List of commercial video games with available source code: Difference between revisions

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Rescuing 563 sources and tagging 3 as dead. #IABot (v1.4)
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|[[Mozilla Public License]]
|[[Mozilla Public License]]
|Doublespeak Games
|Doublespeak Games
|In July 2013 the [[source code]] of the game was put on [[GitHub]] under [[Mozilla Public License|MPL]] 2.0.<ref>[http://blog.doublespeakgames.com/news/a-dark-room-goes-open-source/ A Dark Room goes open source] on doublespeakgames.com (July 3, 2013)</ref> Became commercially successful after the source code release.
|In July 2013 the [[source code]] of the game was put on [[GitHub]] under [[Mozilla Public License|MPL]] 2.0.<ref>[http://blog.doublespeakgames.com/news/a-dark-room-goes-open-source/ A Dark Room goes open source] {{webarchive|url=https://web.archive.org/web/20150907210142/http://blog.doublespeakgames.com/news/a-dark-room-goes-open-source/ |date=2015-09-07 }} on doublespeakgames.com (July 3, 2013)</ref> Became commercially successful after the source code release.
|-
|-
|''[[Abuse (computer game)|Abuse]]''
|''[[Abuse (computer game)|Abuse]]''
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|[[Public domain]] and Proprietary*
|[[Public domain]] and Proprietary*
|[[Crack dot Com]]
|[[Crack dot Com]]
|Game source code was released as [[public domain]] along with the shareware-released media files.<ref>{{cite web |url=http://abuse2.com/public_domain.php3 |title=Purchasing Abuse |accessdate=2007-09-07 |archiveurl=https://web.archive.org/web/20030610094112/http://abuse2.com/public_domain.php3 |archivedate=2003-06-10}}</ref> Only shareware data, excluding the sound effects, is in the public domain; the rest is proprietary. In 2016 a community developer released a "20th anniversary source port"<ref>[https://www.gog.com/forum/general/abuse_1996_20th_anniversary_source_port Abuse 1996 - 20th anniversary source port] on gog.com ''"Abuse SDL 0.9a:- Enabled custom resolutions and enabled lights on high resolutions - Re-enabled OpenGL rendering to enable vsync [...]- Added cheats via chat console: bullettime, god, giveall, flypower, sneakypower, fastpower, healthpower, nopower - XBox360 controller support with rebindable buttons"''</ref><ref>[https://github.com/antrad/Abuse_1996 Abuse_1996] on github.com/antrad</ref> which enabled custom resolutions, [[OpenGL]] rendering, [[Xbox 360 controller]] support and fixed the music.
|Game source code was released as [[public domain]] along with the shareware-released media files.<ref>{{cite web |url=http://abuse2.com/public_domain.php3 |title=Purchasing Abuse |accessdate=2007-09-07 |archiveurl=https://web.archive.org/web/20030610094112/http://abuse2.com/public_domain.php3 |archivedate=2003-06-10}}</ref> Only shareware data, excluding the sound effects, is in the public domain; the rest is proprietary. In 2016 a community developer released a "20th anniversary source port"<ref>[https://www.gog.com/forum/general/abuse_1996_20th_anniversary_source_port Abuse 1996 - 20th anniversary source port] {{webarchive|url=https://web.archive.org/web/20160721130230/https://www.gog.com/forum/general/abuse_1996_20th_anniversary_source_port |date=2016-07-21 }} on gog.com ''"Abuse SDL 0.9a:- Enabled custom resolutions and enabled lights on high resolutions - Re-enabled OpenGL rendering to enable vsync [...]- Added cheats via chat console: bullettime, god, giveall, flypower, sneakypower, fastpower, healthpower, nopower - XBox360 controller support with rebindable buttons"''</ref><ref>[https://github.com/antrad/Abuse_1996 Abuse_1996] {{webarchive|url=https://web.archive.org/web/20160613143308/https://github.com/antrad/Abuse_1996 |date=2016-06-13 }} on github.com/antrad</ref> which enabled custom resolutions, [[OpenGL]] rendering, [[Xbox 360 controller]] support and fixed the music.
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|''[[Adventureland (video game)|Adventureland]]''
|''[[Adventureland (video game)|Adventureland]]''
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|[[Public domain]]
|[[Public domain]]
|[[Scott Adams (game designer)|Scott Adams]]
|[[Scott Adams (game designer)|Scott Adams]]
|Scott Adams ''Adventureland's''<ref name="Dragon42">{{cite journal|title=The Electric Eye|author=Herro, Mark|journal=The Dragon|issue=42|date=October 1980|pages=42–43 hardcopy (aka electronic pagenumbers 44–45 in archived PDF version)|url=http://www.annarchive.com/files/Drmg042.pdf|access-date=2015-07-11}}</ref> [[source code]] was published in ''[[SoftSide]]'' magazine in 1980<ref name="adams198012-2">{{cite news | url=https://archive.org/stream/softside-magazine-22/SoftSide_22_Vol_2-10_1980-07_Adventureland#page/n35/mode/2up | title=Adventureland | work=SoftSide | date=July 1980 | accessdate=13 April 2015 | last=Adams | first=Scott | pages=36}}</ref> and the database format was subsequently used in other interpreters such as Brian Howarth's ''[[Mysterious Adventures]]'' series.<ref>{{cite book|title=The Inform Designer's Manual |first=Nelson |last=Graham| authorlink=Graham Nelson | page=358 |publisher=Dan Sanderson |year=2001 |isbn=0-9713119-0-0 |url=http://inform-fiction.org/manual/DM4.pdf}}</ref>
|Scott Adams ''Adventureland's''<ref name="Dragon42">{{cite journal|title=The Electric Eye |author=Herro, Mark |journal=The Dragon |issue=42 |date=October 1980 |pages=42–43 hardcopy (aka electronic pagenumbers 44–45 in archived PDF version) |url=http://www.annarchive.com/files/Drmg042.pdf |access-date=2015-07-11 |deadurl=no |archiveurl=https://web.archive.org/web/20150714132637/http://annarchive.com/files/Drmg042.pdf |archivedate=2015-07-14 }}</ref> [[source code]] was published in ''[[SoftSide]]'' magazine in 1980<ref name="adams198012-2">{{cite news|url=https://archive.org/stream/softside-magazine-22/SoftSide_22_Vol_2-10_1980-07_Adventureland#page/n35/mode/2up |title=Adventureland |work=SoftSide |date=July 1980 |accessdate=13 April 2015 |last=Adams |first=Scott |pages=36 |deadurl=no |archiveurl=https://web.archive.org/web/20160328170952/https://archive.org/stream/softside-magazine-22/SoftSide_22_Vol_2-10_1980-07_Adventureland |archivedate=28 March 2016 }}</ref> and the database format was subsequently used in other interpreters such as Brian Howarth's ''[[Mysterious Adventures]]'' series.<ref>{{cite book|title=The Inform Designer's Manual |first=Nelson |last=Graham |authorlink=Graham Nelson |page=358 |publisher=Dan Sanderson |year=2001 |isbn=0-9713119-0-0 |url=http://inform-fiction.org/manual/DM4.pdf |deadurl=no |archiveurl=https://web.archive.org/web/20151107005951/http://inform-fiction.org/manual/DM4.pdf |archivedate=2015-11-07 }}</ref>
|-
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|''[[Airline Tycoon]]''
|''[[Airline Tycoon]]''
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|2015
|2015
|[[Simulation game]]
|[[Simulation game]]
|proprietary<ref>[http://www.airline-tycoon.com/viewtopic.php?f=53&t=3531 license.txt] ''"Source code remains property of Black Forest Games GmbH and is free for non-commercial use only."''</ref>
|proprietary<ref>[http://www.airline-tycoon.com/viewtopic.php?f=53&t=3531 license.txt] {{webarchive|url=https://web.archive.org/web/20160721130841/http://www.airline-tycoon.com/viewtopic.php?f=53&t=3531 |date=2016-07-21 }} ''"Source code remains property of Black Forest Games GmbH and is free for non-commercial use only."''</ref>
|Commercial
|Commercial
|[[Spellbound Entertainment]]
|[[Spellbound Entertainment]]
|On 24 March 2015 Airline Tycoon Deluxe was re-released on the [[digital distribution]] platform [[gog.com]], including the [[source code]].<ref>{{cite web|url=http://www.gog.com/news/release_bairline_tycoon_deluxeb |title=Release: Airline Tycoon Deluxe |date=2015-03-24 |accessdate=2015-08-01 |quote=''Airline Tycoon Deluxe is a golden oldie with native versions for Mac OS X and Linux. As an added bonus, the package here comes with the game's Windows source code for your viewing and tweaking pleasure. You sure don't see that every day.'' |publisher=gog.com |author=gog.com team}}</ref>
|On 24 March 2015 Airline Tycoon Deluxe was re-released on the [[digital distribution]] platform [[gog.com]], including the [[source code]].<ref>{{cite web|url=http://www.gog.com/news/release_bairline_tycoon_deluxeb |title=Release: Airline Tycoon Deluxe |date=2015-03-24 |accessdate=2015-08-01 |quote=''Airline Tycoon Deluxe is a golden oldie with native versions for Mac OS X and Linux. As an added bonus, the package here comes with the game's Windows source code for your viewing and tweaking pleasure. You sure don't see that every day.'' |publisher=gog.com |author=gog.com team |deadurl=no |archiveurl=https://web.archive.org/web/20150809223259/http://www.gog.com/news/release_bairline_tycoon_deluxeb |archivedate=2015-08-09 }}</ref>
|-
|-
|''Alien Bash I+II''
|''Alien Bash I+II''
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|[[Run and gun (video game)|Run and gun]]
|[[Run and gun (video game)|Run and gun]]
|[[public domain software]]
|[[public domain software]]
|public domain<ref name="alienbashlicense">[http://nl.aminet.net/game/shoot/AlienBash_src.readme AlienBash_src.readme] ''This code is available under the following license, as stated by Mr. Glen Cumming in the above thread: "I am happy for every scrap of code on my disks to be made available to whoever wants it - I only ask that the really embarrassing stuff is erased (lots) and any potentially libelous messages (or swears) in any of the code/scrolling messages are removed."''</ref>
|public domain<ref name="alienbashlicense">[http://nl.aminet.net/game/shoot/AlienBash_src.readme AlienBash_src.readme] {{webarchive|url=https://web.archive.org/web/20160304102831/http://nl.aminet.net/game/shoot/AlienBash_src.readme |date=2016-03-04 }} ''This code is available under the following license, as stated by Mr. Glen Cumming in the above thread: "I am happy for every scrap of code on my disks to be made available to whoever wants it - I only ask that the really embarrassing stuff is erased (lots) and any potentially libelous messages (or swears) in any of the code/scrolling messages are removed."''</ref>
|Glen Cumming
|Glen Cumming
|Glen Cumming provided media and material of his Amiga games "AlienBash" and "AlienBash II" to the fan community, who was able to restore [[source code]] in 2014.<ref>[http://eab.abime.net/showpost.php?p=1010237&postcount=239 AlienBash I & II - Original Coder Contacted - Help Needed in Rescuing 68000 Source!!] on eab.abime.net (2014)</ref>
|Glen Cumming provided media and material of his Amiga games "AlienBash" and "AlienBash II" to the fan community, who was able to restore [[source code]] in 2014.<ref>[http://eab.abime.net/showpost.php?p=1010237&postcount=239 AlienBash I & II - Original Coder Contacted - Help Needed in Rescuing 68000 Source!!] {{webarchive|url=https://web.archive.org/web/20160306152237/http://eab.abime.net/showpost.php?p=1010237&postcount=239 |date=2016-03-06 }} on eab.abime.net (2014)</ref>
|-
|-
|''[[Alien Breed 3D II: The Killing Grounds]]''
|''[[Alien Breed 3D II: The Killing Grounds]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Team17]]
|[[Team17]]
|In March 1997 Team17 made the [[source code]] of [[Alien Breed 3D]] and [[Alien Breed 3D II: The Killing Grounds|Alien Breed 3D II]] freely available on the cover CD of [[Amiga Format]] magazine issue 95.<ref>[https://web.archive.org/web/20160610175317/http://girv.net/blog/2009/alien-breed-3d.html Alien Breed 3D] by John Girvin ''"In March 1997, Team17 released the source code to AB3D’s sequel, “Alien Breed 3D II: The Killing Grounds” (known as TKG), on the cover CD of Amiga Format issue 95. It was megabytes of undocumented, disorganised, messy assembly language. Andy Clitheroe, the lone programmer of both games, must have been some kind of genius, I think. The official release was of the TKG source code. However, when poking around the CD I found the original (and equally messy) AB3D source too."'' (archived, 2009)</ref><ref>[http://www.successdenied.com/2010/12/alien-breed-3d-ii-quellcode/ alien-breed-3d-ii-quellcode] on successdenied.com by Vince (December 13, 2010, in German)</ref><ref>[http://aminet.net/search?query=a3dsrc a3dsrc] src mirror on aminet.net</ref>
|In March 1997 Team17 made the [[source code]] of [[Alien Breed 3D]] and [[Alien Breed 3D II: The Killing Grounds|Alien Breed 3D II]] freely available on the cover CD of [[Amiga Format]] magazine issue 95.<ref>[https://web.archive.org/web/20160610175317/http://girv.net/blog/2009/alien-breed-3d.html Alien Breed 3D] by John Girvin ''"In March 1997, Team17 released the source code to AB3D’s sequel, “Alien Breed 3D II: The Killing Grounds” (known as TKG), on the cover CD of Amiga Format issue 95. It was megabytes of undocumented, disorganised, messy assembly language. Andy Clitheroe, the lone programmer of both games, must have been some kind of genius, I think. The official release was of the TKG source code. However, when poking around the CD I found the original (and equally messy) AB3D source too."'' (archived, 2009)</ref><ref>[http://www.successdenied.com/2010/12/alien-breed-3d-ii-quellcode/ alien-breed-3d-ii-quellcode] {{webarchive|url=https://web.archive.org/web/20170417070508/http://www.successdenied.com/2010/12/alien-breed-3d-ii-quellcode/ |date=2017-04-17 }} on successdenied.com by Vince (December 13, 2010, in German)</ref><ref>[http://aminet.net/search?query=a3dsrc a3dsrc] src mirror on aminet.net</ref>
|-
|-
|''[[Aliens versus Predator (1999 video game)|Aliens versus Predator]]''
|''[[Aliens versus Predator (1999 video game)|Aliens versus Predator]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Rebellion Developments]]
|[[Rebellion Developments]]
|Source code released by [[Rebellion Developments]] 2001. An [[unofficial patch]] project for the PC version, based on the source code, was released and is still updated.<ref name="update">[http://homepage.eircom.net/~duncandsl/avp/ Aliens Vs Predator - Source code update] (January 4, 2013)</ref>
|Source code released by [[Rebellion Developments]] 2001. An [[unofficial patch]] project for the PC version, based on the source code, was released and is still updated.<ref name="update">[http://homepage.eircom.net/~duncandsl/avp/ Aliens Vs Predator - Source code update] {{webarchive|url=https://web.archive.org/web/20130118133414/http://homepage.eircom.net/~duncandsl/avp/ |date=2013-01-18 }} (January 4, 2013)</ref>
|-
|-
|''[[Alpha Waves]]''
|''[[Alpha Waves]]''
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|?
|?
|[[Christophe de Dinechin]]
|[[Christophe de Dinechin]]
|Released in 1990 as one of the earliest 3D games<ref>[https://grenouillebouillie.wordpress.com/2013/01/18/is-it-worth-disputing-the-title-of-first-3d-game-on-a-pc-to-john-carmack/ is-it-worth-disputing-the-title-of-first-3d-game-on-a-pc-to-john-carmack]</ref> with full 6-axis degree of freedom. In 2009, author Christophe de Dinechin released the complete [[assembly language|assembly]] and [[GFA BASIC]] [[source code]] of the Atari ST version.<ref>http://cc3d.free.fr/cube.s Alpha Waves source code for Atari ST</ref><ref>[http://cc3d.free.fr/Alpha-Waves.zip cc3d.free.fr/Alpha-Waves.zip]</ref> There is also a started PC port in C++ on sourceforge by the original author.<ref>[https://grenouillebouillie.wordpress.com/2007/11/09/the-dawn-of-3d-games/#comment-169 the-dawn-of-3d-games] (2009)</ref><ref>[https://sourceforge.net/projects/alpha-waves/ alpha-waves] on sourceforge.com</ref>
|Released in 1990 as one of the earliest 3D games<ref>[https://grenouillebouillie.wordpress.com/2013/01/18/is-it-worth-disputing-the-title-of-first-3d-game-on-a-pc-to-john-carmack/ is-it-worth-disputing-the-title-of-first-3d-game-on-a-pc-to-john-carmack] {{webarchive|url=https://web.archive.org/web/20170202082018/https://grenouillebouillie.wordpress.com/2013/01/18/is-it-worth-disputing-the-title-of-first-3d-game-on-a-pc-to-john-carmack/ |date=2017-02-02 }}</ref> with full 6-axis degree of freedom. In 2009, author Christophe de Dinechin released the complete [[assembly language|assembly]] and [[GFA BASIC]] [[source code]] of the Atari ST version.<ref>{{cite web|url=http://cc3d.free.fr/cube.s |title=Archived copy |accessdate=2006-12-02 |deadurl=no |archiveurl=https://web.archive.org/web/20090505172427/http://cc3d.free.fr/cube.s |archivedate=2009-05-05 }} Alpha Waves source code for Atari ST</ref><ref>[http://cc3d.free.fr/Alpha-Waves.zip cc3d.free.fr/Alpha-Waves.zip] {{webarchive|url=https://web.archive.org/web/20160414093026/http://cc3d.free.fr/Alpha-Waves.zip |date=2016-04-14 }}</ref> There is also a started PC port in C++ on sourceforge by the original author.<ref>[https://grenouillebouillie.wordpress.com/2007/11/09/the-dawn-of-3d-games/#comment-169 the-dawn-of-3d-games] {{webarchive|url=https://web.archive.org/web/20170202082008/https://grenouillebouillie.wordpress.com/2007/11/09/the-dawn-of-3d-games/ |date=2017-02-02 }} (2009)</ref><ref>[https://sourceforge.net/projects/alpha-waves/ alpha-waves] {{webarchive|url=https://web.archive.org/web/20160112233642/http://sourceforge.net/projects/alpha-waves/ |date=2016-01-12 }} on sourceforge.com</ref>
|-
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|''[[Akalabeth: World of Doom]]''
|''[[Akalabeth: World of Doom]]''
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|Freeware
|Freeware
|[[Richard Garriott]]
|[[Richard Garriott]]
|[[Richard Garriott]] distributed the [[Applesoft BASIC]] written game originally as source code. Also later [[Origin Systems]] offered the source code on their [[FTP server]]s.<ref>[http://www.hardcoregaming101.net/ultima/ultima2.htm Akalabeth: World of Doom - Apple II (1979/80)] on hardcoregaming101.net ''"Origin Systems for a time had the original Apple II source code of Akalabeth for download on their website's FTP server"''</ref><ref>[http://web.archive.org/web/*/http://uo.com/archive/ftp/graphics/aklabeth.zip aklabeth.zip] on uo.com (archived)</ref>
|[[Richard Garriott]] distributed the [[Applesoft BASIC]] written game originally as source code. Also later [[Origin Systems]] offered the source code on their [[FTP server]]s.<ref>[http://www.hardcoregaming101.net/ultima/ultima2.htm Akalabeth: World of Doom - Apple II (1979/80)] {{webarchive|url=https://web.archive.org/web/20160326055422/http://www.hardcoregaming101.net/ultima/ultima2.htm |date=2016-03-26 }} on hardcoregaming101.net ''"Origin Systems for a time had the original Apple II source code of Akalabeth for download on their website's FTP server"''</ref><ref>[http://web.archive.org/web/*/http://uo.com/archive/ftp/graphics/aklabeth.zip aklabeth.zip] {{webarchive|url=https://web.archive.org/web/20160721130303/http://web.archive.org/web/%2A/http%3A/uo.com/archive/ftp/graphics/aklabeth.zip |date=2016-07-21 }} on uo.com (archived)</ref>
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|''[[Allegiance (video game)|Allegiance]]'' (now ''FreeAllegiance'')
|''[[Allegiance (video game)|Allegiance]]'' (now ''FreeAllegiance'')
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|2004
|2004
|[[real-time strategy]] and [[Space combat simulator]]
|[[real-time strategy]] and [[Space combat simulator]]
|[[Shared Source]]<ref>[http://freespacecombatgame.com/allegiancelicense.txt allegiancelicense.txt] ''Microsoft Research Shared Source license agreement ("MSR-SSLA")''</ref>
|[[Shared Source]]<ref>[http://freespacecombatgame.com/allegiancelicense.txt allegiancelicense.txt] {{webarchive|url=https://web.archive.org/web/20141107171657/http://freespacecombatgame.com/allegiancelicense.txt |date=2014-11-07 }} ''Microsoft Research Shared Source license agreement ("MSR-SSLA")''</ref>
|{{Proprietary}}
|{{Proprietary}}
|[[Microsoft Research]]
|[[Microsoft Research]]
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|{{Proprietary|[[Freeware]]}}
|{{Proprietary|[[Freeware]]}}
|United Software Artists
|United Software Artists
|In 2013 ''Amulets & Armor'' was re-released as [[freeware]] on the game's official site and the [[source code]] under [[GPLv3]] on [[GitHub]].<ref>[https://github.com/ExiguusEntertainment/AmuletsArmor AmuletsArmor] on github.com</ref><ref>[http://amuletsandarmor.com/forum/index.php?topic=31.msg100#msg100 source code] "''Yep, legal issues are now resolved. We're moving forward.''" (February 2013)</ref> Work continues for ports to newer systems (Windows, MacOS) and general [[bug fix]]es.<ref>[http://amuletsandarmor.com/forum/index.php?topic=198.msg1009#msg1009 Questions regarding codebase] (October 2016)</ref><ref>[https://github.com/emrecelikten/AmuletsArmor AmuletsArmor] on github.com/emrecelikten</ref>
|In 2013 ''Amulets & Armor'' was re-released as [[freeware]] on the game's official site and the [[source code]] under [[GPLv3]] on [[GitHub]].<ref>[https://github.com/ExiguusEntertainment/AmuletsArmor AmuletsArmor] {{webarchive|url=https://web.archive.org/web/20170523003117/https://github.com/ExiguusEntertainment/AmuletsArmor |date=2017-05-23 }} on github.com</ref><ref>[http://amuletsandarmor.com/forum/index.php?topic=31.msg100#msg100 source code] {{webarchive|url=https://web.archive.org/web/20170211080606/http://amuletsandarmor.com/forum/index.php?topic=31.msg100 |date=2017-02-11 }} "''Yep, legal issues are now resolved. We're moving forward.''" (February 2013)</ref> Work continues for ports to newer systems (Windows, MacOS) and general [[bug fix]]es.<ref>[http://amuletsandarmor.com/forum/index.php?topic=198.msg1009#msg1009 Questions regarding codebase] {{webarchive|url=https://web.archive.org/web/20170211155140/http://amuletsandarmor.com/forum/index.php?topic=198.msg1009 |date=2017-02-11 }} (October 2016)</ref><ref>[https://github.com/emrecelikten/AmuletsArmor AmuletsArmor] on github.com/emrecelikten</ref>
|-
|-
|''[[Anacreon: Reconstruction 4021]]''
|''[[Anacreon: Reconstruction 4021]]''
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|{{Proprietary|[[Freeware]]}}
|{{Proprietary|[[Freeware]]}}
|George Moromisato
|George Moromisato
|Developed by George Moromisato in 1987. Around 2004 the source code of the DOS version 2.00 was released.<ref>[http://www.neurohack.com/downloads/DOSAnacreonSource20.zip DOSAnacreonSource20.zip]</ref>
|Developed by George Moromisato in 1987. Around 2004 the source code of the DOS version 2.00 was released.<ref>[http://www.neurohack.com/downloads/DOSAnacreonSource20.zip DOSAnacreonSource20.zip] {{webarchive|url=https://web.archive.org/web/20111229190546/http://neurohack.com/downloads/DOSAnacreonSource20.zip |date=2011-12-29 }}</ref>
|-
|-
|''[[Ares (video game)|Ares]]''
|''[[Ares (video game)|Ares]]''
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|2008
|2008
|Space [[Strategy video game]]
|Space [[Strategy video game]]
|[[GNU General Public License|LGPL]]v3<ref name="about">[http://www.ambrosiasw.com/games/ares/ Ares] on amrosiasw.com</ref>
|[[GNU General Public License|LGPL]]v3<ref name="about">[http://www.ambrosiasw.com/games/ares/ Ares] {{webarchive|url=https://web.archive.org/web/20150518092451/http://www.ambrosiasw.com/games/ares/ |date=2015-05-18 }} on amrosiasw.com</ref>
|[[CC BY-NC-SA]] [[Freeware]]
|[[CC BY-NC-SA]] [[Freeware]]
|Nathan Lamont/Bigger Planet Software
|Nathan Lamont/Bigger Planet Software
|Released in 2008. Under continued development for modern systems as "Antares" via GitHub.<ref>[http://arescentral.org/antares/ Antares] on arescentral.org</ref>
|Released in 2008. Under continued development for modern systems as "Antares" via GitHub.<ref>[http://arescentral.org/antares/ Antares] {{webarchive|url=https://web.archive.org/web/20130724035837/http://arescentral.org/antares/ |date=2013-07-24 }} on arescentral.org</ref>
|-
|-
|''[[Arx Fatalis]]'' (now ''Arx Libertatis'')
|''[[Arx Fatalis]]'' (now ''Arx Libertatis'')
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|df=
|df=
}}
}}
</ref> Also the source code of another Viewizard game, the puzzle collection Memonix, was released.<ref>[https://web.archive.org/web/20071012141500/http://viewizard.com:80/download.php?forceos=source Memonix game Source] on viewizard.com (2007-10-12)</ref>
</ref> Also the source code of another Viewizard game, the puzzle collection Memonix, was released.<ref>[https://web.archive.org/web/20071012141500/http://viewizard.com/download.php?forceos=source Memonix game Source] on viewizard.com (2007-10-12)</ref>
|-
|-
|''Asylum''
|''Asylum''
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|2002
|2002
|[[Platformer]]
|[[Platformer]]
|[[Public domain software]]<ref>[http://asylum.acornarcade.com/a_source.php a_source] on asylum.acornarcade.com</ref>
|[[Public domain software]]<ref>[http://asylum.acornarcade.com/a_source.php a_source] {{webarchive|url=https://web.archive.org/web/20160528082401/http://asylum.acornarcade.com/a_source.php |date=2016-05-28 }} on asylum.acornarcade.com</ref>
|[[Public domain software]]
|[[Public domain software]]
|Andy Southgate
|Andy Southgate
|Released by Andy Southgate as public domain and with a SDL port under GPLv3.<ref>[http://sdl-asylum.sourceforge.net/ sdl-asylum] on sourceforge.net</ref> Later ported also to the Pandora.<ref>[https://github.com/M-HT/asylum asylum] on [[github.com]]</ref>
|Released by Andy Southgate as public domain and with a SDL port under GPLv3.<ref>[http://sdl-asylum.sourceforge.net/ sdl-asylum] {{webarchive|url=https://web.archive.org/web/20160404055953/http://sdl-asylum.sourceforge.net/ |date=2016-04-04 }} on sourceforge.net</ref> Later ported also to the Pandora.<ref>[https://github.com/M-HT/asylum asylum] {{webarchive|url=https://web.archive.org/web/20160721130323/https://github.com/M-HT/asylum |date=2016-07-21 }} on [[github.com]]</ref>
|-
|-
|''[[Attack of the Mutant Camels]]''
|''[[Attack of the Mutant Camels]]''
Line 188: Line 188:
|?
|?
|[[Jeff Minter]]
|[[Jeff Minter]]
|In 2012 the [[assembly language]] [[source code]] of the [[Konix]] version of the game was released on [[GitHub]].<ref>[http://www.retrocollect.com/News/jeff-minters-unreleased-konix-multisystem-port-of-attack-of-the-mutant-camels-preserved-a-due-for-release.html jeff-minters-unreleased-konix-multisystem-port-of-attack-of-the-mutant-camels-preserved-a-due-for-release] on retrocollect.com (2012)</ref><ref>[https://github.com/SavourySnaX/AOTMC89 AOTMC89] ''"Konix Multisystem - Attack Of The Mutant Camels '89 V0.4 - Source Code"'' on github.com</ref>
|In 2012 the [[assembly language]] [[source code]] of the [[Konix]] version of the game was released on [[GitHub]].<ref>[http://www.retrocollect.com/News/jeff-minters-unreleased-konix-multisystem-port-of-attack-of-the-mutant-camels-preserved-a-due-for-release.html jeff-minters-unreleased-konix-multisystem-port-of-attack-of-the-mutant-camels-preserved-a-due-for-release] {{webarchive|url=https://web.archive.org/web/20160429063624/http://www.retrocollect.com/News/jeff-minters-unreleased-konix-multisystem-port-of-attack-of-the-mutant-camels-preserved-a-due-for-release.html |date=2016-04-29 }} on retrocollect.com (2012)</ref><ref>[https://github.com/SavourySnaX/AOTMC89 AOTMC89] {{webarchive|url=https://web.archive.org/web/20160721131028/https://github.com/SavourySnaX/AOTMC89 |date=2016-07-21 }} ''"Konix Multisystem - Attack Of The Mutant Camels '89 V0.4 - Source Code"'' on github.com</ref>
|-
|-
|''[[Aquaria (video game)|Aquaria]]''
|''[[Aquaria (video game)|Aquaria]]''
Line 197: Line 197:
|{{Proprietary}}
|{{Proprietary}}
|Bit Blot
|Bit Blot
|Open sourced with [[Humble Indie Bundle]].<ref>{{cite news |publisher=[[Wolfire Games]] blog |date=2010-06-03 |title=Aquaria goes open source! |url=http://blog.wolfire.com/2010/06/Aquaria-goes-open-source}}</ref>
|Open sourced with [[Humble Indie Bundle]].<ref>{{cite news|publisher=[[Wolfire Games]] blog |date=2010-06-03 |title=Aquaria goes open source! |url=http://blog.wolfire.com/2010/06/Aquaria-goes-open-source |deadurl=no |archiveurl=https://web.archive.org/web/20130605211335/http://blog.wolfire.com/2010/06/Aquaria-goes-open-source |archivedate=2013-06-05 }}</ref>
|-
|-
|''[[Avara]]''
|''[[Avara]]''
Line 206: Line 206:
|proprietary
|proprietary
|[[Ambrosia Software]] / Juri Munkki
|[[Ambrosia Software]] / Juri Munkki
|The MacOS classic game became [[open source]] in 2016 when Munkki released the [[source code]] upon the game's 20th anniversary.<ref name="avararepo">{{cite web|url=https://github.com/jmunkki/Avara|title=Avara game, originally released in 1996 for Mac OS|first=Juri |last=Munkki |date=2016-10-30 |accessdate=2016-10-30}}</ref>
|The MacOS classic game became [[open source]] in 2016 when Munkki released the [[source code]] upon the game's 20th anniversary.<ref name="avararepo">{{cite web|url=https://github.com/jmunkki/Avara |title=Avara game, originally released in 1996 for Mac OS |first=Juri |last=Munkki |date=2016-10-30 |accessdate=2016-10-30 |deadurl=no |archiveurl=https://web.archive.org/web/20161216094116/https://github.com/jmunkki/Avara |archivedate=2016-12-16 }}</ref>
|-
|-
|''[[Aztaka]]''
|''[[Aztaka]]''
Line 215: Line 215:
|{{Proprietary}}
|{{Proprietary}}
|Citérémis
|Citérémis
|In 2011 [[Independent game developer]] Citérémis released a "Developer's Edition" of Aztaka for $9.99 which included also the [[source code]] of the game.<ref>[http://amanita-design.net/blog/2011/01/07/aztaka-developers-edition/ Aztaka Developer’s Edition] on amanitadesign.com (January 7, 2011)</ref><ref>[http://www.gamershell.com/news_108978.html Aztaka Developer's Edition Released] on gamershell.com (January 10, 2011)</ref>
|In 2011 [[Independent game developer]] Citérémis released a "Developer's Edition" of Aztaka for $9.99 which included also the [[source code]] of the game.<ref>[http://amanita-design.net/blog/2011/01/07/aztaka-developers-edition/ Aztaka Developer’s Edition] {{webarchive|url=https://web.archive.org/web/20141013171523/http://amanita-design.net/blog/2011/01/07/aztaka-developers-edition/ |date=2014-10-13 }} on amanitadesign.com (January 7, 2011)</ref><ref>[http://www.gamershell.com/news_108978.html Aztaka Developer's Edition Released] {{webarchive|url=https://web.archive.org/web/20140904180203/http://www.gamershell.com/news_108978.html |date=2014-09-04 }} on gamershell.com (January 10, 2011)</ref>
|-
|-
|''[[Balance of Power (video game)|Balance of Power]]''
|''[[Balance of Power (video game)|Balance of Power]]''
Line 224: Line 224:
|?
|?
|[[Chris Crawford (game designer)|Chris Crawford]]
|[[Chris Crawford (game designer)|Chris Crawford]]
|In August 2013 [[Chris Crawford (game designer)|Chris Crawford]] released [[source code]] of several of his games from his career to the public,<ref>[http://atariage.com/forums/topic/215949-request-for-assistance-in-publishing-old-source-code-files/ Request for assistance in publishing old source code files] at Atari Age by Chris Crawford (Aug 24 2013)</ref> fulfilling a [[Game Developers Conference|GDC 2011]] given promise.<ref>{{cite web|url=http://www.erasmatazz.com/library/source-code/index.html| title=Source Code|quote=30 months ago, at the 2011 Game Developers Conference, somebody asked me to release the source code for my old games. I said I would look into it. [...] I have begun the process of preparing my source code for general distribution. |accessdate=2017-02-24 |year=2013 |first=Chris |last=Crawford}}</ref> Beside [[Balance of Power (video game)|Balance of Power]] he released all the source code he could recover, for instance [[Trust & Betrayal: The Legacy of Siboot]], [[Excalibur (video game)|Excalibur]], [[Gossip (video game)|Gossip]], [[Eastern Front (1941)]], [[Scram (video game)|Scram]] and [[Legionnaire (video game)|Legionnaire]].
|In August 2013 [[Chris Crawford (game designer)|Chris Crawford]] released [[source code]] of several of his games from his career to the public,<ref>[http://atariage.com/forums/topic/215949-request-for-assistance-in-publishing-old-source-code-files/ Request for assistance in publishing old source code files] {{webarchive|url=https://web.archive.org/web/20170226130735/http://atariage.com/forums/topic/215949-request-for-assistance-in-publishing-old-source-code-files/ |date=2017-02-26 }} at Atari Age by Chris Crawford (Aug 24 2013)</ref> fulfilling a [[Game Developers Conference|GDC 2011]] given promise.<ref>{{cite web|url=http://www.erasmatazz.com/library/source-code/index.html |title=Source Code |quote=30 months ago, at the 2011 Game Developers Conference, somebody asked me to release the source code for my old games. I said I would look into it. [...] I have begun the process of preparing my source code for general distribution. |accessdate=2017-02-24 |year=2013 |first=Chris |last=Crawford |deadurl=no |archiveurl=https://web.archive.org/web/20161219155140/http://www.erasmatazz.com/library/source-code/index.html |archivedate=2016-12-19 }}</ref> Beside [[Balance of Power (video game)|Balance of Power]] he released all the source code he could recover, for instance [[Trust & Betrayal: The Legacy of Siboot]], [[Excalibur (video game)|Excalibur]], [[Gossip (video game)|Gossip]], [[Eastern Front (1941)]], [[Scram (video game)|Scram]] and [[Legionnaire (video game)|Legionnaire]].
|-
|-
|''Barony''
|''Barony''
Line 233: Line 233:
|commercial
|commercial
|Turning Wheel
|Turning Wheel
|The game was released in June 2015 commercially on Steam and gog.com.<ref>[http://store.steampowered.com/app/371970/ Barony] on steam.com</ref> Source code was released in June 2016 on github.<ref>[https://github.com/TurningWheel/Barony Barony] on github.com</ref>
|The game was released in June 2015 commercially on Steam and gog.com.<ref>[http://store.steampowered.com/app/371970/ Barony] {{webarchive|url=https://web.archive.org/web/20161122083438/http://store.steampowered.com/app/371970 |date=2016-11-22 }} on steam.com</ref> Source code was released in June 2016 on github.<ref>[https://github.com/TurningWheel/Barony Barony] on github.com</ref>
|-
|-
|''[[Batman Returns (video game)|Batman Returns]]''
|''[[Batman Returns (video game)|Batman Returns]]''
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|for educational purposes
|for educational purposes
|ACME / Chris Shrigley
|ACME / Chris Shrigley
|In March 2015 programmer Chris Shrigley, who worked on the [[Sega CD]] version, found the ''Batman Returns'' [[source code]] and released it for educational purposes to the public.<ref>{{cite web|date=2015-03-27 | first=Chris |last=Shrigley|url=http://shrigley.com/batman-returns-sega-cd-3d-driving-game-source-code/|title=batman-returns-sega-cd-3d-driving-game-source-code found |publisher=shrigley.com |accessdate=2015-11-20}}</ref> He released also the source code of [[Magician (video game)|Magician]], [[Cliffhanger (video game)|Cliffhanger]], [[Gargoyles (video game)|Gargoyles]] and some other games from his working career.<ref>[http://shrigley.com/source_code_archive/ source code archive] of Chris Shrigley</ref>
|In March 2015 programmer Chris Shrigley, who worked on the [[Sega CD]] version, found the ''Batman Returns'' [[source code]] and released it for educational purposes to the public.<ref>{{cite web|date=2015-03-27 |first=Chris |last=Shrigley |url=http://shrigley.com/batman-returns-sega-cd-3d-driving-game-source-code/ |title=batman-returns-sega-cd-3d-driving-game-source-code found |publisher=shrigley.com |accessdate=2015-11-20 |deadurl=no |archiveurl=https://web.archive.org/web/20151121041129/http://shrigley.com/batman-returns-sega-cd-3d-driving-game-source-code/ |archivedate=2015-11-21 }}</ref> He released also the source code of [[Magician (video game)|Magician]], [[Cliffhanger (video game)|Cliffhanger]], [[Gargoyles (video game)|Gargoyles]] and some other games from his working career.<ref>[http://shrigley.com/source_code_archive/ source code archive] {{webarchive|url=https://web.archive.org/web/20151121041252/http://shrigley.com/source_code_archive/ |date=2015-11-21 }} of Chris Shrigley</ref>
|-
|-
|''[[Beneath a Steel Sky]]''
|''[[Beneath a Steel Sky]]''
Line 251: Line 251:
|Beneath a Steel Sky Freeware License
|Beneath a Steel Sky Freeware License
|[[Revolution Software]]
|[[Revolution Software]]
|The assembly language source code of the game was made available to the public and [[ScummVM]] in August 2003.<ref>[http://www.classicdosgames.com/game/Beneath_a_Steel_Sky.html Source code] ''"Source code for Beneath a Steel Sky in Assembly language (415,225 bytes) xxxx"'' (2005)</ref><ref>{{cite web |url=http://www.scummvm.org/news/20030802/ |title=Latest Developments |publisher=[[ScummVM|ScummVM.org]] |date=August 2, 2012 |accessdate=July 14, 2013|quote=''Support for Beneath a Steel Sky, made possible thanks to Revolution Software supplying us with the original assembly source code!''}}</ref> The source code availability made it possible for the [[ScummVM]] project to support the game, which allows the game to be played on [[Microsoft Windows|Windows]], [[OS X]], [[Linux]], [[Windows CE]] and other compatible operating systems and platforms.
|The assembly language source code of the game was made available to the public and [[ScummVM]] in August 2003.<ref>[http://www.classicdosgames.com/game/Beneath_a_Steel_Sky.html Source code] {{webarchive|url=https://web.archive.org/web/20160703131602/http://www.classicdosgames.com/game/Beneath_a_Steel_Sky.html |date=2016-07-03 }} ''"Source code for Beneath a Steel Sky in Assembly language (415,225 bytes) xxxx"'' (2005)</ref><ref>{{cite web|url=http://www.scummvm.org/news/20030802/ |title=Latest Developments |publisher=[[ScummVM|ScummVM.org]] |date=August 2, 2012 |accessdate=July 14, 2013 |quote=''Support for Beneath a Steel Sky, made possible thanks to Revolution Software supplying us with the original assembly source code!'' |deadurl=no |archiveurl=https://web.archive.org/web/20130822035506/http://scummvm.org/news/20030802/ |archivedate=August 22, 2013 }}</ref> The source code availability made it possible for the [[ScummVM]] project to support the game, which allows the game to be played on [[Microsoft Windows|Windows]], [[OS X]], [[Linux]], [[Windows CE]] and other compatible operating systems and platforms.
|-
|-
|''[[Beyond Castle Wolfenstein]]''
|''[[Beyond Castle Wolfenstein]]''
Line 260: Line 260:
|{{Proprietary|[[Freeware]]}}
|{{Proprietary|[[Freeware]]}}
|Silas Warner
|Silas Warner
|The reconstructed source code and the ported game was released by Silas Warner's widow in 2005.<ref>{{cite web|url=http://www.oldskool.org/pc/BCW/faq.html |quote=''Q) Do you have the rights to distribute this game? A) Hopefully! Silas Warner's wife has granted permission to release the source code and game executables as a small memorial of his work.'' |title=The Beyond Castle Wolfenstein Project - Beyond Castle Wolfenstein Project Quick FAQ |publisher=oldskool.org |first=Jeff |last=Leyda |accessdate=2014-08-31}}</ref>
|The reconstructed source code and the ported game was released by Silas Warner's widow in 2005.<ref>{{cite web|url=http://www.oldskool.org/pc/BCW/faq.html |quote=''Q) Do you have the rights to distribute this game? A) Hopefully! Silas Warner's wife has granted permission to release the source code and game executables as a small memorial of his work.'' |title=The Beyond Castle Wolfenstein Project - Beyond Castle Wolfenstein Project Quick FAQ |publisher=oldskool.org |first=Jeff |last=Leyda |accessdate=2014-08-31 |deadurl=no |archiveurl=https://web.archive.org/web/20140907221337/http://www.oldskool.org/pc/BCW/faq.html |archivedate=2014-09-07 }}</ref>
|-
|-
|''[[Beyond Protocol]]'' (now ''After Protocol'')
|''[[Beyond Protocol]]'' (now ''After Protocol'')
Line 269: Line 269:
|Freeware
|Freeware
|Dark Sky Entertainment
|Dark Sky Entertainment
|Initial design of Beyond Protocol began in 1991.<ref name="Young">{{cite web|url=http://www.incgamers.com/Interviews/133/BeyondProtocolInterview/1 |title=Beyond Protocol Interview |last=Younger |first=Paul |date=2008-06-19 |publisher=IncGamers.com |accessdate=2009-04-30 |deadurl=yes |archiveurl=https://web.archive.org/web/20110713024724/http://www.incgamers.com/Interviews/133/BeyondProtocolInterview/1 |archivedate=2011-07-13 |df= }}</ref> A scaled up beta program began Nov 15th 2007<ref name="AlphaBeta">{{cite web|title=AlphaBeta |url=http://beyondprotocol.info/about-us |deadurl=yes |archiveurl=https://web.archive.org/web/20090131110349/http://beyondprotocol.info/about-us |archivedate=2009-01-31 |df= }}</ref> with an open-beta in 2008. When due to financial issues the game has been shut down, the [[source code]] was released on 4 May 2011 on [[Sourceforge]] to the public.<ref name="Open Source Release">{{cite web|title = Open Source Release|url=http://beyondprotocol.sourceforge.net/}}</ref> Based on this source code, community organized development [[Fork (software)|continues]] until today as ''After Protocol''.<ref>[http://www.afterprotocol.com/ afterprotocol.com]</ref>
|Initial design of Beyond Protocol began in 1991.<ref name="Young">{{cite web|url=http://www.incgamers.com/Interviews/133/BeyondProtocolInterview/1 |title=Beyond Protocol Interview |last=Younger |first=Paul |date=2008-06-19 |publisher=IncGamers.com |accessdate=2009-04-30 |deadurl=yes |archiveurl=https://web.archive.org/web/20110713024724/http://www.incgamers.com/Interviews/133/BeyondProtocolInterview/1 |archivedate=2011-07-13 |df= }}</ref> A scaled up beta program began Nov 15th 2007<ref name="AlphaBeta">{{cite web|title=AlphaBeta |url=http://beyondprotocol.info/about-us |deadurl=yes |archiveurl=https://web.archive.org/web/20090131110349/http://beyondprotocol.info/about-us |archivedate=2009-01-31 |df= }}</ref> with an open-beta in 2008. When due to financial issues the game has been shut down, the [[source code]] was released on 4 May 2011 on [[Sourceforge]] to the public.<ref name="Open Source Release">{{cite web|title=Open Source Release |url=http://beyondprotocol.sourceforge.net/ |deadurl=no |archiveurl=https://web.archive.org/web/20110905042509/http://beyondprotocol.sourceforge.net/ |archivedate=2011-09-05 }}</ref> Based on this source code, community organized development [[Fork (software)|continues]] until today as ''After Protocol''.<ref>[http://www.afterprotocol.com/ afterprotocol.com] {{webarchive|url=https://web.archive.org/web/20170320232849/http://www.afterprotocol.com/ |date=2017-03-20 }}</ref>
|-
|-
|''[[Beyond the Titanic]]''
|''[[Beyond the Titanic]]''
Line 287: Line 287:
|GPL
|GPL
|[[Spiderweb Software]]
|[[Spiderweb Software]]
|Source code and artwork was released by Jeff Vogel (Spiderweb Software) under a GPL license in June 2007.<ref>[http://www.spiderwebsoftware.com/blades/opensource.html Blades of Exile Source Code] on spiderwebsoftware.com</ref>
|Source code and artwork was released by Jeff Vogel (Spiderweb Software) under a GPL license in June 2007.<ref>[http://www.spiderwebsoftware.com/blades/opensource.html Blades of Exile Source Code] {{webarchive|url=https://web.archive.org/web/20140905173113/http://www.spiderwebsoftware.com/blades/opensource.html |date=2014-09-05 }} on spiderwebsoftware.com</ref>
|-
|-
|''[[Blake Stone: Planet Strike]]''
|''[[Blake Stone: Planet Strike]]''
|1994
|1994
|2013<ref>{{cite web|title=Blake Stone: Planet Strike source code released after almost 20 years |date=2013-07-08 |accessdate=2013-07-11 |first=Julian |last=Benson |url=http://www.pcgamesn.com/blake-stone-planet-strike-source-code-released-after-almost-20-years |publisher=PC Games}}</ref>
|2013<ref>{{cite web|title=Blake Stone: Planet Strike source code released after almost 20 years |date=2013-07-08 |accessdate=2013-07-11 |first=Julian |last=Benson |url=http://www.pcgamesn.com/blake-stone-planet-strike-source-code-released-after-almost-20-years |publisher=PC Games |deadurl=no |archiveurl=https://web.archive.org/web/20130710154207/http://www.pcgamesn.com/blake-stone-planet-strike-source-code-released-after-almost-20-years |archivedate=2013-07-10 }}</ref>
|FPS
|FPS
|GPL<ref>[https://dl.dropboxusercontent.com/u/45949788/Blake%20Stone%20Planet%20Strike%20Source%20Code.rar source code] of Blake Stone with license</ref>
|GPL<ref>[https://dl.dropboxusercontent.com/u/45949788/Blake%20Stone%20Planet%20Strike%20Source%20Code.rar source code] {{webarchive|url=https://web.archive.org/web/20160304023047/https://dl.dropboxusercontent.com/u/45949788/Blake%20Stone%20Planet%20Strike%20Source%20Code.rar |date=2016-03-04 }} of Blake Stone with license</ref>
|GPL
|GPL
|[[Apogee Software]]
|[[Apogee Software]]
Line 305: Line 305:
|proprietary
|proprietary
|Bob Pollin
|Bob Pollin
|Assembly source code released in 2016 by the author Bob Pollin in the Atariage forum.<ref>[http://atariage.com/forums/topic/249933-blue-max-source-code-for-you/ Blue Max source code for you.] on atariage.com by Kevin Savetz (Mar 5 2016)</ref> On the Atariage forum source code of many more games was released.<ref>[http://atariage.com/forums/topic/258786-phoenix-software-source-code/ phoenix-software-source-code] on atariage.com (November 2016)</ref><ref>[http://atariage.com/forums/topic/257991-atari-pilot-source-code/ atari-pilot-source-code] on atariage.com (October 2016)</ref><ref>[http://atariage.com/forums/topic/144322-source-code-pole-position/ source-code-pole-position] on atariage.com (2009)</ref>
|Assembly source code released in 2016 by the author Bob Pollin in the Atariage forum.<ref>[http://atariage.com/forums/topic/249933-blue-max-source-code-for-you/ Blue Max source code for you.] {{webarchive|url=https://web.archive.org/web/20170415103904/http://atariage.com/forums/topic/249933-blue-max-source-code-for-you/ |date=2017-04-15 }} on atariage.com by Kevin Savetz (Mar 5 2016)</ref> On the Atariage forum source code of many more games was released.<ref>[http://atariage.com/forums/topic/258786-phoenix-software-source-code/ phoenix-software-source-code] {{webarchive|url=https://web.archive.org/web/20170415200442/http://atariage.com/forums/topic/258786-phoenix-software-source-code/ |date=2017-04-15 }} on atariage.com (November 2016)</ref><ref>[http://atariage.com/forums/topic/257991-atari-pilot-source-code/ atari-pilot-source-code] {{webarchive|url=https://web.archive.org/web/20170415103957/http://atariage.com/forums/topic/257991-atari-pilot-source-code/ |date=2017-04-15 }} on atariage.com (October 2016)</ref><ref>[http://atariage.com/forums/topic/144322-source-code-pole-position/ source-code-pole-position] {{webarchive|url=https://web.archive.org/web/20170415103756/http://atariage.com/forums/topic/144322-source-code-pole-position/ |date=2017-04-15 }} on atariage.com (2009)</ref>
|-
|-
|''[[Bob's game]]''
|''[[Bob's game]]''
Line 314: Line 314:
|Freeware
|Freeware
|[[Robert Pelloni]]
|[[Robert Pelloni]]
|In August 2016 the [[source code]] of the game was released on [[GitHub]] under a non-commercial [[source available]] [[software license]],<ref>[https://github.com/bobsgame/bobsgame bobsgame] on github.com</ref> to allow the community to contribute. The author claims that he wrote the game originally in [[C (programming language)|C]], switched then to Java, and later converted it with an automatic code converter to [[C++]].<ref>[http://www.caltrops.com/pointy.php?action=viewPost&pid=180522 Bob's Game source code released!] by Daniel Berkhart on caltrops.com (08/25/2016)</ref>
|In August 2016 the [[source code]] of the game was released on [[GitHub]] under a non-commercial [[source available]] [[software license]],<ref>[https://github.com/bobsgame/bobsgame bobsgame] {{webarchive|url=https://web.archive.org/web/20170117015913/https://github.com/bobsgame/bobsgame |date=2017-01-17 }} on github.com</ref> to allow the community to contribute. The author claims that he wrote the game originally in [[C (programming language)|C]], switched then to Java, and later converted it with an automatic code converter to [[C++]].<ref>[http://www.caltrops.com/pointy.php?action=viewPost&pid=180522 Bob's Game source code released!] {{webarchive|url=https://web.archive.org/web/20170228085724/http://www.caltrops.com/pointy.php?action=viewPost&pid=180522 |date=2017-02-28 }} by Daniel Berkhart on caltrops.com (08/25/2016)</ref>
|-
|-
|''[[Buzz Aldrin's Race Into Space]]'' (now ''Race Into Space'')
|''[[Buzz Aldrin's Race Into Space]]'' (now ''Race Into Space'')
Line 320: Line 320:
|2007
|2007
|[[Simulation]]
|[[Simulation]]
|[[GPLv2]]<ref>[http://sourceforge.net/projects/raceintospace/ sourceforge.net/projects/raceintospace]</ref>
|[[GPLv2]]<ref>[http://sourceforge.net/projects/raceintospace/ sourceforge.net/projects/raceintospace] {{webarchive|url=https://web.archive.org/web/20130611115311/http://sourceforge.net/projects/raceintospace/ |date=2013-06-11 }}</ref>
|{{Proprietary|[[Freeware]]}}<ref name="BARIS">[https://web.archive.org/web/20070710110823/http://www.geocities.com/raceintospace/CopyrightInfo.txt CopyrightInfo.txt]</ref>
|{{Proprietary|[[Freeware]]}}<ref name="BARIS">[https://web.archive.org/web/20070710110823/http://www.geocities.com/raceintospace/CopyrightInfo.txt CopyrightInfo.txt]</ref>
|Strategic Visions/Fritz Bronner
|Strategic Visions/Fritz Bronner
Line 327: Line 327:
|''[[Catacomb (video game)|Catacomb]]''
|''[[Catacomb (video game)|Catacomb]]''
|1989
|1989
|2014<ref name="Larabel news_item&px=MTcxMjM">{{cite web | url = https://www.phoronix.com/scan.php?page=news_item&px=MTcxMjM | title = id Software's Softdisk Open-Sources Some Really Old Games | first = Michael | last = Larabel | date = June 6, 2014 | accessdate = June 6, 2014 | publisher = [[Phoronix]] }}</ref>
|2014<ref name="Larabel news_item&px=MTcxMjM">{{cite web|url=https://www.phoronix.com/scan.php?page=news_item&px=MTcxMjM |title=id Software's Softdisk Open-Sources Some Really Old Games |first=Michael |last=Larabel |date=June 6, 2014 |accessdate=June 6, 2014 |publisher=[[Phoronix]] |deadurl=no |archiveurl=https://web.archive.org/web/20140609231037/http://www.phoronix.com/scan.php?page=news_item&px=MTcxMjM |archivedate=June 9, 2014 }}</ref>
|[[Top-down shooter]]
|[[Top-down shooter]]
|[[GNU General Public License]]
|[[GNU General Public License]]
|{{Proprietary}}
|{{Proprietary}}
|[[Flat Rock Software]]
|[[Flat Rock Software]]
|Early game by [[John D. Carmack]]. Released by Flat Rock Software.<ref>[https://github.com/FlatRockSoft FlatRockSoft] on github.com</ref> and ported to SDL.<ref>[https://github.com/Blzut3/CatacombSDL CatacombSDL] on github.com/Blzut3</ref>
|Early game by [[John D. Carmack]]. Released by Flat Rock Software.<ref>[https://github.com/FlatRockSoft FlatRockSoft] {{webarchive|url=https://web.archive.org/web/20160712111706/https://github.com/FlatRockSoft/ |date=2016-07-12 }} on github.com</ref> and ported to SDL.<ref>[https://github.com/Blzut3/CatacombSDL CatacombSDL] {{webarchive|url=https://web.archive.org/web/20160721130202/https://github.com/Blzut3/CatacombSDL |date=2016-07-21 }} on github.com/Blzut3</ref>
|-
|-
|''[[Catacomb 3D]]''
|''[[Catacomb 3D]]''
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|2003
|2003
|[[turn-based strategy game]]
|[[turn-based strategy game]]
|Non-commercial own license<ref>[http://apolyton.net/content.php/318-Call-to-Power-II-Source-Code-End-User-License-Agreement Call-to-Power-II-Source-Code-End-User-License-Agreement]</ref>
|Non-commercial own license<ref>[http://apolyton.net/content.php/318-Call-to-Power-II-Source-Code-End-User-License-Agreement Call-to-Power-II-Source-Code-End-User-License-Agreement] {{webarchive|url=https://web.archive.org/web/20121109035952/http://apolyton.net/content.php/318-Call-to-Power-II-Source-Code-End-User-License-Agreement |date=2012-11-09 }}</ref>
|{{Proprietary}}
|{{Proprietary}}
|[[Activision]]
|[[Activision]]
Line 356: Line 356:
|2010
|2010
|[[Cinematic platformer]]
|[[Cinematic platformer]]
|Engine [[MIT license]],<ref>{{cite web|url=http://blog.semisecretsoftware.com/canabalt-open-source-details-licensing-and-ex |title=Canabalt "Open Source" Details, Licensing and Extra Information |date=December 31, 2010 |archiveurl=https://web.archive.org/web/20130525000958/http://blog.semisecretsoftware.com/canabalt-open-source-details-licensing-and-ex |archivedate=2013-05-25 |accessdate=2013-06-06}}</ref> game code own proprietary license<ref>[https://github.com/ericjohnson/canabalt-ios/blob/master/GAME_LICENSE.TXT GAME_LICENSE.TXT]</ref>
|Engine [[MIT license]],<ref>{{cite web|url=http://blog.semisecretsoftware.com/canabalt-open-source-details-licensing-and-ex |title=Canabalt "Open Source" Details, Licensing and Extra Information |date=December 31, 2010 |archiveurl=https://web.archive.org/web/20130525000958/http://blog.semisecretsoftware.com/canabalt-open-source-details-licensing-and-ex |archivedate=2013-05-25 |accessdate=2013-06-06}}</ref> game code own proprietary license<ref>[https://github.com/ericjohnson/canabalt-ios/blob/master/GAME_LICENSE.TXT GAME_LICENSE.TXT] {{webarchive|url=https://web.archive.org/web/20151019134735/https://github.com/ericjohnson/canabalt-ios/blob/master/GAME_LICENSE.TXT |date=2015-10-19 }}</ref>
|{{Proprietary}}/Freeware
|{{Proprietary}}/Freeware
|[[Adam Saltsman]]
|[[Adam Saltsman]]
|Released by [[Adam Saltsman]] in 2010.<ref>{{cite web|url=http://www.tuaw.com/2010/12/31/popular-indie-game-canabalt-goes-open-source/|title=Popular indie game Canabalt goes open source |first=Kelly |last=Hodgkins |date=2010-12-31 |quote=''The developers behind Canabalt confirmed that the game's source code will be made available as part of an open source project. The game will be licensed under the MIT Open Source license, which will let other developers use the engine source code in its entirety for both personal and commercial projects. While the code powering the game is available for the world to use, the game art, sounds, animations and Canabalt game-specific code is still proprietary.'' |publisher=tuaw.com}}</ref>
|Released by [[Adam Saltsman]] in 2010.<ref>{{cite web|url=http://www.tuaw.com/2010/12/31/popular-indie-game-canabalt-goes-open-source/ |title=Popular indie game Canabalt goes open source |first=Kelly |last=Hodgkins |date=2010-12-31 |quote=''The developers behind Canabalt confirmed that the game's source code will be made available as part of an open source project. The game will be licensed under the MIT Open Source license, which will let other developers use the engine source code in its entirety for both personal and commercial projects. While the code powering the game is available for the world to use, the game art, sounds, animations and Canabalt game-specific code is still proprietary.'' |publisher=tuaw.com |deadurl=no |archiveurl=https://web.archive.org/web/20130630225405/http://www.tuaw.com/2010/12/31/popular-indie-game-canabalt-goes-open-source |archivedate=2013-06-30 }}</ref>
|-
|-
|''[[Cart Life]]''
|''[[Cart Life]]''
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|CART LIFE'S FREE LICENSE (Permissive license)/[[Freeware]]
|CART LIFE'S FREE LICENSE (Permissive license)/[[Freeware]]
|Richard Hofmeier
|Richard Hofmeier
|In March 2014 the game was removed from all [[digital distribution]]s and the [[source code]] and game was made available for free online, with Hofmeier saying he was finished supporting the game.<ref>{{cite web |url=http://www.pcgamer.com/uk/2014/03/20/cart-life-open-source/ |title=Cart Life exits Steam, goes open source |date=20 March 2014 |accessdate=21 March 2014 |first=Omri |last=Petitte |work=[[PC Gamer]]}}</ref> His webpage went later offline but the source code was mirrored on [[GitHub]].<ref>[http://indiegames.ch/die-geheimen-projekte-des-richard-hofmeier/ Die geheimen Projekte des Richard Hofmeier] on indiegames.ch (May 2015)</ref><ref>[https://github.com/gondur/cartlife_src cartlife_src] on github.com</ref>
|In March 2014 the game was removed from all [[digital distribution]]s and the [[source code]] and game was made available for free online, with Hofmeier saying he was finished supporting the game.<ref>{{cite web|url=http://www.pcgamer.com/uk/2014/03/20/cart-life-open-source/ |title=Cart Life exits Steam, goes open source |date=20 March 2014 |accessdate=21 March 2014 |first=Omri |last=Petitte |work=[[PC Gamer]] |deadurl=no |archiveurl=https://web.archive.org/web/20140322001348/http://www.pcgamer.com/uk/2014/03/20/cart-life-open-source/ |archivedate=22 March 2014 }}</ref> His webpage went later offline but the source code was mirrored on [[GitHub]].<ref>[http://indiegames.ch/die-geheimen-projekte-des-richard-hofmeier/ Die geheimen Projekte des Richard Hofmeier] {{webarchive|url=https://web.archive.org/web/20160721130228/http://indiegames.ch/die-geheimen-projekte-des-richard-hofmeier/ |date=2016-07-21 }} on indiegames.ch (May 2015)</ref><ref>[https://github.com/gondur/cartlife_src cartlife_src] {{webarchive|url=https://web.archive.org/web/20160721130524/https://github.com/gondur/cartlife_src |date=2016-07-21 }} on github.com</ref>
|-
|-
|''[[Civilization IV]]''
|''[[Civilization IV]]''
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|proprietary
|proprietary
|[[Firaxis Games]] / [[2k Games]]
|[[Firaxis Games]] / [[2k Games]]
|In April 2006 the developers released the source code of the core game mechanic to the public with a [[Software Development Kit]].<ref>[http://www.gamasutra.com/view/news/99858/Product_2K_Games_Firaxis_Release_Civ_IV_SDK.php Product_2K_Games_Firaxis_Release_Civ_IV_SDK] on gamasutra.com</ref><ref>[http://www.2kgames.com/civ4/downloads.htm civ4 downloads] on 2kgames.com</ref> Additionally to the released source code, as game data and rules are stored in [[XML]] files and most of the game is written in [[Python (programming language)|Python]], much (but not all) of the game is "open" and easily customizable.<ref name="gamespy">{{cite web |url=http://pc.gamespy.com/pc/civilization-iv/662218p1.html |title=GameSpy: Civilization IV |last=Kosak |first=Dave 'Fargo' |date=27 October 2005 |publisher=[[GameSpy]] |pages=1–3 |id=662218 |archiveurl=https://web.archive.org/web/20131206061753/http://pc.gamespy.com/pc/civilization-iv/662218p1.html |archivedate=6 December 2013 |deadurl=yes |accessdate=24 October 2009}}</ref>
|In April 2006 the developers released the source code of the core game mechanic to the public with a [[Software Development Kit]].<ref>[http://www.gamasutra.com/view/news/99858/Product_2K_Games_Firaxis_Release_Civ_IV_SDK.php Product_2K_Games_Firaxis_Release_Civ_IV_SDK] {{webarchive|url=https://web.archive.org/web/20170104001224/http://www.gamasutra.com/view/news/99858/Product_2K_Games_Firaxis_Release_Civ_IV_SDK.php |date=2017-01-04 }} on gamasutra.com</ref><ref>[http://www.2kgames.com/civ4/downloads.htm civ4 downloads] {{webarchive|url=https://web.archive.org/web/20080513225741/http://www.2kgames.com/civ4/downloads.htm |date=2008-05-13 }} on 2kgames.com</ref> Additionally to the released source code, as game data and rules are stored in [[XML]] files and most of the game is written in [[Python (programming language)|Python]], much (but not all) of the game is "open" and easily customizable.<ref name="gamespy">{{cite web |url=http://pc.gamespy.com/pc/civilization-iv/662218p1.html |title=GameSpy: Civilization IV |last=Kosak |first=Dave 'Fargo' |date=27 October 2005 |publisher=[[GameSpy]] |pages=1–3 |id=662218 |archiveurl=https://web.archive.org/web/20131206061753/http://pc.gamespy.com/pc/civilization-iv/662218p1.html |archivedate=6 December 2013 |deadurl=yes |accessdate=24 October 2009}}</ref>
The game's community produced later many mods, total conversations and optimization patches for the game.<ref>[https://sourceforge.net/projects/civ4betterai/ Civ4: Better AI] on sourceforge.net ''"Major improvements to AI naval and air unit handling [...] Well over 100 bug fixes"''</ref>
The game's community produced later many mods, total conversations and optimization patches for the game.<ref>[https://sourceforge.net/projects/civ4betterai/ Civ4: Better AI] {{webarchive|url=https://web.archive.org/web/20170104001759/https://sourceforge.net/projects/civ4betterai/ |date=2017-01-04 }} on sourceforge.net ''"Major improvements to AI naval and air unit handling [...] Well over 100 bug fixes"''</ref>
|-
|-
|''[[Clonk]]'' series (now [[OpenClonk]])
|''[[Clonk]]'' series (now [[OpenClonk]])
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|[[GPLv3]]
|[[GPLv3]]
|Epsitec SA
|Epsitec SA
|Game source released on March 26, 2012.<ref>{{pl icon}} [http://www.colobot.cba.pl/news.php?readmore=19 Announcement on Polish fan community page]</ref>
|Game source released on March 26, 2012.<ref>{{pl icon}} [http://www.colobot.cba.pl/news.php?readmore=19 Announcement on Polish fan community page] {{webarchive|url=https://web.archive.org/web/20120807154006/http://www.colobot.cba.pl/news.php?readmore=19 |date=2012-08-07 }}</ref>
|-
|-
|''[[Colossal Cave Adventure]]''
|''[[Colossal Cave Adventure]]''
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|2000/2005 (?)
