The 1987 game “The Last Ninja” was 40 kilobytes

(twitter.com)

70 points | by keepamovin 4 hours ago

15 comments

  • YZF 3 hours ago
    I was looking at a production service we run that was using a few GBs of memory. When I add up all the actual data needed in a naive compact representation I end up with a few MBs. So much waste. That's before thinking of clever ways to compress, or de-duplicate or rearrange that data.

    Back in the day getting the 16KB expansion pack for my 1KB RAM ZX81 was a big deal. And I also wrote code for PIC microcontrollers that have 768 bytes of program memory [and 25 bytes of RAM]. It's just so easy to not think about efficiency today, you write one line of code in a high level language and you blow away more bytes than these platforms had without doing anything useful.

  • vinkelhake 2 hours ago
    I grew up with and absolutely adore The Last Ninja series. I'm not going to comment on the size thing because it's so trite.

    Instead - here's [0] Ben Daglish (on flute) performing "Wastelands" together with the Norwegian C64/Amiga tribute band FastLoaders. He unfortunately passed away in 2018, just 52 years old.

    If that tickled your fancy, here's [1] a full concert with them where they perform all songs from The Last Ninja.

    [0] https://www.youtube.com/watch?v=ovFgdcapUYI [1] https://www.youtube.com/watch?v=PTZ1O1LJg-k

    • kbenson 2 hours ago
      The first time I ever heard The Glitch Mob I had such a clear memory of this games soundtrack come to mind that I mentioned it to my brother soon after (as it was his commodore and his copy of the game I was playing when I was young). I'm not even sure if the song I heard even sounds like the game soundtrack particularly closely, but the connection in my mind was very strong.
  • le-mark 3 hours ago
    Apparently this person is referring to the available ram on a Commodore 64. The media (data) on disk or tape was much more than that.
    • chorlton2080 3 minutes ago
      You can access nearly 64kb of RAM on the C64, if you don't need the BASIC or Kernal (sic) ROMs. They can be software toggled in or out. Agreed that even the tape had more game data than that, but not much more.
    • classichasclass 3 hours ago
      Not much more. It all fits on a single side of a 1541 floppy. Even considering compression it couldn't be more than a couple hundred kilobytes.

      https://csdb.dk/release/?id=99145

      • boomlinde 2 hours ago
        It's not much, but relatively speaking it's much more.
  • socalgal2 28 minutes ago
    Most games back then where small. An C64 only had 64k and most game didn't use all of it. An Atari 800 had max 48k. It wasn't until the 1200 that it went up. Both systems are cartridge based games, many of which were 8k.

    Honestly though, I don't read much into the sizes. Sure they were small games and had lots of game play for some defintion of game play. I enjoyed them immensely. But it's hard to go back to just a few colors, low-res graphics, often no way to save, etc... for me at least, the modern affordances mean something. Of course I don't need every game to look like Horizon Zero Dawn. A Short Hike was great. It's also 400meg (according to steam)

  • christkv 8 minutes ago
    Oh man the tape loading time. I dreamed about being able to afford a disk drive.
  • YasuoTanaka 4 hours ago
    It's kind of amazing how much of those old games was actual logic instead of data.

    Feels like they were closer to programs, while modern games are closer to datasets.

  • xvxvx 4 hours ago
    I remember this game, the way it drew itself on each screen, the nice graphics. Growing up with games on Atari, Commodore, Amstrad, and Spectrum, was a lot of fun.

    By comparison, COD Modern Warfare 3 is 6,000,000 times larger at 240GB. Imagine telling that to someone in 1987.

    • nine_k 1 hour ago
      The Last Ninja ran at resolution 160x200, with effectively 2-bit color for graphic assets. It had amazing animations for that level of detail, but all the variety of the graphics could not take too much RAM even if it wanted to.

      The quest for photorealistic "movie-like" rendering which requires colossal amounts of RAM and compute feels like a dead end to me. I much appreciate the expressly unrealistic graphics of titles like Monument Valley.

  • aaa_aaa 43 minutes ago
    I played the game. Music was exceptional.
  • chmod775 3 hours ago
    That short video of the game on twitter is 11.5MB, or about 300x larger than the game itself.
    • Dwedit 2 hours ago
      X264 supports a lossless mode without chroma subsampling, which produces very good compression for raw emulator captures of retro game footage. It is much better than other codecs like HuffYuv, etc.

      But for some reason, Firefox refuses to play back those kinds of files.

      • onion2k 2 hours ago
        But for some reason, Firefox refuses to play back those kinds of files.

        And that reason is because x264 is a free and open source implementation of the H.264 codec, and you still need to pay a license to use the patented technology regardless of how you do that. Using a free implementation of the code doesn't get you a free license for the codec.

        • anthk 1 hour ago
          Just in the US. Not in Europe. At least for decoding.
    • latch 2 hours ago
      I'm not sure this is particularly telling. You can write a tiny program that generates a 4K image, and the image could be 1000x larger.

      Or, if I write a short description "A couple walks hand-in-hand through a park at sunset. The wind rustles the orange leaves.", I don't think it would be surprising to anyone that an image or video of this would be relatively huge.

  • reedycat 3 hours ago
    Masterpieces like these are a perfect demonstration that performance relies not only on fast processors, but on understanding how your data and code compete for resources. Truly admirable. Thanks for the trip down memory lane.
  • mock-possum 2 hours ago
    Wow that search/interact mechanic is obnoxious, you can see the player fumbling it every time, despite knowing exactly where the item is they’re trying to collect.
    • beautron 1 hour ago
      This is sort of the defining mechanic of these games in my memory. The first thing that pops into my head when I think of Last Ninja is aligning and realigning myself, and squatting, awkwardly and repeatedly (just like a real ninja, lol), until that satisfying new item icon appears. Perhaps surprisingly, these are very fond memories.

      This mechanic is augmented by not even always knowing which graphics in the environment can be picked up, or by invisible items that are inside boxes or otherwise out of sight (I think LN2 had something in a bathroom? You have to position yourself in the doorway and do a squat of faith).

      The other core memory is the spots that require a similarly awkward precision while jumping. These are worse, because each failure loses you one of your limited lives. The combat is also finicky. I remember if you come into a fight misaligned, your opponent might quickly drain your energy while you fail to get a hit in.

      At the time, it seemed appropriate to me that it required such a difficult precision to be a ninja. I was also a kid, who approached every game non-critically, assuming each game was exactly as it was meant to be. Thus I absolutely loved it, lol.

      • medwards666 22 minutes ago
        > LN2 had something in a bathroom? You have to position yourself in the doorway and do a squat of faith)

        Sounds like every time I go to the bathroom ... :D

  • cubefox 1 hour ago
    A game which was actually 40 kilobytes: Super Mario Bros. It had 32 side-scrolling levels.
  • userbinator 3 hours ago
    The same size as Super Mario Bros. (NES, 1985)
  • Morpheus_Matrix 2 hours ago
    [flagged]
  • ychompinator 29 minutes ago
    [dead]