify the hack but to put it in perspective. You did what you had to do within the limits of your ability and your hardware. Bloat had a serious cost but so did structure and documentation. I like to think I've retained some of the frugality of thar era but I don't miss unreadable lines of compacted code, everything crammed together like carry-on luggage.
What can you do with 8k? Try it and see.
Cc nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqgpaqvffj4tmy7nu0ygznk6nfkf66ckec0p4vyj24mt4f2s8fvulsxyhujc (nprofile…hujc)