|2000/2005 (?)
|[[Text Adventure]]
|[[Text Adventure]]
|[[Public domain software]]<ref name=Jerz>{{cite web|url=http://www.digitalhumanities.org/dhq/vol/001/2/000009/000009.html |title=Somewhere Nearby is Colossal Cave: Examining Will Crowther's Original "Adventure" in Code and in Kentucky |work=[[Alliance of Digital Humanities Organizations|Digital Humanities Quarterly]] |last=Jerz |first=Dennis |year=2007 |publisher=[[Seton Hill University]]}}</ref><ref>[http://rickadams.org/adventure/e_downloads.html David Kinder's guide to Adventure downloads] at the Interactive Fiction Archive</ref><ref>[http://jerz.setonhill.edu/intfic/colossal-cave-adventure-source-code/ Colossal Cave Adventure Source Code] on jerz.setonhill.edu (2007)</ref> / [[BSD license]] (2017)
|[[Public domain software]]<ref name=Jerz>{{cite web|url=http://www.digitalhumanities.org/dhq/vol/001/2/000009/000009.html |title=Somewhere Nearby is Colossal Cave: Examining Will Crowther's Original "Adventure" in Code and in Kentucky |work=[[Alliance of Digital Humanities Organizations|Digital Humanities Quarterly]] |last=Jerz |first=Dennis |year=2007 |publisher=[[Seton Hill University]] |deadurl=no |archiveurl=https://web.archive.org/web/20160616070717/http://www.digitalhumanities.org/dhq/vol/001/2/000009/000009.html |archivedate=2016-06-16 }}</ref><ref>[http://rickadams.org/adventure/e_downloads.html David Kinder's guide to Adventure downloads] {{webarchive|url=https://web.archive.org/web/20140812224808/http://rickadams.org/adventure/e_downloads.html |date=2014-08-12 }} at the Interactive Fiction Archive</ref><ref>[http://jerz.setonhill.edu/intfic/colossal-cave-adventure-source-code/ Colossal Cave Adventure Source Code] {{webarchive|url=https://web.archive.org/web/20150606145446/http://jerz.setonhill.edu/intfic/colossal-cave-adventure-source-code/ |date=2015-06-06 }} on jerz.setonhill.edu (2007)</ref> / [[BSD license]] (2017)
|no artwork ([[Public domain software]])
|no artwork ([[Public domain software]])
|[[Will Crowther]]
|[[Will Crowther]]
|Source code variants are at least available as far back as 2000.<ref>[http://www.ifarchive.org/indexes/if-archiveXgamesXsource.html adv350-pdp10.tar.gz] on ifarchive.org (2000)</ref> An authentic version was retrieved in 2005 "from a backup of Don Woods's student account at the [[Stanford Artificial Intelligence Lab]] (SAIL)".<ref name=Jerz/> In February 2017 [[Eric S. Raymond]] was involved in the release of version 2.5, under BSD license, the last release by the original author alone.<ref>[https://motherboard.vice.com/en_us/article/the-first-text-adventure-game-ever-is-finally-open-source ‘Colossal Cave Adventure’ is due for an update.] by Jordan Pearson on [[vice.com]] (May 29, 2017)</ref><ref>[https://gitlab.com/esr/open-adventure open-adventure] on [[gitlab]]</ref><ref>[http://esr.ibiblio.org/?p=7540 The Adventure begins again] by Eric Raymond (2017-05-22)</ref>
|Source code variants are at least available as far back as 2000.<ref>[http://www.ifarchive.org/indexes/if-archiveXgamesXsource.html adv350-pdp10.tar.gz] {{webarchive|url=https://web.archive.org/web/20160623030200/http://www.ifarchive.org/indexes/if-archiveXgamesXsource.html |date=2016-06-23 }} on ifarchive.org (2000)</ref> An authentic version was retrieved in 2005 "from a backup of Don Woods's student account at the [[Stanford Artificial Intelligence Lab]] (SAIL)".<ref name=Jerz/> In February 2017 [[Eric S. Raymond]] was involved in the release of version 2.5, under BSD license, the last release by the original author alone.<ref>[https://motherboard.vice.com/en_us/article/the-first-text-adventure-game-ever-is-finally-open-source ‘Colossal Cave Adventure’ is due for an update.] {{webarchive|url=https://web.archive.org/web/20170529211122/https://motherboard.vice.com/en_us/article/the-first-text-adventure-game-ever-is-finally-open-source |date=2017-05-29 }} by Jordan Pearson on [[vice.com]] (May 29, 2017)</ref><ref>[https://gitlab.com/esr/open-adventure open-adventure] {{webarchive|url=https://web.archive.org/web/20170530145106/https://gitlab.com/esr/open-adventure |date=2017-05-30 }} on [[gitlab]]</ref><ref>[http://esr.ibiblio.org/?p=7540 The Adventure begins again] {{webarchive|url=https://web.archive.org/web/20170531145603/http://esr.ibiblio.org/?p=7540 |date=2017-05-31 }} by Eric Raymond (2017-05-22)</ref>
|-
|-
|''[[Commander Keen: Keen Dreams]]''
|''[[Commander Keen: Keen Dreams]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[id Software]]
|[[id Software]]
|In September 2014, after an [[Indiegogo]] [[crowdfunding]] campaign,<ref>[https://www.indiegogo.com/projects/let-s-get-keen-dreams-re-released-legally Let's get Keen Dreams re-released legally !] on indiegogo.com</ref> the game's [[source code]] was released on [[GitHub]].<ref>[http://games.slashdot.org/story/14/09/17/133228/commander-keen-keen-dreams-source-code-released commander-keen-keen-dreams-source-code-released] on slashdot.org</ref><ref>[https://github.com/keendreams/keen Keen source code] on [[GitHub]]</ref>
|In September 2014, after an [[Indiegogo]] [[crowdfunding]] campaign,<ref>[https://www.indiegogo.com/projects/let-s-get-keen-dreams-re-released-legally Let's get Keen Dreams re-released legally !] {{webarchive|url=https://web.archive.org/web/20150905122330/https://www.indiegogo.com/projects/let-s-get-keen-dreams-re-released-legally |date=2015-09-05 }} on indiegogo.com</ref> the game's [[source code]] was released on [[GitHub]].<ref>[http://games.slashdot.org/story/14/09/17/133228/commander-keen-keen-dreams-source-code-released commander-keen-keen-dreams-source-code-released] {{webarchive|url=https://web.archive.org/web/20150722101420/http://games.slashdot.org/story/14/09/17/133228/commander-keen-keen-dreams-source-code-released |date=2015-07-22 }} on slashdot.org</ref><ref>[https://github.com/keendreams/keen Keen source code] {{webarchive|url=https://web.archive.org/web/20140918175920/https://github.com/keendreams/keen |date=2014-09-18 }} on [[GitHub]]</ref>
|-
|-
|''[[Conquest: Frontier Wars]]''
|''[[Conquest: Frontier Wars]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Fever Pitch Studios]]
|[[Fever Pitch Studios]]
|On December 9, 2013, the [[source code]] was bundled with every copy of the game purchased on [[GOG.com]].<ref>{{cite web|url=http://www.gog.com/forum/general/classic_gem_promo_conquest_frontier_wars_copy3|title=Classic Gem Promo: Conquest: Frontier Wars |date=2013-12-09 |author=[[GOG.com]] |publisher=[[CD Projekt]]}}</ref><ref>[https://robertsspaceindustries.com/comm-link/spectrum-dispatch/12863-Conquest-Frontier-Wars-On-GOG Conquest: Frontier Wars on GOG] on robertsspaceindustries.com</ref>
|On December 9, 2013, the [[source code]] was bundled with every copy of the game purchased on [[GOG.com]].<ref>{{cite web|url=http://www.gog.com/forum/general/classic_gem_promo_conquest_frontier_wars_copy3 |title=Classic Gem Promo: Conquest: Frontier Wars |date=2013-12-09 |author=[[GOG.com]] |publisher=[[CD Projekt]] |deadurl=no |archiveurl=https://web.archive.org/web/20140612011259/http://www.gog.com/forum/general/classic_gem_promo_conquest_frontier_wars_copy3 |archivedate=2014-06-12 }}</ref><ref>[https://robertsspaceindustries.com/comm-link/spectrum-dispatch/12863-Conquest-Frontier-Wars-On-GOG Conquest: Frontier Wars on GOG] {{webarchive|url=https://web.archive.org/web/20140903085151/https://robertsspaceindustries.com/comm-link/spectrum-dispatch/12863-Conquest-Frontier-Wars-On-GOG |date=2014-09-03 }} on robertsspaceindustries.com</ref>
|-
|-
|''[https://github.com/core-code/CoreBreach CoreBreach]''
|''[https://github.com/core-code/CoreBreach CoreBreach]''
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|2012
|2012
|[[Racing game]]
|[[Racing game]]
|GPL (game)/ MIT (3d engine)<ref name="corebreachopensource">{{cite web|url=https://www.phoronix.com/scan.php?page=news_item&px=MTIyMDU |title=CoreCode's CoreBreach Game Goes Open-Source |first=Michael |last=Larabel |date=2012-11-02 |accessdate=2013-06-22 |publisher=[[Phoronix]]}}</ref>
|GPL (game)/ MIT (3d engine)<ref name="corebreachopensource">{{cite web|url=https://www.phoronix.com/scan.php?page=news_item&px=MTIyMDU |title=CoreCode's CoreBreach Game Goes Open-Source |first=Michael |last=Larabel |date=2012-11-02 |accessdate=2013-06-22 |publisher=[[Phoronix]] |deadurl=no |archiveurl=https://web.archive.org/web/20130512083152/http://www.phoronix.com/scan.php?page=news_item&px=MTIyMDU |archivedate=2013-05-12 }}</ref>
|{{Proprietary|[[Freeware]]}} (demo)/ proprietary
|{{Proprietary|[[Freeware]]}} (demo)/ proprietary
|CoreCode
|CoreCode
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|NA
|NA
|[[Crytek]]
|[[Crytek]]
|In 2016 Crytek released their engine as [[pay-what-you-want]] including the source code to the public.<ref>[http://kotaku.com/cryteks-video-game-engine-is-now-free-1765078659 Crytek's Video Game Engine Is Now Free] by Jason Schreier on [[Kotaku]] (15-03-2016)</ref><ref>[http://www.pcgamer.com/cryengine-v-releases-today-on-a-pay-what-you-want-basis/ CryEngine V releases today on a pay-what-you-want basis] by Shaun Prescott on [[PC Gamer]] (March 16, 2016)</ref>
|In 2016 Crytek released their engine as [[pay-what-you-want]] including the source code to the public.<ref>[http://kotaku.com/cryteks-video-game-engine-is-now-free-1765078659 Crytek's Video Game Engine Is Now Free] {{webarchive|url=https://web.archive.org/web/20160510122147/http://kotaku.com/cryteks-video-game-engine-is-now-free-1765078659 |date=2016-05-10 }} by Jason Schreier on [[Kotaku]] (15-03-2016)</ref><ref>[http://www.pcgamer.com/cryengine-v-releases-today-on-a-pay-what-you-want-basis/ CryEngine V releases today on a pay-what-you-want basis] {{webarchive|url=https://web.archive.org/web/20160518013918/http://www.pcgamer.com/cryengine-v-releases-today-on-a-pay-what-you-want-basis/ |date=2016-05-18 }} by Shaun Prescott on [[PC Gamer]] (March 16, 2016)</ref>
|-
|-
|''[[Crystal Mines]]''
|''[[Crystal Mines]]''
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|{{Proprietary|[[Freeware]]}}
|{{Proprietary|[[Freeware]]}}
|Ken Beckett/[[Color Dreams]]
|Ken Beckett/[[Color Dreams]]
|In August 2011 Ken Beckett, the programmer of the NES game [[Crystal Mines]], released the [[source code]] under a custom [[permissive license]] to the public.<ref>[http://pdroms.de/nintendoentertainmentsystem/crystal-mines-source-code-nes-game Crystal Mines (Source Code) (NES Game)] on pdroms.de (Aug 26, 2011)</ref><ref>[http://forums.nesdev.com/viewtopic.php?t=8057 Post subject: Crystal Mines Source Code Released] on nesdev.com (August 2011)</ref> Artwork still proprietary but can be shared for non-commercial, personal use.<ref>[http://gilgalad.arc-nova.org/vgscr/nes/Crystal%20Mines%20(NES)%2011151989%20Version.zip Crystal%20Mines%20(NES)%2011151989%20Version.zip] in "Crystal Mines License.txt" ''"Ken's license: - The name "Crystal Mines", the graphics, sound, music, and the levels are NOT open source. People other than me worked on them, and for that version of the game actually got royalties and still have ownership. It's OK to possess them for personal use, but they can't be reused in a new game or distributed for profit. - As the sole author of the code, I (Ken Beckett) will allow the source code for the NES version to be used in other works, provided that: A) Credit is given to 'Ken Beckett' in both the portions of re-used source code AND in the credits of the new game, and B) That the code is modified sufficiently such that the new game is not easily recognizable as being Crystal Mines with new graphics/sound/music. -Ken"''</ref>
|In August 2011 Ken Beckett, the programmer of the NES game [[Crystal Mines]], released the [[source code]] under a custom [[permissive license]] to the public.<ref>[http://pdroms.de/nintendoentertainmentsystem/crystal-mines-source-code-nes-game Crystal Mines (Source Code) (NES Game)] {{webarchive|url=https://web.archive.org/web/20160409141907/http://pdroms.de/nintendoentertainmentsystem/crystal-mines-source-code-nes-game |date=2016-04-09 }} on pdroms.de (Aug 26, 2011)</ref><ref>[http://forums.nesdev.com/viewtopic.php?t=8057 Post subject: Crystal Mines Source Code Released] {{webarchive|url=https://web.archive.org/web/20160409052612/http://forums.nesdev.com/viewtopic.php?t=8057 |date=2016-04-09 }} on nesdev.com (August 2011)</ref> Artwork still proprietary but can be shared for non-commercial, personal use.<ref>[http://gilgalad.arc-nova.org/vgscr/nes/Crystal%20Mines%20(NES)%2011151989%20Version.zip Crystal%20Mines%20(NES)%2011151989%20Version.zip] in "Crystal Mines License.txt" ''"Ken's license: - The name "Crystal Mines", the graphics, sound, music, and the levels are NOT open source. People other than me worked on them, and for that version of the game actually got royalties and still have ownership. It's OK to possess them for personal use, but they can't be reused in a new game or distributed for profit. - As the sole author of the code, I (Ken Beckett) will allow the source code for the NES version to be used in other works, provided that: A) Credit is given to 'Ken Beckett' in both the portions of re-used source code AND in the credits of the new game, and B) That the code is modified sufficiently such that the new game is not easily recognizable as being Crystal Mines with new graphics/sound/music. -Ken"''</ref>
|-
|-
|''Cylindrix''
|''Cylindrix''
Line 459: Line 459:
|LGPL
|LGPL
|Goldtree Enterprises / Softdisk
|Goldtree Enterprises / Softdisk
|Around December 2001 the games was ported from DOS to Windows and released under the LGPL to the public.<ref>[https://web.archive.org/web/20020202142926/http://www.hardgeus.com/cylindrix/ cylindrix] on hardgeus.com (archived)</ref><ref>[https://github.com/hyperlogic/cylindrix Cylindrix] on github.com</ref>
|Around December 2001 the games was ported from DOS to Windows and released under the LGPL to the public.<ref>[https://web.archive.org/web/20020202142926/http://www.hardgeus.com/cylindrix/ cylindrix] on hardgeus.com (archived)</ref><ref>[https://github.com/hyperlogic/cylindrix Cylindrix] {{webarchive|url=https://web.archive.org/web/20160721130008/https://github.com/hyperlogic/cylindrix |date=2016-07-21 }} on github.com</ref>
|-
|-
|''Cytadela'' (or ''The Citadel'')
|''Cytadela'' (or ''The Citadel'')
Line 468: Line 468:
|GPLv2
|GPLv2
|Virtual Design
|Virtual Design
|In early 2006 the original Cytadela developer offered the Amiga source code of the FPS game to the community, which started a conversation project hosted on [[sourceforge]].<ref>[http://eab.abime.net/showthread.php?t=32835 the citadel source code] (October 2007)</ref><ref>[http://amigaworld.net/modules/newbb/viewtopic.php?topic_id=22199&forum=42 Cytadela - need help in porting to AmigaOS] on amigaworld.net (31-Jan-2007)</ref><ref>[http://cytadela.sourceforge.net/ Cytadela project - a conversion of an Amiga first person shooter] on cytadela.sourceforge.net</ref> Ported to several platforms, latest version released in 2013.
|In early 2006 the original Cytadela developer offered the Amiga source code of the FPS game to the community, which started a conversation project hosted on [[sourceforge]].<ref>[http://eab.abime.net/showthread.php?t=32835 the citadel source code] {{webarchive|url=https://web.archive.org/web/20160721130239/http://eab.abime.net/showthread.php?t=32835 |date=2016-07-21 }} (October 2007)</ref><ref>[http://amigaworld.net/modules/newbb/viewtopic.php?topic_id=22199&forum=42 Cytadela - need help in porting to AmigaOS] {{webarchive|url=https://web.archive.org/web/20160721130759/http://amigaworld.net/modules/newbb/viewtopic.php?topic_id=22199&forum=42 |date=2016-07-21 }} on amigaworld.net (31-Jan-2007)</ref><ref>[http://cytadela.sourceforge.net/ Cytadela project - a conversion of an Amiga first person shooter] {{webarchive|url=https://web.archive.org/web/20160623224817/http://cytadela.sourceforge.net/ |date=2016-06-23 }} on cytadela.sourceforge.net</ref> Ported to several platforms, latest version released in 2013.
|-
|-
|''[[Daikatana]]''
|''[[Daikatana]]''
Line 477: Line 477:
|{{Proprietary}}
|{{Proprietary}}
|[[Ion Storm]] / [[John Romero]]
|[[Ion Storm]] / [[John Romero]]
|Lacking any further official support after the closure of Ion Storm's Dallas office in 2001, John Romero gave the game's source code to community members, allowing them to develop additional platform ports and bug fixes.<ref>{{Cite AV media |people=LeBreton, Jean Paul; [[John Romero|Romero, John]] |date=2015-01-20 |title="Devs Play" S01E05 - Doom (Part 8 - Map 6 Central Processing) 60fps &#91;8/10&#93; |url=https://www.youtube.com/watch?v=9gs5r_4eY0k&t=356 |access-date=2015-12-12 |time=5:56 |publisher=[[Double Fine Productions]] |website=YouTube}}</ref><ref>[https://bitbucket.org/daikatana13/daikatana/src daikatana 1.3] on bitbucket.com</ref>
|Lacking any further official support after the closure of Ion Storm's Dallas office in 2001, John Romero gave the game's source code to community members, allowing them to develop additional platform ports and bug fixes.<ref>{{Cite AV media|people=LeBreton, Jean Paul; [[John Romero|Romero, John]] |date=2015-01-20 |title="Devs Play" S01E05 - Doom (Part 8 - Map 6 Central Processing) 60fps &#91;8/10&#93; |url=https://www.youtube.com/watch?v=9gs5r_4eY0k&t=356 |access-date=2015-12-12 |time=5:56 |publisher=[[Double Fine Productions]] |website=YouTube |deadurl=no |archiveurl=https://web.archive.org/web/20160317033205/https://www.youtube.com/watch?v=9gs5r_4eY0k&t=356 |archivedate=2016-03-17 }}</ref><ref>[https://bitbucket.org/daikatana13/daikatana/src daikatana 1.3] {{webarchive|url=https://web.archive.org/web/20160721131045/https://bitbucket.org/daikatana13/daikatana/src |date=2016-07-21 }} on bitbucket.com</ref>
|-
|-
|''[[DarkSpace]]''
|''[[DarkSpace]]''
Line 486: Line 486:
|{{Proprietary}}
|{{Proprietary}}
|Palestar
|Palestar
|DarkSpace's [[game engine]] called ''[[Medusa (game engine)|Medusa]]'' released by Palestar under multiple licenses.<ref>Drafell. [http://www.mmorpg.com/blogs/Drafell/062009/4068 "Medusa Engine Source Code Released"], ''DarkSpace Development Blog'', June 21, 2009. (Accessed Jan 22 2010)</ref>
|DarkSpace's [[game engine]] called ''[[Medusa (game engine)|Medusa]]'' released by Palestar under multiple licenses.<ref>Drafell. [http://www.mmorpg.com/blogs/Drafell/062009/4068 "Medusa Engine Source Code Released"] {{webarchive|url=https://web.archive.org/web/20110125131319/http://www.mmorpg.com/blogs/Drafell/062009/4068 |date=2011-01-25 }}, ''DarkSpace Development Blog'', June 21, 2009. (Accessed Jan 22 2010)</ref>
|-
|-
|''Death Ray Manta''
|''Death Ray Manta''
Line 495: Line 495:
|educational purposes
|educational purposes
|Bagfull of Wrong / Rob Fearon
|Bagfull of Wrong / Rob Fearon
|The [[game maker studio]] based game's source code was released in 2015 with a Humble indie bundle.<ref>[https://www.rockpapershotgun.com/2015/09/18/death-ray-manta-steam/#more-315465 death-ray-manta-steam] on rock, paper, shotgun</ref> The assets followed in 2016.<ref>[http://blackworldforum.com/showthread.php?tid=6244 (GET) DEATH RAY MANTA - Game Maker Studio source] on blackworldforum.com</ref>
|The [[game maker studio]] based game's source code was released in 2015 with a Humble indie bundle.<ref>[https://www.rockpapershotgun.com/2015/09/18/death-ray-manta-steam/#more-315465 death-ray-manta-steam] {{webarchive|url=https://web.archive.org/web/20170413072636/https://www.rockpapershotgun.com/2015/09/18/death-ray-manta-steam/ |date=2017-04-13 }} on rock, paper, shotgun</ref> The assets followed in 2016.<ref>[http://blackworldforum.com/showthread.php?tid=6244 (GET) DEATH RAY MANTA - Game Maker Studio source] {{webarchive|url=https://web.archive.org/web/20170413072517/http://blackworldforum.com/showthread.php?tid=6244 |date=2017-04-13 }} on blackworldforum.com</ref>
|-
|-
|''[[Descent (video game)|Descent]]'' (now ''D2X-XL'')<ref>[http://sourceforge.net/projects/d2x-xl/ D2X-XL] [[sourceforge]] repository</ref>
|''[[Descent (video game)|Descent]]'' (now ''D2X-XL'')<ref>[http://sourceforge.net/projects/d2x-xl/ D2X-XL] {{webarchive|url=https://web.archive.org/web/20130127234142/http://sourceforge.net/projects/d2x-xl/ |date=2013-01-27 }} [[sourceforge]] repository</ref>
|1995
|1995
|1997/1999
|1997/1999
|space [[3D computer graphics|3D]] [[First-person shooter|FPS]]
|space [[3D computer graphics|3D]] [[First-person shooter|FPS]]
|own license<ref>https://github.com/OpenSourcedGames/Descent-2/blob/master/README.TXT</ref>
|own license<ref>{{cite web|url=https://github.com/OpenSourcedGames/Descent-2/blob/master/README.TXT |title=Archived copy |accessdate=2014-09-09 |deadurl=no |archiveurl=https://web.archive.org/web/20151025225940/https://github.com/OpenSourcedGames/Descent-2/blob/master/README.TXT |archivedate=2015-10-25 }}</ref>
|{{Proprietary}}
|{{Proprietary}}
|[[Parallax Software]]
|[[Parallax Software]]
Line 513: Line 513:
|[[Public Domain]]
|[[Public Domain]]
|[[Jason Rohrer]]
|[[Jason Rohrer]]
|Following a [[Kickstarter]] [[crowdfunding]] campaign ''[[Diamond Trust of London]]'' was developed by [[Jason Rohrer]] and published by [[indiePub]]. On August 28, 2012 it was released for the [[Nintendo DS]]. The game has been placed in the [[public domain]], hosted on [[SourceForge]], like most of Rohrer's games.<ref name=SourceForgedtl>{{cite web| url=http://sourceforge.net/p/hcsoftware/DiamondTrust/ci/default/tree/ |title=DiamondTrust/ci/default/tree |author=[[Jason Rohrer]]| website=[[SourceForge]]| date=2011-10-17| accessdate=2013-05-22}}</ref>
|Following a [[Kickstarter]] [[crowdfunding]] campaign ''[[Diamond Trust of London]]'' was developed by [[Jason Rohrer]] and published by [[indiePub]]. On August 28, 2012 it was released for the [[Nintendo DS]]. The game has been placed in the [[public domain]], hosted on [[SourceForge]], like most of Rohrer's games.<ref name=SourceForgedtl>{{cite web|url=http://sourceforge.net/p/hcsoftware/DiamondTrust/ci/default/tree/ |title=DiamondTrust/ci/default/tree |author=[[Jason Rohrer]] |website=[[SourceForge]] |date=2011-10-17 |accessdate=2013-05-22 |deadurl=no |archiveurl=https://web.archive.org/web/20140623021801/http://sourceforge.net/p/hcsoftware/DiamondTrust/ci/default/tree/ |archivedate=2014-06-23 }}</ref>
|-
|-
|''[[Digger (video game)|Digger]]''
|''[[Digger (video game)|Digger]]''
Line 522: Line 522:
|Freeware
|Freeware
|[[Windmill Software]]
|[[Windmill Software]]
|The original source code became available in September 2004 "for historical interest" (together with source code of other Windmill Software games as [[Styx (Windmill game)|Styx]]).<ref>[http://www.digger.org/digsrc_orig.zip digsrc_orig.zip]</ref><ref>[http://www.digger.org/whatsnew.html whatsnew.html] on Digger.org</ref> There is also an earlier free software [[Reverse Engineering|reverse engineered]] variant available by Andrew Jenner, called ''Digger Remastered'', ported for many platforms.<ref name="download">[http://www.digger.org/download.html download] on digger.org</ref>
|The original source code became available in September 2004 "for historical interest" (together with source code of other Windmill Software games as [[Styx (Windmill game)|Styx]]).<ref>[http://www.digger.org/digsrc_orig.zip digsrc_orig.zip] {{webarchive|url=https://web.archive.org/web/20160425193750/http://www.digger.org/digsrc_orig.zip |date=2016-04-25 }}</ref><ref>[http://www.digger.org/whatsnew.html whatsnew.html] {{webarchive|url=https://web.archive.org/web/20160119221255/http://digger.org/whatsnew.html |date=2016-01-19 }} on Digger.org</ref> There is also an earlier free software [[Reverse Engineering|reverse engineered]] variant available by Andrew Jenner, called ''Digger Remastered'', ported for many platforms.<ref name="download">[http://www.digger.org/download.html download] {{webarchive|url=https://web.archive.org/web/20111017025847/http://www.digger.org/download.html |date=2011-10-17 }} on digger.org</ref>
|-
|-
|''[[Dink Smallwood]]''
|''[[Dink Smallwood]]''
Line 528: Line 528:
|2003
|2003
|[[Action role-playing game|Action RPG]]
|[[Action role-playing game|Action RPG]]
|Zlib inspired own license<ref name="dinklicense">[http://www.rtsoft.com/forums/showthread.php?691-Dink-Smallwood-Source-License Dink-Smallwood-Source-License]</ref>
|Zlib inspired own license<ref name="dinklicense">[http://www.rtsoft.com/forums/showthread.php?691-Dink-Smallwood-Source-License Dink-Smallwood-Source-License] {{webarchive|url=https://web.archive.org/web/20150106163010/http://www.rtsoft.com/forums/showthread.php?691-Dink-Smallwood-Source-License |date=2015-01-06 }}</ref>
|Zlib/Proprietary (Sound)<ref>[http://www.rtsoft.com/forums/showthread.php?691-Dink-Smallwood-Source-License Dink-Smallwood-Source-License] ''Please keep in mind while I&#39;m sharing the source, I am not sharing the media, if you would like to use or distribute the Dink Smallwood artwork, this requires express permission.''</ref>
|Zlib/Proprietary (Sound)<ref>[http://www.rtsoft.com/forums/showthread.php?691-Dink-Smallwood-Source-License Dink-Smallwood-Source-License] {{webarchive|url=https://web.archive.org/web/20150106163010/http://www.rtsoft.com/forums/showthread.php?691-Dink-Smallwood-Source-License |date=2015-01-06 }} ''Please keep in mind while I&#39;m sharing the source, I am not sharing the media, if you would like to use or distribute the Dink Smallwood artwork, this requires express permission.''</ref>
|[[Robinson Technologies]]
|[[Robinson Technologies]]
|Source code published on July 17, 2003 from Seth Robinson.<ref>http://www.dinknetwork.com/file/dink_smallwood_source_code/</ref> 2008 Artwork published (without some sounds) under a [[Zlib license]].<ref>[https://www.gnu.org/software/freedink/doc/sounds/ Find free sounds for FreeDink] on [[gnu.org]]</ref>
|Source code published on July 17, 2003 from Seth Robinson.<ref>{{cite web|url=http://www.dinknetwork.com/file/dink_smallwood_source_code/ |title=Archived copy |accessdate=2015-01-06 |deadurl=no |archiveurl=https://web.archive.org/web/20150106162942/http://www.dinknetwork.com/file/dink_smallwood_source_code/ |archivedate=2015-01-06 }}</ref> 2008 Artwork published (without some sounds) under a [[Zlib license]].<ref>[https://www.gnu.org/software/freedink/doc/sounds/ Find free sounds for FreeDink] {{webarchive|url=https://web.archive.org/web/20160721130948/http://www.gnu.org/software/freedink/doc/sounds/ |date=2016-07-21 }} on [[gnu.org]]</ref>
|-
|-
|''[[Discworld (video game)|Discworld]]'' and ''[[Discworld II]]''
|''[[Discworld (video game)|Discworld]]'' and ''[[Discworld II]]''
Line 540: Line 540:
|?
|?
|[[Perfect Entertainment|Teeny Weeny Games]]
|[[Perfect Entertainment|Teeny Weeny Games]]
|First announced for release around 2005 by [[Terry Pratchett]],<ref>[https://www.adventure-treff.de/forum/viewtopic.php?f=1&t=7690&p=145582&hilit=source+code#p145582 Freeware releases] ''"The rights situation has been resolved, and Terry Pratchett and his agent Colin Smythe have approved the source release and future freeware re-issuing of the game. We are currently awaiting receipt of the engine source code."'' on adventure-treff.de (2005, in German)</ref> source code became in 2008 available to the [[ScummVM]] developers.<ref>[http://www.jameswoodcock.co.uk/2008/05/29/discworld-source-code-retrieved-scummvm-developers-thrilled-and-already-coding/ Discworld Source Code Retrieved – ScummVM Developers Thrilled and Already Coding] by James Woodcock (May 2008)</ref> The code was fast integrated into ScummVM.<ref>[http://onlyagame.typepad.com/only_a_game/2008/07/discworld-revisited.html discworld-revisited] 2008-07</ref>
|First announced for release around 2005 by [[Terry Pratchett]],<ref>[https://www.adventure-treff.de/forum/viewtopic.php?f=1&t=7690&p=145582&hilit=source+code#p145582 Freeware releases] ''"The rights situation has been resolved, and Terry Pratchett and his agent Colin Smythe have approved the source release and future freeware re-issuing of the game. We are currently awaiting receipt of the engine source code."'' on adventure-treff.de (2005, in German)</ref> source code became in 2008 available to the [[ScummVM]] developers.<ref>[http://www.jameswoodcock.co.uk/2008/05/29/discworld-source-code-retrieved-scummvm-developers-thrilled-and-already-coding/ Discworld Source Code Retrieved – ScummVM Developers Thrilled and Already Coding] {{webarchive|url=https://web.archive.org/web/20160210005654/http://www.jameswoodcock.co.uk/2008/05/29/discworld-source-code-retrieved-scummvm-developers-thrilled-and-already-coding/ |date=2016-02-10 }} by James Woodcock (May 2008)</ref> The code was fast integrated into ScummVM.<ref>[http://onlyagame.typepad.com/only_a_game/2008/07/discworld-revisited.html discworld-revisited] {{webarchive|url=https://web.archive.org/web/20101115144023/http://onlyagame.typepad.com/only_a_game/2008/07/discworld-revisited.html |date=2010-11-15 }} 2008-07</ref>
|-
|-
|''[[DONKEY.BAS]]''
|''[[DONKEY.BAS]]''
Line 576: Line 576:
|{{Proprietary}}
|{{Proprietary}}
|[[Id Software]]
|[[Id Software]]
|Game source released on November 22, 2011.<ref>{{cite web|url=https://github.com/TTimo/doom3.gpl |title=TTimo/doom.gpl3 |publisher=GitHub |date=2011-11-22 |accessdate=2011-11-23}}</ref>
|Game source released on November 22, 2011.<ref>{{cite web|url=https://github.com/TTimo/doom3.gpl |title=TTimo/doom.gpl3 |publisher=GitHub |date=2011-11-22 |accessdate=2011-11-23 |deadurl=no |archiveurl=https://web.archive.org/web/20130721074246/https://github.com/TTimo/doom3.gpl |archivedate=2013-07-21 }}</ref>
|-
|-
|''[[Dragonfire (video game)|Dragonfire]]''
|''[[Dragonfire (video game)|Dragonfire]]''
Line 585: Line 585:
|public domain
|public domain
|[[Imagic]] / Bob Smith
|[[Imagic]] / Bob Smith
|Source code of this Imagic [[Atari 2600]] game was released by developer Bob Smith on May 24, 2003 into the [[public domain]].<ref>[http://www.atariage.com/2600/archives/source/Dragonfire_source/ Dragonfire source] on atariage.com</ref><ref>[http://atariage.com/forums/topic/27236-dragonfire-source-code/#entry305264 Dragonfire Source Code] at atariage.com "Really, it was Bob that wanted his source in the public domain." (2003)</ref><ref>[http://www.biglist.com/lists/stella/archives/200208/msg00207.html &#91;stella&#93; Source code for Dragonfire from Bob Smith] on biglist.com</ref> Many more Atari games got disassembled and commented by the Atari community.<ref>[http://www.qotile.net/minidig/ minidig] on qotile.net</ref>
|Source code of this Imagic [[Atari 2600]] game was released by developer Bob Smith on May 24, 2003 into the [[public domain]].<ref>[http://www.atariage.com/2600/archives/source/Dragonfire_source/ Dragonfire source] {{webarchive|url=https://web.archive.org/web/20130316021722/http://www.atariage.com/2600/archives/source/Dragonfire_source/ |date=2013-03-16 }} on atariage.com</ref><ref>[http://atariage.com/forums/topic/27236-dragonfire-source-code/#entry305264 Dragonfire Source Code] {{webarchive|url=https://web.archive.org/web/20160307034837/http://atariage.com/forums/topic/27236-dragonfire-source-code/ |date=2016-03-07 }} at atariage.com "Really, it was Bob that wanted his source in the public domain." (2003)</ref><ref>[http://www.biglist.com/lists/stella/archives/200208/msg00207.html &#91;stella&#93; Source code for Dragonfire from Bob Smith] {{webarchive|url=https://web.archive.org/web/20160721130927/http://www.biglist.com/lists/stella/archives/200208/msg00207.html |date=2016-07-21 }} on biglist.com</ref> Many more Atari games got disassembled and commented by the Atari community.<ref>[http://www.qotile.net/minidig/ minidig] {{webarchive|url=https://web.archive.org/web/20161112044426/http://www.qotile.net/minidig/ |date=2016-11-12 }} on qotile.net</ref>
|-
|-
|''[[Deadly rooms of death|DROD]] series''
|''[[Deadly rooms of death|DROD]] series''
Line 591: Line 591:
|2000
|2000
|[[Puzzle game]]
|[[Puzzle game]]
| Mozilla Public license 1.1 (and other)<ref name="drodsrc">[http://forum.caravelgames.com/site/SourceCode Source Code] on forum.caravelgames.com</ref>
| Mozilla Public license 1.1 (and other)<ref name="drodsrc">[http://forum.caravelgames.com/site/SourceCode Source Code] {{webarchive|url=https://web.archive.org/web/20150327131937/http://forum.caravelgames.com/site/SourceCode |date=2015-03-27 }} on forum.caravelgames.com</ref>
|{{proprietary}}
|{{proprietary}}
|[[Webfoot]]/Erik Hermansen
|[[Webfoot]]/Erik Hermansen
|After the author reacquired the rights to the game from the original publisher Webfoot,<ref>[http://forum.caravelgames.com/site/history History of DROD]</ref> he released the source code of the game engines.<ref name="drodsrc"/><ref>[https://itchythumbs.wordpress.com/2008/07/30/deadly-rooms-of-death/ deadly-rooms-of-death] (2008)</ref> The source code releases include DROD: King Dugan's Dungeon, DROD: Journey to Rooted Hold, DROD: The City Beneath, DROD: Gunthro and the Epic Blunder, DROD: The Second Sky, and DROD RPG: Tendry's Tale without its media assets.<ref>[http://forum.caravelgames.com/site/SourceCode SourceCode] on forum.caravelgames.com ''"Yes, you can have all of the source code to the engine for our commercial products, DROD: King Dugan's Dungeon, DROD: Journey to Rooted Hold, DROD: The City Beneath, DROD: Gunthro and the Epic Blunder, DROD: The Second Sky, and DROD RPG: Tendry's Tale. You just can't have all the media, i.e. the levels, in-game writing, graphics, music, sound effects, and voice samples."''</ref>
|After the author reacquired the rights to the game from the original publisher Webfoot,<ref>[http://forum.caravelgames.com/site/history History of DROD] {{webarchive|url=https://web.archive.org/web/20150518083109/http://forum.caravelgames.com/site/history |date=2015-05-18 }}</ref> he released the source code of the game engines.<ref name="drodsrc"/><ref>[https://itchythumbs.wordpress.com/2008/07/30/deadly-rooms-of-death/ deadly-rooms-of-death] {{webarchive|url=https://web.archive.org/web/20160304141112/https://itchythumbs.wordpress.com/2008/07/30/deadly-rooms-of-death/ |date=2016-03-04 }} (2008)</ref> The source code releases include DROD: King Dugan's Dungeon, DROD: Journey to Rooted Hold, DROD: The City Beneath, DROD: Gunthro and the Epic Blunder, DROD: The Second Sky, and DROD RPG: Tendry's Tale without its media assets.<ref>[http://forum.caravelgames.com/site/SourceCode SourceCode] {{webarchive|url=https://web.archive.org/web/20150327131937/http://forum.caravelgames.com/site/SourceCode |date=2015-03-27 }} on forum.caravelgames.com ''"Yes, you can have all of the source code to the engine for our commercial products, DROD: King Dugan's Dungeon, DROD: Journey to Rooted Hold, DROD: The City Beneath, DROD: Gunthro and the Epic Blunder, DROD: The Second Sky, and DROD RPG: Tendry's Tale. You just can't have all the media, i.e. the levels, in-game writing, graphics, music, sound effects, and voice samples."''</ref>
|-
|-
|''[[Duke Nukem 3D]]''
|''[[Duke Nukem 3D]]''
Line 600: Line 600:
|2003
|2003
|[[First-person shooter|FPS]]
|[[First-person shooter|FPS]]
|[[GNU General Public License|GPL]] / Build license<ref>[http://svn.eduke32.com/eduke32/polymer/eduke32/build/buildlic.txt buildlic.txt]</ref>
|[[GNU General Public License|GPL]] / Build license<ref>[http://svn.eduke32.com/eduke32/polymer/eduke32/build/buildlic.txt buildlic.txt] {{webarchive|url=https://web.archive.org/web/20161012055817/http://svn.eduke32.com/eduke32/polymer/eduke32/build/buildlic.txt |date=2016-10-12 }}</ref>
|{{Proprietary}}
|{{Proprietary}}
|[[3D Realms]] / [[Ken Silverman]]
|[[3D Realms]] / [[Ken Silverman]]
|Game source released on April 1, 2003.<ref>[http://advsys.net/ken/buildsrc/ buildsrc] ''"04/01/2003: Duke Nukem 3D source code released by 3D Realms."''</ref> Update builds and source ports like eduke32 followed by the game's community.<ref>[http://www.eduke32.com/ eduke32.com]</ref>
|Game source released on April 1, 2003.<ref>[http://advsys.net/ken/buildsrc/ buildsrc] {{webarchive|url=https://web.archive.org/web/20161019212524/http://advsys.net/ken/buildsrc/ |date=2016-10-19 }} ''"04/01/2003: Duke Nukem 3D source code released by 3D Realms."''</ref> Update builds and source ports like eduke32 followed by the game's community.<ref>[http://www.eduke32.com/ eduke32.com] {{webarchive|url=https://web.archive.org/web/20120922171805/http://www.eduke32.com/ |date=2012-09-22 }}</ref>
|-
|-
|''[[Dungeon Defenders]]''
|''[[Dungeon Defenders]]''
Line 612: Line 612:
|{{Proprietary}}
|{{Proprietary}}
|[[Trendy Entertainment]]
|[[Trendy Entertainment]]
|In November 2011 there was a "development kit" released as free DLC which included the game's [[source code]].<ref>[https://indiegamereviewer.com/trendy-entertainment-offers-complete-dungeon-defenders-dev-kit-and-source-code-as-free-dlc/ Trendy Entertainment Offers Complete Dungeon Defenders Dev Kit And Source Code As Free DLC] on indiegamereviewer.com (November 12, 2011)</ref>
|In November 2011 there was a "development kit" released as free DLC which included the game's [[source code]].<ref>[https://indiegamereviewer.com/trendy-entertainment-offers-complete-dungeon-defenders-dev-kit-and-source-code-as-free-dlc/ Trendy Entertainment Offers Complete Dungeon Defenders Dev Kit And Source Code As Free DLC] {{webarchive|url=https://web.archive.org/web/20170326225535/https://indiegamereviewer.com/trendy-entertainment-offers-complete-dungeon-defenders-dev-kit-and-source-code-as-free-dlc/ |date=2017-03-26 }} on indiegamereviewer.com (November 12, 2011)</ref>
|-
|-
|''[[Dungeons of Daggorath]]''
|''[[Dungeons of Daggorath]]''
Line 621: Line 621:
|[[Freeware]]
|[[Freeware]]
|DynaMicro / Douglas J. Morgan
|DynaMicro / Douglas J. Morgan
|As [[Abandonware|for years there has been no production]] by the publisher [[Radio Shack]] of the game, the distributions rights fall back to the developers. Morgan released game around 2001 under a [[freeware]] like license to the public, also offering the [[source code]].<ref>[https://web.archive.org/web/20100911232420/http://frodpod.tripod.com/lisence.html Grant of license to reproduce Dungeons of Daggorath] by Douglas J. Morgan ''"I hereby grant a non-exclusive permanent world-wide license to any and all Color Computer site administrators, emulator developers, programmers or any other person or persons who wish to develop, produce, duplicate, emulate, or distribute the game on the sole condition that they exercise every effort to preserve the game insofar as possible in its original and unaltered form. [...] Anyone willing to pay for the copying of the listing (at Kinko's) and shipment to them, who intends to use it to enhance or improve the emulator versions of the game is welcome to it."''</ref><ref>{{cite web|url=http://www.armchairarcade.com/neo/node/900|title=A Review of DynaMicro's The Dungeons of Daggorath (1982) |quote="Programmers and coders may also be interested in the source code should email Louis Jordan. Before doing so, check out the License Grant offered by Doug Morgan, former president of Dyna Micro. Apparently he's willing to give the code to anyone willing to cover the costs of shipping and copying (at Kinko's) the listing." |date=13 October 2006 |author=Matt Barton |publisher=Armchair Arcade}}</ref> Following, the game's community has created ports for [[Personal computer|PC]],<ref>[https://web.archive.org/web/20020901022101/http://mspencer.net/daggorath/dodpcp.html Project Page for Dungeons of Daggorath PC-Port] by Richard Hunerlach (August 28, 2002, archived)</ref> [[Linux]],<ref>[http://hd.servebbs.org/dod/ DoD for Linux 0.51] Linux version with source code (2012)</ref> [[RiscOS]]<ref>http://riscos.blog.com/2012/06/02/games-corner-dungeons-of-daggorath-port-released/</ref> and [[Playstation portable|PSP]].<ref>[http://www.qj.net/psp/homebrew-games/psp-homebrew-dungeons-of-daggorath-v07.html psp-homebrew-dungeons-of-daggorath]</ref>
|As [[Abandonware|for years there has been no production]] by the publisher [[Radio Shack]] of the game, the distributions rights fall back to the developers. Morgan released game around 2001 under a [[freeware]] like license to the public, also offering the [[source code]].<ref>[https://web.archive.org/web/20100911232420/http://frodpod.tripod.com/lisence.html Grant of license to reproduce Dungeons of Daggorath] by Douglas J. Morgan ''"I hereby grant a non-exclusive permanent world-wide license to any and all Color Computer site administrators, emulator developers, programmers or any other person or persons who wish to develop, produce, duplicate, emulate, or distribute the game on the sole condition that they exercise every effort to preserve the game insofar as possible in its original and unaltered form. [...] Anyone willing to pay for the copying of the listing (at Kinko's) and shipment to them, who intends to use it to enhance or improve the emulator versions of the game is welcome to it."''</ref><ref>{{cite web|url=http://www.armchairarcade.com/neo/node/900 |title=A Review of DynaMicro's The Dungeons of Daggorath (1982) |quote="Programmers and coders may also be interested in the source code should email Louis Jordan. Before doing so, check out the License Grant offered by Doug Morgan, former president of Dyna Micro. Apparently he's willing to give the code to anyone willing to cover the costs of shipping and copying (at Kinko's) the listing." |date=13 October 2006 |author=Matt Barton |publisher=Armchair Arcade |deadurl=no |archiveurl=https://web.archive.org/web/20100911041306/http://www.armchairarcade.com/neo/node/900 |archivedate=11 September 2010 }}</ref> Following, the game's community has created ports for [[Personal computer|PC]],<ref>[https://web.archive.org/web/20020901022101/http://mspencer.net/daggorath/dodpcp.html Project Page for Dungeons of Daggorath PC-Port] by Richard Hunerlach (August 28, 2002, archived)</ref> [[Linux]],<ref>[http://hd.servebbs.org/dod/ DoD for Linux 0.51] {{webarchive|url=https://web.archive.org/web/20160423084905/http://hd.servebbs.org/dod/ |date=2016-04-23 }} Linux version with source code (2012)</ref> [[RiscOS]]<ref>http://riscos.blog.com/2012/06/02/games-corner-dungeons-of-daggorath-port-released/</ref> and [[Playstation portable|PSP]].<ref>[http://www.qj.net/psp/homebrew-games/psp-homebrew-dungeons-of-daggorath-v07.html psp-homebrew-dungeons-of-daggorath] {{webarchive|url=https://web.archive.org/web/20160424113859/http://www.qj.net/psp/homebrew-games/psp-homebrew-dungeons-of-daggorath-v07.html |date=2016-04-24 }}</ref>
|-
|-
|''Eat The Whistle - France 98''
|''Eat The Whistle - France 98''
Line 627: Line 627:
|2004
|2004
|[[Sports game]]
|[[Sports game]]
|[[GPLv2]]<ref>[https://web.archive.org/web/20041209023803/http://hurricane-studios.ath.cx:80/news.html Eat The Whistle goes GPL!] on hurricane-studios.ath.cx (archived)</ref>
|[[GPLv2]]<ref>[https://web.archive.org/web/20041209023803/http://hurricane-studios.ath.cx/news.html Eat The Whistle goes GPL!] on hurricane-studios.ath.cx (archived)</ref>
|[[GPLv2]]
|[[GPLv2]]
|Hurricane Studios
|Hurricane Studios
|The [[France 98]] [[Football (soccer)|football]] [[Simulation video game]] was released for the [[Amiga]] in 1998. Around 2004 ''Eat the Whistle'' was released under the GPL on Sourceforge, together with the point and click adventure ''Escape Towards The Unknown GPL''.<ref>[https://sourceforge.net/projects/ettu/ Escape Towards The Unknown GPL] on sourceforge.net</ref> Later ported to many other platforms.<ref>[http://www.ggsoft.org/etw/ Eat the Whistle] on ggsoft.org</ref>
|The [[France 98]] [[Football (soccer)|football]] [[Simulation video game]] was released for the [[Amiga]] in 1998. Around 2004 ''Eat the Whistle'' was released under the GPL on Sourceforge, together with the point and click adventure ''Escape Towards The Unknown GPL''.<ref>[https://sourceforge.net/projects/ettu/ Escape Towards The Unknown GPL] {{webarchive|url=https://web.archive.org/web/20150910091502/http://sourceforge.net/projects/ettu/ |date=2015-09-10 }} on sourceforge.net</ref> Later ported to many other platforms.<ref>[http://www.ggsoft.org/etw/ Eat the Whistle] {{webarchive|url=https://web.archive.org/web/20130902042924/http://www.ggsoft.org/etw/ |date=2013-09-02 }} on ggsoft.org</ref>
|-
|-
|''[[Eldritch (video game)|Eldritch]]''
|''[[Eldritch (video game)|Eldritch]]''
Line 639: Line 639:
|{{Proprietary}}
|{{Proprietary}}
|Minor Key Games
|Minor Key Games
|In April 2014, the game's [[source code]] was released to the public under a permissive [[zlib license]]. Content still proprietary and game being sold.<ref>{{cite web|url=http://www.vg247.com/2014/04/16/eldritch-developer-releases-source-code-for-free/ |title=Eldritch developer releases source code for free |last=Owen |first=Dave |work=[[VG247]] |date=2014-04-16 |accessdate=2015-01-18}}</ref><ref>[http://eldritchgame.com/bin/Eldritch-Source-2014-04-14.zip Eldritch-Source-2014-04-14.zip] on eldritchgame.com</ref>
|In April 2014, the game's [[source code]] was released to the public under a permissive [[zlib license]]. Content still proprietary and game being sold.<ref>{{cite web|url=http://www.vg247.com/2014/04/16/eldritch-developer-releases-source-code-for-free/ |title=Eldritch developer releases source code for free |last=Owen |first=Dave |work=[[VG247]] |date=2014-04-16 |accessdate=2015-01-18 |deadurl=no |archiveurl=https://web.archive.org/web/20150119050211/http://www.vg247.com/2014/04/16/eldritch-developer-releases-source-code-for-free/ |archivedate=2015-01-19 }}</ref><ref>[http://eldritchgame.com/bin/Eldritch-Source-2014-04-14.zip Eldritch-Source-2014-04-14.zip] {{webarchive|url=https://web.archive.org/web/20150716073344/http://eldritchgame.com/bin/Eldritch-Source-2014-04-14.zip |date=2015-07-16 }} on eldritchgame.com</ref>
|-
|-
|''[[Elite (video game)|Elite]]''
|''[[Elite (video game)|Elite]]''
Line 648: Line 648:
|[[Freeware]]
|[[Freeware]]
|[[Ian Bell (programmer)|Ian Bell]], [[David Braben]]
|[[Ian Bell (programmer)|Ian Bell]], [[David Braben]]
|In November 1999, developer [[Ian Bell (programmer)|Ian Bell]] released on the game's 15th birthday the [[BBC Micro]] [[Assembly language|assembly]] [[source code]] on his website.<ref>[http://www.sslmit.unibo.it/zat/frontier.htm Ian Bell's Elite pages - November 1999 : Elite 15th Anniversary - Released the program sources]</ref><ref>{{cite web|archiveurl=https://web.archive.org/web/20001118113900/http://www.iancgbell.clara.net/clara.net/i/a/n/iancgbell/webspace/elite/archive/index.htm |archivedate=2000-11-18 |url=http://www.iancgbell.clara.net/clara.net/i/a/n/iancgbell/webspace/elite/archive/index.htm |title=Elite Archives ----The Files---- |last=Bell |first=Ian |work=iancgbell.clara.net |date=1999-11-01 |accessdate=2015-11-06}}</ref> Following that, Christian Pinder created a platform-neutral [[C (programming language)|C]] version from the released BBC Micro version, called ''Elite: The new kind''. In 1999–2000 a dispute occurred between Ian Bell and David Braben regarding Bell's decision to make available all versions of the original ''Elite''.<ref>[http://www.iancgbell.clara.net/elite/cix/index.htm David Braben's Legal Threats to the Elite Home Page] on Ian Bell's webpage (updated 19/09/14)</ref> The dispute has since ended and the various versions are now available again on Bell's site.<ref name="redditama">{{cite web |last=Braben| first=David |title=I am David Braben, co-creator of Elite, creator of Frontier, Frontier II and the upcoming Elite: Dangerous |url=http://www.reddit.com/r/IAmA/comments/15od2s/i_am_david_braben_cocreator_of_elite_creator_of/c7octww|publisher=Reddit AMA |accessdate=30 December 2012}}</ref><ref name="eyetoeye">{{cite web | title=Bell and Braben See Eye-to-eye as Original Elite Sees Dual Re-release | date = 25 September 2014 | publisher=cabume.co.uk | url=http://www.cabume.co.uk/software/bell-and-braben-see-eye-to-eye-as-classic-eighties-video-game-elite-sees-dual-re-release.html| archiveurl=https://web.archive.org/web/20150413091114/http://www.cabume.co.uk/software/bell-and-braben-see-eye-to-eye-as-classic-eighties-video-game-elite-sees-dual-re-release.html |archivedate=2015-04-13}}</ref>
|In November 1999, developer [[Ian Bell (programmer)|Ian Bell]] released on the game's 15th birthday the [[BBC Micro]] [[Assembly language|assembly]] [[source code]] on his website.<ref>[http://www.sslmit.unibo.it/zat/frontier.htm Ian Bell's Elite pages - November 1999 : Elite 15th Anniversary - Released the program sources] {{webarchive|url=https://web.archive.org/web/20160221014135/http://www.sslmit.unibo.it/zat/frontier.htm |date=2016-02-21 }}</ref><ref>{{cite web|archiveurl=https://web.archive.org/web/20001118113900/http://www.iancgbell.clara.net/clara.net/i/a/n/iancgbell/webspace/elite/archive/index.htm |archivedate=2000-11-18 |url=http://www.iancgbell.clara.net/clara.net/i/a/n/iancgbell/webspace/elite/archive/index.htm |title=Elite Archives ----The Files---- |last=Bell |first=Ian |work=iancgbell.clara.net |date=1999-11-01 |accessdate=2015-11-06}}</ref> Following that, Christian Pinder created a platform-neutral [[C (programming language)|C]] version from the released BBC Micro version, called ''Elite: The new kind''. In 1999–2000 a dispute occurred between Ian Bell and David Braben regarding Bell's decision to make available all versions of the original ''Elite''.<ref>[http://www.iancgbell.clara.net/elite/cix/index.htm David Braben's Legal Threats to the Elite Home Page] {{webarchive|url=https://web.archive.org/web/20150924002410/http://www.iancgbell.clara.net/elite/cix/index.htm |date=2015-09-24 }} on Ian Bell's webpage (updated 19/09/14)</ref> The dispute has since ended and the various versions are now available again on Bell's site.<ref name="redditama">{{cite web|last=Braben |first=David |title=I am David Braben, co-creator of Elite, creator of Frontier, Frontier II and the upcoming Elite: Dangerous |url=http://www.reddit.com/r/IAmA/comments/15od2s/i_am_david_braben_cocreator_of_elite_creator_of/c7octww |publisher=Reddit AMA |accessdate=30 December 2012 |deadurl=no |archiveurl=https://web.archive.org/web/20140806063036/http://www.reddit.com/r/IAmA/comments/15od2s/i_am_david_braben_cocreator_of_elite_creator_of/c7octww |archivedate=6 August 2014 }}</ref><ref name="eyetoeye">{{cite web | title=Bell and Braben See Eye-to-eye as Original Elite Sees Dual Re-release | date = 25 September 2014 | publisher=cabume.co.uk | url=http://www.cabume.co.uk/software/bell-and-braben-see-eye-to-eye-as-classic-eighties-video-game-elite-sees-dual-re-release.html| archiveurl=https://web.archive.org/web/20150413091114/http://www.cabume.co.uk/software/bell-and-braben-see-eye-to-eye-as-classic-eighties-video-game-elite-sees-dual-re-release.html |archivedate=2015-04-13}}</ref>
|-
|-
|''[[ELIZA]] (DOCTOR)''
|''[[ELIZA]] (DOCTOR)''
Line 657: Line 657:
|public domain
|public domain
|[[Joseph Weizenbaum]]
|[[Joseph Weizenbaum]]
|ELIZA is an influential [[video game]] predecessor written at the [[MIT Computer Science and Artificial Intelligence Laboratory|MIT Artificial Intelligence Laboratory]] by [[Joseph Weizenbaum]] between 1964 and 1966.<ref name=turing>{{Cite web|title = Alan Turing at 100|url = http://news.harvard.edu/gazette/story/2012/09/alan-turing-at-100/|website = Harvard Gazette|access-date = 2016-02-22}}</ref> Weizenbaum's original [[MAD (programming language)|MAD]]-[[SLIP (programming language)|SLIP]] implementation was re-written in [[Lisp (programming language)|Lisp]] by Bernie Cosell.<ref>[http://www.codersatwork.com/bernie-cosell.html Coders at Work: Bernie Cosell]</ref><ref>[http://elizagen.org/index.html The Genealogy of Eliza]</ref> A [[BASIC]] version appeared in [[Creative Computing]] in 1977, written in 1973 by Jeff Shrager.<ref>[http://www.atariarchives.org/bigcomputergames/showpage.php?page=20 Big Computer Games: Eliza - Your own psychotherapist] on atariarchives.org</ref> This version, which was ported to many of the earliest personal computers, appears to have been subsequently translated into many other versions in many other languages.<ref>[http://elizagen.org/index.html The Genealogy of Eliza] by Jeff Shrager</ref>
|ELIZA is an influential [[video game]] predecessor written at the [[MIT Computer Science and Artificial Intelligence Laboratory|MIT Artificial Intelligence Laboratory]] by [[Joseph Weizenbaum]] between 1964 and 1966.<ref name=turing>{{Cite web|title=Alan Turing at 100 |url=http://news.harvard.edu/gazette/story/2012/09/alan-turing-at-100/ |website=Harvard Gazette |access-date=2016-02-22 |deadurl=no |archiveurl=https://web.archive.org/web/20160303061956/http://news.harvard.edu/gazette/story/2012/09/alan-turing-at-100/ |archivedate=2016-03-03 }}</ref> Weizenbaum's original [[MAD (programming language)|MAD]]-[[SLIP (programming language)|SLIP]] implementation was re-written in [[Lisp (programming language)|Lisp]] by Bernie Cosell.<ref>[http://www.codersatwork.com/bernie-cosell.html Coders at Work: Bernie Cosell] {{webarchive|url=https://web.archive.org/web/20160208215640/http://codersatwork.com/bernie-cosell.html |date=2016-02-08 }}</ref><ref>[http://elizagen.org/index.html The Genealogy of Eliza] {{webarchive|url=https://web.archive.org/web/20160304061624/http://elizagen.org/index.html |date=2016-03-04 }}</ref> A [[BASIC]] version appeared in [[Creative Computing]] in 1977, written in 1973 by Jeff Shrager.<ref>[http://www.atariarchives.org/bigcomputergames/showpage.php?page=20 Big Computer Games: Eliza - Your own psychotherapist] on atariarchives.org</ref> This version, which was ported to many of the earliest personal computers, appears to have been subsequently translated into many other versions in many other languages.<ref>[http://elizagen.org/index.html The Genealogy of Eliza] {{webarchive|url=https://web.archive.org/web/20160304061624/http://elizagen.org/index.html |date=2016-03-04 }} by Jeff Shrager</ref>
|-
|-
|''[[Enemy Engaged: RAH-66 Comanche vs. KA-52 Hokum]]''
|''[[Enemy Engaged: RAH-66 Comanche vs. KA-52 Hokum]]''
Line 670: Line 670:
|''[[Enemy Nations]]''
|''[[Enemy Nations]]''
|1997
|1997
|2005<ref>{{cite web|url=http://www.enemynations.com/ |archiveurl=https://web.archive.org/web/20051124230517/http://www.enemynations.com/| title=The End of an Era! |quote=''October 1, 2005: We just sold the last copy of Enemy Nations. [...] If you have a copy and want to give a copy to a friend - you have our permission to burn a CD with a copy of Enemy Nations - with one major caveat. You must give them the game. You cannot sell it to them. You cannot include it as part of anything you sell. It cannot be included with any product or magazine as a free extra. The person making the copy must even buy the blank CD. It must be a true free gift given totally separate of anything else.'' |publisher=Windward |date=2005-10-01 |archivedate=2005-11-24 |accessdate=2013-10-26}}</ref>/2006<ref>[http://www.atomicgamer.com/files/38290/enemynationssource-rar source code mirror] {{webarchive|url=https://web.archive.org/web/20140329065356/http://atomicgamer.com/files/38290/enemynationssource-rar |date=2014-03-29 }} at atomicgamer.com</ref><ref>[http://digitalweird.blogspot.de/2006/01/get-your-very-own-free-and-legal-copy.html get-your-very-own-free-and-legal-copy] (January 2006)</ref>
|2005<ref>{{cite web|url=http://www.enemynations.com/ |archiveurl=https://web.archive.org/web/20051124230517/http://www.enemynations.com/| title=The End of an Era! |quote=''October 1, 2005: We just sold the last copy of Enemy Nations. [...] If you have a copy and want to give a copy to a friend - you have our permission to burn a CD with a copy of Enemy Nations - with one major caveat. You must give them the game. You cannot sell it to them. You cannot include it as part of anything you sell. It cannot be included with any product or magazine as a free extra. The person making the copy must even buy the blank CD. It must be a true free gift given totally separate of anything else.'' |publisher=Windward |date=2005-10-01 |archivedate=2005-11-24 |accessdate=2013-10-26}}</ref>/2006<ref>[http://www.atomicgamer.com/files/38290/enemynationssource-rar source code mirror] {{webarchive|url=https://web.archive.org/web/20140329065356/http://atomicgamer.com/files/38290/enemynationssource-rar |date=2014-03-29 }} at atomicgamer.com</ref><ref>[http://digitalweird.blogspot.de/2006/01/get-your-very-own-free-and-legal-copy.html get-your-very-own-free-and-legal-copy] {{webarchive|url=https://web.archive.org/web/20131029185144/http://digitalweird.blogspot.de/2006/01/get-your-very-own-free-and-legal-copy.html |date=2013-10-29 }} (January 2006)</ref>
|[[Real Time Strategy|RTS]]
|[[Real Time Strategy|RTS]]
|own non-commercial license<ref name="enationlicense">{{cite web|url=https://launchpad.net/enations/+announcement/2080 |title=License for Original Code |quote=''This is released under a limited license: 1) No rights are given to the game Enemy Nations, the trademark Enemy Nations, or the concept. 2) Windward intends to someday create an Enemy Nations II and reserves all rights for all future versions of the game. 3) You may not sell anything derived from this code, art, or anything else included. 4) This is released solely for people to learn from the code and to make fixes in the existing code that they will make available for free. If you don't like these restrictions, don't use this code/data.''|publisher=launchpad.net/enations}}</ref>
|own non-commercial license<ref name="enationlicense">{{cite web|url=https://launchpad.net/enations/+announcement/2080 |title=License for Original Code |quote=''This is released under a limited license: 1) No rights are given to the game Enemy Nations, the trademark Enemy Nations, or the concept. 2) Windward intends to someday create an Enemy Nations II and reserves all rights for all future versions of the game. 3) You may not sell anything derived from this code, art, or anything else included. 4) This is released solely for people to learn from the code and to make fixes in the existing code that they will make available for free. If you don't like these restrictions, don't use this code/data.'' |publisher=launchpad.net/enations |deadurl=no |archiveurl=https://web.archive.org/web/20170213090824/https://launchpad.net/enations/%20announcement/2080 |archivedate=2017-02-13 }}</ref>
|non-commercial Freeware<ref name="enationlicense"/>
|non-commercial Freeware<ref name="enationlicense"/>
|[[Windward Studios]]
|[[Windward Studios]]
Line 684: Line 684:
|{{Proprietary}}
|{{Proprietary}}
|[[MicroProse]]
|[[MicroProse]]
|A 2000 [[source code]] [[Source code leak|leak]]<ref name="falcon4.0leak">{{cite web|url=http://www.cleared-to-engage.com/2011/03/12/interview-with-kevin-klemmick-lead-software-engineer-for-falcon-4-0/|title=Interview with Kevin Klemmick - Lead Software Engineer for Falcon 4.0 | publisher=Cleared-To-Engage |date=2011-03-12 |first=Giorgio |last=Bertolone |accessdate=2014-08-31 |quote=''[C2E] In 2000 the source code of Falcon 4.0 leaked out and after that groups of volunteers were able to make fixes and enhancements that assured the longevity of this sim. Do you see the source code leak as a good or bad event? [Klemmick] "Absolutely a good event. In fact I wish I’d known who did it so I could thank them. I honestly think this should be standard procedure for companies that decide not to continue to support a code base."''|archiveurl=https://web.archive.org/web/20110318015840/http://www.cleared-to-engage.com/2011/03/12/interview-with-kevin-klemmick-lead-software-engineer-for-falcon-4-0 |archivedate=2011-03-18}}</ref> by a former developer allowed unofficial community development, including upgrades, improved graphics, and [[Unofficial patch|bug fixes]]. In 2013 the source code of one of the community development branches was released to a [[GitHub]] repository under a [[BSD license]].<ref>{{cite web|url=https://github.com/FreeFalcon/freefalcon-central/ |title=FreeFalcon |quote=''Legal - FreeFalcon doesn't have the cleanest history regarding its terms of use, but that all ends here. The code is now licensed under the rather liberal BSD 2-clause license; for the first time in its history, FreeFalcon is truly free. See the LICENSE.md file for the full text of the license.'' |publisher=GitHub |date=2013-01-24 |accessdate=2013-09-11}}</ref> As Atari currently owns the intellectual property and Graphsim has the exclusive right to publish, the legality of this source code release is questioned by some community members.
