New Content Added: December 29th, 2014
I was a little kid when I started messing around with BASIC on some clunky Tandy computer that had a green screen. I remember watching my brother make a bunch of text programs so that is what got me interested in it. I started by making text adventures. These early games did not allow much interaction and it basically just used a random number generator to determine if you won a battle or not. These games were rather annoying to play. Eventually I was able to create crude textual maps and make games where you wandered around the screen. I continued on with Q-Basic and messed around with that for many many years. Some of my later and final Q-Basic works including full games with graphics (bad graphics of course) and stories and such that involved some strategy and took time to play. I must have made hundreds if not thousands of little programs (mostly unfinished) over the years! I have since re-compiled them in QB64, a version of Q-Basic that works on 64 bit systems. All of the executable files will require QB64 to run. The .bas files can be edited in any version.

Featured Games


Destiny of Miniaya
Version 1.17
March 12th, 2005


The style of this game is based off of the Nintendo game Destiny of an Emperor although the story, map, and characters within are mostly unique. It uses similar battle mechanics and uses a similar overworld style of having battles at Castles, Towns, and Gateways. This is a fairly simple RPG where you command an army that is raised to quell a rebellion that's broken out in the province of Miniaya. Events take you all around the world map as you gain levels, collect money, buy better gear, and strive to bring peace to the world.

Features: Notes:
Forgotten Dungeons
Version 1.02
April 24th, 2001


This game is the predecessor to my game Dungeon Crusade. It is a simple game with textual graphics and large empty rooms. Your character travels through many many (up to 40 I think) pitch black floors of a dungeon on a quest to find a missing person and to stop the evil that lurks there. You travel by candlelight as you fight monsters, collect items, and travel deeper and deeper into the unknown. There are some similarities with the Diablo series as is evident with the way the item system works and some of the monster spawns.

Features: Notes:
Three Kingdoms 2
Version 2.1
March 16th, 1998


This is basically just my attempt to remake the game Romance of the Three Kingdoms 2 which I played a lot of on Super Nintendo. I believe this is the second version of such a game. It's fairly crude but fully playable. It is a strategy game where you try to take over the map. Raise your armies, build up your land, and conquer all other provinces. The AI tries to do the same but isn't very smart. A Human player should have no trouble winning. There is a Demo mode where you can just watch the AI battle it out but it isn't very exciting to watch. There is an issue I've discovered when compiling with QB64. The line divider between Province 13 and 14 is not complete and whatever color Province 14 is spills into and fills Province 13. This is purely cosmetic, but still annoying. It's an easy fix but I just haven't bothered with it.
Three Kingdoms 3
Version 3.7
September 27th, 2001


My final and best remake of the Romance of the Three Kingdoms series, this one being based on the 4th game. This game is similar to Three Kingdoms 2 but with tons of additions. First off, there are actual generals in this game just like the real games. You use them to execute all commands and go to war. Instead of provinces this game uses cities like RoTK4 does. There are more options to consider in this game and the AI is slightly more intelligent than the previous game. Unfortunately, I never fully completed this game. Scenerios 4 through 6 are not done and you cannot save your game at all meaning you have to play it straight through or start over. Rulers and generals actually die in this game! If a ruler dies another general will be promoted to ruler and it will actually reflect those changes at the bottom where it lists all ruler names. The ruler names are also listed in order from strongest to weakest. Top left is the strongest and it goes down from there until it starts again at the top of the second column and so on. You can once again watch the AIs duke it out if you so choose but like the last game none of them will ever really win. All of the game's generals will die off and the map will be empty before any AI pulls of a victory. There are a few bugs with this game. Sometimes when a leader dies, the game will mistakenly promote another general that no longer belongs with that kingdom. The very next turn the game will realize that general owns no land and kills him off. This can happen many times killing several generals. I never figured out why.
War Land
Version 1.03b
February 21st, 2002


War Land is probably the only fully functioning Strategy game I completed for Q-Basic. Two people take turns building units, moving them around an infinitely sized map, and doing battle to destroy all of your opponent's cities. It features a variety of unit types from infantry to tanks and airplanes. It is fairly straightforward to play although some of the text when you move and fire weapons is displayed improperly. I got the idea for this game from playing Super Conflict on SNES.

