When the schedule is shot and a game needs to ship, programmers may employ some dirty coding tricks to get the game out the door. In an article originally published in Gamasutra sister publication Game Developer magazine earlier this year, here are nine real-life examples of just that.
a multiplayer, text-based online game based on the Discworld books as written by Terry Pratchett. On Discworld you will meet many of the characters from those books. Terry's books are humorous fantasy and the game retains that spirit.
(because old games never die), uses SDL to emulate a 386, an S3/Trio video even Tandy, a Sound Blaster Pro, the PC speaker, Tandy 3-sound, CMS/GameBlaster, Disney Sound Source, and MIDI under DOS
Drivey is an NPR [Non Photo Realistic] driving simulator, which exists mostly in my mind right now. In a nutshell, it is [to be] an attempt to re-capture the essence of old-time video games in the context of fast, ubiquitous computers.
intended as an entrypoint for anyone interested in the development roguelike games. If you are unfamiliar with the roguelike game genre a good definition is (modified definition taken from Balrog and originally from ADOM)
or the one-day tutorial Essential Math for Games Programmers, which is presented every year at the Game Developer's Conference. Within you will find information about the tutorial, free tutorial materials, and some updates for the companion book.
a server for chess players to play against each other over the Internet. FICS supports tournaments, lectures, live game relays, chess variants (Suicide, Bughouse, Crazyhouse, Atomic) and lots more.