|A 2000 [[source code]] [[Source code leak|leak]]<ref name="falcon4.0leak">{{cite web|url=http://www.cleared-to-engage.com/2011/03/12/interview-with-kevin-klemmick-lead-software-engineer-for-falcon-4-0/|title=Interview with Kevin Klemmick - Lead Software Engineer for Falcon 4.0 | publisher=Cleared-To-Engage |date=2011-03-12 |first=Giorgio |last=Bertolone |accessdate=2014-08-31 |quote=''[C2E] In 2000 the source code of Falcon 4.0 leaked out and after that groups of volunteers were able to make fixes and enhancements that assured the longevity of this sim. Do you see the source code leak as a good or bad event? [Klemmick] "Absolutely a good event. In fact I wish I’d known who did it so I could thank them. I honestly think this should be standard procedure for companies that decide not to continue to support a code base."''|archiveurl=https://web.archive.org/web/20110318015840/http://www.cleared-to-engage.com/2011/03/12/interview-with-kevin-klemmick-lead-software-engineer-for-falcon-4-0 |archivedate=2011-03-18}}</ref> by a former developer allowed unofficial community development, including upgrades, improved graphics, and [[Unofficial patch|bug fixes]]. In 2013 the source code of one of the community development branches was released to a [[GitHub]] repository under a [[BSD license]].<ref>{{cite web|url=https://github.com/FreeFalcon/freefalcon-central/ |title=FreeFalcon |quote=''Legal - FreeFalcon doesn't have the cleanest history regarding its terms of use, but that all ends here. The code is now licensed under the rather liberal BSD 2-clause license; for the first time in its history, FreeFalcon is truly free. See the LICENSE.md file for the full text of the license.'' |publisher=GitHub |date=2013-01-24 |accessdate=2013-09-11 |deadurl=no |archiveurl=https://web.archive.org/web/20151025230348/https://github.com/FreeFalcon/freefalcon-central/ |archivedate=2015-10-25 }}</ref> As Atari currently owns the intellectual property and Graphsim has the exclusive right to publish, the legality of this source code release is questioned by some community members.
|-
|-
|''Fish Fillets'' (now ''[[Fish Fillets NG]]'')
|''Fish Fillets'' (now ''[[Fish Fillets NG]]'')
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|[[Freeware]]
|[[Freeware]]
|[[Thatgamecompany]] / Jenova Chen
|[[Thatgamecompany]] / Jenova Chen
|Around 2009 the flash [[source code]] was made available for educational purposes by the developers.<ref>[http://www.thatgamecompany.com/forum/viewtopic.php?t=993 You can get it here.] on thatgamecompany.com by Jenova (Sep 21, 2009)</ref><ref>[http://www.jenovachen.com/flowingames/implementations/flowing/flOw_source.zip flOw.source.zip] on jenovachen.com</ref>
|Around 2009 the flash [[source code]] was made available for educational purposes by the developers.<ref>[http://www.thatgamecompany.com/forum/viewtopic.php?t=993 You can get it here.] {{webarchive|url=https://web.archive.org/web/20160401045349/http://www.thatgamecompany.com/forum/viewtopic.php?t=993 |date=2016-04-01 }} on thatgamecompany.com by Jenova (Sep 21, 2009)</ref><ref>[http://www.jenovachen.com/flowingames/implementations/flowing/flOw_source.zip flOw.source.zip] {{webarchive|url=https://web.archive.org/web/20160402115242/http://www.jenovachen.com/flowingames/implementations/flowing/flOw_source.zip |date=2016-04-02 }} on jenovachen.com</ref>
|-
|-
|''[[Fort Apocalypse]]''
|''[[Fort Apocalypse]]''
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|[[CC BY-NC-ND]] 2.5 ([[Freeware]])
|[[CC BY-NC-ND]] 2.5 ([[Freeware]])
|Steve Hales / [[Synapse Software]]
|Steve Hales / [[Synapse Software]]
|In 2007 the [[Atari 8-bit family|Atari 8-bit]] game was [[Software relicensing|relicensed]] to a [[CC BY-NC-ND]] 2.5 by Steve Hales and released on IgorLabs.<ref>[http://www.igorlabs.com/classic-games IgorLabs classic games page]</ref> On April 23, 2015, Steve Hales released the [[assembly language|assembler]] [[source code]] to ''Fort Apocalypse'' on [[GitHub]], also under [[CC BY-NC-ND]] 2.5, for historical reasons.<ref>[https://github.com/heyigor/FortApocalypse FortApocalypse] on GitHub.com</ref>
|In 2007 the [[Atari 8-bit family|Atari 8-bit]] game was [[Software relicensing|relicensed]] to a [[CC BY-NC-ND]] 2.5 by Steve Hales and released on IgorLabs.<ref>[http://www.igorlabs.com/classic-games IgorLabs classic games page] {{webarchive|url=https://web.archive.org/web/20150630081613/http://www.igorlabs.com/classic-games |date=2015-06-30 }}</ref> On April 23, 2015, Steve Hales released the [[assembly language|assembler]] [[source code]] to ''Fort Apocalypse'' on [[GitHub]], also under [[CC BY-NC-ND]] 2.5, for historical reasons.<ref>[https://github.com/heyigor/FortApocalypse FortApocalypse] {{webarchive|url=https://web.archive.org/web/20160721131002/https://github.com/heyigor/FortApocalypse |date=2016-07-21 }} on GitHub.com</ref>
|-
|-
|''[http://www.iancgbell.clara.net/freefall/index.htm Free Fall]''
|''[http://www.iancgbell.clara.net/freefall/index.htm Free Fall]''
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|[[Freeware]]
|[[Freeware]]
|[[Ian Bell (programmer)|Ian Bell]] / [[Acornsoft]]
|[[Ian Bell (programmer)|Ian Bell]] / [[Acornsoft]]
|In 1999, developer [[Ian Bell (programmer)|Ian Bell]] released the video game's [[BBC Micro]] [[assembly language|assembly]] [[source code]] on his website.<ref>[http://www.iancgbell.clara.net/freefall/index.htm Free Fall] on Ian Bell's website ''"I wrote Free Fall in 1982/3 for the BBC Micro. It was published by Acornsoft in 1983. I like to describe Free Fall as the first ever beat-em-up so as to claim, with tongue somewhat in cheek, to have invented two gaming genres."''</ref> Semi-serious he considers it the first ever [[Beat 'em up]] video game.
|In 1999, developer [[Ian Bell (programmer)|Ian Bell]] released the video game's [[BBC Micro]] [[assembly language|assembly]] [[source code]] on his website.<ref>[http://www.iancgbell.clara.net/freefall/index.htm Free Fall] {{webarchive|url=https://web.archive.org/web/20150521004904/http://www.iancgbell.clara.net/freefall/index.htm |date=2015-05-21 }} on Ian Bell's website ''"I wrote Free Fall in 1982/3 for the BBC Micro. It was published by Acornsoft in 1983. I like to describe Free Fall as the first ever beat-em-up so as to claim, with tongue somewhat in cheek, to have invented two gaming genres."''</ref> Semi-serious he considers it the first ever [[Beat 'em up]] video game.
|-
|-
|''[[FreeSpace 2]]'' (now ''[[FreeSpace 2 Source Code Project]]'')
|''[[FreeSpace 2]]'' (now ''[[FreeSpace 2 Source Code Project]]'')
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|{{Proprietary}}
|{{Proprietary}}
|[[Volition (company)|Volition]]
|[[Volition (company)|Volition]]
|Game source released by [[Volition (company)|Volition]] on April 25, 2002.<ref>{{cite web|url=http://www.ign.com/articles/2002/04/25/freespace-source-code |title=Freespace Source Code |first=Ivan |last=Sulic |date=2002-04-25 |accessdate=2013-01-11 |publisher=[[IGN]]}}</ref>
|Game source released by [[Volition (company)|Volition]] on April 25, 2002.<ref>{{cite web|url=http://www.ign.com/articles/2002/04/25/freespace-source-code |title=Freespace Source Code |first=Ivan |last=Sulic |date=2002-04-25 |accessdate=2013-01-11 |publisher=[[IGN]] |deadurl=no |archiveurl=https://web.archive.org/web/20121210130100/http://www.ign.com/articles/2002/04/25/freespace-source-code |archivedate=2012-12-10 }}</ref>
|-
|-
|''[[Frogatto & Friends]]''
|''[[Frogatto & Friends]]''
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|{{Proprietary}}
|{{Proprietary}}
|Lost Pixel
|Lost Pixel
|The game was developed open-source on GitHub with an own open-source game engine<ref>{{cite web |url=https://github.com/anura-engine/anura/blob/trunk/LICENSE |date=2015-04-26 |accessdate=2015-10-10 |title=LICENCE |website=anura-engine - GitHub |author=Kristina Simpson}}</ref> by several [[The Battle for Wesnoth]] developers and released in July 2010 for several platforms. The game was for purchase on the MacOS' app store,<ref>[http://freegamer.blogspot.de/2011/04/humble-indie-bundles-source-releases.html Humble Indie Bundle's Source Releases] by Iwan Gabovitch ''"Another game which is commercial (on iDevices) and has FOSS code and closed art [...] is Frogatto."'' (April 22, 2011)</ref><ref>[https://itunes.apple.com/en/app/frogatto/id433338919?mt=12 Frogatto by Lost Pixel] {{webarchive|url=https://web.archive.org/web/20160911025729/https://itunes.apple.com/en/app/frogatto/id433338919?mt=12 |date=2016-09-11 }} on itunes.apple.com</ref> [[iPhone]] [[App Store (iOS)|App Store]]<ref>{{cite web |url=https://itunes.apple.com/app/frogatto/id382015046?mt=8 |title=Frogatto & Friends for iPhone, iPod touch, and iPad on the iTunes App Store |accessdate=2012-03-03}}</ref> and [[BlackBerry]] [[App World]]<ref name=v121>{{cite web |title=BlackBerry App World: Frogatto |url=http://appworld.blackberry.com/webstore/content/95522|accessdate=16 March 2012}}</ref> as the game assets were kept proprietary.<ref>[https://github.com/frogatto/frogatto/blob/master/LICENSE License] ''"CC-BY 3.0 LICENSE [...] assets under copyright"'' on github.com/frogatto</ref>
|The game was developed open-source on GitHub with an own open-source game engine<ref>{{cite web|url=https://github.com/anura-engine/anura/blob/trunk/LICENSE |date=2015-04-26 |accessdate=2015-10-10 |title=LICENCE |website=anura-engine - GitHub |author=Kristina Simpson |deadurl=no |archiveurl=https://web.archive.org/web/20160721130257/https://github.com/anura-engine/anura/blob/trunk/LICENSE |archivedate=2016-07-21 }}</ref> by several [[The Battle for Wesnoth]] developers and released in July 2010 for several platforms. The game was for purchase on the MacOS' app store,<ref>[http://freegamer.blogspot.de/2011/04/humble-indie-bundles-source-releases.html Humble Indie Bundle's Source Releases] {{webarchive|url=https://web.archive.org/web/20160809181454/http://freegamer.blogspot.de/2011/04/humble-indie-bundles-source-releases.html |date=2016-08-09 }} by Iwan Gabovitch ''"Another game which is commercial (on iDevices) and has FOSS code and closed art [...] is Frogatto."'' (April 22, 2011)</ref><ref>[https://itunes.apple.com/en/app/frogatto/id433338919?mt=12 Frogatto by Lost Pixel] {{webarchive|url=https://web.archive.org/web/20160911025729/https://itunes.apple.com/en/app/frogatto/id433338919?mt=12 |date=2016-09-11 }} on itunes.apple.com</ref> [[iPhone]] [[App Store (iOS)|App Store]]<ref>{{cite web|url=https://itunes.apple.com/app/frogatto/id382015046?mt=8 |title=Frogatto & Friends for iPhone, iPod touch, and iPad on the iTunes App Store |accessdate=2012-03-03 |deadurl=no |archiveurl=https://web.archive.org/web/20121109101624/https://itunes.apple.com/app/frogatto/id382015046?mt=8 |archivedate=2012-11-09 }}</ref> and [[BlackBerry]] [[App World]]<ref name=v121>{{cite web|title=BlackBerry App World: Frogatto |url=http://appworld.blackberry.com/webstore/content/95522 |accessdate=16 March 2012 |deadurl=no |archiveurl=https://web.archive.org/web/20120317175718/http://appworld.blackberry.com/webstore/content/95522/ |archivedate=17 March 2012 }}</ref> as the game assets were kept proprietary.<ref>[https://github.com/frogatto/frogatto/blob/master/LICENSE License] {{webarchive|url=https://web.archive.org/web/20150503175100/https://github.com/frogatto/frogatto/blob/master/LICENSE |date=2015-05-03 }} ''"CC-BY 3.0 LICENSE [...] assets under copyright"'' on github.com/frogatto</ref>
|-
|-
|''[[Gates of Skeldal]]''
|''[[Gates of Skeldal]]''
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|[[Freeware]]
|[[Freeware]]
|Napoleon Games
|Napoleon Games
|On 19 November 2007 the game was made [[freeware]] by the [[Czechs|Czech]] developer, in 2008 the [[source code]] was released under [[GPLv3]] on a [[sourceforge]] repository.<ref>[http://trisquel.info/en/forum/br%C3%A1ny-skeldalu-aka-gates-skeldal-ready-testing Brány Skeldalu (aka The Gates of Skeldal) is ready for testing] on trisquel.info</ref><ref>[http://sourceforge.net/p/skeldal/code/HEAD/tree/ skeldal] on sourceforge.net</ref> Later it was [[Fan translation of video games|translated by fans]] to English and ported to linux.<ref name="oldgames">{{cite web|url=http://www.oldgames.sk/en/game/brany-skeldalu/download/5016/|title=Brány Skeldalu Download, English Patch (Beta) :: DJ OldGames |publisher=oldgames.sk |accessdate=18 January 2014}}</ref>
|On 19 November 2007 the game was made [[freeware]] by the [[Czechs|Czech]] developer, in 2008 the [[source code]] was released under [[GPLv3]] on a [[sourceforge]] repository.<ref>[http://trisquel.info/en/forum/br%C3%A1ny-skeldalu-aka-gates-skeldal-ready-testing Brány Skeldalu (aka The Gates of Skeldal) is ready for testing] {{webarchive|url=https://web.archive.org/web/20151122021453/http://trisquel.info/en/forum/br%C3%A1ny-skeldalu-aka-gates-skeldal-ready-testing |date=2015-11-22 }} on trisquel.info</ref><ref>[http://sourceforge.net/p/skeldal/code/HEAD/tree/ skeldal] {{webarchive|url=https://web.archive.org/web/20160721131008/http://sourceforge.net/p/skeldal/code/HEAD/tree/ |date=2016-07-21 }} on sourceforge.net</ref> Later it was [[Fan translation of video games|translated by fans]] to English and ported to linux.<ref name="oldgames">{{cite web|url=http://www.oldgames.sk/en/game/brany-skeldalu/download/5016/ |title=Brány Skeldalu Download, English Patch (Beta) :: DJ OldGames |publisher=oldgames.sk |accessdate=18 January 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20140201194838/http://www.oldgames.sk/en/game/brany-skeldalu/download/5016/ |archivedate=1 February 2014 }}</ref>
|-
|-
|''[[Gish (video game)|Gish]]''
|''[[Gish (video game)|Gish]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Cryptic Sea]]
|[[Cryptic Sea]]
|Source opened with [[Humble Indie Bundle]] by [[Wolfire Games]].<ref>{{cite web|url=http://www.h-online.com/open/news/item/Indie-game-Gish-source-code-released-1013101.html |archiveurl=https://web.archive.org/web/20121113190853/http://www.h-online.com/open/news/item/Indie-game-Gish-source-code-released-1013101.html|archivedate=13 November 2012|title=Indie game Gish source code released |date=2010-06-10 |first=Chris |last=von Eitzen |publisher=h-online.com |accessdate=2013-01-13}}</ref><ref>{{cite news |publisher=[[Wolfire Games]] blog |date=2010-05-30 |title=Gish goes open-source |url=http://blog.wolfire.com/2010/05/Gish-goes-open-source}}</ref>
|Source opened with [[Humble Indie Bundle]] by [[Wolfire Games]].<ref>{{cite web|url=http://www.h-online.com/open/news/item/Indie-game-Gish-source-code-released-1013101.html |archiveurl=https://web.archive.org/web/20121113190853/http://www.h-online.com/open/news/item/Indie-game-Gish-source-code-released-1013101.html|archivedate=13 November 2012|title=Indie game Gish source code released |date=2010-06-10 |first=Chris |last=von Eitzen |publisher=h-online.com |accessdate=2013-01-13}}</ref><ref>{{cite news|publisher=[[Wolfire Games]] blog |date=2010-05-30 |title=Gish goes open-source |url=http://blog.wolfire.com/2010/05/Gish-goes-open-source |deadurl=no |archiveurl=https://web.archive.org/web/20130111160822/http://blog.wolfire.com/2010/05/Gish-goes-open-source |archivedate=2013-01-11 }}</ref>
|-
|-
|''[[Glider PRO]]''
|''[[Glider PRO]]''
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|GPLv2
|GPLv2
|John Calhoun
|John Calhoun
|On 27 Jan 2016, the [[source code]], graphics, and sound data for Glider PRO were released on GitHub with the source code being licensed under the [[GNU General Public License]] v2.<ref>{{cite web |title=Sources for the Macintosh game, Glider PRO, written by John Calhoun and published by Casady & Green Inc. |url=https://github.com/softdorothy/glider_pro |website=[[GitHub]] |date=2016-01-29 |last=Calhoun |first=John}}</ref><ref>{{cite web |title=Added legal section to read me. · softdorothy/glider_pro@49a35bb · GitHub |url=https://github.com/softdorothy/glider_pro/commit/49a35bb15b7c6cf5febebc5c26bb65140a7c4957 |date=2016-01-31 |last=Calhoun|first=John |website=GitHub |accessdate=2016-03-16}}</ref>
|On 27 Jan 2016, the [[source code]], graphics, and sound data for Glider PRO were released on GitHub with the source code being licensed under the [[GNU General Public License]] v2.<ref>{{cite web|title=Sources for the Macintosh game, Glider PRO, written by John Calhoun and published by Casady & Green Inc. |url=https://github.com/softdorothy/glider_pro |website=[[GitHub]] |date=2016-01-29 |last=Calhoun |first=John |deadurl=no |archiveurl=https://web.archive.org/web/20160321132956/https://github.com/softdorothy/glider_pro |archivedate=2016-03-21 }}</ref><ref>{{cite web|title=Added legal section to read me. · softdorothy/glider_pro@49a35bb · GitHub |url=https://github.com/softdorothy/glider_pro/commit/49a35bb15b7c6cf5febebc5c26bb65140a7c4957 |date=2016-01-31 |last=Calhoun |first=John |website=GitHub |accessdate=2016-03-16 |deadurl=no |archiveurl=https://web.archive.org/web/20160721130823/https://github.com/softdorothy/glider_pro/commit/49a35bb15b7c6cf5febebc5c26bb65140a7c4957 |archivedate=2016-07-21 }}</ref>
|-
|-
|''Gladiator''
|''Gladiator''
Line 774: Line 774:
|GPLv2
|GPLv2
|Forgotten Sages Games
|Forgotten Sages Games
|Released in 1995 as DOS shareware game,<ref>[https://web.archive.org/web/20030205053401/http://www.fsgames.com/glad/ glad] (archived)</ref> in 2002 the game's source code was released under GPL by the developers. Development and porting by the game's community continued on Sourceforge under the name OpenGlad.<ref>[http://snowstorm.sourceforge.net/cgi-bin/site.cgi?page=openglad openglad] on sourceforge.net</ref>
|Released in 1995 as DOS shareware game,<ref>[https://web.archive.org/web/20030205053401/http://www.fsgames.com/glad/ glad] (archived)</ref> in 2002 the game's source code was released under GPL by the developers. Development and porting by the game's community continued on Sourceforge under the name OpenGlad.<ref>[http://snowstorm.sourceforge.net/cgi-bin/site.cgi?page=openglad openglad] {{webarchive|url=https://web.archive.org/web/20160319015644/http://snowstorm.sourceforge.net/cgi-bin/site.cgi?page=openglad |date=2016-03-19 }} on sourceforge.net</ref>
|-
|-
|''[[Glitch (video game)|Glitch]]''
|''[[Glitch (video game)|Glitch]]''
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|[[CC0]]
|[[CC0]]
|Tinyspeck
|Tinyspeck
|In 2013, one year after the MMO was shut down, most of the artwork and parts of the code were released under the [[CC0]] license.<ref>{{cite web|url=http://www.glitchthegame.com/public-domain-game-art/ |title=Glitch is Dead, Long Live Glitch! - Art & Code from the Game Released into Public Domain |quote=''The entire library of art assets from the game, has been made freely available, dedicated to the public domain. Code from the game client is included to help developers work with the assets. All of it can be downloaded and used by anyone, for any purpose.'' |author=tinyspeck |date=2013-11-18 |accessdate=2013-12-11 |publisher=glitchthegame.com}}</ref><ref>{{cite web |url=http://www.pcworld.com/article/2064273/afterlife-of-an-mmo-glitchs-offbeat-art-enters-public-domain.html |title=Afterlife of an MMO: Glitch's offbeat art enters public domain |first=Laura |last=Blackwell |date=2013-11-18 |accessdate=2013-12-11 |publisher=pcworld.com}}</ref>
|In 2013, one year after the MMO was shut down, most of the artwork and parts of the code were released under the [[CC0]] license.<ref>{{cite web|url=http://www.glitchthegame.com/public-domain-game-art/ |title=Glitch is Dead, Long Live Glitch! - Art & Code from the Game Released into Public Domain |quote=''The entire library of art assets from the game, has been made freely available, dedicated to the public domain. Code from the game client is included to help developers work with the assets. All of it can be downloaded and used by anyone, for any purpose.'' |author=tinyspeck |date=2013-11-18 |accessdate=2013-12-11 |publisher=glitchthegame.com |deadurl=no |archiveurl=https://web.archive.org/web/20131213073818/http://www.glitchthegame.com/public-domain-game-art/ |archivedate=2013-12-13 }}</ref><ref>{{cite web|url=http://www.pcworld.com/article/2064273/afterlife-of-an-mmo-glitchs-offbeat-art-enters-public-domain.html |title=Afterlife of an MMO: Glitch's offbeat art enters public domain |first=Laura |last=Blackwell |date=2013-11-18 |accessdate=2013-12-11 |publisher=pcworld.com |deadurl=no |archiveurl=https://web.archive.org/web/20131209192705/http://www.pcworld.com/article/2064273/afterlife-of-an-mmo-glitchs-offbeat-art-enters-public-domain.html |archivedate=2013-12-09 }}</ref>
|-
|-
|''[[Gloom (video game)|Gloom]]''
|''[[Gloom (video game)|Gloom]]''
Line 801: Line 801:
|MIT
|MIT
|John Calhoun
|John Calhoun
|On 27 Jan 2016, the [[source code]], graphics, and sound data for Glypha III were released on [[GitHub]] with the source code being licensed under the [[MIT license]].<ref>[http://www.gamasutra.com/view/news/265823/Get_a_window_into_classic_Mac_dev_with_Glider_source_code.php Get a window into classic Mac dev with Glider source code] by Christian Nutt on [[gamasutra]].com (February 12, 2016)</ref><ref>{{cite web |title=The shareware game from the Macintosh written by John Calhoun in the 90's. |url=https://github.com/softdorothy/glypha_III |website=[[GitHub]] |date=2016-01-29 |author=Calhoun, John}}</ref> Updated ports for MacOs and iPhone were created afterward.<ref>[http://toucharcade.com/2009/07/07/glypha-a-joust-like-game-now-on-iphone-for-free/ glypha-a-joust-like-game-now-on-iphone-for-free] on toucharcade.com (2009-07-07)</ref><ref>[https://web.archive.org/web/20150911014731/http://boredzo.org/glypha/ Glypha - Then and Now] on boredzo.org/glypha</ref><ref>[https://ksuther.com/glypha/ glypha] on ksuther.com</ref>
|On 27 Jan 2016, the [[source code]], graphics, and sound data for Glypha III were released on [[GitHub]] with the source code being licensed under the [[MIT license]].<ref>[http://www.gamasutra.com/view/news/265823/Get_a_window_into_classic_Mac_dev_with_Glider_source_code.php Get a window into classic Mac dev with Glider source code] {{webarchive|url=https://web.archive.org/web/20160721131024/http://www.gamasutra.com/view/news/265823/Get_a_window_into_classic_Mac_dev_with_Glider_source_code.php |date=2016-07-21 }} by Christian Nutt on [[gamasutra]].com (February 12, 2016)</ref><ref>{{cite web|title=The shareware game from the Macintosh written by John Calhoun in the 90's. |url=https://github.com/softdorothy/glypha_III |website=[[GitHub]] |date=2016-01-29 |author=Calhoun, John |deadurl=no |archiveurl=https://web.archive.org/web/20160721130914/https://github.com/softdorothy/glypha_III |archivedate=2016-07-21 }}</ref> Updated ports for MacOs and iPhone were created afterward.<ref>[http://toucharcade.com/2009/07/07/glypha-a-joust-like-game-now-on-iphone-for-free/ glypha-a-joust-like-game-now-on-iphone-for-free] {{webarchive|url=https://web.archive.org/web/20160721125938/http://toucharcade.com/2009/07/07/glypha-a-joust-like-game-now-on-iphone-for-free/ |date=2016-07-21 }} on toucharcade.com (2009-07-07)</ref><ref>[https://web.archive.org/web/20150911014731/http://boredzo.org/glypha/ Glypha - Then and Now] on boredzo.org/glypha</ref><ref>[https://ksuther.com/glypha/ glypha] {{webarchive|url=https://web.archive.org/web/20160721130809/https://ksuther.com/glypha/ |date=2016-07-21 }} on ksuther.com</ref>
|-
|-
|''[[Gothic 3]]''
|''[[Gothic 3]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[JoWood]]
|[[JoWood]]
|Source code was opened by [[JoWood]] for the members of "Community patch project" from the game community in 2007.<ref name=g3>{{cite web|url=http://www.golem.de/0903/66059.html|title=Gothic 3 Community Patch soll fast alle Fehler beheben - Mehr als 700 Veränderungen im letzten Community Patch |date=2009-03-23 |publisher=[[Golem.de]] |first=Andreas |last=Sebayang |language=German |accessdate=2013-01-06 |quote=''Das Team hatte Zugriff auf den Quellcode von Gothic 3. Zusätzlich wurde auch inhaltlich an dem Spiel gearbeitet, da laut Patch Team ein Beheben aller Fehler nicht allein durch das Verändern des Quellcodes möglich war.''}}</ref>
|Source code was opened by [[JoWood]] for the members of "Community patch project" from the game community in 2007.<ref name=g3>{{cite web|url=http://www.golem.de/0903/66059.html |title=Gothic 3 Community Patch soll fast alle Fehler beheben - Mehr als 700 Veränderungen im letzten Community Patch |date=2009-03-23 |publisher=[[Golem.de]] |first=Andreas |last=Sebayang |language=German |accessdate=2013-01-06 |quote=''Das Team hatte Zugriff auf den Quellcode von Gothic 3. Zusätzlich wurde auch inhaltlich an dem Spiel gearbeitet, da laut Patch Team ein Beheben aller Fehler nicht allein durch das Verändern des Quellcodes möglich war.'' |deadurl=no |archiveurl=https://web.archive.org/web/20130122184237/http://www.golem.de/0903/66059.html |archivedate=2013-01-22 }}</ref>
|-
|-
|''[[Grand Monster Slam]]''
|''[[Grand Monster Slam]]''
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|[[CC BY-SA|CC BY-SA 4.0]]
|[[CC BY-SA|CC BY-SA 4.0]]
|Jens Andersson & Jan Kronqvist
|Jens Andersson & Jan Kronqvist
|On September 21, 2008 the developers of the [[Amiga]] [[shareware]] title ''Gravity Force 2'' released the source code for "nostalgic interest" without specified license.<ref>{{cite web|url=http://www.lysator.liu.se/~jensa/gf2/ |title=The Gravity-Force 2 Homepage |quote=''Jan made an archaeological expedition and recovered the GF2 source code from a dusty old floppy disc! We do not pretend it is a wonder in coding style (in fact, it is a complete disaster!), but for primarily nostalgic interest we publish it here.'' |date=2008-09-21 |accessdate=2013-10-13 |publisher=lysator.liu.se |authors=Jens Andersson & Jan Kronqvist}}</ref> In April 2017 the authors clarified the game and source code license as [[CC BY-SA|CC BY-SA 4.0]].<ref>[http://www.lysator.liu.se/~jensa/gf2/ gf2] on lysator.liu.se ''"The screenshots, the GF2 source code, and the actual Amiga game (v1.10, v1.20) are released for use under the CreativeCommons CC-BY-SA license."'' (April 26, 2017)</ref>
|On September 21, 2008 the developers of the [[Amiga]] [[shareware]] title ''Gravity Force 2'' released the source code for "nostalgic interest" without specified license.<ref>{{cite web|url=http://www.lysator.liu.se/~jensa/gf2/ |title=The Gravity-Force 2 Homepage |quote=''Jan made an archaeological expedition and recovered the GF2 source code from a dusty old floppy disc! We do not pretend it is a wonder in coding style (in fact, it is a complete disaster!), but for primarily nostalgic interest we publish it here.'' |date=2008-09-21 |accessdate=2013-10-13 |publisher=lysator.liu.se |authors=Jens Andersson & Jan Kronqvist |deadurl=no |archiveurl=https://web.archive.org/web/20131015001735/http://www.lysator.liu.se/~jensa/gf2/ |archivedate=2013-10-15 }}</ref> In April 2017 the authors clarified the game and source code license as [[CC BY-SA|CC BY-SA 4.0]].<ref>[http://www.lysator.liu.se/~jensa/gf2/ gf2] {{webarchive|url=https://web.archive.org/web/20131015001735/http://www.lysator.liu.se/~jensa/gf2/ |date=2013-10-15 }} on lysator.liu.se ''"The screenshots, the GF2 source code, and the actual Amiga game (v1.10, v1.20) are released for use under the CreativeCommons CC-BY-SA license."'' (April 26, 2017)</ref>
|-
|-
|''[[H-Craft Championship]]''
|''[[H-Craft Championship]]''
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|[[Freeware]]
|[[Freeware]]
|Irrgheist
|Irrgheist
|''H-Craft Championship'' was developed by the [[independent video game|independent game studio]] Irrgheist<ref>[https://web.archive.org/web/20071014053429/http://irrgheist.com/contact.htm contact] on irrgheist.com (archived)</ref> and released by [[Manifesto Games]]<ref>[https://web.archive.org/web/20071016044942/http://www.irrgheist.com/hcraftpurchase.htm H-Craft Championship Purchase] "In order to purchase H-Craft Championship please visit our reseller www.Manifestogames.com" (2007)</ref>/[[Akella]] in 2007.<ref>[http://www.cdnavigator.ru/Game.aspx?id=98 H-Craft Championship] CDnavigator.ru</ref> In 2014, the developers released the game as [[freeware]]<ref>[http://www.reddit.com/r/IndieGaming/comments/20qmff/today_we_released_a_7yearsold_3dscifi_racer/ H-Craft Championship] Freeware release announcement in [[Reddit]]</ref> and the source code under the [[zlib license]] in February 2015.<ref>[http://www.irrgheist.com/index.htm H-Craft Championship] Irrgheist News, February 25, 2015</ref><ref>[http://www.irrgheist.com/hcraftsource.htm H-Craft Championship - H-Craft Source Code] on irrgheist.com</ref>
|''H-Craft Championship'' was developed by the [[independent video game|independent game studio]] Irrgheist<ref>[https://web.archive.org/web/20071014053429/http://irrgheist.com/contact.htm contact] on irrgheist.com (archived)</ref> and released by [[Manifesto Games]]<ref>[https://web.archive.org/web/20071016044942/http://www.irrgheist.com/hcraftpurchase.htm H-Craft Championship Purchase] "In order to purchase H-Craft Championship please visit our reseller www.Manifestogames.com" (2007)</ref>/[[Akella]] in 2007.<ref>[http://www.cdnavigator.ru/Game.aspx?id=98 H-Craft Championship] {{webarchive|url=https://web.archive.org/web/20091003172904/http://www.cdnavigator.ru/Game.aspx?id=98 |date=2009-10-03 }} CDnavigator.ru</ref> In 2014, the developers released the game as [[freeware]]<ref>[http://www.reddit.com/r/IndieGaming/comments/20qmff/today_we_released_a_7yearsold_3dscifi_racer/ H-Craft Championship] {{webarchive|url=https://web.archive.org/web/20150830091307/https://www.reddit.com/r/IndieGaming/comments/20qmff/today_we_released_a_7yearsold_3dscifi_racer/ |date=2015-08-30 }} Freeware release announcement in [[Reddit]]</ref> and the source code under the [[zlib license]] in February 2015.<ref>[http://www.irrgheist.com/index.htm H-Craft Championship] {{webarchive|url=https://web.archive.org/web/20140825051524/http://www.irrgheist.com/index.htm |date=2014-08-25 }} Irrgheist News, February 25, 2015</ref><ref>[http://www.irrgheist.com/hcraftsource.htm H-Craft Championship - H-Craft Source Code] {{webarchive|url=https://web.archive.org/web/20150302150222/http://www.irrgheist.com/hcraftsource.htm |date=2015-03-02 }} on irrgheist.com</ref>
|-
|-
|''[[Habitat (video game)|Habitat]]''
|''[[Habitat (video game)|Habitat]]''
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|MIT
|MIT
|[[Randy Farmer]] and [[Chip Morningstar]]/[[Lucasfilm Games]]
|[[Randy Farmer]] and [[Chip Morningstar]]/[[Lucasfilm Games]]
|The [[Museum of Art and Digital Entertainment|The Museum of Art and Digital Entertainment]] received the game's [[source code]] from its original developers,<ref>{{Cite web|title = Bringing Habitat Back to Life|url = http://www.pastemagazine.com/articles/2016/02/bringing-habitat-back-to-life.html|website = pastemagazine.com|access-date = 2016-02-22}}</ref> and restored the code in a [[Hackathon]].<ref>{{cite web|url=https://themade.org/posts/706|title=The Habitat Hackathon |publisher=[[The Museum of Art and Digital Entertainment]] |accessdate=6 June 2016}}</ref> In July 2016, the source code was uploaded to [[GitHub]] under [[MIT license]].<ref>{{cite web | url = http://www.gamasutra.com/view/news/276548/Source_code_for_Lucasfilm_Games_80s_MMO_Habitat_released.php| title = Source code for Lucasfilm Games' '80s MMO Habitat released | first = Bryant | last = Francis | date = 2016-07-06 | accessdate = 2016-07-06 | work = [[Gamasutra]]}}</ref><ref>[https://www.engadget.com/2016/07/07/lucasfilm-games-mmo-habitat-code/ Lucasfilm Games' MMO 'Habitat' source code released] by Brittany Vincent on [[Engadget.com]] (2016-07-07)</ref>
|The [[Museum of Art and Digital Entertainment|The Museum of Art and Digital Entertainment]] received the game's [[source code]] from its original developers,<ref>{{Cite web|title=Bringing Habitat Back to Life |url=http://www.pastemagazine.com/articles/2016/02/bringing-habitat-back-to-life.html |website=pastemagazine.com |access-date=2016-02-22 |deadurl=no |archiveurl=https://web.archive.org/web/20160302071156/http://www.pastemagazine.com/articles/2016/02/bringing-habitat-back-to-life.html |archivedate=2016-03-02 }}</ref> and restored the code in a [[Hackathon]].<ref>{{cite web|url=https://themade.org/posts/706 |title=The Habitat Hackathon |publisher=[[The Museum of Art and Digital Entertainment]] |accessdate=6 June 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20160721130007/https://themade.org/posts/706 |archivedate=21 July 2016 }}</ref> In July 2016, the source code was uploaded to [[GitHub]] under [[MIT license]].<ref>{{cite web|url=http://www.gamasutra.com/view/news/276548/Source_code_for_Lucasfilm_Games_80s_MMO_Habitat_released.php |title=Source code for Lucasfilm Games' '80s MMO Habitat released |first=Bryant |last=Francis |date=2016-07-06 |accessdate=2016-07-06 |work=[[Gamasutra]] |deadurl=no |archiveurl=https://web.archive.org/web/20160708091514/http://www.gamasutra.com/view/news/276548/Source_code_for_Lucasfilm_Games_80s_MMO_Habitat_released.php |archivedate=2016-07-08 }}</ref><ref>[https://www.engadget.com/2016/07/07/lucasfilm-games-mmo-habitat-code/ Lucasfilm Games' MMO 'Habitat' source code released] {{webarchive|url=https://web.archive.org/web/20160721125958/https://www.engadget.com/2016/07/07/lucasfilm-games-mmo-habitat-code/ |date=2016-07-21 }} by Brittany Vincent on [[Engadget.com]] (2016-07-07)</ref>
|-
|-
|''[[Hack 'n' Slash]]''
|''[[Hack 'n' Slash]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Double Fine]]
|[[Double Fine]]
|With the 1.0 release on September 9, 2014 also the [[source code]] of the game was released by Double Fine.<ref>[http://thekoalition.com/2014/hack Double Fine Releases Source Code for Hack ‘n’ Slash] by Garrett Glass (on September 11, 2014)</ref><ref>[https://www.rockpapershotgun.com/2014/09/10/hack-n-slash-released-source-code/ Hack ‘n’ Slash Leaves Early Access, Brings Source Code] on [[Rock, Paper, Shotgun]] by Ben Barrett (September 10th, 2014)</ref>
|With the 1.0 release on September 9, 2014 also the [[source code]] of the game was released by Double Fine.<ref>[http://thekoalition.com/2014/hack Double Fine Releases Source Code for Hack ‘n’ Slash] {{webarchive|url=https://web.archive.org/web/20160401233201/http://thekoalition.com/2014/hack |date=2016-04-01 }} by Garrett Glass (on September 11, 2014)</ref><ref>[https://www.rockpapershotgun.com/2014/09/10/hack-n-slash-released-source-code/ Hack ‘n’ Slash Leaves Early Access, Brings Source Code] {{webarchive|url=https://web.archive.org/web/20160412210339/https://www.rockpapershotgun.com/2014/09/10/hack-n-slash-released-source-code/ |date=2016-04-12 }} on [[Rock, Paper, Shotgun]] by Ben Barrett (September 10th, 2014)</ref>
|-
|-
|''Hacker Evolution: Source code''
|''Hacker Evolution: Source code''
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|{{Proprietary}}
|{{Proprietary}}
|Exosyphen
|Exosyphen
|Released on May 11, 2015 for $49.95 by the indie game developer.<ref>[http://steamcommunity.com/app/364750/discussions/0/613957600546320579/ Hacker Evolution Source code]</ref>
|Released on May 11, 2015 for $49.95 by the indie game developer.<ref>[http://steamcommunity.com/app/364750/discussions/0/613957600546320579/ Hacker Evolution Source code] {{webarchive|url=https://web.archive.org/web/20160126140126/http://steamcommunity.com/app/364750/discussions/0/613957600546320579/ |date=2016-01-26 }}</ref>
|-
|-
|''[[Hammerfight]]''
|''[[Hammerfight]]''
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|2011
|2011
|2D physic based combat game
|2D physic based combat game
|[[zlib license]]<ref>[http://hg.icculus.org/icculus/hge-unix/raw-file/tip/license.txt license.txt] on hg.icculus.org/icculus/hge-unix</ref>
|[[zlib license]]<ref>[http://hg.icculus.org/icculus/hge-unix/raw-file/tip/license.txt license.txt] {{webarchive|url=https://web.archive.org/web/20161005150723/http://hg.icculus.org/icculus/hge-unix/raw-file/tip/license.txt |date=2016-10-05 }} on hg.icculus.org/icculus/hge-unix</ref>
|{{Proprietary}}
|{{Proprietary}}
|Konstantin Koshutin
|Konstantin Koshutin
|For the [[Humble Indie Bundle#Humble Indie Bundle .233|third Humble Indie Bundle]]<ref>{{cite web|title=Humble Indie Bundle Sells Lots, Windows Users Still Cheap|url=http://hothardware.com/News/Humble-Indie-Bundle-Sells-Lots-Windows-Users-Still-Cheap/|date=3 August 2011|accessdate=3 August 2011| first=Ryan |last=McLaughlin |work=Hot Hardware}}</ref><ref>[http://blog.wolfire.com/2011/08/HGE-comes-to-Mac-and-Linux-guest-post-from-Ryan-Gordon HGE-comes-to-Mac-and-Linux-guest-post-from-Ryan-Gordon] on wolfire.com (August 2011)</ref> [[Ryan C. Gordon]] [[Porting|ported]] the underlying game engine, "Haaf's Game Engine", to Linux and Mac OS X, and released [[source code]] under the [[zlib license]].<ref>[https://www.phoronix.com/scan.php?page=news_item&px=OTc1OQ Ryan Gordon Ports HGE To Linux, Then Releases Code] on [[Phoronix]] by [[Michael Larabel]] (August 07, 2011)</ref><ref>[https://icculus.org/hge-unix/ hge-unix] on [[icculus.org]] "August 7th, 2011: Source code released to the world!"</ref> Relish Games released the original version of HGE 1.8.1 for Windows/DirectX to [[GitHub]] under zlib license, too.<ref>[https://github.com/kvakvs/hge hge - DX8.1 and 9.0] on [[github.com]]</ref>
|For the [[Humble Indie Bundle#Humble Indie Bundle .233|third Humble Indie Bundle]]<ref>{{cite web|title=Humble Indie Bundle Sells Lots, Windows Users Still Cheap |url=http://hothardware.com/News/Humble-Indie-Bundle-Sells-Lots-Windows-Users-Still-Cheap/ |date=3 August 2011 |accessdate=3 August 2011 |first=Ryan |last=McLaughlin |work=Hot Hardware |deadurl=no |archiveurl=https://web.archive.org/web/20111003094421/http://hothardware.com/News/Humble-Indie-Bundle-Sells-Lots-Windows-Users-Still-Cheap/ |archivedate=3 October 2011 }}</ref><ref>[http://blog.wolfire.com/2011/08/HGE-comes-to-Mac-and-Linux-guest-post-from-Ryan-Gordon HGE-comes-to-Mac-and-Linux-guest-post-from-Ryan-Gordon] {{webarchive|url=https://web.archive.org/web/20161008021841/http://blog.wolfire.com/2011/08/HGE-comes-to-Mac-and-Linux-guest-post-from-Ryan-Gordon |date=2016-10-08 }} on wolfire.com (August 2011)</ref> [[Ryan C. Gordon]] [[Porting|ported]] the underlying game engine, "Haaf's Game Engine", to Linux and Mac OS X, and released [[source code]] under the [[zlib license]].<ref>[https://www.phoronix.com/scan.php?page=news_item&px=OTc1OQ Ryan Gordon Ports HGE To Linux, Then Releases Code] {{webarchive|url=https://web.archive.org/web/20160604101512/http://www.phoronix.com/scan.php?page=news_item&px=OTc1OQ |date=2016-06-04 }} on [[Phoronix]] by [[Michael Larabel]] (August 07, 2011)</ref><ref>[https://icculus.org/hge-unix/ hge-unix] {{webarchive|url=https://web.archive.org/web/20151030060828/http://icculus.org/hge-unix/ |date=2015-10-30 }} on [[icculus.org]] "August 7th, 2011: Source code released to the world!"</ref> Relish Games released the original version of HGE 1.8.1 for Windows/DirectX to [[GitHub]] under zlib license, too.<ref>[https://github.com/kvakvs/hge hge - DX8.1 and 9.0] on [[github.com]]</ref>
|-
|-
|''Handmade Hero''
|''Handmade Hero''
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|{{Proprietary}}
|{{Proprietary}}
|Casey Muratori
|Casey Muratori
|Senior video game developer Casey Muratori started November 2014 a project to program a commercial [[C (programming language)|C]] based game from the scratch and documenting the development in a series of videostreams;<ref>[https://hero.handmade.network/episodes episodes] on hero.handmade.network</ref> planned are 600 episodes, one per day. The game's recent prototypes and source code are made available for 15$.<ref>[https://handmadehero.org/ handmadehero.org/]</ref> The final game will be [[DRM-free]], [[cross-platform]] and the source code will be given into [[public domain]] two years after its release.