Other Programs


Color Fade
Version ?
December 23rd, 2001
Not so much a game as really just a silly screensaver with random colors.
Boxing
Version 1.04
March 24th, 2003
This game was created on a whim one late night after a step-cousin and me were sitting around bored while trying to stay up all night. Why not make a game? What kind of game shall it be? Boxing, hmmm, okay, why not. He supplied me with the names and the crude stats for the boxers. You can create a custom boxer if you want. The game is fairly simple. Select a skill level, pick an opponent, and then use the left and right arrow keys to throw punches. Down blocks and Up is a super punch. There are rounds and health and stamina (spelled stanima in the game!) bars. This game is almost unplayble now on modern systems due to timing issues.
Weather
Version 10
December 26th, 2004
I created several fictional cities (squares) and placed them on a map with two (invisible) mountain ranges. I then have a weather simulation running on top of them generating rainfall. There are many choices to view current temperatures, rainfall, snowfall, and other options I don't all remember. It also records record temperatures on the right side (not well labeled). It goes by very quickly on modern systems.
War Tic-Tac-Toe
Version ?
February 27th, 1998
I made this game in high school. It is just your basic Tic-Tac-Toe game. There is very little to it. Use the number pad to select which squares to move to. If somebody wins then all of the winning people run to the top and say Yay. The only reason why it's called "War" Tic-Tac-Toe is because the people carry swords and shields and they fire projectiles at each other (which do nothing) while you decide where to move.
Civ. 3 (Map Gen.)
Version ?
December 6th, 1998
This was an initial attempt to make a Civilization Q-Basic game. All I got as far as is the map generation part of it...which just loops over and over giving random map layouts. It doesn't do anything else.
Color Mix 2
Version 2
February 26th, 2005
This program just mixes colors together to create new colors. Pressing W after the initial color mix allows you to choose colors between 1-15.
Composer
Version ?
November 28th, 1997
Composer is a program I made that allows the user to create their own music. It's all text based and the songs have a short length limit, but you can create a wide range of sounds and can even save and load music.
Dotty and Beeper
Version 2
June 23rd, 2000
Dotty and Beeper has been a story that has been in my head since I was a little kid. This is one of the first games to feature the Dotty and Beeper characters. This game is incomplete with only a small portion of it made. It is a simple text-based RPG where you collect gear, level up, and defeat enemies. There are timing aspects of it that make it difficult to run on modern systems.
Fantasy
Version ?
November 21st, 1999
This is just some random text-based RPG game that I made. I don't believe it is complete. Movement is done via the numbers 2,4,6,8.
FF3
Version ?
March 24th, 1999
Yet another incomplete text-based RPG game.
ID4
Version ?
June 26th, 1999
This was intended to be a space shooter based on the Independence Day movie. I only completed about half of the first mission.
Inindo
Version ?
April 7th, 1999
This was my attempt to remake the SNES game Inindo in Q-Basic. The graphics are all textual and probably less than 10% of the game was made. One bright spot is that even though I kind of made it up, the math used to calcuate damage in combat ends up beign very similar to the real game in many battles.
Minefield
Version 1.0
November 7th, 1999
A simple minefield game similar to the Windows game but in this game you navigate from a starting point to an ending point. Numbers dot the minefield as you explore telling you how many mines are adjacent to you. The constantly flashing number is your current location. You can choose to have up to 30 mines on the map but the map is always the same size (small). There is a bug where mines can sometimes stack making the numbers a bit misleading.
Olice
Version ?
June 17th, 1997
As a kid I built large towns with Micromachines, Legos, and anything else that could be used as a building. Olice is a little program that shows a map of one such town. Olice allowed the simulation of police calls to various portions of the city. The green plus signs are the locations of all police units and the red circle is the cursor.
RRPPGG 3
Version ?
August 2nd, 2001
This isn't so much a game as a simulation of AI playing some kind of random RPG combat over and over. The AI gains levels as it fights random monsters. Every 5 levels the AI fights a boss. Sometimes the AI loses. All you can do is watch.
The Unlikely Hero
Version ?
July 15th, 1999
Only Episode 1 of this game is functional. It is a game version of the Decision Game I have on my site called Prison Escape. You make the same choices as in the decision game while trying to escape a prison for which you were wrongly put in. If you make a bad decision, you die and have to start all over.

Broken / Discarded


Astroid
Version 1.01
? ?, 199x?
This is one of my earlier programs that used "real" graphics (lines, circles, and such). Astroid is just a simple game where you use the keyboard to move left and right to dodge the incoming asteroids (circles). More and more asteroids appear as the game progresses. This game was made possible shortly after I figured out how to use arrays. The longer you last the higher your score. The game keeps a high scores list. Unfortunately it is no longer playable on modern systems due to timing issues. The file I have says it was made in 2003 but I'm fairly certain it must have been made at or before the year 2000.
Astroid 2
Version ?
February 26th, 2005
A more complex Astroid game but doesn't really work on modern systems due to timing issues. Astroids would come down and bounce off the ground and walls while you tried to dodge them.
Sink the Bismark
Version ?
December 18th, 1996
I made this game shortly after watching a History Channel show about the german WW2 ship called the Bismark. The goal of the game is to, well, sink the Bismark. You move about the ocean while trying to catch up and corner the Bismark until you can blow it up with your ship's artillery. You also have three other AI controlled ships to help you out. You win if you blow up the Bismark. You lose if the Bismark manages to make it back to France alive. This game doesn't work on modern systems due to timing issues.
Fun Inindo
Version ?
April 22nd, 2001
A silly game where hordes of AIs all randomly move aroudn the map and fight each other to gain levels. You also move aroudn the map and fight to gain levels. The goal is to achieve higher levels than the AI or just watch and see how high a level some AIs get compared to others. It is loosely based on characters from the SNES game Inindo. This game doesn't work on modern systems but to timing issues.
Home
Version ?
October 26th, 1996
A silly game where you try to avoid two people chasing you through a house. It is incomplete and doesn't really work on modern systems but to timing issues.
Destiny of Miniaya
Version ?
February 9th, 2000
This "game" really just generates a map for you to wander around on. Nothing was completed past that.
Space Fighter
Version ?
April 4th, 2002
The initial makings of a space fighter game. It was to be level based with you moving a ship around the screen as enemies came at you. The levels and basic mechanics are in there but there are no enemies yet.
Steven
Version ?
December 13th, 1996
A very early and very crude RPG of mine. This one is text based. All of the combat is based on random numbers making some bad rolls end in defeat and game over very easily. There are three completed levels I believe to this game.
SWE
Version 3
December 24th, 2001
This program generates a map with various terrain. It then generates temperatures based on latitude and the terrain of the map. That's all it does.