|Senior video game developer Casey Muratori started November 2014 a project to program a commercial [[C (programming language)|C]] based game from the scratch and documenting the development in a series of videostreams;<ref>[https://hero.handmade.network/episodes episodes] {{webarchive|url=https://web.archive.org/web/20170213163904/https://hero.handmade.network/episodes |date=2017-02-13 }} on hero.handmade.network</ref> planned are 600 episodes, one per day. The game's recent prototypes and source code are made available for 15$.<ref>[https://handmadehero.org/ handmadehero.org/] {{webarchive|url=https://web.archive.org/web/20170220082738/https://handmadehero.org/ |date=2017-02-20 }}</ref> The final game will be [[DRM-free]], [[cross-platform]] and the source code will be given into [[public domain]] two years after its release.
|-
|-
|''Haunts: The Manse Macabre''
|''Haunts: The Manse Macabre''
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|[[CC BY-NC-SA]]
|[[CC BY-NC-SA]]
|Rick Dakan
|Rick Dakan
|The 2012 with $29,000 crowdfunded<ref>[https://www.kickstarter.com/projects/2066438441/haunts-the-manse-macabre haunts] on kickstarter.com</ref> and in [[Go (programming language)|Go]] programmed game was put on github after the money for further development run out.<ref>[http://www.escapistmagazine.com/news/view/120314-Troubled-Haunts-Kickstarter-Goes-Open-Source Troubled-Haunts-Kickstarter-Goes-Open-Source] on the Escapist</ref><ref>[https://github.com/MobRulesGames/haunts haunts] on github.com/MobRulesGames</ref> While a volunteer keeps updating the almost finished prototype,<ref>[https://github.com/losinggeneration/haunts haunts] on github.com/losinggeneration</ref> the against the Go 1.0 API build game fails to compile with newer compilers and Go versions.
|The 2012 with $29,000 crowdfunded<ref>[https://www.kickstarter.com/projects/2066438441/haunts-the-manse-macabre haunts] {{webarchive|url=https://web.archive.org/web/20170209032316/https://www.kickstarter.com/projects/2066438441/haunts-the-manse-macabre/ |date=2017-02-09 }} on kickstarter.com</ref> and in [[Go (programming language)|Go]] programmed game was put on github after the money for further development run out.<ref>[http://www.escapistmagazine.com/news/view/120314-Troubled-Haunts-Kickstarter-Goes-Open-Source Troubled-Haunts-Kickstarter-Goes-Open-Source] {{webarchive|url=https://web.archive.org/web/20170305114210/http://www.escapistmagazine.com/news/view/120314-Troubled-Haunts-Kickstarter-Goes-Open-Source |date=2017-03-05 }} on the Escapist</ref><ref>[https://github.com/MobRulesGames/haunts haunts] on github.com/MobRulesGames</ref> While a volunteer keeps updating the almost finished prototype,<ref>[https://github.com/losinggeneration/haunts haunts] on github.com/losinggeneration</ref> the against the Go 1.0 API build game fails to compile with newer compilers and Go versions.
|-
|-
|''[[Heretic (video game)|Heretic]]''
|''[[Heretic (video game)|Heretic]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Relic Entertainment]]
|[[Relic Entertainment]]
|Game source released 2003.<ref>{{cite web|url=http://www.insidemacgames.com/news/story.php?ArticleID=8516 |title=Homeworld Source Code Released |date=2003-10-08 |first=Andy |last=Largent |publisher=insidemacgames.com |accessdate=2012-12-23 |deadurl=yes |archiveurl=https://web.archive.org/web/20131012012745/http://www.insidemacgames.com/news/story.php?ArticleID=8516 |archivedate=2013-10-12 |df= }}</ref> The source code became the base of several [[source port]]s to alternative platforms, like Mac,<ref>[http://homeworldsdl.org/hw.html Macintosh Homeworld]</ref> [[Linux]], [[Pandora (console)|Pandora]],<ref name="homewordlpandora">{{cite web |url=http://pandorapress.net/2011/06/23/game-of-the-week-3-homeworld-sdl/ |title=Game of the Week #3 – Homeworld SDL |date=2011-06-23 |publisher=pandorapress.net |accessdate=2013-04-24 |author=pandorapress staff |quote=''[…] released port of HomeworldSDL. […] enables your Pandora to experience the excellent work done by the guys at HomeworldSDL.'' |archiveurl=https://web.archive.org/web/20110830031132/http://pandorapress.net/2011/06/23/game-of-the-week-3-homeworld-sdl/ |archivedate=2011-08-30}}</ref> [[Maemo]]/[[N900]],<ref>[http://talk.maemo.org/showthread.php?t=85104 (Announce) Homeworld (updated 2012/12/03)] on maemo.org</ref> or [[Android (software)|Android]]<ref>[https://www.youtube.com/watch?v=-QDN-wd0mSc Homeworld (from 1999) on Android.] on youtube (8 June 2014)</ref><ref>[http://beloko.com/hw.html Homeworld to Android] on beloko.com (2014)</ref> using the [[Simple DirectMedia Layer|Simple DirectMedia Layer (SDL)]] [[cross-platform]] multimedia library. As the source code's license requirements limits further development significantly<ref>[http://homesource.nekomimicon.net/sourceforum/viewtopic.php?f=9&t=377 Homeworld source code licence] on homesource.nekomimicon.net (2012)</ref> the game's community aims for a [[Software relicensing|re-licensing]] with the new IP holder Gearbox.<ref>{{cite web|url=http://oldforums.gearboxsoftware.com/showthread.php?p=4010415#post4010415 |title=Congratulations on the purchase of Homeworld IP! Re-licensing of code requested. |author=BugsMenot |date=2013-04-01 | publisher=gearboxsoftware.com |accessdate=2014-08-11 |quote=''[...]it was deemed pretty much impossible to continue to do anything with the released source code that was made available.[...]We just ask that the already released source code be made available under a GPL V2.0 or higher license and hosted on GitHub.''}}</ref> In September 2013 Gearbox responded positively to the idea for a re-licensing of the already published source code, noting their efforts in supporting the [[Mod (video gaming)|modding]] community.<ref name="gbxsourcecoderesponse">{{cite web|url=http://oldforums.gearboxsoftware.com/showpost.php?p=4553392&postcount=6 |author=BurlesonGBX |title=Re: HW source now? |quote=''The license agreement for the original release of the source still stands.[...] If someone is interested in doing something under a different license using the old opensource code, there is always room to talk.'' |date=2013-09-05 |accessdate=2014-08-11| publisher=gearboxsoftware.com}}</ref>
|Game source released 2003.<ref>{{cite web|url=http://www.insidemacgames.com/news/story.php?ArticleID=8516 |title=Homeworld Source Code Released |date=2003-10-08 |first=Andy |last=Largent |publisher=insidemacgames.com |accessdate=2012-12-23 |deadurl=yes |archiveurl=https://web.archive.org/web/20131012012745/http://www.insidemacgames.com/news/story.php?ArticleID=8516 |archivedate=2013-10-12 |df= }}</ref> The source code became the base of several [[source port]]s to alternative platforms, like Mac,<ref>[http://homeworldsdl.org/hw.html Macintosh Homeworld]</ref> [[Linux]], [[Pandora (console)|Pandora]],<ref name="homewordlpandora">{{cite web |url=http://pandorapress.net/2011/06/23/game-of-the-week-3-homeworld-sdl/ |title=Game of the Week #3 – Homeworld SDL |date=2011-06-23 |publisher=pandorapress.net |accessdate=2013-04-24 |author=pandorapress staff |quote=''[…] released port of HomeworldSDL. […] enables your Pandora to experience the excellent work done by the guys at HomeworldSDL.'' |archiveurl=https://web.archive.org/web/20110830031132/http://pandorapress.net/2011/06/23/game-of-the-week-3-homeworld-sdl/ |archivedate=2011-08-30}}</ref> [[Maemo]]/[[N900]],<ref>[http://talk.maemo.org/showthread.php?t=85104 (Announce) Homeworld (updated 2012/12/03)] {{webarchive|url=https://web.archive.org/web/20150402111829/http://talk.maemo.org/showthread.php?t=85104 |date=2015-04-02 }} on maemo.org</ref> or [[Android (software)|Android]]<ref>[https://www.youtube.com/watch?v=-QDN-wd0mSc Homeworld (from 1999) on Android.] on youtube (8 June 2014)</ref><ref>[http://beloko.com/hw.html Homeworld to Android] {{webarchive|url=http://www.webcitation.org/6olUcyQuv?url=http://beloko.com/hw.html |date=2017-03-06 }} on beloko.com (2014)</ref> using the [[Simple DirectMedia Layer|Simple DirectMedia Layer (SDL)]] [[cross-platform]] multimedia library. As the source code's license requirements limits further development significantly<ref>[http://homesource.nekomimicon.net/sourceforum/viewtopic.php?f=9&t=377 Homeworld source code licence] {{webarchive|url=https://web.archive.org/web/20140812210939/http://homesource.nekomimicon.net/sourceforum/viewtopic.php?f=9&t=377 |date=2014-08-12 }} on homesource.nekomimicon.net (2012)</ref> the game's community aims for a [[Software relicensing|re-licensing]] with the new IP holder Gearbox.<ref>{{cite web|url=http://oldforums.gearboxsoftware.com/showthread.php?p=4010415#post4010415 |title=Congratulations on the purchase of Homeworld IP! Re-licensing of code requested. |author=BugsMenot |date=2013-04-01 |publisher=gearboxsoftware.com |accessdate=2014-08-11 |quote=''[...]it was deemed pretty much impossible to continue to do anything with the released source code that was made available.[...]We just ask that the already released source code be made available under a GPL V2.0 or higher license and hosted on GitHub.'' |deadurl=no |archiveurl=https://web.archive.org/web/20150217020737/http://oldforums.gearboxsoftware.com/showthread.php?p=4010415 |archivedate=2015-02-17 }}</ref> In September 2013 Gearbox responded positively to the idea for a re-licensing of the already published source code, noting their efforts in supporting the [[Mod (video gaming)|modding]] community.<ref name="gbxsourcecoderesponse">{{cite web|url=http://oldforums.gearboxsoftware.com/showpost.php?p=4553392&postcount=6 |author=BurlesonGBX |title=Re: HW source now? |quote=''The license agreement for the original release of the source still stands.[...] If someone is interested in doing something under a different license using the old opensource code, there is always room to talk.'' |date=2013-09-05 |accessdate=2014-08-11 |publisher=gearboxsoftware.com }}{{dead link|date=July 2017 |bot=Al83tito |fix-attempted=yes }}</ref>
|-
|-
|''[[HoverRace]]''
|''[[HoverRace]]''
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|?
|?
|[[Greg Wohlwend]]/Semi Secret
|[[Greg Wohlwend]]/Semi Secret
|Greg Wohlwend chose to [[open source]] his code in 2010,<ref>[http://www.intuitiongames.com/2010/10/here%E2%80%99s-the-source-code-to-hundreds-don%E2%80%99t-laugh/ Here’s the source code to Hundreds. Don’t laugh.] by Greg Wohlwend on intuitiongames.com (October 25, 2010)</ref> partly with the intent to spur "non-coders" to try coding, as he had.<ref name="Polygon: metamorphosis">{{cite web |url=http://www.polygon.com/2013/1/3/3832576/hundreds-ios-puzzle-game-semisecret-software |accessdate=June 7, 2014 |title=Hundreds' metamorphosis from late night dream to addictive iOS puzzle game |last1=McWhertor |first1=Michael |date=January 3, 2013 |work=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |archiveurl=http://www.webcitation.org/6Q9Xw0sDb?url=http://www.polygon.com/2013/1/3/3832576/hundreds-ios-puzzle-game-semisecret-software |archivedate=June 7, 2014 |deadurl=no }}</ref><ref name=Paste>{{cite web |url=http://www.pastemagazine.com/articles/2013/01/from-flash-to-touch-how-hundreds-came-to-the-ipad.html |accessdate=June 8, 2014 |title=From Flash to Touch: How Hundreds Came to the iPad |last1=Martin |first1=Garrett |date=January 22, 2013 |work=[[Paste (magazine)|Paste]] |publisher=[[Wolfgang's Vault]] |archiveurl=http://www.webcitation.org/6QB7sbkGp?url=http://www.pastemagazine.com/articles/2013/01/from-flash-to-touch-how-hundreds-came-to-the-ipad.html |archivedate=June 8, 2014 |deadurl=no }}</ref> Programmer Eric Johnson of Semi Secret found the open source version and [[Porting#Porting in gaming|ported]] the game to [[iPad]] in a weekend before notifying Wohlwend,<ref name="Polygon: metamorphosis"/> which was later released commercially in an updated version.
|Greg Wohlwend chose to [[open source]] his code in 2010,<ref>[http://www.intuitiongames.com/2010/10/here%E2%80%99s-the-source-code-to-hundreds-don%E2%80%99t-laugh/ Here’s the source code to Hundreds. Don’t laugh.] {{webarchive|url=https://web.archive.org/web/20150509040818/http://www.intuitiongames.com/2010/10/here%E2%80%99s-the-source-code-to-hundreds-don%E2%80%99t-laugh/ |date=2015-05-09 }} by Greg Wohlwend on intuitiongames.com (October 25, 2010)</ref> partly with the intent to spur "non-coders" to try coding, as he had.<ref name="Polygon: metamorphosis">{{cite web |url=http://www.polygon.com/2013/1/3/3832576/hundreds-ios-puzzle-game-semisecret-software |accessdate=June 7, 2014 |title=Hundreds' metamorphosis from late night dream to addictive iOS puzzle game |last1=McWhertor |first1=Michael |date=January 3, 2013 |work=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |archiveurl=http://www.webcitation.org/6Q9Xw0sDb?url=http://www.polygon.com/2013/1/3/3832576/hundreds-ios-puzzle-game-semisecret-software |archivedate=June 7, 2014 |deadurl=no }}</ref><ref name=Paste>{{cite web |url=http://www.pastemagazine.com/articles/2013/01/from-flash-to-touch-how-hundreds-came-to-the-ipad.html |accessdate=June 8, 2014 |title=From Flash to Touch: How Hundreds Came to the iPad |last1=Martin |first1=Garrett |date=January 22, 2013 |work=[[Paste (magazine)|Paste]] |publisher=[[Wolfgang's Vault]] |archiveurl=http://www.webcitation.org/6QB7sbkGp?url=http://www.pastemagazine.com/articles/2013/01/from-flash-to-touch-how-hundreds-came-to-the-ipad.html |archivedate=June 8, 2014 |deadurl=no }}</ref> Programmer Eric Johnson of Semi Secret found the open source version and [[Porting#Porting in gaming|ported]] the game to [[iPad]] in a weekend before notifying Wohlwend,<ref name="Polygon: metamorphosis"/> which was later released commercially in an updated version.
|-
|-
|''Hypercycles''
|''Hypercycles''
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|freeware
|freeware
|Bob Hays
|Bob Hays
|Released in January 2017 on github.<ref>[https://forum.freegamedev.net/viewtopic.php?f=20&t=7296&p=71956 Hypercycles] on freegamedev.net</ref><ref>[https://github.com/marespiaut/hypercycles hypercycles] on github.com</ref>
|Released in January 2017 on github.<ref>[https://forum.freegamedev.net/viewtopic.php?f=20&t=7296&p=71956 Hypercycles] {{webarchive|url=https://web.archive.org/web/20170328195243/https://forum.freegamedev.net/viewtopic.php?f=20&t=7296&p=71956 |date=2017-03-28 }} on freegamedev.net</ref><ref>[https://github.com/marespiaut/hypercycles hypercycles] on github.com</ref>
|-
|-
|''[[In Pursuit of Greed]]''
|''[[In Pursuit of Greed]]''
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|Freeware (non-commercial)
|Freeware (non-commercial)
|Mind Shear Software
|Mind Shear Software
|Based on [[Softdisk Publishing]]'s "Raven engine" which powered also [[ShadowCaster]]. The game was released (including the engine) later by the developer as non-commercial freeware in 2014.<ref>[https://archive.org/details/GreedSource In Pursuit of Greed (Game + Source)]</ref><ref>[http://www.redshadowsoftware.com/projects/greed greed] on redshadowsoftware.com</ref><ref>[https://forums.duke4.net/topic/7845-in-pursuit-of-greed/page__view__findpost__p__213594 in-pursuit-of-greed] on duke4.net (2014)</ref>
|Based on [[Softdisk Publishing]]'s "Raven engine" which powered also [[ShadowCaster]]. The game was released (including the engine) later by the developer as non-commercial freeware in 2014.<ref>[https://archive.org/details/GreedSource In Pursuit of Greed (Game + Source)] {{webarchive|url=https://web.archive.org/web/20160406094604/https://archive.org/details/GreedSource |date=2016-04-06 }}</ref><ref>[http://www.redshadowsoftware.com/projects/greed greed] {{webarchive|url=https://web.archive.org/web/20141223111139/http://www.redshadowsoftware.com/projects/greed |date=2014-12-23 }} on redshadowsoftware.com</ref><ref>[https://forums.duke4.net/topic/7845-in-pursuit-of-greed/page__view__findpost__p__213594 in-pursuit-of-greed] on duke4.net (2014)</ref>
|-
|-
|''Infinity''
|''Infinity''
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|Freeware (non-commercial)
|Freeware (non-commercial)
|Affinix Software
|Affinix Software
|Developed in 2002 as commercial [[Game Boy Color]] title (~90% finished) the game was never published. Finally released as non-commercial freeware with source code in August 2016.<ref>[http://www.pcgamer.com/infinity-game-boy-game-pc/ After 15 years, a cancelled Game Boy RPG finds life on PC] on pcgamer.com by Steven Messner (August 16, 2016)</ref><ref>[https://github.com/infinity-gbc/infinity infinity] on github.com/infinity-gbc</ref><ref>[http://affinix.com/ Infinity Released (August 13, 2016)] on affinix.com ''"Today we are pleased to announce the release of Infinity for Game Boy Color in unfinished form! We've made a ROM file available, as well as the source code."''</ref>
|Developed in 2002 as commercial [[Game Boy Color]] title (~90% finished) the game was never published. Finally released as non-commercial freeware with source code in August 2016.<ref>[http://www.pcgamer.com/infinity-game-boy-game-pc/ After 15 years, a cancelled Game Boy RPG finds life on PC] {{webarchive|url=https://web.archive.org/web/20161020173507/http://www.pcgamer.com/infinity-game-boy-game-pc/ |date=2016-10-20 }} on pcgamer.com by Steven Messner (August 16, 2016)</ref><ref>[https://github.com/infinity-gbc/infinity infinity] {{webarchive|url=https://web.archive.org/web/20160829021335/https://github.com/infinity-gbc/infinity/ |date=2016-08-29 }} on github.com/infinity-gbc</ref><ref>[http://affinix.com/ Infinity Released (August 13, 2016)] {{webarchive|url=https://web.archive.org/web/20161024215355/http://affinix.com/ |date=October 24, 2016 }} on affinix.com ''"Today we are pleased to announce the release of Infinity for Game Boy Color in unfinished form! We've made a ROM file available, as well as the source code."''</ref>
|-
|-
|''[[Inside a Star-Filled Sky]]''
|''[[Inside a Star-Filled Sky]]''
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|public domain
|public domain
|[[Jason Rohrer]]
|[[Jason Rohrer]]
|''Inside a Star-filled Sky'', for purchase for $12,<ref>[http://insideastarfilledsky.net/ insideastarfilledsky.net/]</ref> was put by developer Jason Rohrer into [[public domain]],<ref>[https://sourceforge.net/p/hcsoftware/game10/ci/default/tree/gameSource/ gameSource] on sourceforge.net</ref> like many other of his games.<ref>[http://freegamer.blogspot.de/2011/03/inside-star-filled-sky-public-domain.html Inside a Star-Filled Sky (Public Domain For-Pay) + Video Review + Jason Rohrer on open source] on freegamer.blogspot.de (March 2011)</ref>
|''Inside a Star-filled Sky'', for purchase for $12,<ref>[http://insideastarfilledsky.net/ insideastarfilledsky.net/] {{webarchive|url=https://web.archive.org/web/20130708095124/http://insideastarfilledsky.net/ |date=2013-07-08 }}</ref> was put by developer Jason Rohrer into [[public domain]],<ref>[https://sourceforge.net/p/hcsoftware/game10/ci/default/tree/gameSource/ gameSource] {{webarchive|url=https://web.archive.org/web/20160721130215/https://sourceforge.net/p/hcsoftware/game10/ci/default/tree/gameSource/ |date=2016-07-21 }} on sourceforge.net</ref> like many other of his games.<ref>[http://freegamer.blogspot.de/2011/03/inside-star-filled-sky-public-domain.html Inside a Star-Filled Sky (Public Domain For-Pay) + Video Review + Jason Rohrer on open source] {{webarchive|url=https://web.archive.org/web/20150905202653/http://freegamer.blogspot.de/2011/03/inside-star-filled-sky-public-domain.html |date=2015-09-05 }} on freegamer.blogspot.de (March 2011)</ref>
|-
|-
|''[[Iron Seed]]''
|''[[Iron Seed]]''
Line 1,001: Line 1,001:
|Released as freeware by the authors to promote the development of ''Iron Seed 2'' in the 2000s. Source opened under the GPL by the developers in 2013.<ref>[http://ironseed.com/ Latest Patches] {{webarchive|url=https://web.archive.org/web/20150801165059/http://ironseed.com/ |date=2015-08-01 }} on ironseed.com (March 24, 2013)</ref>
|Released as freeware by the authors to promote the development of ''Iron Seed 2'' in the 2000s. Source opened under the GPL by the developers in 2013.<ref>[http://ironseed.com/ Latest Patches] {{webarchive|url=https://web.archive.org/web/20150801165059/http://ironseed.com/ |date=2015-08-01 }} on ironseed.com (March 24, 2013)</ref>
|-
|-
|''[[Jagged Alliance 2]] Wildfire'' (now ''JA2-Stracciatella''<ref>[https://ja2-stracciatella.github.io/ ja2-stracciatella] on github.io</ref>)
|''[[Jagged Alliance 2]] Wildfire'' (now ''JA2-Stracciatella''<ref>[https://ja2-stracciatella.github.io/ ja2-stracciatella] {{webarchive|url=https://web.archive.org/web/20170420144003/https://ja2-stracciatella.github.io/ |date=2017-04-20 }} on github.io</ref>)
|2004
|2004
|2004
|2004
Line 1,008: Line 1,008:
|{{Proprietary}}
|{{Proprietary}}
|iDeal Games
|iDeal Games
|Source code was bundled and released with ''JA2: Wildfire'' 2004.<ref name="wildfiresourcecode">{{cite web|url=http://ve3d.ign.com/articles/news/18050/Jagged-Alliance-2-Source-Code-To-Be-Bundled-With-Wildfire |title=Jagged Alliance 2 Source Code To Be Bundled With Wildfire |first=Andrew |last=Burnes |publisher=ign.com |accessdate=2012-12-23 |date=2004-02-25}}</ref> The ''JA: Unfinished Business'' source code became later available too.<ref>[http://kermi.pp.fi/JA_UB/Source/ JA_UB] on kermi.pp.fi</ref>
|Source code was bundled and released with ''JA2: Wildfire'' 2004.<ref name="wildfiresourcecode">{{cite web|url=http://ve3d.ign.com/articles/news/18050/Jagged-Alliance-2-Source-Code-To-Be-Bundled-With-Wildfire |title=Jagged Alliance 2 Source Code To Be Bundled With Wildfire |first=Andrew |last=Burnes |publisher=ign.com |accessdate=2012-12-23 |date=2004-02-25 |deadurl=no |archiveurl=https://web.archive.org/web/20130108130325/http://ve3d.ign.com/articles/news/18050/Jagged-Alliance-2-Source-Code-To-Be-Bundled-With-Wildfire |archivedate=2013-01-08 }}</ref> The ''JA: Unfinished Business'' source code became later available too.<ref>[http://kermi.pp.fi/JA_UB/Source/ JA_UB] {{webarchive|url=https://web.archive.org/web/20160721130819/http://kermi.pp.fi/JA_UB/Source/ |date=2016-07-21 }} on kermi.pp.fi</ref>
|-
|-
|''[[Ken's Labyrinth]]''
|''[[Ken's Labyrinth]]''
Line 1,017: Line 1,017:
|Freeware
|Freeware
|[[Ken Silverman]]
|[[Ken Silverman]]
|''Ken's Labyrinth'' was released as [[freeware]] on November 16, 1999. The [[source code]] under a non-commercial license followed on July 1, 2001.<ref>[http://advsys.net/ken/klab/labflsrc.zip labflsrc.zip] on advsys.net 2001</ref> A port to modern operating systems such as [[Microsoft Windows|Windows]] and [[Linux]] using [[Simple DirectMedia Layer]] called ''LAB3D/SDL'' was created by Jan Lönnberg and released in 2002.<ref>[http://www.icculus.org/LAB3D/ LAB3D/SDL project page]</ref> A version of the port which includes new higher resolution textures was also created by Jared Stafford.<ref>[http://jspenguin.org:81/lab3d_sdl/ LAB3D-SDL + Hires texture support]</ref>
|''Ken's Labyrinth'' was released as [[freeware]] on November 16, 1999. The [[source code]] under a non-commercial license followed on July 1, 2001.<ref>[http://advsys.net/ken/klab/labflsrc.zip labflsrc.zip] {{webarchive|url=https://web.archive.org/web/20160721130718/http://advsys.net/ken/klab/labflsrc.zip |date=2016-07-21 }} on advsys.net 2001</ref> A port to modern operating systems such as [[Microsoft Windows|Windows]] and [[Linux]] using [[Simple DirectMedia Layer]] called ''LAB3D/SDL'' was created by Jan Lönnberg and released in 2002.<ref>[http://www.icculus.org/LAB3D/ LAB3D/SDL project page] {{webarchive|url=https://web.archive.org/web/20100612180442/http://icculus.org/LAB3D/ |date=2010-06-12 }}</ref> A version of the port which includes new higher resolution textures was also created by Jared Stafford.<ref>[http://jspenguin.org:81/lab3d_sdl/ LAB3D-SDL + Hires texture support] {{webarchive|url=https://web.archive.org/web/20080705113807/http://jspenguin.org:81/lab3d_sdl |date=2008-07-05 }}</ref>
|-
|-
|''[[Kiloblaster]]''
|''[[Kiloblaster]]''
Line 1,023: Line 1,023:
|2008
|2008
|[[Action game|Arcade]]
|[[Action game|Arcade]]
|Own license<ref name="Kiloblaster_and_Xargon_Freeware_License">[http://www.classicdosgames.com/files/licenses/Kiloblaster_and_Xargon_Freeware_License.txt Kiloblaster_and_Xargon_Freeware_License]</ref>
|Own license<ref name="Kiloblaster_and_Xargon_Freeware_License">[http://www.classicdosgames.com/files/licenses/Kiloblaster_and_Xargon_Freeware_License.txt Kiloblaster_and_Xargon_Freeware_License] {{webarchive|url=https://web.archive.org/web/20130920041420/http://www.classicdosgames.com/files/licenses/Kiloblaster_and_Xargon_Freeware_License.txt |date=2013-09-20 }}</ref>
|{{Proprietary|[[Freeware]]}} (with additional restriction)
|{{Proprietary|[[Freeware]]}} (with additional restriction)
|[[Epic MegaGames]]
|[[Epic MegaGames]]
|Allen Pilgrim declared the registered version [[freeware]] and released also the source code on August 4, 2008.<ref>[http://www.classicdosgames.com/game/Kiloblaster.html Kiloblaster] Allen Pilgrim declared Kiloblaster freeware and released the source code.</ref><ref>[https://pyra-handheld.com/boards/threads/xargon.76262/page-2#post-1370084 Xargon] Allen Pilgrim on pyra-handheld.com ''"I own the copyright for the game and have released the entire trilogy as freeware. The source code is also released as freeware. I am perfectly fine with people creating ports of the game and using all the assets for those ports. What I do not authorize is someone taking the assets and creating a new game."''</ref>
|Allen Pilgrim declared the registered version [[freeware]] and released also the source code on August 4, 2008.<ref>[http://www.classicdosgames.com/game/Kiloblaster.html Kiloblaster] {{webarchive|url=https://web.archive.org/web/20121102092006/http://www.classicdosgames.com/game/Kiloblaster.html |date=2012-11-02 }} Allen Pilgrim declared Kiloblaster freeware and released the source code.</ref><ref>[https://pyra-handheld.com/boards/threads/xargon.76262/page-2#post-1370084 Xargon] {{webarchive|url=https://web.archive.org/web/20160418231102/https://pyra-handheld.com/boards/threads/xargon.76262/page-2 |date=2016-04-18 }} Allen Pilgrim on pyra-handheld.com ''"I own the copyright for the game and have released the entire trilogy as freeware. The source code is also released as freeware. I am perfectly fine with people creating ports of the game and using all the assets for those ports. What I do not authorize is someone taking the assets and creating a new game."''</ref>
|-
|-
|''Kumquat & Cantaloupe''
|''Kumquat & Cantaloupe''
Line 1,035: Line 1,035:
|Freeware
|Freeware
|Dave Schofield
|Dave Schofield
|The [[Amiga]] games ''Kumquat & Cantaloupe'', originally released as [[shareware]] titles, were re-released as freeware with source code included by the author in November 2012.<ref>[http://dscho.com/fruit/ Amiga Games]</ref><ref>[http://amigagamer.blogspot.de/2012/11/kumquat-cantaloupe-full-games-and-source.html Kumquat & Cantaloupe - Full Games and Source] on 22 November 2012</ref>
|The [[Amiga]] games ''Kumquat & Cantaloupe'', originally released as [[shareware]] titles, were re-released as freeware with source code included by the author in November 2012.<ref>[http://dscho.com/fruit/ Amiga Games] {{webarchive|url=https://web.archive.org/web/20160721130521/http://dscho.com/fruit/ |date=2016-07-21 }}</ref><ref>[http://amigagamer.blogspot.de/2012/11/kumquat-cantaloupe-full-games-and-source.html Kumquat & Cantaloupe - Full Games and Source] {{webarchive|url=https://web.archive.org/web/20140907004927/http://amigagamer.blogspot.de/2012/11/kumquat-cantaloupe-full-games-and-source.html |date=2014-09-07 }} on 22 November 2012</ref>
|-
|-
|''[[Kroz series|Kroz]]''
|''[[Kroz series|Kroz]]''
Line 1,062: Line 1,062:
|?
|?
|[[Brutal Deluxe]]
|[[Brutal Deluxe]]
|Brutal Deluxe released the source code of the [[Apple IIgs]] port of Lemmings (and a dozen other ports).<ref>[http://brutaldeluxe.fr/sourcecode/lemmings.html LemminGS source code] on brutaldeluxe.fr</ref>
|Brutal Deluxe released the source code of the [[Apple IIgs]] port of Lemmings (and a dozen other ports).<ref>[http://brutaldeluxe.fr/sourcecode/lemmings.html LemminGS source code] {{webarchive|url=https://archive.is/20150725121604/http://brutaldeluxe.fr/sourcecode/lemmings.html |date=2015-07-25 }} on brutaldeluxe.fr</ref>
|-
|-
|''[[Lemonade Stand]]''
|''[[Lemonade Stand]]''
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|Freeware
|Freeware
|Bob Jamison, Charlie Kellner / [[Minnesota Educational Computing Consortium|MECC]]
|Bob Jamison, Charlie Kellner / [[Minnesota Educational Computing Consortium|MECC]]
|The [[Applesoft BASIC]] [[source code]] was available since 1979.<ref>{{Cite journal|title=Six Business Management Games|url=https://archive.org/stream/creativecomputing-1982-04-a/Creative_Computing_v08_n04_1982_April#page/n29/mode/1up|format=jpg|publisher=[[Creative Computing]]|volume=8|number=4|date=April 1982|pp=28, 30|author=[[David H. Ahl]]}}</ref><ref>[http://www.strout.net/files/lemonade-source.zip lemonade-source.zip] on strout.net</ref> The game was later [[Source port|ported]] to modern [[REALbasic]] and released as [[free and open-source software]] for many platforms like [[Windows]] and [[MacOS]].<ref>[http://codenautics.com/lemonade/ Lemonade Stand] on Codenautics "Lemonade Stand is both free and open-source"</ref>
|The [[Applesoft BASIC]] [[source code]] was available since 1979.<ref>{{Cite journal|title=Six Business Management Games |url=https://archive.org/stream/creativecomputing-1982-04-a/Creative_Computing_v08_n04_1982_April#page/n29/mode/1up |format=jpg |publisher=[[Creative Computing]] |volume=8 |number=4 |date=April 1982 |pp=28, 30 |author=[[David H. Ahl]] |deadurl=no |archiveurl=https://web.archive.org/web/20160916092002/https://archive.org/stream/creativecomputing-1982-04-a/Creative_Computing_v08_n04_1982_April |archivedate=2016-09-16 }}</ref><ref>[http://www.strout.net/files/lemonade-source.zip lemonade-source.zip] {{webarchive|url=https://web.archive.org/web/20160307200229/http://www.strout.net/files/lemonade-source.zip |date=2016-03-07 }} on strout.net</ref> The game was later [[Source port|ported]] to modern [[REALbasic]] and released as [[free and open-source software]] for many platforms like [[Windows]] and [[MacOS]].<ref>[http://codenautics.com/lemonade/ Lemonade Stand] {{webarchive|url=https://web.archive.org/web/20060401011110/http://www.codenautics.com/lemonade/ |date=2006-04-01 }} on Codenautics "Lemonade Stand is both free and open-source"</ref>
|-
|-
|''Lemma''
|''Lemma''
|2014
|2014
|2014
|2014
|Voxel [[First-person shooter|FPS]] open world parcour<ref>[https://www.rockpapershotgun.com/2014/03/25/lemma-follows-in-the-footsteps-of-bastion-mirrors-edge/ lemma-follows-in-the-footsteps-of-bastion-mirrors-edge] on [[Rock, Paper, Shotgun]] (2014)</ref>
|Voxel [[First-person shooter|FPS]] open world parcour<ref>[https://www.rockpapershotgun.com/2014/03/25/lemma-follows-in-the-footsteps-of-bastion-mirrors-edge/ lemma-follows-in-the-footsteps-of-bastion-mirrors-edge] {{webarchive|url=https://web.archive.org/web/20161230160542/https://www.rockpapershotgun.com/2014/03/25/lemma-follows-in-the-footsteps-of-bastion-mirrors-edge/ |date=2016-12-30 }} on [[Rock, Paper, Shotgun]] (2014)</ref>
|MIT
|MIT
|Commercial
|Commercial
|Evan Todd
|Evan Todd
|Despite an unsuccessful crowdfunding campaign in 2014,<ref>[https://www.kickstarter.com/projects/et1337/lemma-first-person-parkour?ref=card lemma-first-person-parkour] (2014)</ref> Lemma was released commercially by the developer [[DRM-free]] and also on Steam. The source code is openly developed and available on [[GitHub]] under a MIT license.<ref>[http://lemmagame.com/buy/ lemmagame.com] (2014)</ref><ref>[https://github.com/etodd/Lemma Lemma] on github.com</ref>
|Despite an unsuccessful crowdfunding campaign in 2014,<ref>[https://www.kickstarter.com/projects/et1337/lemma-first-person-parkour?ref=card lemma-first-person-parkour] {{webarchive|url=https://web.archive.org/web/20161230155814/https://www.kickstarter.com/projects/et1337/lemma-first-person-parkour?ref=card |date=2016-12-30 }} (2014)</ref> Lemma was released commercially by the developer [[DRM-free]] and also on Steam. The source code is openly developed and available on [[GitHub]] under a MIT license.<ref>[http://lemmagame.com/buy/ lemmagame.com] {{webarchive|url=https://web.archive.org/web/20161107043038/http://lemmagame.com/buy/ |date=2016-11-07 }} (2014)</ref><ref>[https://github.com/etodd/Lemma Lemma] {{webarchive|url=https://web.archive.org/web/20150819064929/https://github.com/etodd/Lemma |date=2015-08-19 }} on github.com</ref>
|-
|-
|''[[Lugaru]]''
|''[[Lugaru]]''
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|[[CC BY-SA]] 3.0
|[[CC BY-SA]] 3.0
|[[Wolfire Games]]
|[[Wolfire Games]]
|Open sourced with the first [[Humble Indie Bundle]] by [[Wolfire Games]].<ref>[http://blog.wolfire.com/2010/05/Lugaru-goes-open-source Lugaru goes open source] Wolfire Blog, May 11, 2010</ref> In November 2016 David Rosen [[Relicensing|relicensed]] all assets under the [[open content]] [[CC BY-SA]] 3.0 [[Creative Commons license]] which makes Lugaru a fully [[Free software|free]] video game.<ref>[https://gitlab.com/osslugaru/lugaru/commit/51203b531b2054a8a7c40356e2108a5ec7b9f366 Relicensing all Wolfire Lugaru assets to CC-BY-SA 3.0] on [[gitlab]] by David Rosen (November 21, 2016)</ref> In begin 2017 an open source HD version followed.<ref>[https://osslugaru.gitlab.io/ osslugaru.gitlab.io]</ref><ref>[http://freegamer.blogspot.de/2017/01/fully-open-source-3d-killer-rabbit.html Fully Open Source 3D Killer Rabbit | Lugaru HD 1.1] on freegamer.de (January 2017)</ref>
|Open sourced with the first [[Humble Indie Bundle]] by [[Wolfire Games]].<ref>[http://blog.wolfire.com/2010/05/Lugaru-goes-open-source Lugaru goes open source] {{webarchive|url=https://web.archive.org/web/20110202215933/http://blog.wolfire.com/2010/05/Lugaru-goes-open-source |date=2011-02-02 }} Wolfire Blog, May 11, 2010</ref> In November 2016 David Rosen [[Relicensing|relicensed]] all assets under the [[open content]] [[CC BY-SA]] 3.0 [[Creative Commons license]] which makes Lugaru a fully [[Free software|free]] video game.<ref>[https://gitlab.com/osslugaru/lugaru/commit/51203b531b2054a8a7c40356e2108a5ec7b9f366 Relicensing all Wolfire Lugaru assets to CC-BY-SA 3.0] on [[gitlab]] by David Rosen (November 21, 2016)</ref> In begin 2017 an open source HD version followed.<ref>[https://osslugaru.gitlab.io/ osslugaru.gitlab.io] {{webarchive|url=https://web.archive.org/web/20161231075515/https://osslugaru.gitlab.io/ |date=2016-12-31 }}</ref><ref>[http://freegamer.blogspot.de/2017/01/fully-open-source-3d-killer-rabbit.html Fully Open Source 3D Killer Rabbit | Lugaru HD 1.1] on freegamer.de (January 2017)</ref>
|-
|-
|''[[Magic Land Island]]'' (now Pocket Island)
|''[[Magic Land Island]]'' (now Pocket Island)
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|[[CC BY-NC-SA]]
|[[CC BY-NC-SA]]
|[[Wooga]]
|[[Wooga]]
|''Magic Land Island'' was launched during the [[GDC Europe]] in August 2011. In June 2012 the [[HTML5]] game was [[open source]]d under the name ''Pocket Island'' on [[GitHub]] under [[MIT license]] and with the assets under [[Creative Commons license]] [[CC BY-NC-SA]].<ref>[http://www.browsergame-magazin.de/wooga-veroeffentlicht-quellcode-von-html5-spiel-magic-land-island/ wooga-veroeffentlicht-quellcode-von-html5-spiel-magic-land-island] on browsergame-magazin.de (in German, 2012)</ref><ref>[https://github.com/wooga/Pocket-Island Pocket Island] on github.com</ref>
|''Magic Land Island'' was launched during the [[GDC Europe]] in August 2011. In June 2012 the [[HTML5]] game was [[open source]]d under the name ''Pocket Island'' on [[GitHub]] under [[MIT license]] and with the assets under [[Creative Commons license]] [[CC BY-NC-SA]].<ref>[http://www.browsergame-magazin.de/wooga-veroeffentlicht-quellcode-von-html5-spiel-magic-land-island/ wooga-veroeffentlicht-quellcode-von-html5-spiel-magic-land-island] {{webarchive|url=https://web.archive.org/web/20170205100028/http://www.browsergame-magazin.de/wooga-veroeffentlicht-quellcode-von-html5-spiel-magic-land-island/ |date=2017-02-05 }} on browsergame-magazin.de (in German, 2012)</ref><ref>[https://github.com/wooga/Pocket-Island Pocket Island] {{webarchive|url=https://web.archive.org/web/20161026114148/https://github.com/wooga/Pocket-Island |date=2016-10-26 }} on github.com</ref>
|-
|-
|''Magus''
|''Magus''
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|[[CC-BY]]
|[[CC-BY]]
|[[Ambrosia Software]]
|[[Ambrosia Software]]
|[[Asteroids (game)|Asteroids]] clone. 1995 source released under GPL. In 2010 Andrew Welch and Ian Gilman released the game's contents under a Creative Commons license.<ref>http://hg.libsdl.org/Maelstrom/rev/0e3d2ddd9add</ref>
|[[Asteroids (game)|Asteroids]] clone. 1995 source released under GPL. In 2010 Andrew Welch and Ian Gilman released the game's contents under a Creative Commons license.<ref>{{cite web|url=http://hg.libsdl.org/Maelstrom/rev/0e3d2ddd9add |title=Archived copy |accessdate=2010-05-18 |deadurl=no |archiveurl=https://web.archive.org/web/20110716182600/http://hg.libsdl.org/Maelstrom/rev/0e3d2ddd9add |archivedate=2011-07-16 }}</ref>
|-
|-
|''[[Marathon 2: Durandal]]'' (now ''[[Aleph One (computer game)|Aleph One]]'')
|''[[Marathon 2: Durandal]]'' (now ''[[Aleph One (computer game)|Aleph One]]'')
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|{{Proprietary}}
|{{Proprietary}}
|[[Bungie Software]]
|[[Bungie Software]]
|Released by [[Bungie]] on January 17, 2000.<ref name="marathon2OSS">{{cite web|url=http://www.mactech.com/content/marathon-2-source-code-released-0 |title=Marathon 2 Source Code Released|date=2000-01-17 |quote=''Today at 7 pm CST Bungie Software releases the Mac source code for their classic game "Marathon 2: Durandal" to the net.'' |publisher=mactech.com |accessdate=2012-12-25}}</ref>
|Released by [[Bungie]] on January 17, 2000.<ref name="marathon2OSS">{{cite web|url=http://www.mactech.com/content/marathon-2-source-code-released-0 |title=Marathon 2 Source Code Released |date=2000-01-17 |quote=''Today at 7 pm CST Bungie Software releases the Mac source code for their classic game "Marathon 2: Durandal" to the net.'' |publisher=mactech.com |accessdate=2012-12-25 |deadurl=no |archiveurl=https://web.archive.org/web/20140820200818/http://www.mactech.com/content/marathon-2-source-code-released-0 |archivedate=2014-08-20 }}</ref>
|-
|-
|''[[MechCommander 2]]''
|''[[MechCommander 2]]''
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|2006
|2006
|[[Real-time tactics]]
|[[Real-time tactics]]
|[[Shared Source|Shared Source Limited Permissive License]]<ref>{{cite web|first=Brian|last=Keller |url=http://social.msdn.microsoft.com/forums/en-US/gametechnologiesxna/thread/69572acd-8f34-404f-92e6-1c160b0867a1/ |title=MechCommander 2 EULA |publisher=Social.msdn.microsoft.com |date=2006-03-22 |accessdate=2013-12-29}}</ref>
|[[Shared Source|Shared Source Limited Permissive License]]<ref>{{cite web|first=Brian |last=Keller |url=http://social.msdn.microsoft.com/forums/en-US/gametechnologiesxna/thread/69572acd-8f34-404f-92e6-1c160b0867a1/ |title=MechCommander 2 EULA |publisher=Social.msdn.microsoft.com |date=2006-03-22 |accessdate=2013-12-29 |deadurl=no |archiveurl=https://web.archive.org/web/20110728130939/http://social.msdn.microsoft.com/forums/en-US/gametechnologiesxna/thread/69572acd-8f34-404f-92e6-1c160b0867a1/ |archivedate=2011-07-28 }}</ref>
|{{Proprietary}}
|{{Proprietary}}
|[[FASA Interactive]]/[[Microsoft]]
|[[FASA Interactive]]/[[Microsoft]]
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|[[Apache license]] v2
|[[Apache license]] v2
|Mackey Software/Ed Mackey
|Mackey Software/Ed Mackey
|The [[Amiga]] game ''MegaBall'' was programmed by Mackey Software in 1991-1993. Inspired by [[Taito]]'s ''[[Arkanoid]]'' it has several features more. The original author released in 2012 the [[source code]] of MegaBall under the [[Apache license]] v2.<ref>[http://www.snappymaria.com/megaball/ megaball] on snappymaria.com (June 12, 2012)</ref><ref>[https://bitbucket.org/emackey/megaball/src megaball] on [[Bitbucket]].org</ref>
|The [[Amiga]] game ''MegaBall'' was programmed by Mackey Software in 1991-1993. Inspired by [[Taito]]'s ''[[Arkanoid]]'' it has several features more. The original author released in 2012 the [[source code]] of MegaBall under the [[Apache license]] v2.<ref>[http://www.snappymaria.com/megaball/ megaball] {{webarchive|url=https://web.archive.org/web/20160616072145/http://www.snappymaria.com/megaball/ |date=2016-06-16 }} on snappymaria.com (June 12, 2012)</ref><ref>[https://bitbucket.org/emackey/megaball/src megaball] {{webarchive|url=https://web.archive.org/web/20160721130828/https://bitbucket.org/emackey/megaball/src |date=2016-07-21 }} on [[Bitbucket]].org</ref>
|-
|-
|''[[Meridian 59]]''
|''[[Meridian 59]]''
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|{{Proprietary|[[Freeware]]}}
|{{Proprietary|[[Freeware]]}}
|Archetype Interactive
|Archetype Interactive
|As of February 2010 ''Meridian 59'' has been turned over to the original technical developers, Andrew and Chris Kirmse. On September 15, 2012 they released the game to the public as [[Freeware]] and most of the source code under the [[GPLv2]] license.<ref>{{cite web|url=https://github.com/Meridian59/Meridian59/blob/master/LICENSE |title=License for Meridian 59 v1.0 |date=2012-09-15 |accessdate=2013-10-08 |authors=Andrew Kirmse, Chris Kirmse |quote=''This source code is distributed under the terms of the GNU General Public License with the following special exception. As a special exception, the copyright holders of this program give you permission to link this program with the accompanying files wrap.dll and waveplay.dll.'' |publisher=[[GitHub]]}}</ref>
|As of February 2010 ''Meridian 59'' has been turned over to the original technical developers, Andrew and Chris Kirmse. On September 15, 2012 they released the game to the public as [[Freeware]] and most of the source code under the [[GPLv2]] license.<ref>{{cite web|url=https://github.com/Meridian59/Meridian59/blob/master/LICENSE |title=License for Meridian 59 v1.0 |date=2012-09-15 |accessdate=2013-10-08 |authors=Andrew Kirmse, Chris Kirmse |quote=''This source code is distributed under the terms of the GNU General Public License with the following special exception. As a special exception, the copyright holders of this program give you permission to link this program with the accompanying files wrap.dll and waveplay.dll.'' |publisher=[[GitHub]] |deadurl=no |archiveurl=https://web.archive.org/web/20151026022751/https://github.com/Meridian59/Meridian59/blob/master/LICENSE |archivedate=2015-10-26 }}</ref>
|-
|-
|''[[Miner Wars 2081]]''
|''[[Miner Wars 2081]]''
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|2013
|2013
|[[6DOF]] Space [[Shooter game]]
|[[6DOF]] Space [[Shooter game]]
|own proprietary license<ref>[https://github.com/KeenSoftwareHouse/Miner-Wars-2081/blob/master/License.txt License.txt] on github.com</ref>
|own proprietary license<ref>[https://github.com/KeenSoftwareHouse/Miner-Wars-2081/blob/master/License.txt License.txt] {{webarchive|url=https://web.archive.org/web/20151026022752/https://github.com/KeenSoftwareHouse/Miner-Wars-2081/blob/master/License.txt |date=2015-10-26 }} on github.com</ref>
|{{Proprietary}}
|{{Proprietary}}
|[[Keen Software House]]
|[[Keen Software House]]
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|zlib license
|zlib license
|Nooskewl
|Nooskewl
|After a successful [[Indiegogo]] campaign, released by Nooskewl under a [[Public domain like license]] ("Give it Your Own License") on November 11, 2012.<ref>[http://www.nooskewl.com/content/official-license-post official-license-post] on nooskewl.com (Trent, May 13, 2012)</ref><ref>[http://www.nooskewl.com/content/monster-rpg-2-now-free-and-open-source Monster RPG 2 Now Free and Open Source] on nooskewl.com (November 11, 2012)</ref> Later changed to zlib license, and the content sold again to be able to pay the server bills.<ref>[https://www.gamingonlinux.com/articles/monster-rpg-2-to-go-non-free-after-succesfully-crowdfunding-to-become-open-source-updated.2624/ Monster RPG 2 To Go Non-Free After Successfully Crowdfunding To Become Open Source UPDATED] on gamingonlinux.com by liamdawe (October 2013)</ref>
|After a successful [[Indiegogo]] campaign, released by Nooskewl under a [[Public domain like license]] ("Give it Your Own License") on November 11, 2012.<ref>[http://www.nooskewl.com/content/official-license-post official-license-post] {{webarchive|url=https://web.archive.org/web/20121026135442/http://www.nooskewl.com/content/official-license-post |date=2012-10-26 }} on nooskewl.com (Trent, May 13, 2012)</ref><ref>[http://www.nooskewl.com/content/monster-rpg-2-now-free-and-open-source Monster RPG 2 Now Free and Open Source] on nooskewl.com (November 11, 2012)</ref> Later changed to zlib license, and the content sold again to be able to pay the server bills.<ref>[https://www.gamingonlinux.com/articles/monster-rpg-2-to-go-non-free-after-succesfully-crowdfunding-to-become-open-source-updated.2624/ Monster RPG 2 To Go Non-Free After Successfully Crowdfunding To Become Open Source UPDATED] on gamingonlinux.com by liamdawe (October 2013)</ref>
|-
|-
|''[[MiG Alley (video game)|MiG Alley]]''
|''[[MiG Alley (video game)|MiG Alley]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Rowan Software]]/[[Empire Interactive]]
|[[Rowan Software]]/[[Empire Interactive]]
|Source opened by [[Rowan Software]]/[[Empire Interactive]] in 2001.<ref name="rowan">{{cite web|url=http://www.combatsim.com/memb123/htm/2001/11/migalley-int/ |title=The Return of MiG Alley? |first=Robert |last=Mitchell |date=2001-11-19|accessdate=2013-01-06 |publisher=combatsim.com |quote=''Bob Mitchell: What has prompted you to release the source code for MiG Alley and Battle of Britain? Dave Whiteside: Because we are no longer doing flight sims [after Empire took us over at the end of 2001], and we would not be able to publish any patches that were required [no money was allocated to this], rather than let MiG die and all the code sit doing nothing it was considered a good idea, a swan song, if you like, for Rowan [after 13 years in the flight sim market].''}}</ref><ref>[https://web.archive.org/web/20020808115915/http://www.simhq.com/simhq3/sims/downloads/migalley/migalley.exe migalley.exe] source code mirror</ref>
|Source opened by [[Rowan Software]]/[[Empire Interactive]] in 2001.<ref name="rowan">{{cite web|url=http://www.combatsim.com/memb123/htm/2001/11/migalley-int/ |title=The Return of MiG Alley? |first=Robert |last=Mitchell |date=2001-11-19 |accessdate=2013-01-06 |publisher=combatsim.com |quote=''Bob Mitchell: What has prompted you to release the source code for MiG Alley and Battle of Britain? Dave Whiteside: Because we are no longer doing flight sims [after Empire took us over at the end of 2001], and we would not be able to publish any patches that were required [no money was allocated to this], rather than let MiG die and all the code sit doing nothing it was considered a good idea, a swan song, if you like, for Rowan [after 13 years in the flight sim market].'' |deadurl=no |archiveurl=https://web.archive.org/web/20130122021050/http://www.combatsim.com/memb123/htm/2001/11/migalley-int/ |archivedate=2013-01-22 }}</ref><ref>[https://web.archive.org/web/20020808115915/http://www.simhq.com/simhq3/sims/downloads/migalley/migalley.exe migalley.exe] source code mirror</ref>
|-
|-
|''[[Mr. Do!]]'' (for Gameboy)
|''[[Mr. Do!]]'' (for Gameboy)
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|without defined license
|without defined license
|[[Universal Entertainment Corporation]]
|[[Universal Entertainment Corporation]]
|Source opened of the game boy version by developer Wesley Knackers in 2007 on his website.<ref>[https://web.archive.org/web/20070310222753/http://myweb.tiscali.co.uk/frobush/ Mr.Do! GameBoy source text file] by Wesley Knackers (2007, archived)</ref><ref>[http://www.pauliehughes.com/downloads/ Mr. Do!] on pauliehughes.com</ref>
|Source opened of the game boy version by developer Wesley Knackers in 2007 on his website.<ref>[https://web.archive.org/web/20070310222753/http://myweb.tiscali.co.uk/frobush/ Mr.Do! GameBoy source text file] by Wesley Knackers (2007, archived)</ref><ref>[http://www.pauliehughes.com/downloads/ Mr. Do!] {{webarchive|url=https://web.archive.org/web/20160309112306/http://www.pauliehughes.com/downloads/ |date=2016-03-09 }} on pauliehughes.com</ref>
|-
|-
|''[[Myth (series)]]''
|''[[Myth (series)]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Take 2 Interactive]]/[[MumboJumbo]]
|[[Take 2 Interactive]]/[[MumboJumbo]]
|Source opened by [[Take 2 Interactive]]/[[MumboJumbo]] to the game community in 2001.<ref name="mythalive2004">{{cite web|url=http://linuxdevcenter.com/pub/a/linux/2004/06/10/mythdevelopers.html |title=Keeping the Myths Alive|first=Howard |last=Wen |date=2004-06-10 |accessdate=2012-12-22 |publisher=linuxdevcenter.com |quote=''[...]fans of the Myth trilogy have taken this idea a step further: they have official access to the source code for the Myth games. Organized under the name MythDevelopers, this all-volunteer group of programmers, artists, and other talented people devote their time to improving and supporting further development of the Myth game series.''}}</ref><ref>[http://www.projectmagma.net/ Myth II 1.7.2 Released for Linux!] on projectmagma.net (28 Feb 2012)</ref>
|Source opened by [[Take 2 Interactive]]/[[MumboJumbo]] to the game community in 2001.<ref name="mythalive2004">{{cite web|url=http://linuxdevcenter.com/pub/a/linux/2004/06/10/mythdevelopers.html |title=Keeping the Myths Alive |first=Howard |last=Wen |date=2004-06-10 |accessdate=2012-12-22 |publisher=linuxdevcenter.com |quote=''[...]fans of the Myth trilogy have taken this idea a step further: they have official access to the source code for the Myth games. Organized under the name MythDevelopers, this all-volunteer group of programmers, artists, and other talented people devote their time to improving and supporting further development of the Myth game series.'' |deadurl=no |archiveurl=https://web.archive.org/web/20130406161344/http://www.linuxdevcenter.com/pub/a/linux/2004/06/10/mythdevelopers.html |archivedate=2013-04-06 }}</ref><ref>[http://www.projectmagma.net/ Myth II 1.7.2 Released for Linux!] {{webarchive|url=https://web.archive.org/web/20130712032029/http://projectmagma.net/ |date=2013-07-12 }} on projectmagma.net (28 Feb 2012)</ref>
|-
|-
|''[[Myst Online: Uru Live]]''
|''[[Myst Online: Uru Live]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Cyan Worlds]]
|[[Cyan Worlds]]
|"Myst Online: Uru Live" struggled to attract subscribers and was canceled after its first year. Cyan release the game as an open source game in 2010.<ref>{{cite web|url=http://www.gamasutra.com/view/feature/134835/building_with_someone_elses_.php?page=2 |title=Building With Someone Else's Blocks: Going Open Source With Games |first=Michael |last=Thomsen |publisher=[[Gamasutra]] |pages=2 |date=2011-08-24 |accessdate=2013-10-25|quote=''[...] the game struggled to attract subscribers and was canceled after its first year. Disappointed with the turn of events, Cyan decided to release Myst Online: Uru Live as an open source game in 2010 hoping fans would be able to give the game a new life.''}}</ref>
|"Myst Online: Uru Live" struggled to attract subscribers and was canceled after its first year. Cyan release the game as an open source game in 2010.<ref>{{cite web|url=http://www.gamasutra.com/view/feature/134835/building_with_someone_elses_.php?page=2 |title=Building With Someone Else's Blocks: Going Open Source With Games |first=Michael |last=Thomsen |publisher=[[Gamasutra]] |pages=2 |date=2011-08-24 |accessdate=2013-10-25 |quote=''[...] the game struggled to attract subscribers and was canceled after its first year. Disappointed with the turn of events, Cyan decided to release Myst Online: Uru Live as an open source game in 2010 hoping fans would be able to give the game a new life.'' |deadurl=no |archiveurl=https://web.archive.org/web/20131029192734/http://www.gamasutra.com/view/feature/134835/building_with_someone_elses_.php?page=2 |archivedate=2013-10-29 }}</ref>
|-
|-
|''[[Natural Selection (video game)|Natural Selection]]''
|''[[Natural Selection (video game)|Natural Selection]]''
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|2014
|2014
|[[First-person shooter|FPS]]
|[[First-person shooter|FPS]]
|[[GPLv2]] (most code) / custom (external libraries)<ref>{{cite web|url=https://github.com/unknownworlds/NS/ |title=unknownworlds / NS|publisher=GitHub|quote=''EXCLUDED CODE: The code described below and contained in the Natural Selection Source Code release is not part of the Program covered by the GPL and is expressly excluded from its terms.''}}</ref>
|[[GPLv2]] (most code) / custom (external libraries)<ref>{{cite web|url=https://github.com/unknownworlds/NS/ |title=unknownworlds / NS |publisher=GitHub |quote=''EXCLUDED CODE: The code described below and contained in the Natural Selection Source Code release is not part of the Program covered by the GPL and is expressly excluded from its terms.'' |deadurl=no |archiveurl=https://web.archive.org/web/20150719061125/https://github.com/unknownworlds/NS/ |archivedate=2015-07-19 }}</ref>
|{{Proprietary}}
|{{Proprietary}}
|[[Unknown Worlds Entertainment]]
|[[Unknown Worlds Entertainment]]
|In January 2014 Unknown Worlds released the source code for download on GitHub.<ref>[http://www.polygon.com/2014/1/23/5337220/natural-selection-dev-releases-games-source-code Unknown Worlds unleashes Natural Selection source code] by Jenna Pitcher on Jan 23, 2014 at [[Polygon.com]]</ref>
|In January 2014 Unknown Worlds released the source code for download on GitHub.<ref>[http://www.polygon.com/2014/1/23/5337220/natural-selection-dev-releases-games-source-code Unknown Worlds unleashes Natural Selection source code] {{webarchive|url=https://web.archive.org/web/20140407072600/http://www.polygon.com/2014/1/23/5337220/natural-selection-dev-releases-games-source-code |date=2014-04-07 }} by Jenna Pitcher on Jan 23, 2014 at [[Polygon.com]]</ref>
|-
|-
|''[[Nanosaur]]''
|''[[Nanosaur]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Pangea Software]]
|[[Pangea Software]]
|Around 2003 the Nanosaur [[source code]] was made available by the developer under a restrictive [[Software license|license]].<ref>[http://www.pangeasoft.net/nano/nanosource.html nanosource] on pangeasoft.net</ref>
|Around 2003 the Nanosaur [[source code]] was made available by the developer under a restrictive [[Software license|license]].<ref>[http://www.pangeasoft.net/nano/nanosource.html nanosource] {{webarchive|url=https://web.archive.org/web/20160512223321/http://www.pangeasoft.net/nano/nanosource.html |date=2016-05-12 }} on pangeasoft.net</ref>
|-
|-
|''[[NoGravity (video game)|NoGravity]]''
|''[[NoGravity (video game)|NoGravity]]''
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|[[GPLv2]]
|[[GPLv2]]
|[[realtech VR]]
|[[realtech VR]]
|Source code released by [[realtech VR]] on February 16, 2005.<ref>[http://sourceforge.net/projects/nogravity/?source=navbar No Gravity (Classic)] on [[sourceforge.net]]</ref>
|Source code released by [[realtech VR]] on February 16, 2005.<ref>[http://sourceforge.net/projects/nogravity/?source=navbar No Gravity (Classic)] {{webarchive|url=https://web.archive.org/web/20130324051228/http://sourceforge.net/projects/nogravity/?source=navbar |date=2013-03-24 }} on [[sourceforge.net]]</ref>
|-
|-
|''Nothing to Hide''
|''Nothing to Hide''
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|CC0
|CC0
|[[Nicky Case]]
|[[Nicky Case]]
||The [[Crowdfunding|crowdfunded]] [[surveillance]]/[[privacy]] themed video game prototype by [[indie game developer]] Nick Liow was crowdfunded and opened under CC0 on [[GitHub]] between 2013 to 2015.<ref>[https://web.archive.org/web/20150224054339/http://www.nothingtohide.cc/ nothingtohide.cc] (archived)</ref><ref>[https://github.com/ncase/nothing-to-hide/blob/master/LICENSE Nothing to hide license] on [[github.com]]</ref><ref>[https://www.rockpapershotgun.com/2014/02/12/nothing-to-hide-is-a-very-smart-anti-stealth-game/#more-189283 Nothing To Hide Is A Very Smart Anti-Stealth Game] by John Walker on [[Rock, Paper, Shotgun]] (on February 12th, 2014)</ref><ref>[http://indiegames.com/2014/02/demo_crowdfunding_nothing_to_h.html Demo + Crowdfunding: anti-stealth game Nothing To Hide takes its name literally] by Anthony Swinnich on indiegames.com (February 16, 2014)</ref><ref>[https://blog.creativecommons.org/tag/cc0-public-domain-dedication/ Attention game designers: Public Domain Jam!] on creativecommons.org by Matt Lee (May 16th, 2014)</ref>
||The [[Crowdfunding|crowdfunded]] [[surveillance]]/[[privacy]] themed video game prototype by [[indie game developer]] Nick Liow was crowdfunded and opened under CC0 on [[GitHub]] between 2013 to 2015.<ref>[https://web.archive.org/web/20150224054339/http://www.nothingtohide.cc/ nothingtohide.cc] (archived)</ref><ref>[https://github.com/ncase/nothing-to-hide/blob/master/LICENSE Nothing to hide license] on [[github.com]]</ref><ref>[https://www.rockpapershotgun.com/2014/02/12/nothing-to-hide-is-a-very-smart-anti-stealth-game/#more-189283 Nothing To Hide Is A Very Smart Anti-Stealth Game] {{webarchive|url=https://web.archive.org/web/20170607045921/https://www.rockpapershotgun.com/2014/02/12/nothing-to-hide-is-a-very-smart-anti-stealth-game/ |date=2017-06-07 }} by John Walker on [[Rock, Paper, Shotgun]] (on February 12th, 2014)</ref><ref>[http://indiegames.com/2014/02/demo_crowdfunding_nothing_to_h.html Demo + Crowdfunding: anti-stealth game Nothing To Hide takes its name literally] {{webarchive|url=https://web.archive.org/web/20161008083340/http://indiegames.com/2014/02/demo_crowdfunding_nothing_to_h.html |date=2016-10-08 }} by Anthony Swinnich on indiegames.com (February 16, 2014)</ref><ref>[https://blog.creativecommons.org/tag/cc0-public-domain-dedication/ Attention game designers: Public Domain Jam!] on creativecommons.org by Matt Lee (May 16th, 2014)</ref>
|-
|-
|''[[No One Lives Forever 2: A Spy in H.A.R.M.'s Way]]''
|''[[No One Lives Forever 2: A Spy in H.A.R.M.'s Way]]''
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|2011
|2011
|[[First-person shooter|FPS]]
|[[First-person shooter|FPS]]
|GPLv2<ref>[http://freegamer.blogspot.de/2011/07/nolf2-source-released-but-to-what-end.html nolf2-source-released-but-to-what-end] (July 2011)</ref>
|GPLv2<ref>[http://freegamer.blogspot.de/2011/07/nolf2-source-released-but-to-what-end.html nolf2-source-released-but-to-what-end] {{webarchive|url=https://web.archive.org/web/20140228121205/http://freegamer.blogspot.de/2011/07/nolf2-source-released-but-to-what-end.html |date=2014-02-28 }} (July 2011)</ref>
|{{Proprietary}}
|{{Proprietary}}
|[[Monolith Productions]]
|[[Monolith Productions]]
|Source code released by [[Monolith Productions]]/[[Sierra Entertainment]] as part of a modding toolkit<ref name="source">[http://www.gamershell.com/news_7095.html Sierra has released the No One Lives Forever 2 Toolkit] on gamershell.com</ref>
|Source code released by [[Monolith Productions]]/[[Sierra Entertainment]] as part of a modding toolkit<ref name="source">[http://www.gamershell.com/news_7095.html Sierra has released the No One Lives Forever 2 Toolkit] {{webarchive|url=https://web.archive.org/web/20110615142036/http://www.gamershell.com/news_7095.html |date=2011-06-15 }} on gamershell.com</ref>
|-
|-
|''[[Pararena]] 2''
|''[[Pararena]] 2''
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|[[MIT]]
|[[MIT]]
|John Calhoun
|John Calhoun
|On 27 Jan 2016, the [[source code]] was released on [[GitHub]] licensed under the [[MIT license]].<ref name="gamasutra">[http://www.gamasutra.com/view/news/265823/Get_a_window_into_classic_Mac_dev_with_Glider_source_code.php Get a window into classic Mac dev with Glider source code] by Christian Nutt on [[Gamasutra]] (February 12, 2016)</ref><ref>{{cite web |title=Sources to Pararena, the commercial Macintosh game by John Calhoun, published by Casady & Greene, Inc. |url=https://github.com/softdorothy/pararena_2 |website=[[GitHub]] |date=2016-01-29 |last=Calhoun |first=John}}</ref>
|On 27 Jan 2016, the [[source code]] was released on [[GitHub]] licensed under the [[MIT license]].<ref name="gamasutra">[http://www.gamasutra.com/view/news/265823/Get_a_window_into_classic_Mac_dev_with_Glider_source_code.php Get a window into classic Mac dev with Glider source code] {{webarchive|url=https://web.archive.org/web/20160721131024/http://www.gamasutra.com/view/news/265823/Get_a_window_into_classic_Mac_dev_with_Glider_source_code.php |date=2016-07-21 }} by Christian Nutt on [[Gamasutra]] (February 12, 2016)</ref><ref>{{cite web|title=Sources to Pararena, the commercial Macintosh game by John Calhoun, published by Casady & Greene, Inc. |url=https://github.com/softdorothy/pararena_2 |website=[[GitHub]] |date=2016-01-29 |last=Calhoun |first=John |deadurl=no |archiveurl=https://web.archive.org/web/20160721130343/https://github.com/softdorothy/pararena_2 |archivedate=2016-07-21 }}</ref>
|-
|-
|''PaybackTime 2''
|''PaybackTime 2''
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|{{Proprietary}}
|{{Proprietary}}
|[[Frictional Games]]
|[[Frictional Games]]
|Developed by Swedish<ref>[http://www.paradoxplaza.com/index.php?option=com_content&task=view&id=144&Itemid=129 Paradox Interactive - Penumbra: Overture premieres game on Gamer's Gate<!-- Bot generated title -->]</ref> developer [[Frictional Games]], the game blends the genres of survival horror, first-person shooter, and adventure. Open sourced with [[Humble Indie Bundle]].<ref name="MegaGames">{{cite web |url=http://www.megagames.com/news/penumbra-overture-game-and-engine-source-code-released-free |title=Penumbra: Overture Game And Engine Source Code Released For Free |date=2010-05-14 |publisher=MegaGames |accessdate=2013-10-11}}</ref>
|Developed by Swedish<ref>[http://www.paradoxplaza.com/index.php?option=com_content&task=view&id=144&Itemid=129 Paradox Interactive - Penumbra: Overture premieres game on Gamer's Gate<!-- Bot generated title -->] {{webarchive|url=https://web.archive.org/web/20070928011600/http://www.paradoxplaza.com/index.php?option=com_content&task=view&id=144&Itemid=129 |date=2007-09-28 }}</ref> developer [[Frictional Games]], the game blends the genres of survival horror, first-person shooter, and adventure. Open sourced with [[Humble Indie Bundle]].<ref name="MegaGames">{{cite web|url=http://www.megagames.com/news/penumbra-overture-game-and-engine-source-code-released-free |title=Penumbra: Overture Game And Engine Source Code Released For Free |date=2010-05-14 |publisher=MegaGames |accessdate=2013-10-11 |deadurl=no |archiveurl=https://web.archive.org/web/20120423235447/http://www.megagames.com/news/penumbra-overture-game-and-engine-source-code-released-free |archivedate=2012-04-23 }}</ref>
|-
|-
|''[[Pinball Construction Set]]''
|''[[Pinball Construction Set]]''
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|[[MIT license]]
|[[MIT license]]
|[[Bill Budge]], [[Electronic Arts]]
|[[Bill Budge]], [[Electronic Arts]]
|In 2013, Budge released the [[source code]] to the [[Atari 800]] and [[Apple II]] version of ''Pinball Construction Set'' to the public on [[GitHub]] under the [[MIT license]].<ref>[https://twitter.com/BillB/status/301398071156277248 I just pushed the source for Pinball Construction Set to GitHub (thanks to Scott Cronce at EA)] by [[Bill Budge]] on twitter.com</ref><ref>{{cite web |url=https://github.com/billbudge/PCS_Atari800 |title=billbudge/PCS_Atari800 |last1=Budge |first1=Bill |date= |work= |publisher=[[GitHub]] |accessdate=February 13, 2013}}</ref><ref>{{cite web |url=https://github.com/billbudge/PCS_AppleII |title=PCS_AppleII |last1=Budge |first1=Bill |date= |work= |publisher=[[GitHub]] |accessdate=February 13, 2013}}</ref>
|In 2013, Budge released the [[source code]] to the [[Atari 800]] and [[Apple II]] version of ''Pinball Construction Set'' to the public on [[GitHub]] under the [[MIT license]].<ref>[https://twitter.com/BillB/status/301398071156277248 I just pushed the source for Pinball Construction Set to GitHub (thanks to Scott Cronce at EA)] {{webarchive|url=https://web.archive.org/web/20160721130158/https://twitter.com/BillB/status/301398071156277248 |date=2016-07-21 }} by [[Bill Budge]] on twitter.com</ref><ref>{{cite web|url=https://github.com/billbudge/PCS_Atari800 |title=billbudge/PCS_Atari800 |last1=Budge |first1=Bill |date= |work= |publisher=[[GitHub]] |accessdate=February 13, 2013 |deadurl=no |archiveurl=https://web.archive.org/web/20130725125346/https://github.com/billbudge/PCS_Atari800 |archivedate=July 25, 2013 }}</ref><ref>{{cite web |url=https://github.com/billbudge/PCS_AppleII |title=PCS_AppleII |last1=Budge |first1=Bill |date= |work= |publisher=[[GitHub]] |accessdate=February 13, 2013}}</ref>
|-
|-
|''[[Pirate Adventure]]''
|''[[Pirate Adventure]]''
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|?
|?
|[[Scott Adams (game designer)]]
|[[Scott Adams (game designer)]]
| The [[source code]] for ''Pirate Adventure'' was printed in the December 1980 issue of ''[[BYTE]]'', with an addendum in April 1981.<ref name="adams198012">{{cite news | url=https://archive.org/stream/byte-magazine-1980-12/1980_12_BYTE_05-12_Adventure#page/n193/mode/2up | title=Pirate's Adventure | work=BYTE | date=December 1980 | accessdate=18 October 2013 | author=Adams, Scott | pages=192}}</ref><ref name="byte198104">{{cite news | url=https://archive.org/stream/byte-magazine-1981-04/1981_04_BYTE_06-04_Future_Computers#page/n301/mode/2up | title=Adventurous Bugs | work=BYTE | date=April 1981 | accessdate=18 October 2013 | pages=302}}</ref> This enabled others to discover how the [[Game engine|engine]] worked and to create their own adventures using this or a similar design.
| The [[source code]] for ''Pirate Adventure'' was printed in the December 1980 issue of ''[[BYTE]]'', with an addendum in April 1981.<ref name="adams198012">{{cite news|url=https://archive.org/stream/byte-magazine-1980-12/1980_12_BYTE_05-12_Adventure#page/n193/mode/2up |title=Pirate's Adventure |work=BYTE |date=December 1980 |accessdate=18 October 2013 |author=Adams, Scott |pages=192 |deadurl=no |archiveurl=https://web.archive.org/web/20150331043615/http://archive.org/stream/byte-magazine-1980-12/1980_12_BYTE_05-12_Adventure |archivedate=31 March 2015 }}</ref><ref name="byte198104">{{cite news|url=https://archive.org/stream/byte-magazine-1981-04/1981_04_BYTE_06-04_Future_Computers#page/n301/mode/2up |title=Adventurous Bugs |work=BYTE |date=April 1981 |accessdate=18 October 2013 |pages=302 |deadurl=no |archiveurl=https://web.archive.org/web/20140414211800/https://archive.org/stream/byte-magazine-1981-04/1981_04_BYTE_06-04_Future_Computers |archivedate=14 April 2014 }}</ref> This enabled others to discover how the [[Game engine|engine]] worked and to create their own adventures using this or a similar design.
|-
|-
|''[[Pitman (video game)|Pitman]]''
|''[[Pitman (video game)|Pitman]]''
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|?
|?
|Yutaka Isokawa
|Yutaka Isokawa
|Originally created in 1985 on a [[Sharp MZ|MZ-700]] home computer by Yutaka Isokawa. The [[BASIC]] [[Listing (computer)|listing]] was published in the August 1985 issue of the magazine "Oh!MZ Publications".<ref>[http://gamepreservation.derboo.de Isokawa's Original HuBasic Source Code] scanned from Oh!MZ August 1985</ref><ref>Hardcore Gaming 101, [http://blog.hardcoregaming101.net/2011/08/who-framed-created-pitman.html Who created PITMAN?] on hardcoregaming101.net (2011)</ref><ref>[http://www.eurogamer.net/articles/2014-09-12-the-untold-history-of-japanese-game-developers-dvd-review The Untold History of Japanese Game Developers DVD review] by Tom Massey on [[Eurogamer]] ''"Pitman creator Yukata Isokawa's emphatic emotional response to receiving a long-lost magazine featuring his original source code is particularly memorable."'' (2014-09-12)</ref> In 1990 the game was commercially converted for the [[Game Boy]]. In 2011 the game community restored an faithful as possible version from the available variants.<ref>[http://blog.hardcoregaming101.net/2012/07/the-almost-original-version-of-pitman.html The (almost) original version of Pitman (Catrap) preserved] (July 19, 2012)</ref>
|Originally created in 1985 on a [[Sharp MZ|MZ-700]] home computer by Yutaka Isokawa. The [[BASIC]] [[Listing (computer)|listing]] was published in the August 1985 issue of the magazine "Oh!MZ Publications".<ref>[http://gamepreservation.derboo.de Isokawa's Original HuBasic Source Code] {{webarchive|url=https://web.archive.org/web/20160721130051/http://gamepreservation.derboo.de/ |date=2016-07-21 }} scanned from Oh!MZ August 1985</ref><ref>Hardcore Gaming 101, [http://blog.hardcoregaming101.net/2011/08/who-framed-created-pitman.html Who created PITMAN?] {{webarchive|url=https://web.archive.org/web/20110911184343/http://blog.hardcoregaming101.net/2011/08/who-framed-created-pitman.html |date=2011-09-11 }} on hardcoregaming101.net (2011)</ref><ref>[http://www.eurogamer.net/articles/2014-09-12-the-untold-history-of-japanese-game-developers-dvd-review The Untold History of Japanese Game Developers DVD review] {{webarchive|url=https://web.archive.org/web/20141006082810/http://www.eurogamer.net/articles/2014-09-12-the-untold-history-of-japanese-game-developers-dvd-review |date=2014-10-06 }} by Tom Massey on [[Eurogamer]] ''"Pitman creator Yukata Isokawa's emphatic emotional response to receiving a long-lost magazine featuring his original source code is particularly memorable."'' (2014-09-12)</ref> In 1990 the game was commercially converted for the [[Game Boy]]. In 2011 the game community restored an faithful as possible version from the available variants.<ref>[http://blog.hardcoregaming101.net/2012/07/the-almost-original-version-of-pitman.html The (almost) original version of Pitman (Catrap) preserved] {{webarchive|url=https://web.archive.org/web/20160721130508/http://blog.hardcoregaming101.net/2012/07/the-almost-original-version-of-pitman.html |date=2016-07-21 }} (July 19, 2012)</ref>
|-
|-
|''Pixel Dungeon''
|''Pixel Dungeon''
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|[[GNU General Public License|GPLv3]]
|[[GNU General Public License|GPLv3]]
|watabou
|watabou
|While sold on Steam for $4.99<ref>[http://pixeldungeon.watabou.ru/ pixeldungeon] on pixeldungeon.watabou.ru</ref> it was released in July 2014 on [[GitHub]] under [[GPLv3]] including the assets.<ref>[http://pixeldungeon.tumblr.com/post/93210548010/open-source open source] on pixeldungeon.tumblr.com (2014)</ref>
|While sold on Steam for $4.99<ref>[http://pixeldungeon.watabou.ru/ pixeldungeon] {{webarchive|url=https://web.archive.org/web/20160621174027/http://pixeldungeon.watabou.ru/ |date=2016-06-21 }} on pixeldungeon.watabou.ru</ref> it was released in July 2014 on [[GitHub]] under [[GPLv3]] including the assets.<ref>[http://pixeldungeon.tumblr.com/post/93210548010/open-source open source] {{webarchive|url=https://web.archive.org/web/20160624060159/http://pixeldungeon.tumblr.com/post/93210548010/open-source |date=2016-06-24 }} on pixeldungeon.tumblr.com (2014)</ref>
|-
|-
|''[[Postal (video game)|Postal]]''
|''[[Postal (video game)|Postal]]''
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|proprietary
|proprietary
|[[Running With Scissors (company)|Running With Scissors]]
|[[Running With Scissors (company)|Running With Scissors]]
|In 2015 the Running with scissors developers announced that they will release the [[source code]] of the game ''"if someone promises to port it to the [[Dreamcast]]"''.<ref>[https://twitter.com/rwsbleeter/status/633178225506668544 ''"We're going to release the POSTAL 1 source code soon, but only if someone promises to port it to the Dreamcast."''] on twitter.com/RWSbleeter (2015)</ref> In June 2016 the developers gave the source code to a community developer who ported the game to Linux for the [[OpenPandora]] [[handheld]].<ref>[https://twitter.com/RWSbleeter/status/738064875205758976?ref_src=twsrc%5Etfw POSTAL 1 running on Open Pandora. P1 is being opened sourced in the near future!] on twitter.com/RWSbleeter (2016)</ref><ref>[https://pyra-handheld.com/boards/threads/postal-source-code.77447/#post-1380531 Postal Source Code] by ptitseb ''"Things are progressing... Stay tuned."'' (2016)</ref> On December 28, 2016, the source code was released on [[Bitbucket]] under the [[GPLv2]].<ref>[http://runningwithscissors.com/?p=2318 The Original POSTAL Has Been Made Open Source] on runningwithscissors.com (December 28, 2016)</ref><ref>[https://bitbucket.org/gopostal/postal-1-open-source/src/cb472b6cc8e19a9fedeb35f5028be439025d6886/LICENSE?at=default&fileviewer=file-view-default license] at bitbucket.org/gopostal/postal-1-open-source/src</ref>
|In 2015 the Running with scissors developers announced that they will release the [[source code]] of the game ''"if someone promises to port it to the [[Dreamcast]]"''.<ref>[https://twitter.com/rwsbleeter/status/633178225506668544 ''"We're going to release the POSTAL 1 source code soon, but only if someone promises to port it to the Dreamcast."''] {{webarchive|url=https://web.archive.org/web/20151016061929/https://twitter.com/RWSbleeter/status/633178225506668544 |date=2015-10-16 }} on twitter.com/RWSbleeter (2015)</ref> In June 2016 the developers gave the source code to a community developer who ported the game to Linux for the [[OpenPandora]] [[handheld]].<ref>[https://twitter.com/RWSbleeter/status/738064875205758976?ref_src=twsrc%5Etfw POSTAL 1 running on Open Pandora. P1 is being opened sourced in the near future!] {{webarchive|url=https://web.archive.org/web/20170604023110/https://twitter.com/RWSbleeter/status/738064875205758976?ref_src=twsrc%5Etfw |date=2017-06-04 }} on twitter.com/RWSbleeter (2016)</ref><ref>[https://pyra-handheld.com/boards/threads/postal-source-code.77447/#post-1380531 Postal Source Code] {{webarchive|url=https://web.archive.org/web/20160811012729/https://pyra-handheld.com/boards/threads/postal-source-code.77447/ |date=2016-08-11 }} by ptitseb ''"Things are progressing... Stay tuned."'' (2016)</ref> On December 28, 2016, the source code was released on [[Bitbucket]] under the [[GPLv2]].<ref>[http://runningwithscissors.com/?p=2318 The Original POSTAL Has Been Made Open Source] {{webarchive|url=https://web.archive.org/web/20161229033003/http://runningwithscissors.com/?p=2318 |date=2016-12-29 }} on runningwithscissors.com (December 28, 2016)</ref><ref>[https://bitbucket.org/gopostal/postal-1-open-source/src/cb472b6cc8e19a9fedeb35f5028be439025d6886/LICENSE?at=default&fileviewer=file-view-default license] {{webarchive|url=https://web.archive.org/web/20161229170545/https://bitbucket.org/gopostal/postal-1-open-source/src/cb472b6cc8e19a9fedeb35f5028be439025d6886/LICENSE?at=default&fileviewer=file-view-default |date=2016-12-29 }} at bitbucket.org/gopostal/postal-1-open-source/src</ref>
|-
|-
|''[[Preppie! (video game)|Preppie!]]''
|''[[Preppie! (video game)|Preppie!]]''
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|?
|?
|Russ Wetmore/Star Systems Software
|Russ Wetmore/Star Systems Software
|In January 2016 Russ Wetmore released the [[source code]] of his [[Atari 8-bit family]] games [[Preppie! (video game)|Preppie!]], Preppie II and [[Sea Dragon (video game)|Sea Dragon]] to the public on the [[Internet Archive]].<ref>[http://commodore.ninja/three-atari-8-bit-games-source-code-have-been-released/ Three Atari 8-bit games source code have been released] on commodore.ninja by Paulo Garcia (Jan 5, 2016)</ref>
|In January 2016 Russ Wetmore released the [[source code]] of his [[Atari 8-bit family]] games [[Preppie! (video game)|Preppie!]], Preppie II and [[Sea Dragon (video game)|Sea Dragon]] to the public on the [[Internet Archive]].<ref>[http://commodore.ninja/three-atari-8-bit-games-source-code-have-been-released/ Three Atari 8-bit games source code have been released] {{webarchive|url=https://web.archive.org/web/20160109210141/http://commodore.ninja/three-atari-8-bit-games-source-code-have-been-released/ |date=2016-01-09 }} on commodore.ninja by Paulo Garcia (Jan 5, 2016)</ref>
|-
|-
|''[[Prince of Persia (1989 video game)|Prince of Persia]]''
|''[[Prince of Persia (1989 video game)|Prince of Persia]]''
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|[[Jordan Mechner]]
|[[Jordan Mechner]]
|[[Apple II]] source code was long-thought-lost,<ref name="1up2012">{{cite web|url=http://www.1up.com/features/missing-notable-games-lost-to-time| title=Among the Missing: Notable Games Lost to Time |date=2012-10-17|accessdate=2015-06-19 |first=Todd |last=Ciolek |publisher=[[1up.com]] |quote=''Prince of Persia creator Jordan Mechner believed that the source code to the game's original Apple II version was gone when he failed to find it in 2002. Ten years later, Mechner's father uncovered a box of old games at the family home, and among them were disks containing Prince of Persia's bedrock program.''}}</ref> but was found again and released in 2012.<ref>{{cite web
|[[Apple II]] source code was long-thought-lost,<ref name="1up2012">{{cite web|url=http://www.1up.com/features/missing-notable-games-lost-to-time| title=Among the Missing: Notable Games Lost to Time |date=2012-10-17|accessdate=2015-06-19 |first=Todd |last=Ciolek |publisher=[[1up.com]] |quote=''Prince of Persia creator Jordan Mechner believed that the source code to the game's original Apple II version was gone when he failed to find it in 2002. Ten years later, Mechner's father uncovered a box of old games at the family home, and among them were disks containing Prince of Persia's bedrock program.''}}</ref> but was found again and released in 2012.<ref>{{cite web
| last=Mastrapa
|last=Mastrapa
| first=Gus
|first=Gus
| title=The Geeks Who Saved Prince of Persia’s Source Code From Digital Death
|title=The Geeks Who Saved Prince of Persia’s Source Code From Digital Death
| publisher=[[Wired (magazine)|Wired]]
|publisher=[[Wired (magazine)|Wired]]
| date=2012-04-20
|date=2012-04-20
| url=https://www.wired.com/gamelife/2012/04/prince-of-persia-source-code/
|url=https://www.wired.com/gamelife/2012/04/prince-of-persia-source-code/
|accessdate=2012-11-30
| accessdate=2012-11-30}}</ref> A port of the assembly source code to [[C (programming language)|C]] and SDL as backend was made by a community programmer.<ref>[https://github.com/NagyD/SDLPoP SDLPoP] on github.com</ref>
|deadurl=no
|archiveurl=https://web.archive.org/web/20121208145629/http://www.wired.com/gamelife/2012/04/prince-of-persia-source-code
|archivedate=2012-12-08
}}</ref> A port of the assembly source code to [[C (programming language)|C]] and SDL as backend was made by a community programmer.<ref>[https://github.com/NagyD/SDLPoP SDLPoP] {{webarchive|url=https://web.archive.org/web/20170505180005/https://github.com/NagyD/SDLPoP |date=2017-05-05 }} on github.com</ref>
|-
|-
|''[[Project Starfighter|Project: Starfighter]]''
|''[[Project Starfighter|Project: Starfighter]]''
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|2008
|2008
|[[Shoot 'em up]]
|[[Shoot 'em up]]
|[[GNU General Public License|GPL]]<ref>[https://web.archive.org/web/*/http://parallelrealities.co.uk/LICENSE parallelrealities.co.uk/LICENSE LICENSE] webarchive versions</ref>
|[[GNU General Public License|GPL]]<ref>[https://web.archive.org/web/*/http://parallelrealities.co.uk/LICENSE parallelrealities.co.uk/LICENSE LICENSE] {{webarchive|url=https://web.archive.org/web/20160721130845/https://web.archive.org/web/%2A/http%3A/parallelrealities.co.uk/LICENSE |date=2016-07-21 }} webarchive versions</ref>
|{{Proprietary}}<ref>[http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=546800 Debian bug #546800 - RM: starfighter -- RoM; copyright infringement] on bugs.debian.org</ref>
|{{Proprietary}}<ref>[http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=546800 Debian bug #546800 - RM: starfighter -- RoM; copyright infringement] {{webarchive|url=https://web.archive.org/web/20151026025906/https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=546800 |date=2015-10-26 }} on bugs.debian.org</ref>
|[[Parallel Realities]]
|[[Parallel Realities]]
|
|
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|{{Proprietary}}
|{{Proprietary}}
|[[Blendo Games]]
|[[Blendo Games]]
|Game source released on August 8, 2016 as it is based on the id-tech 4 engine.<ref>{{cite web | url = http://www.pcgamer.com/quadrilateral-cowboys-source-code-has-been-released-to-the-public/ | title = Quadrilateral Cowboy's source code has been released to the public | first = Andy | last = Chalk | date = August 8, 2016 | accessdate = August 8, 2016 | work = [[PC Gamer]] }}</ref><ref>[http://blendogames.com/qc/faq.htm#sourcecode QC source code] on blendogames.com</ref>
|Game source released on August 8, 2016 as it is based on the id-tech 4 engine.<ref>{{cite web|url=http://www.pcgamer.com/quadrilateral-cowboys-source-code-has-been-released-to-the-public/ |title=Quadrilateral Cowboy's source code has been released to the public |first=Andy |last=Chalk |date=August 8, 2016 |accessdate=August 8, 2016 |work=[[PC Gamer]] |deadurl=no |archiveurl=https://web.archive.org/web/20160811022026/http://www.pcgamer.com/quadrilateral-cowboys-source-code-has-been-released-to-the-public/ |archivedate=August 11, 2016 }}</ref><ref>[http://blendogames.com/qc/faq.htm#sourcecode QC source code] {{webarchive|url=https://web.archive.org/web/20160827180133/http://blendogames.com/qc/faq.htm |date=2016-08-27 }} on blendogames.com</ref>
|-
|-
|''[[Receiver (video game)|Receiver]]''
|''[[Receiver (video game)|Receiver]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Wolfire games]]
|[[Wolfire games]]
|The [[source code]] of the game is available since 2012 on [[GitHub]] under non-commercial conditions.<ref>[https://github.com/David20321/7DFPS 7dfps] on [[github.com]]</ref>
|The [[source code]] of the game is available since 2012 on [[GitHub]] under non-commercial conditions.<ref>[https://github.com/David20321/7DFPS 7dfps] {{webarchive|url=https://web.archive.org/web/20170523060641/https://github.com/David20321/7dfps |date=2017-05-23 }} on [[github.com]]</ref>
|-
|-
|''[[Return to Castle Wolfenstein]]''
|''[[Return to Castle Wolfenstein]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Id software]]
|[[Id software]]
|The source code for ''Return to Castle Wolfenstein'' and ''Enemy Territory'' was released under the [[GNU General Public License]] (GPL) on August 12, 2010.<ref>[ftp://ftp.idsoftware.com/idstuff/source/ source/] on ftp.idsoftware.com</ref>
|The source code for ''Return to Castle Wolfenstein'' and ''Enemy Territory'' was released under the [[GNU General Public License]] (GPL) on August 12, 2010.<ref>[ftp://ftp.idsoftware.com/idstuff/source/ source/]{{dead link|date=July 2017 |bot=Al83tito |fix-attempted=yes }} on ftp.idsoftware.com</ref>
|-
|-
|''[[Revenge of the Titans]]''
|''[[Revenge of the Titans]]''
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|2011
|2011
|[[Tower Defense]], [[Real Time Strategy|RTS]]
|[[Tower Defense]], [[Real Time Strategy|RTS]]
|Custom all-permissive<ref>[http://www.puppygames.net/blog/?p=914 Official PuppyGames Blog]</ref>
|Custom all-permissive<ref>[http://www.puppygames.net/blog/?p=914 Official PuppyGames Blog] {{webarchive|url=https://web.archive.org/web/20110831153703/http://www.puppygames.net/blog/?p=914 |date=2011-08-31 }}</ref>
|{{Proprietary}}
|{{Proprietary}}
|Puppy Games
|Puppy Games
|Java based game. Source code was released by Puppy Games with the success of the second [[Humble Indie Bundle]].<ref>{{cite web |url=http://www.puppygames.net/blog/?p=914 |title=Revenge of the Source Code |publisher=Puppy Games |date=2011-04-20 |accessdate=2011-08-23}}</ref>
|Java based game. Source code was released by Puppy Games with the success of the second [[Humble Indie Bundle]].<ref>{{cite web|url=http://www.puppygames.net/blog/?p=914 |title=Revenge of the Source Code |publisher=Puppy Games |date=2011-04-20 |accessdate=2011-08-23 |deadurl=no |archiveurl=https://web.archive.org/web/20110831153703/http://www.puppygames.net/blog/?p=914 |archivedate=2011-08-31 }}</ref>
|-
|-
|''[[Rise of the Triad]]''
|''[[Rise of the Triad]]''
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|Freeware
|Freeware
|Liquid Edge
|Liquid Edge
|Announced the game in July, 2000<ref>http://pc.ign.com/articles/081/081882p1.html</ref> by Liquid Edge the game was released on May 23, 2001.<ref>[http://pc.ign.com/articles/135/135129p1.html roboforge] on ign.com</ref> From July 2008 RoboForge became an [[Open Source]] project with the [[source code]] for the Java-based client and server under a non-commercial license and as freeware.<ref>[http://www.roboforge.altervista.org/source.htm source] on sroboforge.altervista.org</ref> The game's community continues development.
|Announced the game in July, 2000<ref>{{cite web|url=http://pc.ign.com/articles/081/081882p1.html |title=Archived copy |accessdate=2009-07-29 |deadurl=no |archiveurl=https://web.archive.org/web/20110613180409/http://pc.ign.com/articles/081/081882p1.html |archivedate=2011-06-13 }}</ref> by Liquid Edge the game was released on May 23, 2001.<ref>[http://pc.ign.com/articles/135/135129p1.html roboforge] {{webarchive|url=https://web.archive.org/web/20110613180418/http://pc.ign.com/articles/135/135129p1.html |date=2011-06-13 }} on ign.com</ref> From July 2008 RoboForge became an [[Open Source]] project with the [[source code]] for the Java-based client and server under a non-commercial license and as freeware.<ref>[http://www.roboforge.altervista.org/source.htm source] {{webarchive|url=https://web.archive.org/web/20160721130131/http://www.roboforge.altervista.org/source.htm |date=2016-07-21 }} on sroboforge.altervista.org</ref> The game's community continues development.
|-
|-
|''Rocky Racers''
|''Rocky Racers''
|2002<ref>[http://www.mobygames.com/game/windows/rocky-racers rocky racers] on mobygames</ref>
|2002<ref>[http://www.mobygames.com/game/windows/rocky-racers rocky racers] {{webarchive|url=https://web.archive.org/web/20160420235222/http://www.mobygames.com/game/windows/rocky-racers |date=2016-04-20 }} on mobygames</ref>
|2004<ref>[https://web.archive.org/web/20040708044233/http://www.positech.co.uk/rocky/sourcecode.shtml sourcecode] (July 2004)</ref>
|2004<ref>[https://web.archive.org/web/20040708044233/http://www.positech.co.uk/rocky/sourcecode.shtml sourcecode] (July 2004)</ref>
|[[Racing game]]
|[[Racing game]]
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|Freeware
|Freeware
|[[Positech Games]]
|[[Positech Games]]
|Released around 2002 by [[Positech Games]], the game's C++ source code was released in July 2004 to the public for free.<ref>[http://www.positech.co.uk/rocky/sourcecode.shtml sourcecode] on positech.co.uk/rocky</ref>
|Released around 2002 by [[Positech Games]], the game's C++ source code was released in July 2004 to the public for free.<ref>[http://www.positech.co.uk/rocky/sourcecode.shtml sourcecode] {{webarchive|url=https://web.archive.org/web/20040708044233/http://www.positech.co.uk/rocky/sourcecode.shtml |date=2004-07-08 }} on positech.co.uk/rocky</ref>
|-
|-
|''[[Rowan's Battle of Britain]]''
|''[[Rowan's Battle of Britain]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Rowan Software]]/[[Empire Interactive]]
|[[Rowan Software]]/[[Empire Interactive]]
|Source opened by [[Rowan Software]]/[[Empire Interactive]] in 2001.<ref name="rowan"/><ref>[http://www.remaininplay.com/showgame/Battle%20of%20Britain/ source code mirror]</ref>
|Source opened by [[Rowan Software]]/[[Empire Interactive]] in 2001.<ref name="rowan"/><ref>[http://www.remaininplay.com/showgame/Battle%20of%20Britain/ source code mirror] {{webarchive|url=https://web.archive.org/web/20151108145407/http://www.remaininplay.com/showgame/Battle%20of%20Britain/ |date=2015-11-08 }}</ref>
|-
|-
|''RuneSword II''
|''RuneSword II''
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|2004<ref>[https://web.archive.org/web/20040524122639/http://www.crosscutgames.com/ RuneSword 2 FREE!] on crosscutgames.com (2004-04-17)</ref>
|2004<ref>[https://web.archive.org/web/20040524122639/http://www.crosscutgames.com/ RuneSword 2 FREE!] on crosscutgames.com (2004-04-17)</ref>
|[[Turn-based strategy]]
|[[Turn-based strategy]]
|[[Public domain software]]<ref>[http://sourceforge.net/projects/runesword/ runesword 2] on [[sourceforge.net]]</ref>
|[[Public domain software]]<ref>[http://sourceforge.net/projects/runesword/ runesword 2] {{webarchive|url=https://web.archive.org/web/20150906172830/http://sourceforge.net/projects/runesword/ |date=2015-09-06 }} on [[sourceforge.net]]</ref>
|Public Domain
|Public Domain
|CrossCut Games
|CrossCut Games
|In 2004 CrossCut Games released the game into the public domain on SourceForge.<ref>{{cite web|url=http://www.golem.de/0404/30853.html|title=Rollenspiel RuneSword 2 ist ab sofort Open Source - Kompletter Source Code steht zum Download bereit |date=2004-04-19 |accessdate=2015-08-04|first=Thorsten |last=Wiesner |publisher=golem.de |language=german}}</ref> Since then there is continuous development by the community on the game.<ref>[https://sourceforge.net/projects/runesword/files/ 2.6.3 patch] on [[sourceforge.net]] (2011)</ref>
|In 2004 CrossCut Games released the game into the public domain on SourceForge.<ref>{{cite web|url=http://www.golem.de/0404/30853.html |title=Rollenspiel RuneSword 2 ist ab sofort Open Source - Kompletter Source Code steht zum Download bereit |date=2004-04-19 |accessdate=2015-08-04 |first=Thorsten |last=Wiesner |publisher=golem.de |language=german |deadurl=no |archiveurl=https://web.archive.org/web/20150924023049/http://www.golem.de/0404/30853.html |archivedate=2015-09-24 }}</ref> Since then there is continuous development by the community on the game.<ref>[https://sourceforge.net/projects/runesword/files/ 2.6.3 patch] {{webarchive|url=https://web.archive.org/web/20170612005715/https://sourceforge.net/projects/runesword/files/ |date=2017-06-12 }} on [[sourceforge.net]] (2011)</ref>
|-
|-
|''[[Ryzom]]''
|''[[Ryzom]]''
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|CC
|CC
|[[Nevrax]]
|[[Nevrax]]
|In response to the folding of [[Nevrax]], the Free Ryzom Campaign was launched in order to gather enough funds from donations ("[[Crowdfunding]]") from the community to purchase Ryzom and release the game as [[free software]]. The campaign was almost successful with €172,988 of the required €200,000 gathered.<ref>[https://web.archive.org/web/20061225003242/http://www.ryzom.org/ Free Ryzom campaign] (archived)</ref><ref name="Virtualcitizenship.org">{{cite web|url=http://www.virtualcitizenship.org/ |title=Virtual Citizenship Association - Virtual Worlds, Real Citizens |publisher=Virtualcitizenship.org |archiveurl=https://web.archive.org/web/20071029122004/http://www.virtualcitizenship.org/ |archivedate=2007-10-29|date= |accessdate=2009-10-14}}</ref> On May 6, 2010, Winch Gate announced the full release of [[source code]] and artwork, and a partnership with the Free Software Foundation.<ref>{{cite web|url=http://dev.ryzom.com/news/13 |title=Breakthrough for Free Software Gaming--Ryzom Announces Full Release of Source Code and Artwork, and a Partnership with the Free Software Foundation to Host a Repository of the Game's Artistic Assets |publisher=ryzom.com |date= |accessdate=2010-05-06}}</ref><ref>{{cite web|url=http://forums.ryzom.com/showthread.php?t=32696 |title=Ryzom is opening a new website for its Free Software NeL 3D MMORPG engine. |publisher=Ryzom |date=2008-09-08 |accessdate=2009-10-14}}</ref>
|In response to the folding of [[Nevrax]], the Free Ryzom Campaign was launched in order to gather enough funds from donations ("[[Crowdfunding]]") from the community to purchase Ryzom and release the game as [[free software]]. The campaign was almost successful with €172,988 of the required €200,000 gathered.<ref>[https://web.archive.org/web/20061225003242/http://www.ryzom.org/ Free Ryzom campaign] (archived)</ref><ref name="Virtualcitizenship.org">{{cite web|url=http://www.virtualcitizenship.org/ |title=Virtual Citizenship Association - Virtual Worlds, Real Citizens |publisher=Virtualcitizenship.org |archiveurl=https://web.archive.org/web/20071029122004/http://www.virtualcitizenship.org/ |archivedate=2007-10-29|date= |accessdate=2009-10-14}}</ref> On May 6, 2010, Winch Gate announced the full release of [[source code]] and artwork, and a partnership with the Free Software Foundation.<ref>{{cite web|url=http://dev.ryzom.com/news/13 |title=Breakthrough for Free Software Gaming--Ryzom Announces Full Release of Source Code and Artwork, and a Partnership with the Free Software Foundation to Host a Repository of the Game's Artistic Assets |publisher=ryzom.com |date= |accessdate=2010-05-06 |deadurl=no |archiveurl=https://web.archive.org/web/20100509020615/http://dev.ryzom.com/news/13 |archivedate=2010-05-09 }}</ref><ref>{{cite web|url=http://forums.ryzom.com/showthread.php?t=32696 |title=Ryzom is opening a new website for its Free Software NeL 3D MMORPG engine. |publisher=Ryzom |date=2008-09-08 |accessdate=2009-10-14 |deadurl=no |archiveurl=https://web.archive.org/web/20090217182022/http://forums.ryzom.com/showthread.php?t=32696 |archivedate=2009-02-17 }}</ref>
|-
|-
|''[[Santa Paravia en Fiumaccio]]''
|''[[Santa Paravia en Fiumaccio]]''
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|public domain
|public domain
|George Blank
|George Blank
|The game by George Blank<ref>{{cite book |title=Genesis II, Creation and Recreation with Computers |last=Peterson |first=Dale |year=1983 |publisher=Reston Pub. Co. |isbn=978-0-8359-2434-4 |pages=182 |url=https://books.google.com/books?id=DL1YAAAAMAAJ&q=%22Santa+Paravia%22&dq=%22Santa+Paravia%22&num=100&client=firefox-a&pgis=1 |accessdate=2008-09-13}}</ref> first appeared in the December 1978 issue of ''[[SoftSide]]'' magazine as BASIC listing.<ref>{{Cite journal|url = https://archive.org/stream/softside-magazine-03/SoftSide_03_Vol_1-03_1978-12_Santa_Parvia#page/n7/mode/2up |title = Santa Paravia en Fiumaccio |last = Blank|first = George|date = December 1978|journal = SoftSide|accessdate = November 15, 2014|doi = |pmid = }}</ref> It was published for sale on tape cassette as a computer game by Instant Software for the [[Radio Shack]] [[TRS-80]], the [[Apple II]], [[Texas Instruments TI-99/4A]], and the [[Commodore PET]].<ref>{{cite book |title=The Software Encyclopedia |year=1985 |publisher=Bowker |pages=343 |url=https://books.google.com/books?id=5-w6AAAAMAAJ&q=%22Santa+Paravia%22&dq=%22Santa+Paravia%22&num=100&client=firefox-a&pgis=1 |accessdate=2008-09-13}}</ref> It has been translated into many programming languages, such as [[ANSI C]],<ref>{{Cite web|url = http://planet-source-code.com/vb/scripts/ShowCode.asp?txtCodeId=7183&lngWId=3|archiveurl=https://web.archive.org/web/20141129011448/http://planet-source-code.com/vb/scripts/ShowCode.asp?txtCodeId=7183&lngWId=3|title = paravia.c|date = November 29, 2003 |accessdate = November 15, 2014 |archivedate=November 29, 2014|website = PlanetSourceCode |publisher = |last = Knox|first = Thomas}}</ref> and has been ported to the [[Palm Pilot]].
|The game by George Blank<ref>{{cite book |title=Genesis II, Creation and Recreation with Computers |last=Peterson |first=Dale |year=1983 |publisher=Reston Pub. Co. |isbn=978-0-8359-2434-4 |pages=182 |url=https://books.google.com/books?id=DL1YAAAAMAAJ&q=%22Santa+Paravia%22&dq=%22Santa+Paravia%22&num=100&client=firefox-a&pgis=1 |accessdate=2008-09-13}}</ref> first appeared in the December 1978 issue of ''[[SoftSide]]'' magazine as BASIC listing.<ref>{{Cite journal|url=https://archive.org/stream/softside-magazine-03/SoftSide_03_Vol_1-03_1978-12_Santa_Parvia#page/n7/mode/2up |title=Santa Paravia en Fiumaccio |last=Blank |first=George |date=December 1978 |journal=SoftSide |accessdate=November 15, 2014 |doi= |pmid= |deadurl=no |archiveurl=https://web.archive.org/web/20160316220325/https://archive.org/stream/softside-magazine-03/SoftSide_03_Vol_1-03_1978-12_Santa_Parvia |archivedate=March 16, 2016 }}</ref> It was published for sale on tape cassette as a computer game by Instant Software for the [[Radio Shack]] [[TRS-80]], the [[Apple II]], [[Texas Instruments TI-99/4A]], and the [[Commodore PET]].<ref>{{cite book |title=The Software Encyclopedia |year=1985 |publisher=Bowker |pages=343 |url=https://books.google.com/books?id=5-w6AAAAMAAJ&q=%22Santa+Paravia%22&dq=%22Santa+Paravia%22&num=100&client=firefox-a&pgis=1 |accessdate=2008-09-13}}</ref> It has been translated into many programming languages, such as [[ANSI C]],<ref>{{Cite web|url = http://planet-source-code.com/vb/scripts/ShowCode.asp?txtCodeId=7183&lngWId=3|archiveurl=https://web.archive.org/web/20141129011448/http://planet-source-code.com/vb/scripts/ShowCode.asp?txtCodeId=7183&lngWId=3|title = paravia.c|date = November 29, 2003 |accessdate = November 15, 2014 |archivedate=November 29, 2014|website = PlanetSourceCode |publisher = |last = Knox|first = Thomas}}</ref> and has been ported to the [[Palm Pilot]].
|-
|-
|''[[Savage: The Battle for Newerth]]''
|''[[Savage: The Battle for Newerth]]''
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|{{Proprietary|[[Freeware]]}}<ref>{{cite web|title=linuX-gamers.net - Savage: The Battle for Newerth now Freeware |publisher=linux-Gamers|url=http://www.linux-gamers.net/modules/news/article.php?storyid=1779 |accessdate=2008-11-02 |archiveurl = https://web.archive.org/web/20080608113437/http://www.linux-gamers.net/modules/news/article.php?storyid=1779 |archivedate = June 8, 2008}}</ref>
|{{Proprietary|[[Freeware]]}}<ref>{{cite web|title=linuX-gamers.net - Savage: The Battle for Newerth now Freeware |publisher=linux-Gamers|url=http://www.linux-gamers.net/modules/news/article.php?storyid=1779 |accessdate=2008-11-02 |archiveurl = https://web.archive.org/web/20080608113437/http://www.linux-gamers.net/modules/news/article.php?storyid=1779 |archivedate = June 8, 2008}}</ref>
|[[S2 Games]]
|[[S2 Games]]
|The game was turned [[freeware]] by [[S2 Games]] on September 1, 2006. In 2007 the source code became available to the game community,<ref>[https://pyra-handheld.com/boards/attachments/savage1-source-zip.30052/ savage1-source-zip] source code mirror</ref> who now continues development.<ref>[http://www.newerth.com/?id=about Newerth Savage XR - About us] on newerth.com ''"In 2007 Newerth.com acquired the source code for Savage: The battle for Newerth and announced its continued development with the implementation of new features and content into the game via a patch named XR, incorporating previous community modifications."''</ref>
|The game was turned [[freeware]] by [[S2 Games]] on September 1, 2006. In 2007 the source code became available to the game community,<ref>[https://pyra-handheld.com/boards/attachments/savage1-source-zip.30052/ savage1-source-zip] {{webarchive|url=https://web.archive.org/web/20170220092239/https://pyra-handheld.com/boards/attachments/savage1-source-zip.30052/ |date=2017-02-20 }} source code mirror</ref> who now continues development.<ref>[http://www.newerth.com/?id=about Newerth Savage XR - About us] {{webarchive|url=https://web.archive.org/web/20130115023229/http://www.newerth.com/?id=about |date=2013-01-15 }} on newerth.com ''"In 2007 Newerth.com acquired the source code for Savage: The battle for Newerth and announced its continued development with the implementation of new features and content into the game via a patch named XR, incorporating previous community modifications."''</ref>
|-
|-
|''[[Sea Dogs (video game)|Sea Dogs: An Epic Adventure at Sea]]''
|''[[Sea Dogs (video game)|Sea Dogs: An Epic Adventure at Sea]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Akella]]
|[[Akella]]
|In 2009 Akella agreed to hand the source code of Sea Dogs' game engine to the game community on end-of-support.<ref>[http://www.piratesahoy.net/threads/we-have-the-storm-engine.15184/ We have the storm engine!] by Keith on piratesahoy.net (Dec 24, 2009)</ref>
|In 2009 Akella agreed to hand the source code of Sea Dogs' game engine to the game community on end-of-support.<ref>[http://www.piratesahoy.net/threads/we-have-the-storm-engine.15184/ We have the storm engine!] {{webarchive|url=https://web.archive.org/web/20170322111536/http://www.piratesahoy.net/threads/we-have-the-storm-engine.15184/ |date=2017-03-22 }} by Keith on piratesahoy.net (Dec 24, 2009)</ref>
|-
|-
|''[[Serious Sam]]'' (Serious Engine)
|''[[Serious Sam]]'' (Serious Engine)
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|{{Proprietary}}
|{{Proprietary}}
|[[Croteam]]
|[[Croteam]]
|In March 2016, Croteam released Serious Engine v1.10 as [[free and open source software]] on [[GitHub]] under the [[GNU General Public License]].<ref>[https://www.phoronix.com/scan.php?page=news_item&px=Serious-Engine-Open-Source Croteam Open-Sources The Serious Engine] by Michael Larabel on Phoronix (11 March 2016)</ref><ref>{{cite web|url=http://www.croteam.com/serious-sam-source-code-released/|title=Serious Sam’s Serious Engine source code release|date=2016-03-11|publisher=Croteam |accessdate=2016-03-12}}</ref>
|In March 2016, Croteam released Serious Engine v1.10 as [[free and open source software]] on [[GitHub]] under the [[GNU General Public License]].<ref>[https://www.phoronix.com/scan.php?page=news_item&px=Serious-Engine-Open-Source Croteam Open-Sources The Serious Engine] {{webarchive|url=https://web.archive.org/web/20160721130451/http://www.phoronix.com/scan.php?page=news_item&px=Serious-Engine-Open-Source |date=2016-07-21 }} by Michael Larabel on Phoronix (11 March 2016)</ref><ref>{{cite web|url=http://www.croteam.com/serious-sam-source-code-released/ |title=Serious Sam’s Serious Engine source code release |date=2016-03-11 |publisher=Croteam |accessdate=2016-03-12 |deadurl=no |archiveurl=https://web.archive.org/web/20160312014114/http://www.croteam.com/serious-sam-source-code-released/ |archivedate=2016-03-12 }}</ref>
|-
|-
|''[[Seven Kingdoms (computer game)|Seven Kingdoms]]''
|''[[Seven Kingdoms (computer game)|Seven Kingdoms]]''
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|[[GPL]] and Proprietary*
|[[GPL]] and Proprietary*
|[[Enlight]]
|[[Enlight]]
|Source code released by [[Enlight]] in November, 2008. *Music is proprietary<ref>[http://7kfans.com/?p=96 7kfans.com/?p=96]</ref><ref>[http://www.enlight.com/7k/ enlight.com/7k/]</ref>
|Source code released by [[Enlight]] in November, 2008. *Music is proprietary<ref>[http://7kfans.com/?p=96 7kfans.com/?p=96] {{webarchive|url=https://web.archive.org/web/20120723165538/http://7kfans.com/?p=96 |date=2012-07-23 }}</ref><ref>[http://www.enlight.com/7k/ enlight.com/7k/] {{webarchive|url=https://web.archive.org/web/20091028074258/http://www.enlight.com/7k/ |date=2009-10-28 }}</ref>
|-
|-
|''[[Seven Kingdoms II: The Fryhtan Wars|Seven Kingdoms II]]''
|''[[Seven Kingdoms II: The Fryhtan Wars|Seven Kingdoms II]]''
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|2011
|2011
|[[Shoot 'em up]]
|[[Shoot 'em up]]
|own non-commercial license<ref>[https://code.google.com/p/shadogrounds-and-shadowgrounds-survivor/ Shadowgrounds license] on code.google.com</ref>
|own non-commercial license<ref>[https://code.google.com/p/shadogrounds-and-shadowgrounds-survivor/ Shadowgrounds license] {{webarchive|url=https://web.archive.org/web/20131112074320/http://code.google.com/p/shadogrounds-and-shadowgrounds-survivor/ |date=2013-11-12 }} on code.google.com</ref>
|{{Proprietary}}
|{{Proprietary}}
|[[Frozenbyte]]
|[[Frozenbyte]]
|Game source released with a [[Humble Indie Bundle]] by [[Frozenbyte]] on April 22, 2011.<ref name="Phoronix">{{cite web |url=https://www.phoronix.com/scan.php?page=news_item&px=OTM2NA |title=Frozenbyte Open-Sources Shadowgrounds Games |last=Larabel |first=Michael |date=2011-04-22 |publisher=[[Phoronix]] |accessdate=2011-05-06}}</ref>
|Game source released with a [[Humble Indie Bundle]] by [[Frozenbyte]] on April 22, 2011.<ref name="Phoronix">{{cite web|url=https://www.phoronix.com/scan.php?page=news_item&px=OTM2NA |title=Frozenbyte Open-Sources Shadowgrounds Games |last=Larabel |first=Michael |date=2011-04-22 |publisher=[[Phoronix]] |accessdate=2011-05-06 |deadurl=no |archiveurl=https://web.archive.org/web/20110425093731/http://www.phoronix.com/scan.php?page=news_item&px=OTM2NA |archivedate=2011-04-25 }}</ref>
|-
|-
|''[[Shadow Warrior]]''
|''[[Shadow Warrior]]''
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|{{Proprietary}}
|{{Proprietary}}
|Digital Tome
|Digital Tome
|Source code released June 23, 2003.<ref>{{cite web |url=http://soaos.sourceforge.net/news/NewsPage.shtml |title=Going Open Source! |quote=''In order to give the Siege game an extended practical life, allow ongoing player support, give the game a chance to be made available on other platforms, and to share our technical learning experience with the game development community, the Board of Directors at Digital Tome LP have agreed to release the Delphi source to the Siege game to the Open Source community under an LGPL license!'' |date=2003-06-23 |accessdate=2011-08-02 |publisher=soaos.sourceforge.net}}</ref>
|Source code released June 23, 2003.<ref>{{cite web|url=http://soaos.sourceforge.net/news/NewsPage.shtml |title=Going Open Source! |quote=''In order to give the Siege game an extended practical life, allow ongoing player support, give the game a chance to be made available on other platforms, and to share our technical learning experience with the game development community, the Board of Directors at Digital Tome LP have agreed to release the Delphi source to the Siege game to the Open Source community under an LGPL license!'' |date=2003-06-23 |accessdate=2011-08-02 |publisher=soaos.sourceforge.net |deadurl=no |archiveurl=https://web.archive.org/web/20110724080654/http://soaos.sourceforge.net/news/NewsPage.shtml |archivedate=2011-07-24 }}</ref>
|-
|-
|''[[Silent Hunter II]]''
|''[[Silent Hunter II]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Ubisoft]]
|[[Ubisoft]]
|Around 2002 Ubisoft had [[End-of-life (product)|ended the official support]] while still significant issues existed. Therefore Ubisoft enabled the game's community at [[Subsim]].com to fix the game themselves by giving them the [[source code]].<ref name="PCgames"/> The fans [[Crowdfunding|raised]] $7000 for an [[unofficial patch]] development project which fixed most of the issues.<ref name="PCgames">{{cite web|url=http://www.subsim.com/ssr/pcgamer_pmarticle.html |work=[[PC Gamer]] |title=Submarine marries Destroyer: The long vaunted union of SSI naval-sims is complete - thanks to fans. |first=William |last=Trotter |date=2003-05-01 |accessdate=2017-05-06 |quote=''gave source code to subsim.com [...] a fund raising drive netted more then $7000 to jump-start Project Messerwetzer [...] Skilled volunteers and playtesters rallied to the call [...] a free 5MB to 6MB patch that will be finally polished and playtested. The original crippling flaw, multiplayer instability, has been dramatically minimized [...]''}}</ref> The community extended ''Silent Hunter II'' also content wise significantly with [[expansion pack]]s or texture upgrades.<ref>[http://www.gry-online.pl/S013.asp?ID=50807 Najciekawsze modyfikacje (15/03/10)] on gry-online.pl by Adrian Werner ''"Silent hunter II: Pacific Aces - podstawowa wersja gry obsadzała nas w roli kapitana U-Boota na Atlantyku, podczas gdy ten mod dodaje okręty podwodne marynarki amerykańskiej i wody Pacyfiku. Poza tymi dodatkami Pacific Aces wzbogaca grafikę, dźwięk i strukturę misji w kampanii oraz wprowadza szereg poprawek do mechanizmów rozgrywki."'' (March 15, 2010, in Polish)</ref><ref>[http://www.pcgames.de/Silent-Hunter-2-Spiel-33033/News/Silent-Hunter-2-Pacific-Aces-285720/ Silent Hunter 2: Pacific Aces] on [[PC Games (magazine)|PC Games]] (February 19, 2004, in German)</ref>
|Around 2002 Ubisoft had [[End-of-life (product)|ended the official support]] while still significant issues existed. Therefore Ubisoft enabled the game's community at [[Subsim]].com to fix the game themselves by giving them the [[source code]].<ref name="PCgames"/> The fans [[Crowdfunding|raised]] $7000 for an [[unofficial patch]] development project which fixed most of the issues.<ref name="PCgames">{{cite web|url=http://www.subsim.com/ssr/pcgamer_pmarticle.html |work=[[PC Gamer]] |title=Submarine marries Destroyer: The long vaunted union of SSI naval-sims is complete - thanks to fans. |first=William |last=Trotter |date=2003-05-01 |accessdate=2017-05-06 |quote=''gave source code to subsim.com [...] a fund raising drive netted more then $7000 to jump-start Project Messerwetzer [...] Skilled volunteers and playtesters rallied to the call [...] a free 5MB to 6MB patch that will be finally polished and playtested. The original crippling flaw, multiplayer instability, has been dramatically minimized [...]'' |deadurl=no |archiveurl=https://web.archive.org/web/20160610051057/http://www.subsim.com/ssr/pcgamer_pmarticle.html |archivedate=2016-06-10 }}</ref> The community extended ''Silent Hunter II'' also content wise significantly with [[expansion pack]]s or texture upgrades.<ref>[http://www.gry-online.pl/S013.asp?ID=50807 Najciekawsze modyfikacje (15/03/10)] {{webarchive|url=https://web.archive.org/web/20160803183010/http://www.gry-online.pl/S013.asp?ID=50807 |date=2016-08-03 }} on gry-online.pl by Adrian Werner ''"Silent hunter II: Pacific Aces - podstawowa wersja gry obsadzała nas w roli kapitana U-Boota na Atlantyku, podczas gdy ten mod dodaje okręty podwodne marynarki amerykańskiej i wody Pacyfiku. Poza tymi dodatkami Pacific Aces wzbogaca grafikę, dźwięk i strukturę misji w kampanii oraz wprowadza szereg poprawek do mechanizmów rozgrywki."'' (March 15, 2010, in Polish)</ref><ref>[http://www.pcgames.de/Silent-Hunter-2-Spiel-33033/News/Silent-Hunter-2-Pacific-Aces-285720/ Silent Hunter 2: Pacific Aces] on [[PC Games (magazine)|PC Games]] (February 19, 2004, in German)</ref>
|-
|-
|''[[SimCity (1989 video game)|SimCity]] ([[Micropolis (video game)|Micropolis]])''
|''[[SimCity (1989 video game)|SimCity]] ([[Micropolis (video game)|Micropolis]])''
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|2008 <small>(as Micropolis)</small>
|2008 <small>(as Micropolis)</small>
|[[City-building game]]
|[[City-building game]]
|[[GPLv3]]<ref name="micropolis license">[http://www.donhopkins.com/home/micropolis/ micropolis license] on donhopkins.com</ref>
|[[GPLv3]]<ref name="micropolis license">[http://www.donhopkins.com/home/micropolis/ micropolis license] {{webarchive|url=https://web.archive.org/web/20120414211348/http://www.donhopkins.com/home/micropolis/ |date=2012-04-14 }} on donhopkins.com</ref>
|[[GPLv3]]
|[[GPLv3]]
|[[Maxis]] ([[Will Wright (game designer)|Will Wright]]/Don Hopkins)
|[[Maxis]] ([[Will Wright (game designer)|Will Wright]]/Don Hopkins)
|Source code released by Don Hopkins under GPL in 2008. For trademark reasons released under the original working title ''Micropolis'', also known as [[One Laptop per Child|OLPC]] SimCity.<ref name="simcity">{{cite web|url=http://weblogs.asp.net/bsimser/archive/2008/01/10/simcity-source-code-released-to-the-wild-let-the-ports-begin.aspx |title=SimCity Source Code Released to the Wild! Let the ports begin... |quote=''[...]Don Hopkins got a lot of work done on the finishing touches on releasing the original SimCity source code under the GNU General Public Library (GPL). The code won't have reference to any SimCity name as that has all be renamed to Micropolis. Micropolis was the original working title of the game and since EA requires that the GPL open source version not use the same name as SimCity (to protect their trademark) a little work had to be done to the code.'' |date=2008-01-10 |first=Bil |last=Simser |publisher=weblogs.asp.net/bsimser |accessdate=2012-12-30}}</ref>
|Source code released by Don Hopkins under GPL in 2008. For trademark reasons released under the original working title ''Micropolis'', also known as [[One Laptop per Child|OLPC]] SimCity.<ref name="simcity">{{cite web|url=http://weblogs.asp.net/bsimser/archive/2008/01/10/simcity-source-code-released-to-the-wild-let-the-ports-begin.aspx |title=SimCity Source Code Released to the Wild! Let the ports begin... |quote=''[...]Don Hopkins got a lot of work done on the finishing touches on releasing the original SimCity source code under the GNU General Public Library (GPL). The code won't have reference to any SimCity name as that has all be renamed to Micropolis. Micropolis was the original working title of the game and since EA requires that the GPL open source version not use the same name as SimCity (to protect their trademark) a little work had to be done to the code.'' |date=2008-01-10 |first=Bil |last=Simser |publisher=weblogs.asp.net/bsimser |accessdate=2012-12-30 |deadurl=no |archiveurl=https://web.archive.org/web/20140510093537/http://weblogs.asp.net/bsimser/archive/2008/01/10/simcity-source-code-released-to-the-wild-let-the-ports-begin.aspx |archivedate=2014-05-10 }}</ref>
|-
|-
|''Soliter''
|''Soliter''
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|Freeware
|Freeware
|Oldsoft
|Oldsoft
|Zdnek Stary developed at the Czech development studio Oldsoft the [[solitair]] game ''Soliter'' for the [[ZX Spectrum]] which got released in 1994. The game was released by the author in 2005 on his homepage for download, in 2009 the assembly source code followed as scan.<ref>[http://www.zdenekstary.info/ZXS.html ZXS] by Zdnek Stary</ref>
|Zdnek Stary developed at the Czech development studio Oldsoft the [[solitair]] game ''Soliter'' for the [[ZX Spectrum]] which got released in 1994. The game was released by the author in 2005 on his homepage for download, in 2009 the assembly source code followed as scan.<ref>[http://www.zdenekstary.info/ZXS.html ZXS] {{webarchive|url=https://web.archive.org/web/20090714041818/http://www.zdenekstary.info/ZXS.html |date=2009-07-14 }} by Zdnek Stary</ref>
|-
|-
|''[[Softporn Adventure]]''
|''[[Softporn Adventure]]''
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|Freeware
|Freeware
|[[On-Line Systems]]
|[[On-Line Systems]]
|A comedic, adult-oriented text adventure game produced for the Apple II in 1981. The game was created by Charles Benton and released by On-Line Systems and became later the base for [[Leisure Suit Larry]] 1.<ref>{{cite web|url=http://www.allowe.com/More/download.htm |title=Al Lowe Downloads game history |accessdate=2007-03-21 |year=2007}}</ref> Source code became later available.<ref>[http://www.ifarchive.org/if-archive/games/source/softporp.zip softporp.zip] on ifarchive.org</ref><ref>[https://github.com/videogamepreservation/softporn softporn] on github.com</ref> The PC version was also released later as freeware by [[Al Lowe]].<ref>{{cite web |url=http://www.allowe.com/downloads/games.html |title=Softporn |quote=Before there was a Leisure Suit Larry, Chuck Benton created the only non-graphic game Sierra ever sold, Softporn for the Apple ][. I later used its puzzles as the basis for LSL1: Leisure Suit Larry in the Land of the Lounge Lizards. Still later, Gary Thompson reprogrammed it for the IBM PC. Here's your chance to see whether the changes I made to this classic game were improvements or not! Click here to download "Softporn" and see 1981 for yourself! |publisher=allowe.com |author=[[Al Lowe]] |accessdate=2015-08-14 |date=}}</ref>
|A comedic, adult-oriented text adventure game produced for the Apple II in 1981. The game was created by Charles Benton and released by On-Line Systems and became later the base for [[Leisure Suit Larry]] 1.<ref>{{cite web|url=http://www.allowe.com/More/download.htm |title=Al Lowe Downloads game history |accessdate=2007-03-21 |year=2007 |deadurl=no |archiveurl=https://web.archive.org/web/20070324231836/http://www.allowe.com/More/download.htm |archivedate=2007-03-24 }}</ref> Source code became later available.<ref>[http://www.ifarchive.org/if-archive/games/source/softporp.zip softporp.zip] on ifarchive.org</ref><ref>[https://github.com/videogamepreservation/softporn softporn] on github.com</ref> The PC version was also released later as freeware by [[Al Lowe]].<ref>{{cite web|url=http://www.allowe.com/downloads/games.html |title=Softporn |quote=Before there was a Leisure Suit Larry, Chuck Benton created the only non-graphic game Sierra ever sold, Softporn for the Apple ][. I later used its puzzles as the basis for LSL1: Leisure Suit Larry in the Land of the Lounge Lizards. Still later, Gary Thompson reprogrammed it for the IBM PC. Here's your chance to see whether the changes I made to this classic game were improvements or not! Click here to download "Softporn" and see 1981 for yourself! |publisher=allowe.com |author=[[Al Lowe]] |accessdate=2015-08-14 |date= |deadurl=no |archiveurl=https://web.archive.org/web/20150811052340/http://www.allowe.com/downloads/games.html |archivedate=2015-08-11 }}</ref>
|-
|-
|''[[Sopwith (computer game)|Sopwith]]''
|''[[Sopwith (computer game)|Sopwith]]''
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|[[GNU General Public License|GPL]]
|[[GNU General Public License|GPL]]
|David L. Clark
|David L. Clark
|The [[C (programming language)|C]] and [[x86 assembly]] [[source code]] to ''Sopwith'' was released in [[2000 in video gaming|2000]],<ref>{{cite web | url = http://tech.groups.yahoo.com/group/sopwith/message/27 | title = Sopwith Code Support | accessdate = 2006-12-01 | last = Clark | first = Dave | date = 2000-10-29 }}</ref> at first under a non-commercial use license, but later under the [[GNU GPL]] at the request of fans.<ref>{{cite web | url = http://www.davidlclark.com/index.html?http://www.davidlclark.com/sopwith/sourcecode.html | title = Sopwith – Source Code | accessdate = 2006-12-01 | last = Clark | first = Dave | work = Dave Clark's Home Page }}</ref>
|The [[C (programming language)|C]] and [[x86 assembly]] [[source code]] to ''Sopwith'' was released in [[2000 in video gaming|2000]],<ref>{{cite web | url = http://tech.groups.yahoo.com/group/sopwith/message/27 | title = Sopwith Code Support | accessdate = 2006-12-01 | last = Clark | first = Dave | date = 2000-10-29 }}</ref> at first under a non-commercial use license, but later under the [[GNU GPL]] at the request of fans.<ref>{{cite web|url=http://www.davidlclark.com/index.html?http://www.davidlclark.com/sopwith/sourcecode.html |title=Sopwith – Source Code |accessdate=2006-12-01 |last=Clark |first=Dave |work=Dave Clark's Home Page |deadurl=no |archiveurl=https://web.archive.org/web/20070927035557/http://www.davidlclark.com/index.html?http%3A%2F%2Fwww.davidlclark.com%2Fsopwith%2Fsourcecode.html |archivedate=2007-09-27 }}</ref>
|-
|-
|''Soul Rider''
|''Soul Rider''
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|2003
|2003
|[[Snow board]] simulation/sport game
|[[Snow board]] simulation/sport game
|GPL<ref>[http://games.slashdot.org/story/03/02/12/1735246/snowboarding-soul-ride-engine-goes-gpl snowboarding-soul-ride-engine-goes-gpl] on slashdot.org</ref>
|GPL<ref>[http://games.slashdot.org/story/03/02/12/1735246/snowboarding-soul-ride-engine-goes-gpl snowboarding-soul-ride-engine-goes-gpl] {{webarchive|url=https://web.archive.org/web/20150716072205/http://games.slashdot.org/story/03/02/12/1735246/snowboarding-soul-ride-engine-goes-gpl |date=2015-07-16 }} on slashdot.org</ref>
|{{Proprietary}}
|{{Proprietary}}
|Slingshot Game Technology
|Slingshot Game Technology
Line 1,618: Line 1,622:
|?
|?
|[[Double Fine]]
|[[Double Fine]]
|After Double Fine [[End-of-life (product)|ended the support]] of the controversy ridden and incomplete game on end of 2014,<ref>http://www.doublefine.com/forums/viewthread/15918/#369949</ref> fans have been working to continue the game's development with the availability of the [[source code]] in May 2015 under the [[Common Public Attribution License|CPAL]] [[open-source]] [[Software license|license]].<ref>[https://gitlab.com/derelictgames/spacebase-v2-updated-code derelictgames / Spacebase V2 Updated Code] on [[gitlab.com]] ''"This is a community maintained fork of DoubleFine's original game, which was open sourced May 12, 2015 under the Common Public Attribution License"''</ref> First [[Fan patch|patch]] became available in October 2015.<ref>{{cite web | url = http://kotaku.com/fans-keep-working-on-cancelled-strategy-game-1735075779 | title = Fans Keep Working On Cancelled Strategy Game | first = Luke | last = Plunkett | date = 2015-10-06 | accessdate = 2015-10-06 | publisher = [[Kotaku]] }}</ref>
|After Double Fine [[End-of-life (product)|ended the support]] of the controversy ridden and incomplete game on end of 2014,<ref>http://www.doublefine.com/forums/viewthread/15918/#369949 {{webarchive|url=https://web.archive.org/web/20151222102512/http://www.doublefine.com/forums/viewthread/15918/ |date=2015-12-22 }}</ref> fans have been working to continue the game's development with the availability of the [[source code]] in May 2015 under the [[Common Public Attribution License|CPAL]] [[open-source]] [[Software license|license]].<ref>[https://gitlab.com/derelictgames/spacebase-v2-updated-code derelictgames / Spacebase V2 Updated Code] {{webarchive|url=https://web.archive.org/web/20151222145041/https://gitlab.com/derelictgames/spacebase-v2-updated-code |date=2015-12-22 }} on [[gitlab.com]] ''"This is a community maintained fork of DoubleFine's original game, which was open sourced May 12, 2015 under the Common Public Attribution License"''</ref> First [[Fan patch|patch]] became available in October 2015.<ref>{{cite web|url=http://kotaku.com/fans-keep-working-on-cancelled-strategy-game-1735075779 |title=Fans Keep Working On Cancelled Strategy Game |first=Luke |last=Plunkett |date=2015-10-06 |accessdate=2015-10-06 |publisher=[[Kotaku]] |deadurl=no |archiveurl=https://web.archive.org/web/20151007204353/http://kotaku.com/fans-keep-working-on-cancelled-strategy-game-1735075779 |archivedate=2015-10-07 }}</ref>
|-
|-
|''[[Space Engineers]]''
|''[[Space Engineers]]''
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|commercial
|commercial
|[[Keen Software House]]
|[[Keen Software House]]
|On May 14, 2015 the development studio made the [[source code]] [[source available|freely available]] to the game's community for easier [[Mod (video games)|modding]] on [[GitHub]] under a proprietary license (non-[[open source license]]).<ref name="rpssourcecode">{{cite web|url=http://www.rockpapershotgun.com/2015/05/15/space-engineers-open-source/ |title=Space Engineers Shares Source Code|first= Alice |last=O'Connor |date=2015-05-15 |accessdate=2015-06-16 |publisher=[[Rock, Paper, Shotgun]]}}</ref><ref name="mrsourcecode">{{cite web|url=http://blog.marekrosa.org/2015/05/space-engineers-full-source-code-access_40.html |date=2015-05-14 |title=Space Engineers – full source code access, total modifications and 100,000 USD fund |quote=''Today we have a very important announcement for our modders and our community. We decided to give you 100% complete access to Space Engineers’ source code. This comes as a continuation of our decision to give more freedom to modders and community.'' |first=Marek |last=Rosa |accessdate=2015-06-16 |publisher=marekrosa.org}}</ref><ref>[https://github.com/KeenSoftwareHouse/SpaceEngineers SpaceEngineers] on GitHub</ref>
|On May 14, 2015 the development studio made the [[source code]] [[source available|freely available]] to the game's community for easier [[Mod (video games)|modding]] on [[GitHub]] under a proprietary license (non-[[open source license]]).<ref name="rpssourcecode">{{cite web|url=http://www.rockpapershotgun.com/2015/05/15/space-engineers-open-source/ |title=Space Engineers Shares Source Code |first=Alice |last=O'Connor |date=2015-05-15 |accessdate=2015-06-16 |publisher=[[Rock, Paper, Shotgun]] |deadurl=no |archiveurl=https://web.archive.org/web/20150623064548/http://www.rockpapershotgun.com/2015/05/15/space-engineers-open-source/ |archivedate=2015-06-23 }}</ref><ref name="mrsourcecode">{{cite web|url=http://blog.marekrosa.org/2015/05/space-engineers-full-source-code-access_40.html |date=2015-05-14 |title=Space Engineers – full source code access, total modifications and 100,000 USD fund |quote=''Today we have a very important announcement for our modders and our community. We decided to give you 100% complete access to Space Engineers’ source code. This comes as a continuation of our decision to give more freedom to modders and community.'' |first=Marek |last=Rosa |accessdate=2015-06-16 |publisher=marekrosa.org |deadurl=no |archiveurl=https://web.archive.org/web/20150622094940/http://blog.marekrosa.org/2015/05/space-engineers-full-source-code-access_40.html |archivedate=2015-06-22 }}</ref><ref>[https://github.com/KeenSoftwareHouse/SpaceEngineers SpaceEngineers] {{webarchive|url=https://web.archive.org/web/20150811115510/https://github.com/KeenSoftwareHouse/SpaceEngineers/ |date=2015-08-11 }} on GitHub</ref>
|-
|-
|''[[Spear of Destiny (video game)|Spear of Destiny]]''
|''[[Spear of Destiny (video game)|Spear of Destiny]]''
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|proprietary
|proprietary
|Javier Arevalo Baeza
|Javier Arevalo Baeza
|In 2012 the game's developer Javier Arevalo Baeza released the [[Borland]] [[C (programming language)|C]] [[source code]] (minus some commercial library part) for ''"you can do whatever you want with this code"'' on [[GitHub]].<ref>[https://github.com/TheJare/SpeedHasteSrc Speed Haste Game Source Code] on github.com (February 13, 2012)</ref>
|In 2012 the game's developer Javier Arevalo Baeza released the [[Borland]] [[C (programming language)|C]] [[source code]] (minus some commercial library part) for ''"you can do whatever you want with this code"'' on [[GitHub]].<ref>[https://github.com/TheJare/SpeedHasteSrc Speed Haste Game Source Code] {{webarchive|url=https://web.archive.org/web/20160721130026/https://github.com/TheJare/SpeedHasteSrc |date=2016-07-21 }} on github.com (February 13, 2012)</ref>
|-
|-
|''[[Star Control II]]'' (now ''[[Ur-Quan Masters|The Ur-Quan Masters]]'')
|''[[Star Control II]]'' (now ''[[Ur-Quan Masters|The Ur-Quan Masters]]'')
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|[[Cc-by-nc-sa]]
|[[Cc-by-nc-sa]]
|[[Toys for Bob]] ([[Fred Ford (programmer)|Fred Ford]] / [[Paul Reiche III]])
|[[Toys for Bob]] ([[Fred Ford (programmer)|Fred Ford]] / [[Paul Reiche III]])
|Source code of the [[3DO Interactive Multiplayer|3DO]] version GPL-released in 2002.<ref name="oreilly2005">{{cite web|url=http://www.linuxdevcenter.com/pub/a/linux/2005/08/11/ur-quan.html |first=Howard |last=Wen|title=The Ur-Quan Masters |date=2005-08-11 |accessdate=2016-01-19 |quote=''When the original developers of Star Control 2 contacted the online Star Control fan community, they presented an enticing question: if they released the source to the 3DO version of Star Control 2 under GPL, would anybody be interested in porting it to modern-day computers? Michael Martin, a 26-year-old Ph.D. student at Stanford University, answered the call. After removing proprietary 3DO-specific components from the code, the developers released the source for Star Control 2 to the public.'' |publisher=[[O'Reilly Media]] |work=linuxdevcenter.com}}</ref>
|Source code of the [[3DO Interactive Multiplayer|3DO]] version GPL-released in 2002.<ref name="oreilly2005">{{cite web|url=http://www.linuxdevcenter.com/pub/a/linux/2005/08/11/ur-quan.html |first=Howard |last=Wen |title=The Ur-Quan Masters |date=2005-08-11 |accessdate=2016-01-19 |quote=''When the original developers of Star Control 2 contacted the online Star Control fan community, they presented an enticing question: if they released the source to the 3DO version of Star Control 2 under GPL, would anybody be interested in porting it to modern-day computers? Michael Martin, a 26-year-old Ph.D. student at Stanford University, answered the call. After removing proprietary 3DO-specific components from the code, the developers released the source for Star Control 2 to the public.'' |publisher=[[O'Reilly Media]] |work=linuxdevcenter.com |deadurl=no |archiveurl=https://web.archive.org/web/20160119155826/http://www.linuxdevcenter.com/pub/a/linux/2005/08/11/ur-quan.html |archivedate=2016-01-19 }}</ref>
|-
|-
|''[[Star Raiders]]''
|''[[Star Raiders]]''
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|?
|?
|Aric Wilmunder / [[Atari]]
|Aric Wilmunder / [[Atari]]
|The commented assembly source code scan of Star Raider became available in October 2015 in the [[Internet Archive]] as scan.<ref>[https://archive.org/details/AtariStarRaidersSourceCode AtariStarRaidersSourceCode] on the [[Internet Archive]] (October 16, 2015)</ref> Aric Wilmunder opened it up with several other artifacts of his gaming career (e.g. [[SCUMM]]).<ref>[http://wilmunder.com/Arics_World/Games.html Games] by Aric Wilmunder on wilmunder.com (2015)</ref> The community typed in the source code double checked in a GitHub project.<ref>[https://github.com/XioNYC/StarRaiders Star Raiders (Version 25.1/Stardate "26-JUL-79")] on github.com/XioNYC</ref> Shortly before a reverse engineering project was finished, too.<ref>[https://github.com/lwiest/StarRaiders Starraiders] on github.com/lwiest</ref> A true sequel, also called ''[[Star Raiders II]]'', had been under development for some time by Aric Wilmunder. The never released prototype source code was posted publicly in December 2015.<ref>{{citation |title=The Authoritative Star Raiders II v0.3.pdf |first=Aric |last=Wilmunder |date=2015 |publisher=atariage.com |url=http://atariage.com/forums/index.php?app=core&module=attach&section=attach&attach_id=424438}}</ref>
|The commented assembly source code scan of Star Raider became available in October 2015 in the [[Internet Archive]] as scan.<ref>[https://archive.org/details/AtariStarRaidersSourceCode AtariStarRaidersSourceCode] {{webarchive|url=https://web.archive.org/web/20160131144344/https://archive.org/details/AtariStarRaidersSourceCode |date=2016-01-31 }} on the [[Internet Archive]] (October 16, 2015)</ref> Aric Wilmunder opened it up with several other artifacts of his gaming career (e.g. [[SCUMM]]).<ref>[http://wilmunder.com/Arics_World/Games.html Games] {{webarchive|url=https://web.archive.org/web/20170311200959/http://www.wilmunder.com/Arics_World/Games.html |date=2017-03-11 }} by Aric Wilmunder on wilmunder.com (2015)</ref> The community typed in the source code double checked in a GitHub project.<ref>[https://github.com/XioNYC/StarRaiders Star Raiders (Version 25.1/Stardate "26-JUL-79")] {{webarchive|url=https://web.archive.org/web/20160721130628/https://github.com/XioNYC/StarRaiders |date=2016-07-21 }} on github.com/XioNYC</ref> Shortly before a reverse engineering project was finished, too.<ref>[https://github.com/lwiest/StarRaiders Starraiders] {{webarchive|url=https://web.archive.org/web/20160721130652/https://github.com/lwiest/StarRaiders |date=2016-07-21 }} on github.com/lwiest</ref> A true sequel, also called ''[[Star Raiders II]]'', had been under development for some time by Aric Wilmunder. The never released prototype source code was posted publicly in December 2015.<ref>{{citation|title=The Authoritative Star Raiders II v0.3.pdf |first=Aric |last=Wilmunder |date=2015 |publisher=atariage.com |url=http://atariage.com/forums/index.php?app=core&module=attach&section=attach&attach_id=424438 |deadurl=no |archiveurl=https://web.archive.org/web/20151222111913/http://atariage.com/forums/index.php?app=core&module=attach&section=attach&attach_id=424438 |archivedate=2015-12-22 }}</ref>
|-
|-
|''[[Star Trek: Elite Force II]]''
|''[[Star Trek: Elite Force II]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Raven Software]]
|[[Raven Software]]
|Release of the source code by [[Raven Software]] and [[Activision]] coincided with the closing of [[LucasArts]] by [[Disney]].<ref name="JKsourcecode">{{cite web|url=http://kotaku.com/lucasarts-closure-convinces-developers-to-release-awes-468994505|title=Lucasarts' Closure Convinces Developers To Release Awesome Star Wars Source Code |quote=''In the wake of Lucasarts' closure today, Raven - the developers of the thoroughly excellent Jedi Outcast - have decided to release the source code for the game. Oh, and the code for its sequel, Jedi Academy, as well. |publisher=[[Kotaku]] |first=Luke|last=Plunkett |date=2013-04-03 |accessdate=2013-04-04}}</ref>
|Release of the source code by [[Raven Software]] and [[Activision]] coincided with the closing of [[LucasArts]] by [[Disney]].<ref name="JKsourcecode">{{cite web|url=http://kotaku.com/lucasarts-closure-convinces-developers-to-release-awes-468994505 |title=Lucasarts' Closure Convinces Developers To Release Awesome Star Wars Source Code |quote=''In the wake of Lucasarts' closure today, Raven - the developers of the thoroughly excellent Jedi Outcast - have decided to release the source code for the game. Oh, and the code for its sequel, Jedi Academy, as well. |publisher=[[Kotaku]] |first=Luke |last=Plunkett |date=2013-04-03 |accessdate=2013-04-04 |deadurl=no |archiveurl=https://web.archive.org/web/20130407092557/http://kotaku.com/lucasarts-closure-convinces-developers-to-release-awes-468994505 |archivedate=2013-04-07 }}</ref>
|-
|-
|''[[Star Wars Jedi Knight: Jedi Academy]]''
|''[[Star Wars Jedi Knight: Jedi Academy]]''
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|{{Proprietary|[[Freeware]]}}
|{{Proprietary|[[Freeware]]}}
|Destroyer Studios / [[Matrix Games]]
|Destroyer Studios / [[Matrix Games]]
|Source code released by Destroyer Studios/[[Matrix Games]] on December 14, 2011.<ref>{{cite web|url=http://www.spacegamejunkie.com/news/starshatter-the-gathering-storm-goes-open-source/ |title=Starshatter: The Gathering Storm Goes Open Source! |first=Brian |last=Rubin |date=2012-01-16 |accessdate=2013-01-08 |publisher=spacegamejunkie.com |quote=''Apparently the excellent and unique military space sim, Starshatter: The Gathering Storm, has gone open source thanks to its original developer releasing the source code. [...]: "14 DEC, 2011 – STARSHATTER:THE GATHERING STORM – Open Source Version 5.0.5. This download Includes the cumulative Starshatter-TGS game up to version 5.0.5 (No CD Required). It is available for download from our “Lagacy Official File” section."''}}</ref><ref>{{cite web|url=http://drfrog.wordpress.com |title=Because Stars Matter: Starshatter (Sci-Fi Flight Sim) is Free! |date=2012-02-06 |accessdate=2012-01-08 |author=doctorfrog |publisher=drfrog.wordpress.com |quote=''Starshatter: The Gathering Storm is a moderately complex, moderately realistic, spaceborne military flight sim that takes place in a series of dynamic campaigns.''}}</ref>
|Source code released by Destroyer Studios/[[Matrix Games]] on December 14, 2011.<ref>{{cite web|url=http://www.spacegamejunkie.com/news/starshatter-the-gathering-storm-goes-open-source/ |title=Starshatter: The Gathering Storm Goes Open Source! |first=Brian |last=Rubin |date=2012-01-16 |accessdate=2013-01-08 |publisher=spacegamejunkie.com |quote=''Apparently the excellent and unique military space sim, Starshatter: The Gathering Storm, has gone open source thanks to its original developer releasing the source code. [...]: "14 DEC, 2011 – STARSHATTER:THE GATHERING STORM – Open Source Version 5.0.5. This download Includes the cumulative Starshatter-TGS game up to version 5.0.5 (No CD Required). It is available for download from our “Lagacy Official File” section."'' |deadurl=no |archiveurl=https://web.archive.org/web/20120615162635/http://www.spacegamejunkie.com/news/starshatter-the-gathering-storm-goes-open-source/ |archivedate=2012-06-15 }}</ref><ref>{{cite web|url=http://drfrog.wordpress.com |title=Because Stars Matter: Starshatter (Sci-Fi Flight Sim) is Free! |date=2012-02-06 |accessdate=2012-01-08 |author=doctorfrog |publisher=drfrog.wordpress.com |quote=''Starshatter: The Gathering Storm is a moderately complex, moderately realistic, spaceborne military flight sim that takes place in a series of dynamic campaigns.'' |deadurl=no |archiveurl=https://web.archive.org/web/20120127010210/http://drfrog.wordpress.com/ |archivedate=2012-01-27 }}</ref>
|-
|-
|''[[Strange Adventures in Infinite Space]]''
|''[[Strange Adventures in Infinite Space]]''
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|{{Proprietary|[[Freeware]]}}
|{{Proprietary|[[Freeware]]}}
|[[Digital Eel]]
|[[Digital Eel]]
|Source was release under GPL by [[Digital Eel]] in 2005.<ref>[http://www.digital-eel.com/sais/source.htm source] on digital-eel.com</ref><ref>[http://www.infinitespacegames.com/sais/ sais] on infinitespacegames.com ''"After being sold for several years by Cheapass Games, Strange Adventures in Infinite Space was released as free software and its source code was made available under the GNU General Public License. Go to the Strange Adventures in Infinite Space website to download the game, source code and various other goodies"''</ref> Content became freeware 2009.<ref>[https://www.rockpapershotgun.com/2009/10/07/strange-adventures-in-infinite-space-free/ strange-adventures-in-infinite-space-free] on [[Rock, Paper, Shotgun]] (2009-10-07)</ref>
|Source was release under GPL by [[Digital Eel]] in 2005.<ref>[http://www.digital-eel.com/sais/source.htm source] {{webarchive|url=https://web.archive.org/web/20160721130017/http://www.digital-eel.com/sais/source.htm |date=2016-07-21 }} on digital-eel.com</ref><ref>[http://www.infinitespacegames.com/sais/ sais] {{webarchive|url=https://web.archive.org/web/20121226220823/http://www.infinitespacegames.com/sais/ |date=2012-12-26 }} on infinitespacegames.com ''"After being sold for several years by Cheapass Games, Strange Adventures in Infinite Space was released as free software and its source code was made available under the GNU General Public License. Go to the Strange Adventures in Infinite Space website to download the game, source code and various other goodies"''</ref> Content became freeware 2009.<ref>[https://www.rockpapershotgun.com/2009/10/07/strange-adventures-in-infinite-space-free/ strange-adventures-in-infinite-space-free] {{webarchive|url=https://web.archive.org/web/20160604025549/https://www.rockpapershotgun.com/2009/10/07/strange-adventures-in-infinite-space-free/ |date=2016-06-04 }} on [[Rock, Paper, Shotgun]] (2009-10-07)</ref>
|-
|-
|''[[Strife: Veteran Edition]]'' ([[Strife (video game)|Strife]] remaster)
|''[[Strife: Veteran Edition]]'' ([[Strife (video game)|Strife]] remaster)
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|{{Proprietary}}
|{{Proprietary}}
|Samuel Villarreal / [[Night Dive Studios]]
|Samuel Villarreal / [[Night Dive Studios]]
|In December 2014, Night Dive Studios coordinated the re-release of the 1996 first-person shooter role playing hybrid game [[Strife (video game)|Strife]] as ''Strife: Veteran Edition'', after acquiring rights to the game. Because the game's [[source code]] had been lost, a derivative of the [[List of Doom source ports#Chocolate Doom|Chocolate Doom]] subproject ''Chocolate Strife'' was used as the game's engine, with its original programmers being contracted to do additional coding for the re-release. The source code of ''Strife: Veteran Edition'' has been made available under [[GPLv3]] on [[GitHub]] by Samuel Villarreal and Night Dive Studios on December 12, 2014.<ref>{{cite web | url = https://github.com/svkaiser/strife-ve | title = Strife Veteran Edition GPL Source Release | last = Villarreal | first = Samuel | date = December 12, 2014 | website = [[GitHub]] | access-date = July 1, 2016}}</ref> While this was the first source code opened for a Night Dive Studios Studio's game, it was announced more will follow,<ref name="sourcecode">[https://www.reddit.com/r/IAmA/comments/4pbc01/iama_founder_of_night_dive_studios_stephen_kick/d4jl1n7 IamA Founder of Night Dive Studios, Stephen Kick - We track down and restore classic video games! AMA!] by Stephen Kick on [[reddit.com]] ''"Lost source code is one of the things that genuinely depress me and we're currently evaluating the idea of releasing the code we've discovered and restored to anyone who wants to store it or modify it.[...] We have released the source to Strife: Veteran Edition and we are planning on releasing more code in the future."'' (22 June 2016)</ref> for instance for [[System Shock]] 1.<ref>[https://www.systemshock.org/index.php?topic=8402 System Shock Remake Feedback Request - Night Dive Studios] on systemshock.org "We've also tracked down the source code to the original game and will be releasing it to the community once it's ready." (10 February 2016)</ref>
|In December 2014, Night Dive Studios coordinated the re-release of the 1996 first-person shooter role playing hybrid game [[Strife (video game)|Strife]] as ''Strife: Veteran Edition'', after acquiring rights to the game. Because the game's [[source code]] had been lost, a derivative of the [[List of Doom source ports#Chocolate Doom|Chocolate Doom]] subproject ''Chocolate Strife'' was used as the game's engine, with its original programmers being contracted to do additional coding for the re-release. The source code of ''Strife: Veteran Edition'' has been made available under [[GPLv3]] on [[GitHub]] by Samuel Villarreal and Night Dive Studios on December 12, 2014.<ref>{{cite web|url=https://github.com/svkaiser/strife-ve |title=Strife Veteran Edition GPL Source Release |last=Villarreal |first=Samuel |date=December 12, 2014 |website=[[GitHub]] |access-date=July 1, 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20160721130618/https://github.com/svkaiser/strife-ve |archivedate=July 21, 2016 }}</ref> While this was the first source code opened for a Night Dive Studios Studio's game, it was announced more will follow,<ref name="sourcecode">[https://www.reddit.com/r/IAmA/comments/4pbc01/iama_founder_of_night_dive_studios_stephen_kick/d4jl1n7 IamA Founder of Night Dive Studios, Stephen Kick - We track down and restore classic video games! AMA!] {{webarchive|url=https://web.archive.org/web/20160721130419/https://www.reddit.com/r/IAmA/comments/4pbc01/iama_founder_of_night_dive_studios_stephen_kick/d4jl1n7 |date=2016-07-21 }} by Stephen Kick on [[reddit.com]] ''"Lost source code is one of the things that genuinely depress me and we're currently evaluating the idea of releasing the code we've discovered and restored to anyone who wants to store it or modify it.[...] We have released the source to Strife: Veteran Edition and we are planning on releasing more code in the future."'' (22 June 2016)</ref> for instance for [[System Shock]] 1.<ref>[https://www.systemshock.org/index.php?topic=8402 System Shock Remake Feedback Request - Night Dive Studios] on systemshock.org "We've also tracked down the source code to the original game and will be releasing it to the community once it's ready." (10 February 2016)</ref>
|-
|-
|''Stellar Conquest III: Hostile Takeover''
|''Stellar Conquest III: Hostile Takeover''
|1994<ref>[http://www.mobygames.com/game/stellar-conquest-3-hostile-takeover stellar-conquest-3-hostile-takeover] on MobyGames</ref>
|1994<ref>[http://www.mobygames.com/game/stellar-conquest-3-hostile-takeover stellar-conquest-3-hostile-takeover] {{webarchive|url=https://web.archive.org/web/20170313130641/http://www.mobygames.com/game/stellar-conquest-3-hostile-takeover |date=2017-03-13 }} on MobyGames</ref>
|2006
|2006
|[[Stellar Conquest]] inspired [[Space simulation]]
|[[Stellar Conquest]] inspired [[Space simulation]]
Line 1,726: Line 1,730:
|Freeware (non-commercial redistribution allowed)
|Freeware (non-commercial redistribution allowed)
|NecroBones / Ed T. Toton III
|NecroBones / Ed T. Toton III
|The [[Turbo Pascal]] 6 source code for the VGA DOS game was released in February 2006 together with the game itself as freeware by the developer.<ref>[http://necrobones.com/games/games1.shtml NecroBones DOS Shareware/Freeware Games & Demos] on necrobones.com/</ref>
|The [[Turbo Pascal]] 6 source code for the VGA DOS game was released in February 2006 together with the game itself as freeware by the developer.<ref>[http://necrobones.com/games/games1.shtml NecroBones DOS Shareware/Freeware Games & Demos] {{webarchive|url=https://web.archive.org/web/20161021085519/http://necrobones.com/games/games1.shtml |date=2016-10-21 }} on necrobones.com/</ref>
|-
|-
|''[[Stellar Frontier]]''
|''[[Stellar Frontier]]''
Line 1,732: Line 1,736:
|2008
|2008
|[[Space simulation]]
|[[Space simulation]]
|STARDOCK SHARED SOURCE STELLAR FRONTIER LICENSE (non-commercial license)<ref>[http://stellarfrontier.net/sf12source.rar stellar_frontier_source_eula.txt] ''STARDOCK SHARED SOURCE STELLAR FRONTIER LICENSE'' ([http://batrooster.net/stellarfrontier/ mirror])</ref>
|STARDOCK SHARED SOURCE STELLAR FRONTIER LICENSE (non-commercial license)<ref>[http://stellarfrontier.net/sf12source.rar stellar_frontier_source_eula.txt]{{dead link|date=July 2017 |bot=Al83tito |fix-attempted=yes }} ''STARDOCK SHARED SOURCE STELLAR FRONTIER LICENSE'' ([http://batrooster.net/stellarfrontier/ mirror] {{webarchive|url=https://web.archive.org/web/20151123084821/http://batrooster.net/stellarfrontier/ |date=2015-11-23 }})</ref>
|STARDOCK SHARED SOURCE STELLAR FRONTIER LICENSE (non-commercial license)
|STARDOCK SHARED SOURCE STELLAR FRONTIER LICENSE (non-commercial license)
|[[Stardock]]
|[[Stardock]]
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|proprietary
|proprietary
|Initialsgames
|Initialsgames
|Based on the Cannabalt engine for iOS, and inspired by it to release the source code.<ref>[https://github.com/initials/SLF_SOURCE SLF_SOURCE] on github.com</ref><ref>[http://initialscommand.com/main/?p=656 Super Lemonade Factory releases source code] by Initials Video games (July 27, 2012)</ref>
|Based on the Cannabalt engine for iOS, and inspired by it to release the source code.<ref>[https://github.com/initials/SLF_SOURCE SLF_SOURCE] {{webarchive|url=https://web.archive.org/web/20160721131049/https://github.com/initials/SLF_SOURCE |date=2016-07-21 }} on github.com</ref><ref>[http://initialscommand.com/main/?p=656 Super Lemonade Factory releases source code] {{webarchive|url=https://web.archive.org/web/20160721131017/http://initialscommand.com/main/?p=656 |date=2016-07-21 }} by Initials Video games (July 27, 2012)</ref>
|-
|-
|''[[Supernova (computer game)|Supernova]]''
|''[[Supernova (computer game)|Supernova]]''
Line 1,762: Line 1,766:
|?
|?
|H.A.L. Labs / Brian Fitzgerald
|H.A.L. Labs / Brian Fitzgerald
|[[Apple II]] [[pacman]] clone from 1981. In August 2015 [[Rebecca Heineman]] announced that original developer Brian Fitzgerald allowed to release the source code.<ref>[http://a2central.com/6522/brian-fitzgerald-grants-release-of-source-code-to-taxman-pac-man-clone/ Brian Fitzgerald grants release of source code to TAXMAN, Pac-Man clone] (August 7, 2015)</ref><ref>[http://www.callapple.org/vintage-apple-computers/apple-ii/source-code-to-be-taxman-released/ source-code-to-be-taxman-released] (August 7, 2015)</ref> GitHub repository is still empty as of February 2017.<ref>[https://github.com/burgerbecky/taxman taxman] on GitHub</ref>
|[[Apple II]] [[pacman]] clone from 1981. In August 2015 [[Rebecca Heineman]] announced that original developer Brian Fitzgerald allowed to release the source code.<ref>[http://a2central.com/6522/brian-fitzgerald-grants-release-of-source-code-to-taxman-pac-man-clone/ Brian Fitzgerald grants release of source code to TAXMAN, Pac-Man clone] {{webarchive|url=https://web.archive.org/web/20160917103259/http://a2central.com/6522/brian-fitzgerald-grants-release-of-source-code-to-taxman-pac-man-clone/ |date=2016-09-17 }} (August 7, 2015)</ref><ref>[http://www.callapple.org/vintage-apple-computers/apple-ii/source-code-to-be-taxman-released/ source-code-to-be-taxman-released] (August 7, 2015)</ref> GitHub repository is still empty as of February 2017.<ref>[https://github.com/burgerbecky/taxman taxman] {{webarchive|url=https://web.archive.org/web/20160226223129/https://github.com/burgerbecky/taxman |date=2016-02-26 }} on GitHub</ref>
|-
|-
|''Team 47: GoMan''
|''Team 47: GoMan''
|1997<ref>[https://groups.google.com/forum/#!topic/alt.comp.shareware/AWH376XBDrU 47-TEK ships Team 47 GoMan for 10 D3D chips from www.47-tek.com] on groups.google.com (November 1997)</ref><ref>[https://web.archive.org/web/19990417064750/http://www.47-tek.com/source.htm source] (archived April 2009)</ref>
|1997<ref>[https://groups.google.com/forum/#!topic/alt.comp.shareware/AWH376XBDrU 47-TEK ships Team 47 GoMan for 10 D3D chips from www.47-tek.com] {{webarchive|url=http://arquivo.pt/wayback/20110122130054/https://groups.google.com/forum/ |date=2011-01-22 }} on groups.google.com (November 1997)</ref><ref>[https://web.archive.org/web/19990417064750/http://www.47-tek.com/source.htm source] (archived April 2009)</ref>
|1998
|1998
|Mech game
|Mech game
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|public domain
|public domain
|47-TEK
|47-TEK
|Released artwork and source code to public in May 1998.<ref>[http://www.golem.de/9805/691.html 47-TEK gibt "Team 47: GoMan" Source Code frei] by Christian Klass on golem.de (May 6, 1998)</ref><ref name="gomansourcecodelost">[http://www.vogons.org/viewtopic.php?t=34816 Looking for source code for Team 47 GoMAN] on vogons.org (2012)</ref> As the [[Internet Archive]] has not saved the content of the now offline GoMan page in the end of 1990s, currently there are no known mirrors on the web; the source code seems as of 2017 to be lost.<ref name="gomansourcecodelost"/>
|Released artwork and source code to public in May 1998.<ref>[http://www.golem.de/9805/691.html 47-TEK gibt "Team 47: GoMan" Source Code frei] {{webarchive|url=https://web.archive.org/web/20160721130053/http://www.golem.de/9805/691.html |date=2016-07-21 }} by Christian Klass on golem.de (May 6, 1998)</ref><ref name="gomansourcecodelost">[http://www.vogons.org/viewtopic.php?t=34816 Looking for source code for Team 47 GoMAN] {{webarchive|url=https://web.archive.org/web/20160721130255/http://www.vogons.org/viewtopic.php?t=34816 |date=2016-07-21 }} on vogons.org (2012)</ref> As the [[Internet Archive]] has not saved the content of the now offline GoMan page in the end of 1990s, currently there are no known mirrors on the web; the source code seems as of 2017 to be lost.<ref name="gomansourcecodelost"/>
|-
|-
|''[[Telengard]]''
|''[[Telengard]]''
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|?
|?
|[[Avalon Hill]] / Daniel Lawrence
|[[Avalon Hill]] / Daniel Lawrence
|As the game's BASIC source code ("DSKTEL.BAS") was available early on, ports and remaster exist therefore by the community.<ref>[http://atarihq.com/danb/files/TelengardListing.pdf TelengardListing.pdf] on atarihq.com</ref><ref>[http://csdb.dk/release/?id=145661 Telengard Remaster 1.1] on the C-64 scene database (2016)</ref>
|As the game's BASIC source code ("DSKTEL.BAS") was available early on, ports and remaster exist therefore by the community.<ref>[http://atarihq.com/danb/files/TelengardListing.pdf TelengardListing.pdf] {{webarchive|url=https://web.archive.org/web/20160619050337/http://atarihq.com/danb/files/TelengardListing.pdf |date=2016-06-19 }} on atarihq.com</ref><ref>[http://csdb.dk/release/?id=145661 Telengard Remaster 1.1] {{webarchive|url=https://web.archive.org/web/20160507220603/http://csdb.dk/release/?id=145661 |date=2016-05-07 }} on the C-64 scene database (2016)</ref>
|-
|-
|''[[Terminal Velocity (video game)|Terminal Velocity]]''
|''[[Terminal Velocity (video game)|Terminal Velocity]]''
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|?
|?
|[[Mark Randel]] / [[Terminal Reality]]
|[[Mark Randel]] / [[Terminal Reality]]
|Became available under a NDA in June 2015.<ref>[https://forums.duke4.net/topic/5787-terminal-velocity/page__view__findpost__p__225161 ] ''"I have access to Terminal Velocity, Fury3, and Hellbender's official source codes."''</ref> Work on an updated version for modern system started immediately.<ref>[https://www.vogons.org/viewtopic.php?f=24&t=45103Terminal Velocity/Fury3/Hellbender modern port WIP] on vogons.org (July 2015)</ref>
|Became available under a NDA in June 2015.<ref>[https://forums.duke4.net/topic/5787-terminal-velocity/page__view__findpost__p__225161 ] ''"I have access to Terminal Velocity, Fury3, and Hellbender's official source codes."''</ref> Work on an updated version for modern system started immediately.<ref>[https://www.vogons.org/viewtopic.php?f=24&t=45103Terminal Velocity/Fury3/Hellbender modern port WIP] {{webarchive|url=https://web.archive.org/web/20160721130309/https://www.vogons.org/viewtopic.php?f=24&t=45103Terminal |date=2016-07-21 }} on vogons.org (July 2015)</ref>
|-
|-
|''[[The Castle Doctrine]]''
|''[[The Castle Doctrine]]''
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|[[Public Domain]]
|[[Public Domain]]
|[[Jason Rohrer]]
|[[Jason Rohrer]]
|''[[The Castle Doctrine]]'' is developed by [[Jason Rohrer]] in a public [[Sourceforge]] repository and is like most of his creative works into the [[public domain]].<ref>[http://sourceforge.net/p/hcsoftware/CastleDoctrine/ci/default/tree/ CastleDoctrine] on sourceforge.net</ref> The ''[[The Castle Doctrine]]'' was developed as an early access game and is now sold on [[Steam (software)|Steam]] for $14.99.<ref>[http://store.steampowered.com/app/249570/ Castle Doctrine] on store.steampowered.com</ref>
|''[[The Castle Doctrine]]'' is developed by [[Jason Rohrer]] in a public [[Sourceforge]] repository and is like most of his creative works into the [[public domain]].<ref>[http://sourceforge.net/p/hcsoftware/CastleDoctrine/ci/default/tree/ CastleDoctrine] {{webarchive|url=https://web.archive.org/web/20140221213434/http://sourceforge.net/p/hcsoftware/CastleDoctrine/ci/default/tree/ |date=2014-02-21 }} on sourceforge.net</ref> The ''[[The Castle Doctrine]]'' was developed as an early access game and is now sold on [[Steam (software)|Steam]] for $14.99.<ref>[http://store.steampowered.com/app/249570/ Castle Doctrine] {{webarchive|url=https://web.archive.org/web/20150802051628/http://store.steampowered.com/app/249570 |date=2015-08-02 }} on store.steampowered.com</ref>
|-
|-
|''[[The Clue!]]''
|''[[The Clue!]]''
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|own license / Freeware
|own license / Freeware
|[[Neo Software]]
|[[Neo Software]]
|In 2000 the source code was released to the public.<ref>[http://www.dlh.net/de/gaming-news/4522/der-clou!-quellcode-veroffentlicht.html Der Clou! Quellcode veröffentlicht] on dlh.net (in German, 13 July 2000)</ref><ref>[http://www.patje.de/2006/12/spieleklassiker-der-clou-1994/ Spieleklassiker: Der Clou (1994)] by Patrick Jedamzik (in German, 26 December 2006)</ref> The game is since then ported to modern platforms via [[Simple DirectMedia Layer|SDL]] and receives still updates by the community (2015).<ref>[http://cosp.sourceforge.net/ cosp.sourceforge.net/]</ref>
|In 2000 the source code was released to the public.<ref>[http://www.dlh.net/de/gaming-news/4522/der-clou!-quellcode-veroffentlicht.html Der Clou! Quellcode veröffentlicht] {{webarchive|url=https://web.archive.org/web/20160116005232/http://www.dlh.net/de/gaming-news/4522/der-clou%21-quellcode-veroffentlicht.html |date=2016-01-16 }} on dlh.net (in German, 13 July 2000)</ref><ref>[http://www.patje.de/2006/12/spieleklassiker-der-clou-1994/ Spieleklassiker: Der Clou (1994)] {{webarchive|url=https://web.archive.org/web/20160116005234/http://www.patje.de/2006/12/spieleklassiker-der-clou-1994/ |date=2016-01-16 }} by Patrick Jedamzik (in German, 26 December 2006)</ref> The game is since then ported to modern platforms via [[Simple DirectMedia Layer|SDL]] and receives still updates by the community (2015).<ref>[http://cosp.sourceforge.net/ cosp.sourceforge.net/] {{webarchive|url=https://web.archive.org/web/20080409184544/http://cosp.sourceforge.net/ |date=2008-04-09 }}</ref>
|-
|-
|''[[The Prisoner (video game)|The Prisoner]]''
|''[[The Prisoner (video game)|The Prisoner]]''
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|Public domain (?)
|Public domain (?)
|Don Rawitsch/[[Minnesota Educational Computing Consortium|MECC]]
|Don Rawitsch/[[Minnesota Educational Computing Consortium|MECC]]
|Rawitsch published the source code of ''The Oregon Trail'', written in [[BASIC]] 3.1 for the [[CDC Cyber#Cyber 70 and 170 series|CDC Cyber 70/73-26]], in ''[[Creative Computing]]''{{'}}s May–June 1978 issue.<ref name="rawitsch19780506">{{cite news | url=https://archive.org/stream/creativecomputing-1978-05/Creative_Computing_v04_n03_1978_May-June#page/n139/mode/2up | title=Oregon Trail | work=Creative Computing | date= May–June 1978 | accessdate=22 January 2015 | author=Rawitsch, Dan | pages=132–139}}</ref> In 2011 the 1975 and 1978 [[BASIC]] [[source code]] versions of the game were reconstructed.<ref>[http://www.filfre.net/tag/the-oregon-trail On the Trail of the Oregon Trail] by Jimmy Maher on filfre.net (source code: [http://www.filfre.net/misc/oregon1975.bas oregon1975.bas] and [http://www.filfre.net/misc/oregon1978.bas oregon1978.bas], March 27, 2011)</ref>
|Rawitsch published the source code of ''The Oregon Trail'', written in [[BASIC]] 3.1 for the [[CDC Cyber#Cyber 70 and 170 series|CDC Cyber 70/73-26]], in ''[[Creative Computing]]''{{'}}s May–June 1978 issue.<ref name="rawitsch19780506">{{cite news|url=https://archive.org/stream/creativecomputing-1978-05/Creative_Computing_v04_n03_1978_May-June#page/n139/mode/2up |title=Oregon Trail |work=Creative Computing |date=May–June 1978 |accessdate=22 January 2015 |author=Rawitsch, Dan |pages=132–139 |deadurl=no |archiveurl=https://web.archive.org/web/20160410095811/https://archive.org/stream/creativecomputing-1978-05/Creative_Computing_v04_n03_1978_May-June |archivedate=10 April 2016 }}</ref> In 2011 the 1975 and 1978 [[BASIC]] [[source code]] versions of the game were reconstructed.<ref>[http://www.filfre.net/tag/the-oregon-trail On the Trail of the Oregon Trail] {{webarchive|url=https://web.archive.org/web/20110706150725/http://www.filfre.net/tag/the-oregon-trail/ |date=2011-07-06 }} by Jimmy Maher on filfre.net (source code: [http://www.filfre.net/misc/oregon1975.bas oregon1975.bas] {{webarchive|url=https://web.archive.org/web/20160628110722/http://www.filfre.net/misc/oregon1975.bas |date=2016-06-28 }} and [http://www.filfre.net/misc/oregon1978.bas oregon1978.bas] {{webarchive|url=https://web.archive.org/web/20160721130936/http://www.filfre.net/misc/oregon1978.bas |date=2016-07-21 }}, March 27, 2011)</ref>
|-
|-
|''The Wizard's Castle''
|''The Wizard's Castle''
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|?
|?
|Joseph R. Power
|Joseph R. Power
|The BASIC source code of the 1980 developed game was published by the developer in the July/August 1980 issue of [[Recreational Computing]].<ref>[https://archive.org/details/1980-07-recreational-computing 1980-07-recreational-computing.pdf]</ref><ref>[http://crpgaddict.blogspot.de/2013/02/game-90-wizards-castle-1980.html Game 90: The Wizard's Castle (1980)] on crpgaddict.blogspot.de (February 25, 2013)</ref> Ports to other systems followed afterwards.<ref>[http://derelllicht.com/winwiz.html The Wizard's Castle windows port] by derelict (2004)</ref>
|The BASIC source code of the 1980 developed game was published by the developer in the July/August 1980 issue of [[Recreational Computing]].<ref>[https://archive.org/details/1980-07-recreational-computing 1980-07-recreational-computing.pdf] {{webarchive|url=https://web.archive.org/web/20161108072658/https://archive.org/details/1980-07-recreational-computing |date=2016-11-08 }}</ref><ref>[http://crpgaddict.blogspot.de/2013/02/game-90-wizards-castle-1980.html Game 90: The Wizard's Castle (1980)] {{webarchive|url=https://web.archive.org/web/20160425000320/http://crpgaddict.blogspot.de/2013/02/game-90-wizards-castle-1980.html |date=2016-04-25 }} on crpgaddict.blogspot.de (February 25, 2013)</ref> Ports to other systems followed afterwards.<ref>[http://derelllicht.com/winwiz.html The Wizard's Castle windows port] {{webarchive|url=https://web.archive.org/web/20160524182254/http://derelllicht.com/winwiz.html |date=2016-05-24 }} by derelict (2004)</ref>
|-
|-
|''The Pit Puzzle''
|''The Pit Puzzle''
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|Freeware<ref>[https://web.archive.org/web/20040603005146/http://www.plasmaworks.com/pits/index.html Pit Puzzle] "free distribution" (archived)</ref>
|Freeware<ref>[https://web.archive.org/web/20040603005146/http://www.plasmaworks.com/pits/index.html Pit Puzzle] "free distribution" (archived)</ref>
|Abe Pralle / Plasmaworks
|Abe Pralle / Plasmaworks
|The DOS game source code was released around 2011 by the author Abe Pralle under Apache 2.0 License on github.<ref>[https://github.com/LaPingvino/The-Puzzle-Pits The-Puzzle-Pits] on github.com</ref>
|The DOS game source code was released around 2011 by the author Abe Pralle under Apache 2.0 License on github.<ref>[https://github.com/LaPingvino/The-Puzzle-Pits The-Puzzle-Pits] {{webarchive|url=https://web.archive.org/web/20160721130228/https://github.com/LaPingvino/The-Puzzle-Pits |date=2016-07-21 }} on github.com</ref>
|-
|-
|''[[Tread Marks]]''
|''[[Tread Marks]]''
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|Freeware
|Freeware
|Longbow Digital Arts / [[Seumas McNally]]
|Longbow Digital Arts / [[Seumas McNally]]
|Won in 2000 the [[Seumas McNally Grand Prize]]. In January 20, 2017 the [[source code]] was released as [[open source]] on [[github.com]] and the game itself as [[freeware]].<ref>[https://www.longbowgames.com/forums/topic/?id=3623 Tread Marks 1.7.0 now free and open source!] by Rick on longbowgames.com (January 20, 2017)</ref><ref>[https://github.com/LongbowGames/TreadMarks TreadMarks] on github.com</ref>
|Won in 2000 the [[Seumas McNally Grand Prize]]. In January 20, 2017 the [[source code]] was released as [[open source]] on [[github.com]] and the game itself as [[freeware]].<ref>[https://www.longbowgames.com/forums/topic/?id=3623 Tread Marks 1.7.0 now free and open source!] {{webarchive|url=https://web.archive.org/web/20170211155405/https://www.longbowgames.com/forums/topic/?id=3623 |date=2017-02-11 }} by Rick on longbowgames.com (January 20, 2017)</ref><ref>[https://github.com/LongbowGames/TreadMarks TreadMarks] {{webarchive|url=https://web.archive.org/web/20170523125148/https://github.com/LongbowGames/TreadMarks |date=2017-05-23 }} on github.com</ref>
|-
|-
|''Treasures of a Slaver's Kingdom''
|''Treasures of a Slaver's Kingdom''
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|Freeware
|Freeware
|Cumberland Games & Diversions
|Cumberland Games & Diversions
|[[S. John Ross (game designer)|S. John Ross]] released the commercial ''Treasures of a Slaver's Kingdom'', which won the [[XYZZY Award]] 2007 for the best NPC, in 2010 with [[Z-machine]] source code as freeware.<ref>[http://ifdb.tads.org/viewgame?id=8upuvdnsk4sho6ac Treasures of a Slaver's Kingdom]</ref> More source code of text adventure from the 1970s and 1980s are available at the archive.<ref>[http://ifdb.tads.org/search?searchfor=tag:C%20source%20available tag:C source available] on ifdb.tads.org</ref>
|[[S. John Ross (game designer)|S. John Ross]] released the commercial ''Treasures of a Slaver's Kingdom'', which won the [[XYZZY Award]] 2007 for the best NPC, in 2010 with [[Z-machine]] source code as freeware.<ref>[http://ifdb.tads.org/viewgame?id=8upuvdnsk4sho6ac Treasures of a Slaver's Kingdom] {{webarchive|url=https://web.archive.org/web/20160128161653/http://ifdb.tads.org/viewgame?id=8upuvdnsk4sho6ac |date=2016-01-28 }}</ref> More source code of text adventure from the 1970s and 1980s are available at the archive.<ref>[http://ifdb.tads.org/search?searchfor=tag:C%20source%20available tag:C source available] {{webarchive|url=https://web.archive.org/web/20160721130405/http://ifdb.tads.org/search?searchfor=tag%3AC%20source%20available |date=2016-07-21 }} on ifdb.tads.org</ref>
|-
|-
|''[[To Heart 2]]''
|''[[To Heart 2]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Aquaplus]]
|[[Aquaplus]]
|Its [[source code]] was released by [[Aquaplus]] under the [[GNU General Public License]] on December 22, 2005 along with the source code for ''Arurū to Asobo!!'', ''[[Tears to Tiara]]'', and ''[[Kusari]]''.<ref name="leaf_gpl">{{cite web|url=http://leaf.aquaplus.co.jp/product/xvid.html |title=弊社製品のムービー再生にxvid.orgのムービー展開ライブラリを使用していた件について。|trans_title=Announcement Concerning Our Company's Use of Xvid.org's Video Codec Library for Video Playback in Products |publisher=[[Aquaplus]] |date=2005-12-22 |language=Japanese |accessdate=2010-12-18 |archiveurl=https://web.archive.org/web/20061126174514/http://leaf.aquaplus.co.jp/product/xvid.html |archivedate=2006-11-26}}</ref><ref name="ann_gpl">{{cite web|url=http://www.animenewsnetwork.com/news/2006-03-01/leaf-forced-to-release-game-source-code |title=Leaf Forced to Release Game Source Code |date=March 1, 2006 |publisher=[[Anime News Network]] |accessdate=2008-12-11}}</ref> This decision was made due to the inclusion of [[Xvid]] derived code; Xvid being distributed under the same license.<ref name="leaf_gpl" /><ref name="ann_gpl" /> The source code for all four games is distributed upon request in CD-R format.<ref name="leaf_gpl" /> A copy of the original source code is hosted on github,<ref>[https://github.com/jeeb/aquaplus-sources aquaplus-sources] on github.com</ref> as also an continued engine project.<ref>[https://github.com/catmirrors/xlvns xlvns] on github.com</ref>
|Its [[source code]] was released by [[Aquaplus]] under the [[GNU General Public License]] on December 22, 2005 along with the source code for ''Arurū to Asobo!!'', ''[[Tears to Tiara]]'', and ''[[Kusari]]''.<ref name="leaf_gpl">{{cite web|url=http://leaf.aquaplus.co.jp/product/xvid.html |title=弊社製品のムービー再生にxvid.orgのムービー展開ライブラリを使用していた件について。|trans_title=Announcement Concerning Our Company's Use of Xvid.org's Video Codec Library for Video Playback in Products |publisher=[[Aquaplus]] |date=2005-12-22 |language=Japanese |accessdate=2010-12-18 |archiveurl=https://web.archive.org/web/20061126174514/http://leaf.aquaplus.co.jp/product/xvid.html |archivedate=2006-11-26}}</ref><ref name="ann_gpl">{{cite web|url=http://www.animenewsnetwork.com/news/2006-03-01/leaf-forced-to-release-game-source-code |title=Leaf Forced to Release Game Source Code |date=March 1, 2006 |publisher=[[Anime News Network]] |accessdate=2008-12-11 |deadurl=no |archiveurl=https://web.archive.org/web/20081104150122/http://www.animenewsnetwork.com/news/2006-03-01/leaf-forced-to-release-game-source-code |archivedate=November 4, 2008 }}</ref> This decision was made due to the inclusion of [[Xvid]] derived code; Xvid being distributed under the same license.<ref name="leaf_gpl" /><ref name="ann_gpl" /> The source code for all four games is distributed upon request in CD-R format.<ref name="leaf_gpl" /> A copy of the original source code is hosted on github,<ref>[https://github.com/jeeb/aquaplus-sources aquaplus-sources] {{webarchive|url=https://web.archive.org/web/20160721131024/https://github.com/jeeb/aquaplus-sources |date=2016-07-21 }} on github.com</ref> as also an continued engine project.<ref>[https://github.com/catmirrors/xlvns xlvns] on github.com</ref>
|-
|-
|''[[To the Moon]]''
|''[[To the Moon]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Freebird Games]]
|[[Freebird Games]]
|''To the Moon'' was developed using [[RPG Maker XP]] engine in 2011. In January 2014 ''To the Moon'' was also released for [[OS X]] and [[Linux]] with the [[Humble Bundle]] X.<ref name="phoronix"/> Edward Rudd [[Porting|ported]] the game with the [[GPLv2]] ''RPG Maker XP'' [[game engine recreation]] ''MKXP'',<ref>[https://github.com/OutOfOrder/mkxp-ToTheMoon mkxp-ToTheMoon] on [[github.com]]</ref><ref name="phoronix">[http://www.phoronix.com/scan.php?page=news_item&px=MTU2Mzg MKXP: Open-Source, Linux Engine To RPG Maker XP] by [[Michael Larabel]] on [[Phoronix]] (8 January 2014)</ref> other ports followed later.<ref>[https://pyra-handheld.com/boards/threads/ptitsebs-beta-lair.77439/ ptitSeb's Beta Lair] by ptitseb on pyra-handheld.com</ref> Also a successor game by Freebird games, "[[A Bird Story]]", was ported to Linux under usage of MKXP.<ref>[https://github.com/Ancurio/mkxp-abs mkxp-abs]</ref>
|''To the Moon'' was developed using [[RPG Maker XP]] engine in 2011. In January 2014 ''To the Moon'' was also released for [[OS X]] and [[Linux]] with the [[Humble Bundle]] X.<ref name="phoronix"/> Edward Rudd [[Porting|ported]] the game with the [[GPLv2]] ''RPG Maker XP'' [[game engine recreation]] ''MKXP'',<ref>[https://github.com/OutOfOrder/mkxp-ToTheMoon mkxp-ToTheMoon] {{webarchive|url=https://web.archive.org/web/20151031162042/https://github.com/OutOfOrder/mkxp-ToTheMoon |date=2015-10-31 }} on [[github.com]]</ref><ref name="phoronix">[http://www.phoronix.com/scan.php?page=news_item&px=MTU2Mzg MKXP: Open-Source, Linux Engine To RPG Maker XP] {{webarchive|url=https://web.archive.org/web/20170406110844/http://www.phoronix.com/scan.php?page=news_item&px=MTU2Mzg |date=2017-04-06 }} by [[Michael Larabel]] on [[Phoronix]] (8 January 2014)</ref> other ports followed later.<ref>[https://pyra-handheld.com/boards/threads/ptitsebs-beta-lair.77439/ ptitSeb's Beta Lair] {{webarchive|url=https://web.archive.org/web/20170406201102/https://pyra-handheld.com/boards/threads/ptitsebs-beta-lair.77439/ |date=2017-04-06 }} by ptitseb on pyra-handheld.com</ref> Also a successor game by Freebird games, "[[A Bird Story]]", was ported to Linux under usage of MKXP.<ref>[https://github.com/Ancurio/mkxp-abs mkxp-abs]</ref>
|-
|-
|''[[Tornado (1993 video game)|Tornado]]''
|''[[Tornado (1993 video game)|Tornado]]''
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|{{Proprietary}}
|{{Proprietary}}
|Digital Integration / [[Interplay Entertainment]]
|Digital Integration / [[Interplay Entertainment]]
|In March 2016 in the Tornado's community forum, rumors surfaced that [[Interplay Entertainment]] was working on a re-release of the game for [[digital distribution]], based on the original [[source code]].<ref>[http://www.moodurian.com/tornado/forum/index.php?PHPSESSID=5de61013a02dc2c382d466e2dc8a4fa5&topic=9.msg32#msg32 Tornado source code and Interplay] on moodurian.com/tornado by Frankie Kam (March 11, 2016)</ref> The [[assembly language|assembly]] source code finally surfaced on January 2017 on [[github.com]].<ref>[https://github.com/tornadorebooted/tornado-dos-flightsim tornado-dos-flightsim] on github.com/tornadorebooted</ref><ref>[http://assemblergames.com/l/threads/tornado-dos-flight-sim-source-code-released-on-github.65211/#post-935182 tornado-dos-flight-sim-source-code-released-on-GitHub] on assemblergames.com (2017)</ref>
|In March 2016 in the Tornado's community forum, rumors surfaced that [[Interplay Entertainment]] was working on a re-release of the game for [[digital distribution]], based on the original [[source code]].<ref>[http://www.moodurian.com/tornado/forum/index.php?PHPSESSID=5de61013a02dc2c382d466e2dc8a4fa5&topic=9.msg32#msg32 Tornado source code and Interplay] on moodurian.com/tornado by Frankie Kam (March 11, 2016)</ref> The [[assembly language|assembly]] source code finally surfaced on January 2017 on [[github.com]].<ref>[https://github.com/tornadorebooted/tornado-dos-flightsim tornado-dos-flightsim] {{webarchive|url=https://web.archive.org/web/20170626083416/https://github.com/tornadorebooted/tornado-dos-flightsim |date=2017-06-26 }} on github.com/tornadorebooted</ref><ref>[http://assemblergames.com/l/threads/tornado-dos-flight-sim-source-code-released-on-github.65211/#post-935182 tornado-dos-flight-sim-source-code-released-on-GitHub] {{webarchive|url=https://web.archive.org/web/20170216050144/http://assemblergames.com/l/threads/tornado-dos-flight-sim-source-code-released-on-github.65211/ |date=2017-02-16 }} on assemblergames.com (2017)</ref>
|-
|-
|''[[Tribal Trouble]]''
|''[[Tribal Trouble]]''
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|{{Proprietary|[[Freeware]]}}
|{{Proprietary|[[Freeware]]}}
|[[Oddlabs]]
|[[Oddlabs]]
|In September 2014 the game's [[source code]] was released to the public on [[GitHub]] and is now [[open source game|open source]] under the [[GPLv2]].<ref>{{cite web|url=https://github.com/sunenielsen/tribaltrouble|title=tribaltrouble}}</ref> Development continues in a community [[Fork (software)|fork]].<ref>[https://github.com/team-penguin/tribaltrouble tribaltrouble] byteam-penguin on [[github.com]]</ref>
|In September 2014 the game's [[source code]] was released to the public on [[GitHub]] and is now [[open source game|open source]] under the [[GPLv2]].<ref>{{cite web|url=https://github.com/sunenielsen/tribaltrouble |title=tribaltrouble |deadurl=no |archiveurl=https://web.archive.org/web/20141216232629/https://github.com/sunenielsen/tribaltrouble |archivedate=2014-12-16 }}</ref> Development continues in a community [[Fork (software)|fork]].<ref>[https://github.com/team-penguin/tribaltrouble tribaltrouble] byteam-penguin on [[github.com]]</ref>
|-
|-
|''[[Tribes 2]]''
|''[[Tribes 2]]''
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|{{Proprietary|[[Freeware]]}}
|{{Proprietary|[[Freeware]]}}
|[[Dynamix]]
|[[Dynamix]]
|Many commercial titles were developed using the [[Torque (game engine)|Torque engine]].<ref>[http://www.garagegames.com/community/blogs/view/21876 GarageGames to Release T3D as Open Source] on GarageGames (Eric Preisz 2012-10-09)</ref> [[GarageGames]] released Torque 3D under the MIT License on September 20, 2012.<ref>{{cite web|url=http://www.garagegames.com/community/blogs/view/21886|title=It's here! The MIT licensed Torque 3D GitHub repo is ready!}}</ref> The Tribes 2 source code beside the Torque engine is not available.<ref>[http://www.garagegames.com/community/forums/viewthread/132755 Tribes 1 and 2 source code anywhere] on ''garagegames.com'' (2013-01-04)</ref>
|Many commercial titles were developed using the [[Torque (game engine)|Torque engine]].<ref>[http://www.garagegames.com/community/blogs/view/21876 GarageGames to Release T3D as Open Source] {{webarchive|url=https://web.archive.org/web/20121225214405/http://www.garagegames.com/community/blogs/view/21876 |date=2012-12-25 }} on GarageGames (Eric Preisz 2012-10-09)</ref> [[GarageGames]] released Torque 3D under the MIT License on September 20, 2012.<ref>{{cite web|url=http://www.garagegames.com/community/blogs/view/21886 |title=It's here! The MIT licensed Torque 3D GitHub repo is ready! |deadurl=no |archiveurl=https://web.archive.org/web/20120924024101/http://www.garagegames.com/community/blogs/view/21886 |archivedate=2012-09-24 }}</ref> The Tribes 2 source code beside the Torque engine is not available.<ref>[http://www.garagegames.com/community/forums/viewthread/132755 Tribes 1 and 2 source code anywhere] {{webarchive|url=https://web.archive.org/web/20150924034313/http://www.garagegames.com/community/forums/viewthread/132755 |date=2015-09-24 }} on ''garagegames.com'' (2013-01-04)</ref>
|-
|-
|''[[Triplane Turmoil]]''
|''[[Triplane Turmoil]]''
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|GPLv3
|GPLv3
|Dodekaedron Software
|Dodekaedron Software
|In 1996 ''Triplane Turmoil'' was originally released as [[shareware]] DOS game. In 2009 Dodekaedron Software Creations Oy placed ''Triplane Turmoil'''s [[source code]], documentation, images and sounds under the [[GPLv3]], hosted on [[Sourceforge]].<ref>[http://sourceforge.net/projects/triplane/files/ Triplane Classic] on [[sourceforge.net]]</ref><ref>[https://github.com/vranki/triplane Triplane Classic - a side-scrolling dogfighting game] on [[github.com]]</ref> The community continued the support and ported the game to other platforms (Linux, Windows) via [[Simple DirectMedia Layer|SDL]].
|In 1996 ''Triplane Turmoil'' was originally released as [[shareware]] DOS game. In 2009 Dodekaedron Software Creations Oy placed ''Triplane Turmoil'''s [[source code]], documentation, images and sounds under the [[GPLv3]], hosted on [[Sourceforge]].<ref>[http://sourceforge.net/projects/triplane/files/ Triplane Classic] {{webarchive|url=https://web.archive.org/web/20151224054038/http://sourceforge.net/projects/triplane/files/ |date=2015-12-24 }} on [[sourceforge.net]]</ref><ref>[https://github.com/vranki/triplane Triplane Classic - a side-scrolling dogfighting game] {{webarchive|url=https://web.archive.org/web/20160721131002/https://github.com/vranki/triplane |date=2016-07-21 }} on [[github.com]]</ref> The community continued the support and ported the game to other platforms (Linux, Windows) via [[Simple DirectMedia Layer|SDL]].
|-
|-
|''[[Tyrian (video game)|Tyrian]]'' (now ''OpenTyrian'')
|''[[Tyrian (video game)|Tyrian]]'' (now ''OpenTyrian'')
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|[[Scrolling shooter]]
|[[Scrolling shooter]]
|[[GPLv2]]
|[[GPLv2]]
|{{Proprietary|[[Freeware]]}}/[[CC-BY|CC-BY 3.0 US]]<ref>[http://www.lostgarden.com/2007/04/free-game-graphics-tyrian-ships-and.html Free game graphics: Tyrian ships and tiles] Daniel Cook (2007-04-04)</ref><ref>[http://www.lostgarden.com/2007/03/lost-garden-license.html Lost garden license]</ref>
|{{Proprietary|[[Freeware]]}}/[[CC-BY|CC-BY 3.0 US]]<ref>[http://www.lostgarden.com/2007/04/free-game-graphics-tyrian-ships-and.html Free game graphics: Tyrian ships and tiles] {{webarchive|url=https://web.archive.org/web/20121228011928/http://www.lostgarden.com/2007/04/free-game-graphics-tyrian-ships-and.html |date=2012-12-28 }} Daniel Cook (2007-04-04)</ref><ref>[http://www.lostgarden.com/2007/03/lost-garden-license.html Lost garden license] {{webarchive|url=https://web.archive.org/web/20121228011908/http://www.lostgarden.com/2007/03/lost-garden-license.html |date=2012-12-28 }}</ref>
|World Tree Games Productions / [[Epic MegaGames]] (Jason Emery, Daniel Cook)
|World Tree Games Productions / [[Epic MegaGames]] (Jason Emery, Daniel Cook)
|The OpenTyrian team [[Porting|ported]] the closed-source [[Pascal (programming language)|Pascal]] code of Tyrian to [[C (programming language)|C]] with permission of Jason Emery in February 2007. The graphic artist Daniel Cook released the artwork shortly after.
|The OpenTyrian team [[Porting|ported]] the closed-source [[Pascal (programming language)|Pascal]] code of Tyrian to [[C (programming language)|C]] with permission of Jason Emery in February 2007. The graphic artist Daniel Cook released the artwork shortly after.
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|{{Proprietary}}
|{{Proprietary}}
|Keith Zabalaoui / [[Sierra On-Line]]
|Keith Zabalaoui / [[Sierra On-Line]]
|On 11 June 2003, the game was ported to [[Personal computer|PC]] (under [[GPLv2]] [[Software license|license]]) by Kasper Fauerby based on the original [[BASIC]] [[source code]] and some smaller binary [[Reverse engineering|reverse engineered]] parts.<ref>[http://www.peroxide.dk/projects_old.shtml Escape from Mount Drash] on peroxide.dk ''"was ported from the Vic20 to PC by Telemachos. Included in the download is the sourcecode for the project. Mount Drash 0.4 Mb .zip"'' (2003)</ref>
|On 11 June 2003, the game was ported to [[Personal computer|PC]] (under [[GPLv2]] [[Software license|license]]) by Kasper Fauerby based on the original [[BASIC]] [[source code]] and some smaller binary [[Reverse engineering|reverse engineered]] parts.<ref>[http://www.peroxide.dk/projects_old.shtml Escape from Mount Drash] {{webarchive|url=https://web.archive.org/web/20160721130828/http://www.peroxide.dk/projects_old.shtml |date=2016-07-21 }} on peroxide.dk ''"was ported from the Vic20 to PC by Telemachos. Included in the download is the sourcecode for the project. Mount Drash 0.4 Mb .zip"'' (2003)</ref>
|-
|-
|''[[Unreal (1998 video game)|Unreal]]''
|''[[Unreal (1998 video game)|Unreal]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Epic MegaGames]]
|[[Epic MegaGames]]
|Access to source-code granted by [[Epic MegaGames]] for the game community around 2008.<ref name="rps2012">{{cite web|url=http://www.rockpapershotgun.com/2012/11/12/patchy-like-its-1998-unreal-1-updated/ |quote=''The list of fixes upon fixes are too long to mention here, but the essential purpose of v227 is to add DirectX9 and OpenAL support as well as mending everything that needs mending. Epic are aware of and permit the patch [...]'' |first=Alec |last=Meer |publisher=[[Rock, Paper, Shotgun|rockpapershotgun.com]] |date=2012-10-12 |accessdate=2012-12-21 |title=Patchy Like It’s 1998: Unreal 1 Updated}}</ref> In 2015 [[Tim Sweeney (game developer)|Tim Sweeney]] announced that he hope to be able to [[open source]] one day the engine to the public.<ref>[http://www.dsogaming.com/news/epics-tim-sweeney-says-that-unreal-engine-1-may-one-day-go-open-source/ Epic’s Tim Sweeney Says That Unreal Engine 1 May One Day Go Open Source] on dsog.com by John Papadopoulos (January 19, 2015)</ref>
|Access to source-code granted by [[Epic MegaGames]] for the game community around 2008.<ref name="rps2012">{{cite web|url=http://www.rockpapershotgun.com/2012/11/12/patchy-like-its-1998-unreal-1-updated/ |quote=''The list of fixes upon fixes are too long to mention here, but the essential purpose of v227 is to add DirectX9 and OpenAL support as well as mending everything that needs mending. Epic are aware of and permit the patch [...]'' |first=Alec |last=Meer |publisher=[[Rock, Paper, Shotgun|rockpapershotgun.com]] |date=2012-10-12 |accessdate=2012-12-21 |title=Patchy Like It’s 1998: Unreal 1 Updated |deadurl=no |archiveurl=https://web.archive.org/web/20130115204932/http://www.rockpapershotgun.com/2012/11/12/patchy-like-its-1998-unreal-1-updated/ |archivedate=2013-01-15 }}</ref> In 2015 [[Tim Sweeney (game developer)|Tim Sweeney]] announced that he hope to be able to [[open source]] one day the engine to the public.<ref>[http://www.dsogaming.com/news/epics-tim-sweeney-says-that-unreal-engine-1-may-one-day-go-open-source/ Epic’s Tim Sweeney Says That Unreal Engine 1 May One Day Go Open Source] on dsog.com by John Papadopoulos (January 19, 2015)</ref>
|-
|-
|''[[Uplink (video game)|Uplink]]''
|''[[Uplink (video game)|Uplink]]''
Line 1,951: Line 1,955:
|{{Proprietary}}
|{{Proprietary}}
|[[Introversion Software]]
|[[Introversion Software]]
|Mid-2003 [[Introversion Software]] started selling the source code for $45. Usage beside modding and fixing of the game are not permitted by the license.<ref>{{cite web|url=http://indiegames.com/2010/07/darwinia_and_multiwinia_source.html|title=Darwinia and Multiwinia Source Code Released |date=2010-07-09 |first=Michael |last=Rose |publisher=indiegames.com}}</ref> Source code of the games [[Darwinia (video game)|Darwinia]] + Multiwinia and [[DEFCON (video game)|DEFCON]] was later sold too.<ref>[http://www.introversion.co.uk/store/ The Source Code] ''We get bored easily and once we've finished a game we want to work on something completely different. But wait, what if there's other cool stuff that could be done that we left out? If you are a programmer you can take any of our games to the next level by becoming a developer. Buy access to our hosted SVN repo and get forum access to chat about your mods with the rest of the community.''</ref>
|Mid-2003 [[Introversion Software]] started selling the source code for $45. Usage beside modding and fixing of the game are not permitted by the license.<ref>{{cite web|url=http://indiegames.com/2010/07/darwinia_and_multiwinia_source.html |title=Darwinia and Multiwinia Source Code Released |date=2010-07-09 |first=Michael |last=Rose |publisher=indiegames.com |deadurl=no |archiveurl=https://web.archive.org/web/20131003035329/http://indiegames.com/2010/07/darwinia_and_multiwinia_source.html |archivedate=2013-10-03 }}</ref> Source code of the games [[Darwinia (video game)|Darwinia]] + Multiwinia and [[DEFCON (video game)|DEFCON]] was later sold too.<ref>[http://www.introversion.co.uk/store/ The Source Code] {{webarchive|url=https://web.archive.org/web/20121230193945/http://www.introversion.co.uk/store/ |date=2012-12-30 }} ''We get bored easily and once we've finished a game we want to work on something completely different. But wait, what if there's other cool stuff that could be done that we left out? If you are a programmer you can take any of our games to the next level by becoming a developer. Buy access to our hosted SVN repo and get forum access to chat about your mods with the rest of the community.''</ref>
|-
|-
|''[[Urban Chaos]]''
|''[[Urban Chaos]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Mucky Foot]]
|[[Mucky Foot]]
|In May 2017 Mucky Foot's Mike Diskett released the [[source code]] of [[Urban Chaos]] under the [[MIT license]] on [[GitHub]].<ref>[https://github.com/dizzy2003/MuckyFoot-UrbanChaos UrbanChaos] on [[GitHub.com]]</ref>
|In May 2017 Mucky Foot's Mike Diskett released the [[source code]] of [[Urban Chaos]] under the [[MIT license]] on [[GitHub]].<ref>[https://github.com/dizzy2003/MuckyFoot-UrbanChaos UrbanChaos] {{webarchive|url=https://web.archive.org/web/20170522110546/https://github.com/dizzy2003/MuckyFoot-UrbanChaos |date=2017-05-22 }} on [[GitHub.com]]</ref>
|-
|-
|''[[Vangers]]''
|''[[Vangers]]''
Line 1,969: Line 1,973:
|Commercial
|Commercial
|K-D Lab
|K-D Lab
|In March 2016, Vangers [[source code]] was released<ref>[https://github.com/KranX/Vangers Vangers] on [[github.com]] (2016)</ref> under [[GPLv3]] license. Data was not freed though, so one still needs data files from Steam or [[GOG.com]] release in order to run the game.
|In March 2016, Vangers [[source code]] was released<ref>[https://github.com/KranX/Vangers Vangers] {{webarchive|url=https://web.archive.org/web/20160721130716/https://github.com/KranX/Vangers |date=2016-07-21 }} on [[github.com]] (2016)</ref> under [[GPLv3]] license. Data was not freed though, so one still needs data files from Steam or [[GOG.com]] release in order to run the game.
|-
|-
|''[[Vulture for Nethack]]''
|''[[Vulture for Nethack]]''
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|Freeware / Commercial
|Freeware / Commercial
|Nethack community / Jaakko Peltonen / Clive Crous
|Nethack community / Jaakko Peltonen / Clive Crous
|[[Falcon's Eye]] was developed by Jaakko Peltonen as graphical version of [[Nethack]].<ref name="onlamp"/> After 2001 development had ended, Clive Crous [[Fork (software development)|continued]] ''Falcon's Eye'' as ''Vulture's Eye''<ref>[http://www.gamasutra.com/view/feature/4013/the_history_of_rogue_have__you_.php?print=1 The History of Rogue: Have @ You, You Deadly Zs] by Matt Barton & Bill Loguidiceon on [[Gamasutra]] ''"Falcon's Eye lives as a fork called Vulture's Eye."''</ref><ref name="onlamp">{{cite web|url=http://www.onlamp.com/pub/a/onlamp/2003/01/02/falconseye.html |title=Falcon's Eye: The Making-Over of Nethack|date=2003-01-02|author=Howard Wen |work=ONLamp.com |publisher=[[O'Reilly Media]]}}</ref> While still being [[Free and open source software]] the game is [[Commercial software|commercialized]] via the author's website and [[Desura]] for $2.99. In October 2013 the game was put into the [[Steam Greenlight]] process<ref>[https://steamcommunity.com/sharedfiles/filedetails/?id=188943860 Vulture for NetHack] on steamcommunity.com</ref> and successfully released on [[Steam (software)|Steam]] in January 2016.<ref>[http://store.steampowered.com/app/341390/ Vulture for NetHack] on steam.com</ref>
|[[Falcon's Eye]] was developed by Jaakko Peltonen as graphical version of [[Nethack]].<ref name="onlamp"/> After 2001 development had ended, Clive Crous [[Fork (software development)|continued]] ''Falcon's Eye'' as ''Vulture's Eye''<ref>[http://www.gamasutra.com/view/feature/4013/the_history_of_rogue_have__you_.php?print=1 The History of Rogue: Have @ You, You Deadly Zs] {{webarchive|url=https://web.archive.org/web/20160304065609/http://www.gamasutra.com/view/feature/4013/the_history_of_rogue_have__you_.php?print=1 |date=2016-03-04 }} by Matt Barton & Bill Loguidiceon on [[Gamasutra]] ''"Falcon's Eye lives as a fork called Vulture's Eye."''</ref><ref name="onlamp">{{cite web|url=http://www.onlamp.com/pub/a/onlamp/2003/01/02/falconseye.html |title=Falcon's Eye: The Making-Over of Nethack |date=2003-01-02 |author=Howard Wen |work=ONLamp.com |publisher=[[O'Reilly Media]] |deadurl=no |archiveurl=https://web.archive.org/web/20081106044320/http://www.onlamp.com/pub/a/onlamp/2003/01/02/falconseye.html |archivedate=2008-11-06 }}</ref> While still being [[Free and open source software]] the game is [[Commercial software|commercialized]] via the author's website and [[Desura]] for $2.99. In October 2013 the game was put into the [[Steam Greenlight]] process<ref>[https://steamcommunity.com/sharedfiles/filedetails/?id=188943860 Vulture for NetHack] {{webarchive|url=https://web.archive.org/web/20170219091802/https://steamcommunity.com/sharedfiles/filedetails/?id=188943860 |date=2017-02-19 }} on steamcommunity.com</ref> and successfully released on [[Steam (software)|Steam]] in January 2016.<ref>[http://store.steampowered.com/app/341390/ Vulture for NetHack] {{webarchive|url=https://web.archive.org/web/20170219092650/http://store.steampowered.com/app/341390/ |date=2017-02-19 }} on steam.com</ref>
|-
|-
|''[[Vox (video game)|Vox]]''
|''[[Vox (video game)|Vox]]''
Line 1,987: Line 1,991:
|commercial
|commercial
|AlwaysGeeky Games
|AlwaysGeeky Games
|Vox started life as an entry into the [[Ludum Dare]] competition.<ref name="LudumDare">{{cite web|url=http://www.ludumdare.com/compo/ludum-dare-23/?uid=11531|title=Ludum Dare Entry|date=21 September 2012 |accessdate=21 September 2012 |publisher=LudumDare}}</ref><ref>[https://sites.google.com/site/letsmakeavoxelengine/ letsmakeavoxelengine/] on sites.google.com</ref> The game was successfully [[Steam Greenlight]]ed on November 12, 2013.<ref>[http://steamcommunity.com/sharedfiles/filedetails/?id=92967555 Vox] on [[Steam Greenlight]]</ref> Around end of 2015 the [[source code]] of Vox was made available as [[open-source software]] under the [[GPLv3]] on [[GitHub]].<ref>[https://github.com/AlwaysGeeky/Vox/ Vox] on github.com/AlwaysGeeky/Vox</ref>
|Vox started life as an entry into the [[Ludum Dare]] competition.<ref name="LudumDare">{{cite web|url=http://www.ludumdare.com/compo/ludum-dare-23/?uid=11531 |title=Ludum Dare Entry |date=21 September 2012 |accessdate=21 September 2012 |publisher=LudumDare |deadurl=no |archiveurl=https://web.archive.org/web/20120518180602/http://www.ludumdare.com/compo/ludum-dare-23/?uid=11531 |archivedate=18 May 2012 }}</ref><ref>[https://sites.google.com/site/letsmakeavoxelengine/ letsmakeavoxelengine/] {{webarchive|url=https://web.archive.org/web/20170202083317/https://sites.google.com/site/letsmakeavoxelengine/ |date=2017-02-02 }} on sites.google.com</ref> The game was successfully [[Steam Greenlight]]ed on November 12, 2013.<ref>[http://steamcommunity.com/sharedfiles/filedetails/?id=92967555 Vox] {{webarchive|url=https://web.archive.org/web/20130607165525/http://steamcommunity.com/sharedfiles/filedetails/?id=92967555 |date=2013-06-07 }} on [[Steam Greenlight]]</ref> Around end of 2015 the [[source code]] of Vox was made available as [[open-source software]] under the [[GPLv3]] on [[GitHub]].<ref>[https://github.com/AlwaysGeeky/Vox/ Vox] {{webarchive|url=https://web.archive.org/web/20160715173850/https://github.com/AlwaysGeeky/Vox |date=2016-07-15 }} on github.com/AlwaysGeeky/Vox</ref>
|-
|-
|''Voxelquest''
|''Voxelquest''
Line 1,996: Line 2,000:
|MIT
|MIT
|Gavan Woolery
|Gavan Woolery
|After a successful [[crowdfunding]] project on [[Kickstarter]] to develop an open-world simulation game in 2014,<ref>[https://www.kickstarter.com/projects/gavan/voxel-quest voxel-quest] on kickstarter.com (2014)</ref> Gavan Woolery developed several iterations of the game's engine. After running out of funding for further development, he open-sourced with support of the backers the game's engine on [[github.com]] under [[MIT license]] in August 2016.<ref>[http://www.voxelquest.com/news/first-release First Release!!!] on voxelquest.com (August 03, 2016)</ref><ref>[https://github.com/gavanw/vqisosmall vqisosmall] on github.com</ref>
|After a successful [[crowdfunding]] project on [[Kickstarter]] to develop an open-world simulation game in 2014,<ref>[https://www.kickstarter.com/projects/gavan/voxel-quest voxel-quest] {{webarchive|url=https://web.archive.org/web/20160914174823/https://www.kickstarter.com/projects/gavan/voxel-quest |date=2016-09-14 }} on kickstarter.com (2014)</ref> Gavan Woolery developed several iterations of the game's engine. After running out of funding for further development, he open-sourced with support of the backers the game's engine on [[github.com]] under [[MIT license]] in August 2016.<ref>[http://www.voxelquest.com/news/first-release First Release!!!] {{webarchive|url=https://web.archive.org/web/20160913234437/http://www.voxelquest.com/news/first-release |date=2016-09-13 }} on voxelquest.com (August 03, 2016)</ref><ref>[https://github.com/gavanw/vqisosmall vqisosmall] on github.com</ref>
|-
|-
|''Wander''
|''Wander''
Line 2,005: Line 2,009:
|public domain (?)
|public domain (?)
|Peter Langston
|Peter Langston
|In April 2015 the lost thought [[source code]] of ''Wander'', one of the earliest [[mainframe]] [[text adventure]]s, could be acquired from the original author.<ref>[https://ahopeful.wordpress.com/2015/04/22/wander-1974-a-lost-mainframe-game-is-found/ Wander (1974) — a lost mainframe game is found!] on April 22, 2015</ref><ref>[https://bluerenga.wordpress.com/2015/04/23/wander-1974-release-and-questions-answered/ Wander (1974) release, and questions answered]</ref>
|In April 2015 the lost thought [[source code]] of ''Wander'', one of the earliest [[mainframe]] [[text adventure]]s, could be acquired from the original author.<ref>[https://ahopeful.wordpress.com/2015/04/22/wander-1974-a-lost-mainframe-game-is-found/ Wander (1974) — a lost mainframe game is found!] {{webarchive|url=https://web.archive.org/web/20151117063201/https://ahopeful.wordpress.com/2015/04/22/wander-1974-a-lost-mainframe-game-is-found/ |date=2015-11-17 }} on April 22, 2015</ref><ref>[https://bluerenga.wordpress.com/2015/04/23/wander-1974-release-and-questions-answered/ Wander (1974) release, and questions answered] {{webarchive|url=https://web.archive.org/web/20151117031949/https://bluerenga.wordpress.com/2015/04/23/wander-1974-release-and-questions-answered/ |date=2015-11-17 }}</ref>
|-
|-
|''[[Warlords Battlecry III]]''
|''[[Warlords Battlecry III]]''
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|{{Proprietary}}
|{{Proprietary}}
|[[Infinite Interactive]]/[[Enlight Software]]
|[[Infinite Interactive]]/[[Enlight Software]]
|On 24 May 2006, the ''Warlords Battlecry III'' [[source code]] became available to the public. Members of the community (who signed a [[Non-disclosure agreement|NDA]]) have been entitled distributors, which have the legal permissions to allocate copies of the ''Warlords Battlecry III'' source code.<ref name="Source1">{{cite web | url=http://www.quartertothree.com/game-talk/showthread.php?27026-Warlords-Battlecry-3-Source-Code-Available! | title=Quarter-Two Three Forums, discussion regarding the state of Warlords Battlecry 3's source code }}</ref><ref name="Source2">{{cite web | url=http://forums.gibberlings3.net/index.php?showtopic=6119 | title=The Gibberlings 3 Forum discussion regarding the state of Warlords Battlecry 3's source code }}</ref> The source code release resulted in the development of several community-made [[fan patch]]es<ref>[http://www.patches-scrolls.com/warlords_battlecry3.php Unofficial Patches] on patches-scrolls.de</ref><ref>[http://www.gog.com/forum/warlords_battlecry_series/warlords_battlecry_iii_has_been_updatedagain/post16 links to prominent mods and unofficial patches for WBC3] on [[gog.com]] (2014)</ref> and [[Mod (video gaming)|mods]].
|On 24 May 2006, the ''Warlords Battlecry III'' [[source code]] became available to the public. Members of the community (who signed a [[Non-disclosure agreement|NDA]]) have been entitled distributors, which have the legal permissions to allocate copies of the ''Warlords Battlecry III'' source code.<ref name="Source1">{{cite web|url=http://www.quartertothree.com/game-talk/showthread.php?27026-Warlords-Battlecry-3-Source-Code-Available! |title=Quarter-Two Three Forums, discussion regarding the state of Warlords Battlecry 3's source code |deadurl=no |archiveurl=https://web.archive.org/web/20150602235247/http://www.quartertothree.com/game-talk/showthread.php?27026-Warlords-Battlecry-3-Source-Code-Available%21 |archivedate=2015-06-02 }}</ref><ref name="Source2">{{cite web|url=http://forums.gibberlings3.net/index.php?showtopic=6119 |title=The Gibberlings 3 Forum discussion regarding the state of Warlords Battlecry 3's source code |deadurl=no |archiveurl=https://web.archive.org/web/20140529052430/http://forums.gibberlings3.net/index.php?showtopic=6119 |archivedate=2014-05-29 }}</ref> The source code release resulted in the development of several community-made [[fan patch]]es<ref>[http://www.patches-scrolls.com/warlords_battlecry3.php Unofficial Patches] {{webarchive|url=https://web.archive.org/web/20140702025642/http://www.patches-scrolls.com/warlords_battlecry3.php |date=2014-07-02 }} on patches-scrolls.de</ref><ref>[http://www.gog.com/forum/warlords_battlecry_series/warlords_battlecry_iii_has_been_updatedagain/post16 links to prominent mods and unofficial patches for WBC3] {{webarchive|url=https://web.archive.org/web/20140812210423/http://www.gog.com/forum/warlords_battlecry_series/warlords_battlecry_iii_has_been_updatedagain/post16 |date=2014-08-12 }} on [[gog.com]] (2014)</ref> and [[Mod (video gaming)|mods]].
|-
|-
|''War Worlds''
|''War Worlds''
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|2014
|2014
|[[Real-time strategy|RTS]]
|[[Real-time strategy|RTS]]
|Own permissive license<ref>[https://github.com/codeka/wwmmo/blob/master/LICENSE license] on github.com/codeka</ref>
|Own permissive license<ref>[https://github.com/codeka/wwmmo/blob/master/LICENSE license] {{webarchive|url=https://web.archive.org/web/20160721130928/https://github.com/codeka/wwmmo/blob/master/LICENSE |date=2016-07-21 }} on github.com/codeka</ref>
|Own permissive license
|Own permissive license
|Codeka / Dean Harding
|Codeka / Dean Harding
|The mobile strategy game was originally released commercially,<ref>[https://www.reddit.com/r/IndieGaming/comments/2e1vc3/after_3_years_my_indie_game_is_shutting_down/ shutting down] ''"The game had about 45,000 downloads in total. At its peak, there were about 2,000 7-day active players and I was making around $150 per month."''</ref> and later released to the public to allow the community to continue the support of the game.<ref>[http://www.war-worlds.com/blog/2014/08/war-worlds-is-shutting-down war-worlds-is-shutting-down] on war-worlds.com</ref><ref>[https://github.com/codeka/wwmmo wwmmo] on github.com</ref> With help of the community the game's main developer has continued the support since then.
|The mobile strategy game was originally released commercially,<ref>[https://www.reddit.com/r/IndieGaming/comments/2e1vc3/after_3_years_my_indie_game_is_shutting_down/ shutting down] {{webarchive|url=https://web.archive.org/web/20160721130208/https://www.reddit.com/r/IndieGaming/comments/2e1vc3/after_3_years_my_indie_game_is_shutting_down/ |date=2016-07-21 }} ''"The game had about 45,000 downloads in total. At its peak, there were about 2,000 7-day active players and I was making around $150 per month."''</ref> and later released to the public to allow the community to continue the support of the game.<ref>[http://www.war-worlds.com/blog/2014/08/war-worlds-is-shutting-down war-worlds-is-shutting-down] {{webarchive|url=https://web.archive.org/web/20160303150444/http://www.war-worlds.com/blog/2014/08/war-worlds-is-shutting-down |date=2016-03-03 }} on war-worlds.com</ref><ref>[https://github.com/codeka/wwmmo wwmmo] {{webarchive|url=https://web.archive.org/web/20160721130222/https://github.com/codeka/wwmmo |date=2016-07-21 }} on github.com</ref> With help of the community the game's main developer has continued the support since then.
|-
|-
|''[[Warfare Incorporated]]'' (now ''Hostile Takeover'')
|''[[Warfare Incorporated]]'' (now ''Hostile Takeover'')
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|BSD license
|BSD license
|Spiffcode
|Spiffcode
|In July 2014 the game's [[source code]] and content got [[open source]]d with the [[BSD license]] under the name "Hostile takeover" on [[GitHub]].<ref name="opensourceingWI">[http://www.warfareincorporated.com/xyzzy/viewtopic.php?t=9001 Warfare Incorporated has been open sourced] on warfareincorporated.com by Scott Lu (2014)</ref><ref>[https://github.com/spiffcode/hostile-takeover hostile-takeover] on github.com</ref> As result the game was ported by the game's community to alternative platforms like the [[Pandora (handheld)|Pandora]] handheld.<ref>[https://pyra-handheld.com/boards/threads/warfare-incorporated-now-open-source-hostile-takeover.74798/page-2 Warfare Incorporated now Open Source Hostile Takeover] on pyra-handheld.com (2015)</ref>
|In July 2014 the game's [[source code]] and content got [[open source]]d with the [[BSD license]] under the name "Hostile takeover" on [[GitHub]].<ref name="opensourceingWI">[http://www.warfareincorporated.com/xyzzy/viewtopic.php?t=9001 Warfare Incorporated has been open sourced] {{webarchive|url=https://web.archive.org/web/20160514031107/http://www.warfareincorporated.com/xyzzy/viewtopic.php?t=9001 |date=2016-05-14 }} on warfareincorporated.com by Scott Lu (2014)</ref><ref>[https://github.com/spiffcode/hostile-takeover hostile-takeover] {{webarchive|url=https://web.archive.org/web/20160721131027/https://github.com/spiffcode/hostile-takeover |date=2016-07-21 }} on github.com</ref> As result the game was ported by the game's community to alternative platforms like the [[Pandora (handheld)|Pandora]] handheld.<ref>[https://pyra-handheld.com/boards/threads/warfare-incorporated-now-open-source-hostile-takeover.74798/page-2 Warfare Incorporated now Open Source Hostile Takeover] {{webarchive|url=https://web.archive.org/web/20160509200440/https://pyra-handheld.com/boards/threads/warfare-incorporated-now-open-source-hostile-takeover.74798/page-2 |date=2016-05-09 }} on pyra-handheld.com (2015)</ref>
|-
|-
|''[[Warzone 2100]]''
|''[[Warzone 2100]]''
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|[[GNU General Public License|GPLv2]], [[Creative Commons licenses|CC]]
|[[GNU General Public License|GPLv2]], [[Creative Commons licenses|CC]]
|[[Pumpkin Studios]]/[[Eidos Interactive]]
|[[Pumpkin Studios]]/[[Eidos Interactive]]
|3D real-time strategy game with a unit design system. First source part was released by [[Pumpkin Studios]]/[[Eidos Interactive]] in 2004 and the rest was released in 2008.<ref>[http://forums.wz2100.net/viewtopic.php?f=6&t=1818#p17202 Updated GPL release readme] by Jay Walker (eidos) (11 Jun 2008)</ref>
|3D real-time strategy game with a unit design system. First source part was released by [[Pumpkin Studios]]/[[Eidos Interactive]] in 2004 and the rest was released in 2008.<ref>[http://forums.wz2100.net/viewtopic.php?f=6&t=1818#p17202 Updated GPL release readme] {{webarchive|url=https://web.archive.org/web/20130308104142/http://forums.wz2100.net/viewtopic.php?f=6&t=1818 |date=2013-03-08 }} by Jay Walker (eidos) (11 Jun 2008)</ref>
|-
|-
|''[[Witchaven]]'' series
|''[[Witchaven]]'' series
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|{{Proprietary}}
|{{Proprietary}}
|[[Capstone Software]]
|[[Capstone Software]]
| Around 2006 Les Bird, a programmer from the 1996 folded game development company [[Capstone Software]], released the [[source code]] of the [[Abandonware|abandoned]] games ''Witchaven'', ''Witchaven II'', [[William Shatner's TekWar]] and [[Corridor 7: Alien Invasion]].<ref>{{cite web|url=http://www.lesbird.com/CAPSTONE/ |title=Capstone Source Archive |publisher=Lesbird.com |date= |accessdate=2015-06-21}}</ref>
| Around 2006 Les Bird, a programmer from the 1996 folded game development company [[Capstone Software]], released the [[source code]] of the [[Abandonware|abandoned]] games ''Witchaven'', ''Witchaven II'', [[William Shatner's TekWar]] and [[Corridor 7: Alien Invasion]].<ref>{{cite web|url=http://www.lesbird.com/CAPSTONE/ |title=Capstone Source Archive |publisher=Lesbird.com |date= |accessdate=2015-06-21 |deadurl=no |archiveurl=https://web.archive.org/web/20150621123327/http://www.lesbird.com/CAPSTONE/ |archivedate=2015-06-21 }}</ref>
|-
|-
|''[[Wolfenstein 3D]]''
|''[[Wolfenstein 3D]]''
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|[[Freeware]]
|[[Freeware]]
|Versus Software
|Versus Software
|Sold around 2009 for 10 dollars,<ref>[https://web.archive.org/web/20091008001434/http://www.gamersgate.com/DD-WTR/world-train-royale world-train-royale] on gamersgate.com</ref> the game source code was released on 26 June 2011 on sourceforge.<ref>[http://versus-software.com/blog/world-train-royale-is-free-as-in-beer-and-speech/ world-train-royale-is-free-as-in-beer-and-speech] on versus-software.com (2011)</ref><ref>[http://sourceforge.net/projects/trainroyale/ trainroyale] on sourceforge.com</ref>
|Sold around 2009 for 10 dollars,<ref>[https://web.archive.org/web/20091008001434/http://www.gamersgate.com/DD-WTR/world-train-royale world-train-royale] on gamersgate.com</ref> the game source code was released on 26 June 2011 on sourceforge.<ref>[http://versus-software.com/blog/world-train-royale-is-free-as-in-beer-and-speech/ world-train-royale-is-free-as-in-beer-and-speech] {{webarchive|url=https://web.archive.org/web/20160215220211/http://versus-software.com/blog/world-train-royale-is-free-as-in-beer-and-speech/ |date=2016-02-15 }} on versus-software.com (2011)</ref><ref>[http://sourceforge.net/projects/trainroyale/ trainroyale] {{webarchive|url=https://web.archive.org/web/20160314062308/https://sourceforge.net/projects/trainroyale/ |date=2016-03-14 }} on sourceforge.com</ref>
|-
|-
|''[[Worms Armageddon]]''
|''[[Worms Armageddon]]''
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|Commercial
|Commercial
|[[Team 17]]
|[[Team 17]]
|Around 2002 Team 17, impressed by the reverse engineering on Worms Armageddon for "Silkworm",<ref>[http://worms2d.info/Silkworm Silkworm] on worms2d.info</ref> gave David "Deadcode" Ellsworth access to the source code.<ref>[https://worms2d.info/People/Deadcode Deadcode] on worms2d.info</ref> Over the next years he created [[unofficial patch]]es, until he joined Team 17 in 2006. Updates are still created as of 2015.<ref>[https://worms2d.info/Updates_(Worms_Armageddon) Updates_(Worms_Armageddon)] on worms2d.info</ref>
|Around 2002 Team 17, impressed by the reverse engineering on Worms Armageddon for "Silkworm",<ref>[http://worms2d.info/Silkworm Silkworm] {{webarchive|url=https://web.archive.org/web/20170323233023/http://worms2d.info/Silkworm |date=2017-03-23 }} on worms2d.info</ref> gave David "Deadcode" Ellsworth access to the source code.<ref>[https://worms2d.info/People/Deadcode Deadcode] {{webarchive|url=https://web.archive.org/web/20170323233218/https://worms2d.info/People/Deadcode |date=2017-03-23 }} on worms2d.info</ref> Over the next years he created [[unofficial patch]]es, until he joined Team 17 in 2006. Updates are still created as of 2015.<ref>[https://worms2d.info/Updates_(Worms_Armageddon) Updates_(Worms_Armageddon)] {{webarchive|url=https://web.archive.org/web/20170323142855/https://worms2d.info/Updates_%28Worms_Armageddon%29 |date=2017-03-23 }} on worms2d.info</ref>
|-
|-
|''[[Xargon]]''
|''[[Xargon]]''
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|{{Proprietary|[[Freeware]]}} (with additional restrictions)
|{{Proprietary|[[Freeware]]}} (with additional restrictions)
|[[Epic MegaGames]]
|[[Epic MegaGames]]
|Game source released in 2008 by the programmer Allen Pilgrim.<ref>[http://www.classicdosgames.com/game/Xargon.html Allen Pilgrim declared ''Xargon'' freeware and released the source code.] on classicdosgames.com</ref> A SDL port followed later by Malvineous.<ref>[https://github.com/Malvineous/xargon xargon] on github.com</ref>
|Game source released in 2008 by the programmer Allen Pilgrim.<ref>[http://www.classicdosgames.com/game/Xargon.html Allen Pilgrim declared ''Xargon'' freeware and released the source code.] {{webarchive|url=https://web.archive.org/web/20120828211719/http://www.classicdosgames.com/game/Xargon.html |date=2012-08-28 }} on classicdosgames.com</ref> A SDL port followed later by Malvineous.<ref>[https://github.com/Malvineous/xargon xargon] {{webarchive|url=https://web.archive.org/web/20170505205033/https://github.com/Malvineous/xargon |date=2017-05-05 }} on github.com</ref>
|-
|-
|''[[Xenonauts]]''
|''[[Xenonauts]]''
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|{{Proprietary}}
|{{Proprietary}}
|Goldhawk Interactive
|Goldhawk Interactive
|Shortly after the release of the stable version Goldhawk Interactive allowed selected members of the community to access the [[source code]].<ref name="Community Coder Program!">{{cite web|url=http://www.goldhawkinteractive.com/forums/showthread.php/10965-Community-Coder-Program! |title=Community Coder Program! |publisher=goldhawkinteractive |date= |accessdate=2015-07-09}}</ref> This resulted in the [[Community patch|community edition]] of the game (Xenonauts:Community Edition, X:CE), which continues development of an independent branch of the game, adding new features and [[Bug fix|bugfixes]].<ref name="What is Xenonauts: Community Edition &amp; how do I get it?">{{cite web|url=http://www.goldhawkinteractive.com/forums/showthread.php/11882-What-is-Xenonauts-Community-Edition-how-do-I-get-it |title=What is Xenonauts: Community Edition &amp; how do I get it? |publisher=goldhawkinteractive.com |date= |accessdate=2015-07-09 }}</ref>
|Shortly after the release of the stable version Goldhawk Interactive allowed selected members of the community to access the [[source code]].<ref name="Community Coder Program!">{{cite web|url=http://www.goldhawkinteractive.com/forums/showthread.php/10965-Community-Coder-Program! |title=Community Coder Program! |publisher=goldhawkinteractive |date= |accessdate=2015-07-09 |deadurl=no |archiveurl=https://web.archive.org/web/20150710172056/http://www.goldhawkinteractive.com/forums/showthread.php/10965-Community-Coder-Program%21 |archivedate=2015-07-10 }}</ref> This resulted in the [[Community patch|community edition]] of the game (Xenonauts:Community Edition, X:CE), which continues development of an independent branch of the game, adding new features and [[Bug fix|bugfixes]].<ref name="What is Xenonauts: Community Edition &amp; how do I get it?">{{cite web|url=http://www.goldhawkinteractive.com/forums/showthread.php/11882-What-is-Xenonauts-Community-Edition-how-do-I-get-it |title=What is Xenonauts: Community Edition &amp; how do I get it? |publisher=goldhawkinteractive.com |date= |accessdate=2015-07-09 |deadurl=no |archiveurl=https://web.archive.org/web/20150710164427/http://www.goldhawkinteractive.com/forums/showthread.php/11882-What-is-Xenonauts-Community-Edition-how-do-I-get-it |archivedate=2015-07-10 }}</ref>
|-
|-
|''[[Zork]]'' (also known as ''Dungeon'' or ''Dungeon Adventure'')
|''[[Zork]]'' (also known as ''Dungeon'' or ''Dungeon Adventure'')
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|Public domain
|Public domain
|Robert M. Supnik / [[Infocom]]
|Robert M. Supnik / [[Infocom]]
|[[Public domain software]] [[Source port|ports]] with [[source code]] based on the first "Dungeon" version of Zork, are available in various repositories.<ref>[https://github.com/devshane/zork The DUNGEON (Zork I) source] on github.com/devshane/zork</ref><ref>[http://www.ifarchive.org/indexes/if-archiveXgamesXsource.html dungeon-3.2A.tar.Z (05-Oct-1994)] on the Interactive Fiction Archive ''"Dungeon version 3.2A, 1-Oct-94; contains all the rooms and puzzles of the original MIT Zork. DEC FORTRAN source code by Robert M. Supnik; see dungn32b.zip for a port to DOS."''</ref> Also, Infocom allowed the distribution of the early [[Fortran]] version.
|[[Public domain software]] [[Source port|ports]] with [[source code]] based on the first "Dungeon" version of Zork, are available in various repositories.<ref>[https://github.com/devshane/zork The DUNGEON (Zork I) source] {{webarchive|url=https://web.archive.org/web/20160721130804/https://github.com/devshane/zork |date=2016-07-21 }} on github.com/devshane/zork</ref><ref>[http://www.ifarchive.org/indexes/if-archiveXgamesXsource.html dungeon-3.2A.tar.Z (05-Oct-1994)] {{webarchive|url=https://web.archive.org/web/20160623030200/http://www.ifarchive.org/indexes/if-archiveXgamesXsource.html |date=2016-06-23 }} on the Interactive Fiction Archive ''"Dungeon version 3.2A, 1-Oct-94; contains all the rooms and puzzles of the original MIT Zork. DEC FORTRAN source code by Robert M. Supnik; see dungn32b.zip for a port to DOS."''</ref> Also, Infocom allowed the distribution of the early [[Fortran]] version.
|}
|}


Line 2,141: Line 2,145:
|[[Arcade game|Arcade]]
|[[Arcade game|Arcade]]
|[[Atari]]
|[[Atari]]
|Source code of ''Asteroids'' in the [[Atari 7800]] version was released in physical form by [[Atari]] [[Sunnyvale, California|Sunnyvale]] on their closure 1996. Together with [[Ms. Pac-Man]], [[Dig Dug]], [[Robotron: 2084]] and eight further games reconstructed by the ''Atari-Museum'' and published later.<ref>{{cite web|url=http://www.tomsguide.com/us/Atari-7800-Source-Code,news-4187.html |title=Atari 7800 Source Code Rescued - Atari released the source code for the 7800 console and games |accessdate=2012-01-09 |date=2009-07-07 |first=Kevin |last=Parrish |publisher=tomsguide.com}}</ref><ref>{{cite web|url=http://www.atarimuseum.com/videogames/consoles/7800/games/ |title=7800 Games & Development |quote=''These games were rescued from Atari ST format diskettes that were thrown out behind 1196 Borregas when Atari closed up in 1996. The Atari Museum rescued these important treasures and recovered them from the diskettes.'' |publisher=atari-museum.com |accessdate=2012-01-09 |year=2009}}</ref> Ports for modern [[FPGA]]s were made later.<ref>[https://github.com/GadgetFactory/Papilio-Arcade Papilio-Arcade] on github.com</ref>
|Source code of ''Asteroids'' in the [[Atari 7800]] version was released in physical form by [[Atari]] [[Sunnyvale, California|Sunnyvale]] on their closure 1996. Together with [[Ms. Pac-Man]], [[Dig Dug]], [[Robotron: 2084]] and eight further games reconstructed by the ''Atari-Museum'' and published later.<ref>{{cite web|url=http://www.tomsguide.com/us/Atari-7800-Source-Code,news-4187.html |title=Atari 7800 Source Code Rescued - Atari released the source code for the 7800 console and games |accessdate=2012-01-09 |date=2009-07-07 |first=Kevin |last=Parrish |publisher=tomsguide.com |deadurl=no |archiveurl=https://web.archive.org/web/20140422035825/http://www.tomsguide.com/us/Atari-7800-Source-Code%2Cnews-4187.html |archivedate=2014-04-22 }}</ref><ref>{{cite web|url=http://www.atarimuseum.com/videogames/consoles/7800/games/ |title=7800 Games & Development |quote=''These games were rescued from Atari ST format diskettes that were thrown out behind 1196 Borregas when Atari closed up in 1996. The Atari Museum rescued these important treasures and recovered them from the diskettes.'' |publisher=atari-museum.com |accessdate=2012-01-09 |year=2009 |deadurl=yes |archiveurl=http://webarchive.loc.gov/all/20090706155155/http://www.atarimuseum.com/videogames/consoles/7800/games/ |archivedate=2009-07-06 }}</ref> Ports for modern [[FPGA]]s were made later.<ref>[https://github.com/GadgetFactory/Papilio-Arcade Papilio-Arcade] on github.com</ref>
|-
|-
|''[[Art of Fighting]]''
|''[[Art of Fighting]]''
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|[[Fighting game]]
|[[Fighting game]]
|[[SNK]]
|[[SNK]]
|Found in a PC9821 (neogeo dev machine) the full source code of the Art of Fighting ASM 68k source code in 2014.<ref>[http://www.mameworld.info/ubbthreads/showflat.php?Number=320783 Art of Fighting Source Code for Neogeo (044)]</ref><ref>[https://app.box.com/s/5on2e593tqt2c8ketc68 source code]</ref>
|Found in a PC9821 (neogeo dev machine) the full source code of the Art of Fighting ASM 68k source code in 2014.<ref>[http://www.mameworld.info/ubbthreads/showflat.php?Number=320783 Art of Fighting Source Code for Neogeo (044)] {{webarchive|url=https://web.archive.org/web/20150704054840/http://www.mameworld.info/ubbthreads/showflat.php?Number=320783 |date=2015-07-04 }}</ref><ref>[https://app.box.com/s/5on2e593tqt2c8ketc68 source code]</ref>
|-
|-
|''[[Beatmania|Beatmania 5th Mix]]''
|''[[Beatmania|Beatmania 5th Mix]]''
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|[[Music video game]]
|[[Music video game]]
|[[Konami]]
|[[Konami]]
|With the 2000 Japanese PSX game ''Beatmania Best Hits'' there was mistakenly included the source code for the 1999 game ''Beatmania 5th Mix''.<ref>[http://www.psxdev.net/forum/viewtopic.php?f=41&t=469 Leaked commercial game source code (sort of)] by Yagotzirck (November 12th, 2013)</ref>
|With the 2000 Japanese PSX game ''Beatmania Best Hits'' there was mistakenly included the source code for the 1999 game ''Beatmania 5th Mix''.<ref>[http://www.psxdev.net/forum/viewtopic.php?f=41&t=469 Leaked commercial game source code (sort of)] {{webarchive|url=https://web.archive.org/web/20170314062619/http://www.psxdev.net/forum/viewtopic.php?f=41&t=469 |date=2017-03-14 }} by Yagotzirck (November 12th, 2013)</ref>
|-
|-
|''[[B.O.B. (video game)|B.O.B.]]'' / Space Funky B.O.B.
|''[[B.O.B. (video game)|B.O.B.]]'' / Space Funky B.O.B.
Line 2,162: Line 2,166:
|[[Side-scrolling game]]
|[[Side-scrolling game]]
|[[Electronic Arts]]
|[[Electronic Arts]]
|On September 12, 2008 the [[source code]] of the SNES version became available as it was found on an [[eBay]]-bought [[hard drive]].<ref>{{cite web|url=http://wiki.superfamicom.org/snes/show/Space+Funky+B.O.B. |title=Space Funky B.O.B. - Space Funky B.O.B. Source Code |quote=''This was originally posted on eludevisibility.org when I (Matthew Callis) originally bought these disks off eBay'' |first=Matthew |last=Callis |publisher=superfamicom.org |accessdate=2013-01-14 |date=2008-09-12}}</ref>
|On September 12, 2008 the [[source code]] of the SNES version became available as it was found on an [[eBay]]-bought [[hard drive]].<ref>{{cite web|url=http://wiki.superfamicom.org/snes/show/Space+Funky+B.O.B. |title=Space Funky B.O.B. - Space Funky B.O.B. Source Code |quote=''This was originally posted on eludevisibility.org when I (Matthew Callis) originally bought these disks off eBay'' |first=Matthew |last=Callis |publisher=superfamicom.org |accessdate=2013-01-14 |date=2008-09-12 |deadurl=no |archiveurl=https://web.archive.org/web/20130128161103/http://wiki.superfamicom.org/snes/show/Space%20Funky%20B.O.B. |archivedate=2013-01-28 }}</ref>
|-
|-
|''[[Captain Comic]]''
|''[[Captain Comic]]''
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|[[Platformer]]
|[[Platformer]]
|[[Michael Denio]]
|[[Michael Denio]]
|In September 2012 the [[source code]] of the NES version was offered on [[ebay]] for $439.<ref>[http://www.gamesniped.com/2012/09/10/original-nes-captain-comic-source-code-floppy-disk/ Original nes captain comic source-code floppy disk] on gamesniped.com (September 2012)</ref><ref>[http://www.ebay.com/itm/-/120983685822? Original Captain Comic Source Code Floppy Disk 3.5" Color Dreams NES 11/7/89] on ebay.com</ref>
|In September 2012 the [[source code]] of the NES version was offered on [[ebay]] for $439.<ref>[http://www.gamesniped.com/2012/09/10/original-nes-captain-comic-source-code-floppy-disk/ Original nes captain comic source-code floppy disk] {{webarchive|url=https://web.archive.org/web/20161220065933/http://www.gamesniped.com/2012/09/10/original-nes-captain-comic-source-code-floppy-disk/ |date=2016-12-20 }} on gamesniped.com (September 2012)</ref><ref>[http://www.ebay.com/itm/-/120983685822? Original Captain Comic Source Code Floppy Disk 3.5" Color Dreams NES 11/7/89] {{webarchive|url=https://web.archive.org/web/20160923034020/http://www.ebay.com/itm/-/120983685822 |date=2016-09-23 }} on ebay.com</ref>
|-
|-
|''[[Chicken Run (video game)|Chicken Run]]''
|''[[Chicken Run (video game)|Chicken Run]]''
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|[[Stealth game]]
|[[Stealth game]]
|[[Blitz Games]]
|[[Blitz Games]]
|In May 2011 the [[Sega Dreamcast]] source code became available, found by a collector on a Dreamcast Dev Kit's harddrive.<ref>[http://assemblergames.com/l/threads/sega-dreamcast-chicken-run-source-code-bananabreak.32952/ Sega Dreamcast: Chicken Run Source Code] on asssemblergames.com (2011)</ref><ref>[http://bananabreak-rips.blogspot.de/2015/11/chicken-run-source-code-bananabreak.html Chicken Run (2000)(Source Code)] on bananabreak-rips.blogspot.de (2011/05/05)</ref>
|In May 2011 the [[Sega Dreamcast]] source code became available, found by a collector on a Dreamcast Dev Kit's harddrive.<ref>[http://assemblergames.com/l/threads/sega-dreamcast-chicken-run-source-code-bananabreak.32952/ Sega Dreamcast: Chicken Run Source Code] {{webarchive|url=https://web.archive.org/web/20160707013343/http://assemblergames.com/l/threads/sega-dreamcast-chicken-run-source-code-bananabreak.32952/ |date=2016-07-07 }} on asssemblergames.com (2011)</ref><ref>[http://bananabreak-rips.blogspot.de/2015/11/chicken-run-source-code-bananabreak.html Chicken Run (2000)(Source Code)] {{webarchive|url=https://web.archive.org/web/20160630074338/http://bananabreak-rips.blogspot.de/2015/11/chicken-run-source-code-bananabreak.html |date=2016-06-30 }} on bananabreak-rips.blogspot.de (2011/05/05)</ref>
|-
|-
|''[[Dark Engine]] ([[Thief: The Dark Project|Thief]], [[Thief II]], [[System Shock 2]])''
|''[[Dark Engine]] ([[Thief: The Dark Project|Thief]], [[Thief II]], [[System Shock 2]])''
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|[[Stealth game]]
|[[Stealth game]]
|[[Looking Glass Studios]]
|[[Looking Glass Studios]]
|In 2009, a complete copy of the Dark Engine source code was discovered in the possession of an ex-Looking Glass Studios employee who was at the time continuing his work for [[Eidos Interactive]].<ref>{{cite web|url=http://www.rockpapershotgun.com/2010/12/14/shipping-receiving-dark-engine-source/|title=Dark Engine Source Code Found In A Bag |first=Quintin |last=Smith |date=2010-12-14 |accessdate=2011-04-15 |publisher=[[Rock, Paper, Shotgun]] |quote=''As of this weekend, Christmas has come early for the Through the Looking Glass community. A CD’s been discovered containing the source code for the Dark Engine, aka the engine used by Thief, Thief II and System Shock 2 (not to mention Irrational and Looking Glass’ cancelled cold war spy game Deep Cover).''}}</ref> In late April 2010, a user on the ''Dreamcast Talk'' forum disassembled the contents of a [[Sega Dreamcast|Dreamcast]] development kit he had purchased.<ref>{{cite web|url=http://www.geek.com/games/game-engine-used-for-thiefsystem-shock-2-found-with-dreamcast-dev-kit-1300148/|title=Game engine used for Thief/System Shock 2 found with Dreamcast dev kitGames|first=Matthew|last=Humphries |date=2010-12-14 |quote=If you asked me which is my favorite all time video game, my number one would be Thief II. So it’s with more than a little excitement that I report the source code for the Dark Engine, used to create Thief, Thief II, and System Shock 2, has been found. |publisher=[[Rock, Paper, Shotgun]]| accessdate=2015-07-04}}</ref> Later, significant updates for the Dark Engine-based games were published.<ref name=patch1.9>{{cite web|url=http://www.ttlg.com/forums/showthread.php?t=140085 |title=Thief 2 V1.19 & System Shock 2 V2.4 |author="Le Corbeau" |quote=''This is an [[unofficial patch]] for Thief II: The Metal Age (T2) which updates the game from v1.18 to v1.19, providing improved support for modern hardware and correcting many known bugs.'' |publisher=ttlg.com |accessdate=2012-11-10 |date=2012-09-25}}</ref><ref>{{cite web|url=http://www.rockpapershotgun.com/2012/02/07/thief-2-is-now-on-good-old-games/| quote=''[...]discovered that it suffers much of the same resolution and widescreen based trouble from the previous release, but this utility [Tafferpatch] fixed all my troubles [...]'' |title=Thief 2 Is Now On Good Old Games |publisher=Rock Paper Shotgun |first=Craig |last=Pearson |date=2012-02-07 |accessdate=2012-11-10}}</ref><ref name=tafferpatch>{{cite web|url=http://www.ttlg.com/forums/showthread.php?t=131106 |title=Tafferpatcher: unofficial complete patch for Thief 2 |date=2012-11-10 |accessdate=2012-11-10 |quote=''Included patches: - Patch 1.19 which eliminates all issues with modern hardware, widescreen resolutions, multi-core systems, etc.- Various mission, gamesys, model and texture fixes.[...]'' |publisher=www.ttlg.com}}</ref>
|In 2009, a complete copy of the Dark Engine source code was discovered in the possession of an ex-Looking Glass Studios employee who was at the time continuing his work for [[Eidos Interactive]].<ref>{{cite web|url=http://www.rockpapershotgun.com/2010/12/14/shipping-receiving-dark-engine-source/ |title=Dark Engine Source Code Found In A Bag |first=Quintin |last=Smith |date=2010-12-14 |accessdate=2011-04-15 |publisher=[[Rock, Paper, Shotgun]] |quote=''As of this weekend, Christmas has come early for the Through the Looking Glass community. A CD’s been discovered containing the source code for the Dark Engine, aka the engine used by Thief, Thief II and System Shock 2 (not to mention Irrational and Looking Glass’ cancelled cold war spy game Deep Cover).'' |deadurl=no |archiveurl=https://web.archive.org/web/20110426070336/http://www.rockpapershotgun.com/2010/12/14/shipping-receiving-dark-engine-source/ |archivedate=2011-04-26 }}</ref> In late April 2010, a user on the ''Dreamcast Talk'' forum disassembled the contents of a [[Sega Dreamcast|Dreamcast]] development kit he had purchased.<ref>{{cite web|url=http://www.geek.com/games/game-engine-used-for-thiefsystem-shock-2-found-with-dreamcast-dev-kit-1300148/ |title=Game engine used for Thief/System Shock 2 found with Dreamcast dev kitGames |first=Matthew |last=Humphries |date=2010-12-14 |quote=If you asked me which is my favorite all time video game, my number one would be Thief II. So it’s with more than a little excitement that I report the source code for the Dark Engine, used to create Thief, Thief II, and System Shock 2, has been found. |publisher=[[Rock, Paper, Shotgun]] |accessdate=2015-07-04 |deadurl=no |archiveurl=https://web.archive.org/web/20150705183647/http://www.geek.com/games/game-engine-used-for-thiefsystem-shock-2-found-with-dreamcast-dev-kit-1300148/ |archivedate=2015-07-05 }}</ref> Later, significant updates for the Dark Engine-based games were published.<ref name=patch1.9>{{cite web|url=http://www.ttlg.com/forums/showthread.php?t=140085 |title=Thief 2 V1.19 & System Shock 2 V2.4 |author="Le Corbeau" |quote=''This is an [[unofficial patch]] for Thief II: The Metal Age (T2) which updates the game from v1.18 to v1.19, providing improved support for modern hardware and correcting many known bugs.'' |publisher=ttlg.com |accessdate=2012-11-10 |date=2012-09-25 |deadurl=no |archiveurl=https://web.archive.org/web/20121110185312/http://www.ttlg.com/forums/showthread.php?t=140085 |archivedate=2012-11-10 }}</ref><ref>{{cite web|url=http://www.rockpapershotgun.com/2012/02/07/thief-2-is-now-on-good-old-games/ |quote=''[...]discovered that it suffers much of the same resolution and widescreen based trouble from the previous release, but this utility [Tafferpatch] fixed all my troubles [...]'' |title=Thief 2 Is Now On Good Old Games |publisher=Rock Paper Shotgun |first=Craig |last=Pearson |date=2012-02-07 |accessdate=2012-11-10 |deadurl=no |archiveurl=https://web.archive.org/web/20121111190221/http://www.rockpapershotgun.com/2012/02/07/thief-2-is-now-on-good-old-games/ |archivedate=2012-11-11 }}</ref><ref name=tafferpatch>{{cite web|url=http://www.ttlg.com/forums/showthread.php?t=131106 |title=Tafferpatcher: unofficial complete patch for Thief 2 |date=2012-11-10 |accessdate=2012-11-10 |quote=''Included patches: - Patch 1.19 which eliminates all issues with modern hardware, widescreen resolutions, multi-core systems, etc.- Various mission, gamesys, model and texture fixes.[...]'' |publisher=www.ttlg.com |deadurl=no |archiveurl=https://web.archive.org/web/20121109222037/http://www.ttlg.com/forums/showthread.php?t=131106 |archivedate=2012-11-09 }}</ref>
|-
|-
|''[[Dark Reign 2]]''
|''[[Dark Reign 2]]''
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|[[Real-time strategy|RTS]]
|[[Real-time strategy|RTS]]
|[[Pandemic Studios]]
|[[Pandemic Studios]]
|Released by a former developer of [[Pandemic Studios]] under [[LGPL]] to prevent that the game become unsupported [[Abandonware]].<ref>{{cite web|url=http://games.slashdot.org/story/12/08/07/1225237/dark-reign-2-goes-open-source |title=Dark Reign 2 Goes Open Source |author=timothy |date=2012-08-07 |accessdate=2013-08-13 |publisher=[[slashdot.org]]}}</ref><ref>{{cite web |url=https://code.google.com/p/darkreign2/|title=darkreign2 |publisher=[[google code]] |date=2011-09-01 |accessdate=2013-08-19}}</ref> Legal status unclear.
|Released by a former developer of [[Pandemic Studios]] under [[LGPL]] to prevent that the game become unsupported [[Abandonware]].<ref>{{cite web|url=http://games.slashdot.org/story/12/08/07/1225237/dark-reign-2-goes-open-source |title=Dark Reign 2 Goes Open Source |author=timothy |date=2012-08-07 |accessdate=2013-08-13 |publisher=[[slashdot.org]] |deadurl=no |archiveurl=https://web.archive.org/web/20130921055529/http://games.slashdot.org/story/12/08/07/1225237/dark-reign-2-goes-open-source |archivedate=2013-09-21 }}</ref><ref>{{cite web|url=https://code.google.com/p/darkreign2/ |title=darkreign2 |publisher=[[google code]] |date=2011-09-01 |accessdate=2013-08-19 |deadurl=no |archiveurl=https://web.archive.org/web/20130810073304/http://code.google.com/p/darkreign2/ |archivedate=2013-08-10 }}</ref> Legal status unclear.
|-
|-
|''[[Donkey Kong]]''
|''[[Donkey Kong]]''
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|[[Platformer]]
|[[Platformer]]
|[[Nintendo]]
|[[Nintendo]]
|In August 2008 the source code of Donkey Kong in [[Atari 800]] [[6502]] assembly was published at the AtariAge forum by Curt Vendel (the [[Atari Flashback]] designer),<ref>[http://atariage.com/forums/topic/130904-donkey-kong-source-code/ Donkey Kong source code] at AtariAge.com</ref> and was discussed there by the original developer, Landon Dyer.<ref>[http://atariage.com/forums/topic/130904-donkey-kong-source-code/#entry1578879 Donkey Kong source code] "I think it's pretty cool that this is finally released. Have fun. (Curt should find Super Pac-Man and do that one, too...)"</ref>
|In August 2008 the source code of Donkey Kong in [[Atari 800]] [[6502]] assembly was published at the AtariAge forum by Curt Vendel (the [[Atari Flashback]] designer),<ref>[http://atariage.com/forums/topic/130904-donkey-kong-source-code/ Donkey Kong source code] {{webarchive|url=https://web.archive.org/web/20150928081526/http://atariage.com/forums/topic/130904-donkey-kong-source-code/ |date=2015-09-28 }} at AtariAge.com</ref> and was discussed there by the original developer, Landon Dyer.<ref>[http://atariage.com/forums/topic/130904-donkey-kong-source-code/#entry1578879 Donkey Kong source code] {{webarchive|url=https://web.archive.org/web/20150928081526/http://atariage.com/forums/topic/130904-donkey-kong-source-code/ |date=2015-09-28 }} "I think it's pretty cool that this is finally released. Have fun. (Curt should find Super Pac-Man and do that one, too...)"</ref>
|-
|-
|''[[Double Dragon II: The Revenge]]''
|''[[Double Dragon II: The Revenge]]''
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|[[Beat em up]]
|[[Beat em up]]
|[[Technōs Japan]]
|[[Technōs Japan]]
|In 2013 the [[Internet Archive]] put the [[undelete]]d [[Assembly language|assembly]] [[Source code|sources]] (''DRGNSRC.LZH'') of the DOS version for download.<ref>[https://archive.org/details/DRAGONII DragonII] on [[archive.org]]</ref><ref>[http://assemblergames.com/l/threads/source-found-on-original-double-ii-dragon-dos-game.30187/ source-found-on-original-double-ii-dragon-dos-game] on assemblergames.com (November 2010)</ref>
|In 2013 the [[Internet Archive]] put the [[undelete]]d [[Assembly language|assembly]] [[Source code|sources]] (''DRGNSRC.LZH'') of the DOS version for download.<ref>[https://archive.org/details/DRAGONII DragonII] {{webarchive|url=https://web.archive.org/web/20160721130116/https://archive.org/details/DRAGONII |date=2016-07-21 }} on [[archive.org]]</ref><ref>[http://assemblergames.com/l/threads/source-found-on-original-double-ii-dragon-dos-game.30187/ source-found-on-original-double-ii-dragon-dos-game] {{webarchive|url=https://web.archive.org/web/20160721130512/http://assemblergames.com/l/threads/source-found-on-original-double-ii-dragon-dos-game.30187/ |date=2016-07-21 }} on assemblergames.com (November 2010)</ref>
|-
|-
|''[[Eve Online]]''
|''[[Eve Online]]''
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|Space strategy [[Massively multiplayer online game|MMO]]
|Space strategy [[Massively multiplayer online game|MMO]]
|[[CCP Games]]
|[[CCP Games]]
|On 20 May 2011 someone released the [[EVE Online]] source code on a [[GitHub]] repository.<ref>{{cite web|url=http://www.geek.com/games/eve-online-source-code-posted-online-dmca-takedown-quickly-follows-1382821/ |title=Eve Online source code posted online, DMCA takedown quickly follows |first=Matthew |last=Humphries |date=2011-05-25 |accessdate=2015-11-07 |publisher=geek.com |quote=It looks as though someone has posted the source code for the space MMO Eve Online there. As you’d imagine, developer [[CCP Games|CCP]] isn’t too happy about this and was quick to issue the takedown request.}}</ref> After the source code was online four days, CCP issued a [[DMCA]] take-down request which was followed by GitHub.<ref>[https://github.com/GitHub/dmca/blob/master/2011-05-24-cpp-virtual-world-operations.markdown dmca/2011-05-24-cpp-virtual-world-operations.markdown] {{webarchive|url=https://web.archive.org/web/20151108180512/https://github.com/github/dmca/blob/master/2011-05-24-cpp-virtual-world-operations.markdown |date=2015-11-08 }}</ref>
|On 20 May 2011 someone released the [[EVE Online]] source code on a [[GitHub]] repository.<ref>{{cite web|url=http://www.geek.com/games/eve-online-source-code-posted-online-dmca-takedown-quickly-follows-1382821/ |title=Eve Online source code posted online, DMCA takedown quickly follows |first=Matthew |last=Humphries |date=2011-05-25 |accessdate=2015-11-07 |publisher=geek.com |quote=It looks as though someone has posted the source code for the space MMO Eve Online there. As you’d imagine, developer [[CCP Games|CCP]] isn’t too happy about this and was quick to issue the takedown request. |deadurl=no |archiveurl=https://web.archive.org/web/20151118134516/http://www.geek.com/games/eve-online-source-code-posted-online-dmca-takedown-quickly-follows-1382821/ |archivedate=2015-11-18 }}</ref> After the source code was online four days, CCP issued a [[DMCA]] take-down request which was followed by GitHub.<ref>[https://github.com/GitHub/dmca/blob/master/2011-05-24-cpp-virtual-world-operations.markdown dmca/2011-05-24-cpp-virtual-world-operations.markdown] {{webarchive|url=https://web.archive.org/web/20151108180512/https://github.com/github/dmca/blob/master/2011-05-24-cpp-virtual-world-operations.markdown |date=2015-11-08 }}</ref>
|-
|-
|''[[Extreme-G 3]]''
|''[[Extreme-G 3]]''
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|[[6DOF]] shooter
|[[6DOF]] shooter
|[[Probe Entertainment]]
|[[Probe Entertainment]]
|In 2007, nine years after the first release, the game itself and its [[source code]] were considered abandoned and became available to the public.<ref>[http://www.3dfxzone.it/dir/headlines/projectx-brings-forsaken-on-modern-systems-and-lets-you-to-free-play-the-3d-shooter-at-1920-x-1080/ ProjectX brings Forsaken on modern systems and lets you to free play at 1920 x 1080] (2013-03-30)</ref> The game's community took up the game and kept updating and porting the game via a [[GitHub]] repository under a [[GPL]] license.<ref>[https://github.com/ForsakenX ForsakenX] on github.com</ref><ref>[https://github.com/ForsakenX/forsaken/blob/master/LICENSE license] on GitHub.</ref>
|In 2007, nine years after the first release, the game itself and its [[source code]] were considered abandoned and became available to the public.<ref>[http://www.3dfxzone.it/dir/headlines/projectx-brings-forsaken-on-modern-systems-and-lets-you-to-free-play-the-3d-shooter-at-1920-x-1080/ ProjectX brings Forsaken on modern systems and lets you to free play at 1920 x 1080] {{webarchive|url=https://web.archive.org/web/20150722052917/http://www.3dfxzone.it/dir/headlines/projectx-brings-forsaken-on-modern-systems-and-lets-you-to-free-play-the-3d-shooter-at-1920-x-1080/ |date=2015-07-22 }} (2013-03-30)</ref> The game's community took up the game and kept updating and porting the game via a [[GitHub]] repository under a [[GPL]] license.<ref>[https://github.com/ForsakenX ForsakenX] {{webarchive|url=https://web.archive.org/web/20151026025957/https://github.com/ForsakenX |date=2015-10-26 }} on github.com</ref><ref>[https://github.com/ForsakenX/forsaken/blob/master/LICENSE license] {{webarchive|url=https://web.archive.org/web/20151026025957/https://github.com/ForsakenX/forsaken/blob/master/LICENSE |date=2015-10-26 }} on GitHub.</ref>
|-
|-
|''[[GunZ: The Duel]]''
|''[[GunZ: The Duel]]''
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|[[Third-person shooter]]
|[[Third-person shooter]]
|[[MAIET Entertainment]]
|[[MAIET Entertainment]]
|In 2011 the [[source code]] of GunZ 1.5 [[Source code leak|became available]] online.<ref>[https://ragezone.com/2011/11/20/gunz-1-5-source-code-released/ Gunz 1.5 Source Code released.] on ragezone.com (20 November 2011)</ref>
|In 2011 the [[source code]] of GunZ 1.5 [[Source code leak|became available]] online.<ref>[https://ragezone.com/2011/11/20/gunz-1-5-source-code-released/ Gunz 1.5 Source Code released.] {{webarchive|url=https://web.archive.org/web/20140724000601/http://ragezone.com/2011/11/20/gunz-1-5-source-code-released/ |date=2014-07-24 }} on ragezone.com (20 November 2011)</ref>
|-
|-
|''[[Lineage II]]''
|''[[Lineage II]]''
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|[[MMORPG]]
|[[MMORPG]]
|[[NCSOFT]]
|[[NCSOFT]]
|In 2003 a Chinese Hacker acquired the [[Lineage II]] source code, and sold it to someone who set up alternative servers. Shutdown by [[FBI]] in 2007.<ref>[http://www.mmorpg.com/lineage-2/news/fbi-shuts-down-lineage-ii-private-server-1000007104 fbi-shuts-down-lineage-ii-private-server] on mmorpg.com (2007)</ref><ref>[https://web.archive.org/web/20071212021338/http://www.fbi.gov/page2/feb07/iptheft020107.htm CRACKING THE CODE Online IP Theft Is Not a Game] on FBI.gov (2007-02-01)</ref>
|In 2003 a Chinese Hacker acquired the [[Lineage II]] source code, and sold it to someone who set up alternative servers. Shutdown by [[FBI]] in 2007.<ref>[http://www.mmorpg.com/lineage-2/news/fbi-shuts-down-lineage-ii-private-server-1000007104 fbi-shuts-down-lineage-ii-private-server] {{webarchive|url=https://web.archive.org/web/20170322111354/http://www.mmorpg.com/lineage-2/news/fbi-shuts-down-lineage-ii-private-server-1000007104 |date=2017-03-22 }} on mmorpg.com (2007)</ref><ref>[https://web.archive.org/web/20071212021338/http://www.fbi.gov/page2/feb07/iptheft020107.htm CRACKING THE CODE Online IP Theft Is Not a Game] on FBI.gov (2007-02-01)</ref>
|-
|-
|''[[Microsoft Entertainment Pack]]''
|''[[Microsoft Entertainment Pack]]''
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|[[Racing game]]
|[[Racing game]]
|[[Acclaim Cheltenham|Acclaim Studios London]]
|[[Acclaim Cheltenham|Acclaim Studios London]]
|Members of the fan-base have acquired the [[source code]] of the game around 2004, which was [[Software leak|leaked]] from an anonymous developer who worked on the [[Xbox Live]] port.<ref>http://www.betaarchive.com/forum/viewtopic.php?f=14&t=21160</ref><ref>[http://assemblergames.com/l/threads/revolt-on-the-xbox.52993/ Revolt on the Xbox] by Borman on Assemblergames.com (Aug 3, 2014)</ref> The game community works since then on [[fan patch]]es and [[source port]]s to new platforms like [[Linux]], [[MacOS]] and [[OpenPandora]].<ref>{{cite web|url=http://rv12.revoltzone.net/downloads.php |title=Re-Volt v1.2 Update - Downloads |accessdate=2013-07-21}}</ref><ref name="Kotaku2016">[http://www.kotaku.com.au/2015/10/of-all-things-re-volt-is-still-being-patched/ Of All Things, Re-Volt Is Still Being Patched] by Alex Walker on [[Kotaku]] (Oct 27, 2015)</ref><ref>[http://re-volt.io/downloads downloads] on re-volt.io (2017)</ref>
|Members of the fan-base have acquired the [[source code]] of the game around 2004, which was [[Software leak|leaked]] from an anonymous developer who worked on the [[Xbox Live]] port.<ref>{{cite web|url=http://www.betaarchive.com/forum/viewtopic.php?f=14&t=21160 |title=Archived copy |accessdate=2012-02-29 |deadurl=no |archiveurl=https://web.archive.org/web/20111210155014/http://www.betaarchive.com/forum/viewtopic.php?f=14&t=21160 |archivedate=2011-12-10 }}</ref><ref>[http://assemblergames.com/l/threads/revolt-on-the-xbox.52993/ Revolt on the Xbox] {{webarchive|url=https://web.archive.org/web/20170202050520/http://assemblergames.com/l/threads/revolt-on-the-xbox.52993/ |date=2017-02-02 }} by Borman on Assemblergames.com (Aug 3, 2014)</ref> The game community works since then on [[fan patch]]es and [[source port]]s to new platforms like [[Linux]], [[MacOS]] and [[OpenPandora]].<ref>{{cite web|url=http://rv12.revoltzone.net/downloads.php |title=Re-Volt v1.2 Update - Downloads |accessdate=2013-07-21 |deadurl=no |archiveurl=https://web.archive.org/web/20130801012021/http://rv12.revoltzone.net/downloads.php |archivedate=2013-08-01 }}</ref><ref name="Kotaku2016">[http://www.kotaku.com.au/2015/10/of-all-things-re-volt-is-still-being-patched/ Of All Things, Re-Volt Is Still Being Patched] {{webarchive|url=https://web.archive.org/web/20161203023831/http://www.kotaku.com.au/2015/10/of-all-things-re-volt-is-still-being-patched/ |date=2016-12-03 }} by Alex Walker on [[Kotaku]] (Oct 27, 2015)</ref><ref>[http://re-volt.io/downloads downloads] {{webarchive|url=https://web.archive.org/web/20170305061015/http://re-volt.io/downloads |date=2017-03-05 }} on re-volt.io (2017)</ref>
|-
|-
|''[[Rolling Thunder (video game)|Rolling Thunder]]''
|''[[Rolling Thunder (video game)|Rolling Thunder]]''
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|side-scrolling [[action game]]
|side-scrolling [[action game]]
|[[Tiertex Design Studios]]
|[[Tiertex Design Studios]]
|The Amiga version became available on a community forum.<ref>[http://eab.abime.net/showpost.php?s=c009802fe60f0fd3fe60011ecae2c7d0&p=1082254&postcount=9 Preserving original Amiga game source codes] on eab.abime.net (April 2016)</ref>
|The Amiga version became available on a community forum.<ref>[http://eab.abime.net/showpost.php?s=c009802fe60f0fd3fe60011ecae2c7d0&p=1082254&postcount=9 Preserving original Amiga game source codes] {{webarchive|url=https://web.archive.org/web/20170418082217/http://eab.abime.net/showpost.php?s=c009802fe60f0fd3fe60011ecae2c7d0&p=1082254&postcount=9 |date=2017-04-18 }} on eab.abime.net (April 2016)</ref>
|-
|-
|''[[Ultimate Mortal Kombat 3]]''
|''[[Ultimate Mortal Kombat 3]]''
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|[[Beat'em up]]
|[[Beat'em up]]
|[[Midway Games]]
|[[Midway Games]]
|The source code and artwork of the PSX version were recovered from floppies in 2009.<ref>[http://lostmediawiki.com/Ultimate_Mortal_Kombat_3_(3DO_Cancelled_Port) Ultimate_Mortal_Kombat_3_(3DO_Cancelled_Port)] on lostmediawiki.com</ref><ref>[http://assemblergames.com/l/threads/3do-ultimate-mortal-kombat-3.25019/ 3DO Ultimate Mortal Kombat 3] on assemblergames.com (Nov 15, 2009)</ref>
|The source code and artwork of the PSX version were recovered from floppies in 2009.<ref>[http://lostmediawiki.com/Ultimate_Mortal_Kombat_3_(3DO_Cancelled_Port) Ultimate_Mortal_Kombat_3_(3DO_Cancelled_Port)] {{webarchive|url=https://web.archive.org/web/20160721130731/http://lostmediawiki.com/Ultimate_Mortal_Kombat_3_%283DO_Cancelled_Port%29 |date=2016-07-21 }} on lostmediawiki.com</ref><ref>[http://assemblergames.com/l/threads/3do-ultimate-mortal-kombat-3.25019/ 3DO Ultimate Mortal Kombat 3] {{webarchive|url=https://web.archive.org/web/20160721125942/http://assemblergames.com/l/threads/3do-ultimate-mortal-kombat-3.25019/ |date=2016-07-21 }} on assemblergames.com (Nov 15, 2009)</ref>
|-
|-
|''[[Mr Nutz]] 2''
|''[[Mr Nutz]] 2''
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|[[Platformer]]
|[[Platformer]]
|[[Ocean Software]]
|[[Ocean Software]]
|Amiga game, source code prototype associated with Peter Thierolf.<ref>[http://assemblergames.com/l/threads/code-source-mr-nutz-2-md.21596/page-3 code-source-mr-nutz-2] on assemblergames.com</ref><ref name="amigasource">[http://gilgalad.arc-nova.org/vgscr/amiga.html amiga source] on gilgalad.arc-nova.org</ref>
|Amiga game, source code prototype associated with Peter Thierolf.<ref>[http://assemblergames.com/l/threads/code-source-mr-nutz-2-md.21596/page-3 code-source-mr-nutz-2] {{webarchive|url=https://web.archive.org/web/20150707035731/http://assemblergames.com/l/threads/code-source-mr-nutz-2-md.21596/page-3 |date=2015-07-07 }} on assemblergames.com</ref><ref name="amigasource">[http://gilgalad.arc-nova.org/vgscr/amiga.html amiga source] on gilgalad.arc-nova.org</ref>
|-
|-
|''[[Killer7]]''
|''[[Killer7]]''
Line 2,288: Line 2,292:
|[[Action-adventure game]]
|[[Action-adventure game]]
|[[Grasshopper Manufacture]]
|[[Grasshopper Manufacture]]
|Sources and assets for the [[GameCube]] game were found in October 2016 on an open webserver.<ref>[http://assemblergames.com/l/threads/gamecube-killer7-source-code.63865/ gamecube-killer7-source-code] on assemblergames.com (October 2016)</ref>
|Sources and assets for the [[GameCube]] game were found in October 2016 on an open webserver.<ref>[http://assemblergames.com/l/threads/gamecube-killer7-source-code.63865/ gamecube-killer7-source-code] {{webarchive|url=https://web.archive.org/web/20161230231712/http://assemblergames.com/l/threads/gamecube-killer7-source-code.63865/ |date=2016-12-30 }} on assemblergames.com (October 2016)</ref>
|-
|-
|''[[S.T.A.L.K.E.R.: Clear Sky]]'' ([[X-Ray Engine]] 1.5.10)
|''[[S.T.A.L.K.E.R.: Clear Sky]]'' ([[X-Ray Engine]] 1.5.10)
Line 2,295: Line 2,299:
|[[First-person shooter|FPS]]
|[[First-person shooter|FPS]]
|[[GSC Game World]]
|[[GSC Game World]]
|In August 2014 [[S.T.A.L.K.E.R.: Clear Sky]]'s [[X-Ray Engine]] 1.5.10 [[source code]] [[Software leak|became available]] on [[GitHub]] under a non-[[open-source]] [[Software license|license]].<ref>[https://github.com/OpenXRay/xray xray] on [[github.com]] (August 2014)</ref> The [[S.T.A.L.K.E.R.: Call of Pripyat|successor's]] engine, X-ray 1.6.02, became available too.<ref>[https://github.com/OpenXRay/xray-16 xray-16] on github.com</ref><ref>[http://boilingsteam.com/s-t-a-l-k-e-r-how-the-opengl-port-is-shaping-up/ S.T.A.L.K.E.R.: How The OpenGL Port is Shaping Up] on boilingsteam.com (November 1, 2015)</ref>
|In August 2014 [[S.T.A.L.K.E.R.: Clear Sky]]'s [[X-Ray Engine]] 1.5.10 [[source code]] [[Software leak|became available]] on [[GitHub]] under a non-[[open-source]] [[Software license|license]].<ref>[https://github.com/OpenXRay/xray xray] {{webarchive|url=https://web.archive.org/web/20160721130152/https://github.com/OpenXRay/xray |date=2016-07-21 }} on [[github.com]] (August 2014)</ref> The [[S.T.A.L.K.E.R.: Call of Pripyat|successor's]] engine, X-ray 1.6.02, became available too.<ref>[https://github.com/OpenXRay/xray-16 xray-16] {{webarchive|url=https://web.archive.org/web/20160721130435/https://github.com/OpenXRay/xray-16 |date=2016-07-21 }} on github.com</ref><ref>[http://boilingsteam.com/s-t-a-l-k-e-r-how-the-opengl-port-is-shaping-up/ S.T.A.L.K.E.R.: How The OpenGL Port is Shaping Up] {{webarchive|url=https://web.archive.org/web/20170216054216/http://boilingsteam.com/s-t-a-l-k-e-r-how-the-opengl-port-is-shaping-up/ |date=2017-02-16 }} on boilingsteam.com (November 1, 2015)</ref>
|-
|-
|''[[Starcraft]]''
|''[[Starcraft]]''
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|[[Real-time strategy]]
|[[Real-time strategy]]
|[[Blizzard]]
|[[Blizzard]]
|In 2017 it was announced that a potentially 1998 stolen/lost<ref>[https://www.gamespot.com/articles/starcraft-gold-disc-disappears/1100-2463399/ starcraft-gold-disc-disappears] on [[gamespot.com]]</ref> ''STARCRAFT Gold Master source code'' CD of Starcraft resurfaced in the hand of an enthusiast.<ref>[https://www.reddit.com/r/starcraft/comments/63xxp9/starcraft_gold_master_disc_from_1998/ starcraft_gold_master_disc_from_1998] on reddit.com by Khemist49 (2017)</ref> After long contemplation, he sent it back to Blizzard.<ref>[http://kotaku.com/guy-finds-starcraft-source-code-and-returns-it-to-blizz-1794897125 Guy Finds StarCraft Source Code And Returns It To Blizzard, Gets Free Trip To BlizzCon] by Nathan Grayson on [[kotaku.com]] (5/03/2017)</ref> There was some doubt about the authenticity of this CD, as there was no proof provided. It is unclear if, as indicated in the earlier discussion, a copy of the source code was forwarded to [[Jason Scott]] of the [[Internet Archive]] for preservation purposes.
|In 2017 it was announced that a potentially 1998 stolen/lost<ref>[https://www.gamespot.com/articles/starcraft-gold-disc-disappears/1100-2463399/ starcraft-gold-disc-disappears] {{webarchive|url=https://web.archive.org/web/20170702113923/https://www.gamespot.com/articles/starcraft-gold-disc-disappears/1100-2463399/ |date=2017-07-02 }} on [[gamespot.com]]</ref> ''STARCRAFT Gold Master source code'' CD of Starcraft resurfaced in the hand of an enthusiast.<ref>[https://www.reddit.com/r/starcraft/comments/63xxp9/starcraft_gold_master_disc_from_1998/ starcraft_gold_master_disc_from_1998] {{webarchive|url=https://web.archive.org/web/20170505053454/https://www.reddit.com/r/starcraft/comments/63xxp9/starcraft_gold_master_disc_from_1998/ |date=2017-05-05 }} on reddit.com by Khemist49 (2017)</ref> After long contemplation, he sent it back to Blizzard.<ref>[http://kotaku.com/guy-finds-starcraft-source-code-and-returns-it-to-blizz-1794897125 Guy Finds StarCraft Source Code And Returns It To Blizzard, Gets Free Trip To BlizzCon] {{webarchive|url=https://web.archive.org/web/20170509010531/http://kotaku.com/guy-finds-starcraft-source-code-and-returns-it-to-blizz-1794897125 |date=2017-05-09 }} by Nathan Grayson on [[kotaku.com]] (5/03/2017)</ref> There was some doubt about the authenticity of this CD, as there was no proof provided. It is unclear if, as indicated in the earlier discussion, a copy of the source code was forwarded to [[Jason Scott]] of the [[Internet Archive]] for preservation purposes.
|-
|-
|''[[Tony Hawk's Underground]]''
|''[[Tony Hawk's Underground]]''
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|[[Sports game]]
|[[Sports game]]
|[[Neversoft]]
|[[Neversoft]]
|The game's [[C++]] source code was leaked on February 2016 to github.<ref>[https://github.com/thug1src/thug/ thug] on github.com (February 2016)</ref>
|The game's [[C++]] source code was leaked on February 2016 to github.<ref>[https://github.com/thug1src/thug/ thug] {{webarchive|url=https://web.archive.org/web/20170627222332/https://github.com/thug1src/thug |date=2017-06-27 }} on github.com (February 2016)</ref>
|-
|-
|''[[Turrican III]]''
|''[[Turrican III]]''
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|[[First-person shooter]]
|[[First-person shooter]]
|[[Iguana Entertainment]] / [[Acclaim Entertainment]]
|[[Iguana Entertainment]] / [[Acclaim Entertainment]]
|In February 2017 the [[source code]] of the N64 version was sold on [[Ebay]] for $2551.99 on a SGI [[Silicon Graphics]] [[SGI Indy|Indy]] development machine which came from the [[Acclaim Entertainment]] liquidation.<ref>[http://www.ebay.com/itm/162360925581 Acclaim / Iguana Entertainment Turok Source Code Silicon Graphics Indy Computer] on ebay.com (February 2017)</ref><ref>[https://www.reddit.com/r/n64/comments/5o5wv5/just_like_that_turok_source_code_is_lost_again/ just_like_that_turok_source_code_is_lost_again on reddit]</ref><ref>[https://www.vogons.org/viewtopic.php?f=5&t=51639&sid=1870723708d99f4749c9fb13716fd7e6&start=60 Acclaim Entertainment computers recovered from Brooklyn warehouse] on vogons.org</ref>
|In February 2017 the [[source code]] of the N64 version was sold on [[Ebay]] for $2551.99 on a SGI [[Silicon Graphics]] [[SGI Indy|Indy]] development machine which came from the [[Acclaim Entertainment]] liquidation.<ref>[http://www.ebay.com/itm/162360925581 Acclaim / Iguana Entertainment Turok Source Code Silicon Graphics Indy Computer] {{webarchive|url=https://web.archive.org/web/20170205095903/http://www.ebay.com/itm/162360925581 |date=2017-02-05 }} on ebay.com (February 2017)</ref><ref>[https://www.reddit.com/r/n64/comments/5o5wv5/just_like_that_turok_source_code_is_lost_again/ just_like_that_turok_source_code_is_lost_again on reddit] {{webarchive|url=https://web.archive.org/web/20170209092143/https://www.reddit.com/r/n64/comments/5o5wv5/just_like_that_turok_source_code_is_lost_again/ |date=2017-02-09 }}</ref><ref>[https://www.vogons.org/viewtopic.php?f=5&t=51639&sid=1870723708d99f4749c9fb13716fd7e6&start=60 Acclaim Entertainment computers recovered from Brooklyn warehouse] {{webarchive|url=https://web.archive.org/web/20170205101028/https://www.vogons.org/viewtopic.php?f=5&t=51639&sid=1870723708d99f4749c9fb13716fd7e6&start=60 |date=2017-02-05 }} on vogons.org</ref>
|-
|-
|''[[Trespasser (video game)|Trespasser]]''
|''[[Trespasser (video game)|Trespasser]]''
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|[[Action-adventure]], [[First-person shooter|FPS]]
|[[Action-adventure]], [[First-person shooter|FPS]]
|[[DreamWorks Interactive]]
|[[DreamWorks Interactive]]
|The fan community got the original [[source code]] into hand by unknown means<ref>{{cite web|url=http://www.joystiq.com/2014/05/15/jurassic-park-trespasser-remake-aims-to-make-good-on-long-lost/ |quote=''The community has even managed to get hold of the original source code, which they've set to work modifying.'' |title=Jurassic Park: Trespasser remake aims to make good on long-lost promises |first=Kat |last=Bailey |publisher=[[joystiq.com]] |date=2014-05-15 |accessdate=2014-08-13}}</ref> and created [[Mod (video gaming)|modifications]] and [[unofficial patch]]es with it,<ref>[http://www.trescom.org/patches/ Patches] on trescom.org</ref><ref>{{cite web|url=http://fabiensanglard.net/trespasser/index.php |title=Jurassic Park: Trespasser CG Source Code Review |date=2014-06-10 |accessdate=2014-08-13 |first=Fabien |last=Sanglard |publisher=fabiensanglard.net}}</ref> the latest [[DirectX 9]] port from 2016 and the development ongoing.<ref>[http://www.trescomforum.org/viewtopic.php?f=6&t=10674 1.07] on trescomforum.org by Lee Arbuco (2016)</ref>
|The fan community got the original [[source code]] into hand by unknown means<ref>{{cite web|url=http://www.joystiq.com/2014/05/15/jurassic-park-trespasser-remake-aims-to-make-good-on-long-lost/ |quote=''The community has even managed to get hold of the original source code, which they've set to work modifying.'' |title=Jurassic Park: Trespasser remake aims to make good on long-lost promises |first=Kat |last=Bailey |publisher=[[joystiq.com]] |date=2014-05-15 |accessdate=2014-08-13 |deadurl=no |archiveurl=https://web.archive.org/web/20140814090024/http://www.joystiq.com/2014/05/15/jurassic-park-trespasser-remake-aims-to-make-good-on-long-lost/ |archivedate=2014-08-14 }}</ref> and created [[Mod (video gaming)|modifications]] and [[unofficial patch]]es with it,<ref>[http://www.trescom.org/patches/ Patches] {{webarchive|url=https://web.archive.org/web/20150908050202/http://www.trescom.org/patches/ |date=2015-09-08 }} on trescom.org</ref><ref>{{cite web|url=http://fabiensanglard.net/trespasser/index.php |title=Jurassic Park: Trespasser CG Source Code Review |date=2014-06-10 |accessdate=2014-08-13 |first=Fabien |last=Sanglard |publisher=fabiensanglard.net |deadurl=no |archiveurl=https://web.archive.org/web/20140814015044/http://fabiensanglard.net/trespasser/index.php |archivedate=2014-08-14 }}</ref> the latest [[DirectX 9]] port from 2016 and the development ongoing.<ref>[http://www.trescomforum.org/viewtopic.php?f=6&t=10674 1.07] {{webarchive|url=https://web.archive.org/web/20170522181023/http://www.trescomforum.org/viewtopic.php?f=6&t=10674 |date=2017-05-22 }} on trescomforum.org by Lee Arbuco (2016)</ref>
|-
|-
|''[[Ultima 9]]''
|''[[Ultima 9]]''
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|[[First person (video games)|First person]] [[Role-playing video game]]
|[[First person (video games)|First person]] [[Role-playing video game]]
|[[Origin Systems]]
|[[Origin Systems]]
|In November 2014 the Ultima Codex Community was able to acquire the Ultima 9 [[source code]] from a former developer for offline [[Digital preservation|archival]] to prevent permanent loss.<ref name="u9code">{{cite web|url=http://ultimacodex.com/2014/11/ultima-9-the-source-code/ |publisher=Ultima Codex |author=WtF Dragon |date=2014-11-26 |accessdate=2015-10-28 |title=Ultima 9: The Source Code |quote="As we continue to mark the occasion of Ultima 9’s fifteenth anniversary, I’m pleased to announced that the seemingly dormant Ultima Source Code Offline Archival Project (USCOAP) has finally borne some fruit: the Ultima Codex has added the source code for Ultima 9 to its offline archive."}}</ref>
|In November 2014 the Ultima Codex Community was able to acquire the Ultima 9 [[source code]] from a former developer for offline [[Digital preservation|archival]] to prevent permanent loss.<ref name="u9code">{{cite web|url=http://ultimacodex.com/2014/11/ultima-9-the-source-code/ |publisher=Ultima Codex |author=WtF Dragon |date=2014-11-26 |accessdate=2015-10-28 |title=Ultima 9: The Source Code |quote="As we continue to mark the occasion of Ultima 9’s fifteenth anniversary, I’m pleased to announced that the seemingly dormant Ultima Source Code Offline Archival Project (USCOAP) has finally borne some fruit: the Ultima Codex has added the source code for Ultima 9 to its offline archive." |deadurl=no |archiveurl=https://web.archive.org/web/20151125210019/http://ultimacodex.com/2014/11/ultima-9-the-source-code/ |archivedate=2015-11-25 }}</ref>
|-
|-
|''[[Wing Commander (franchise)|Wing commander series]]''
|''[[Wing Commander (franchise)|Wing commander series]]''
Line 2,344: Line 2,348:
|[[Space simulator]]
|[[Space simulator]]
|[[Origin Systems]]
|[[Origin Systems]]
|The long lost [[source code]] of ''Wing Commander I ''was given to the [[Game community|fan-community]] in August 2011 by a former developer for the purpose of [[Digital preservation|long-time preservation]].<ref name="WC1sourcecode">{{cite web|url=http://www.wcnews.com/news/update/11167 |title=BIG NEWS: Wing Commander I Source Code Archived!|quote=''Thanks to an extremely kind donation from an anonymous former EA/Origin developer, the source code to the PC version of Wing Commander I is now preserved in our offline archive! Because of our agreement with Electronic Arts, we're not allowed to post recovered source code for download--but rest easy knowing that the C files that started it all are being kept safe for future reference. Our offline archive contains material that has been preserved but which can't be posted, including other source code and budget data from several of the games.'' |publisher=wcnews.com |date=2011-08-26 |accessdate=2013-01-14}}</ref> Later most other parts of the series followed.<ref>{{cite web|url=http://www.wcnews.com/news/2011/09/13/wing-commander-iii-the-source-code |title=Wing Commander III - The Source Code |quote=''As we celebrate Wing Commander III's first widespread retail availability since the late 1990s, we would like to mention for anyone that we have the game's source code in our offline archive. We know it's frustrating for fans, who could do amazing things with this, to read these updates... but it's also in everyone's best interests to remind EA that we have the raw material from which they could port Wing Commander III to a modern computer or console. Just let us know!'' |publisher=wcnews.com |date=2011-09-13 |accessdate=2013-01-14}}</ref><ref name="WC4sc">{{cite web|url=http://www.wcnews.com/news/2012/04/03/wing-commander-iv-source-code |title=Wing Commander IV: Source Code |quote=''As with Wing Commander I and Wing Commander III, we are pleased to announced that an extremely kind former EA/Origin employee has provided a copy of the Wing Commander IV source code for our preservation efforts! We can't offer it for download at this time, but it is now preserved for future use.'' |publisher=wcnews.com |date=2012-04-03 |accessdate=2013-01-14}}</ref>
|The long lost [[source code]] of ''Wing Commander I ''was given to the [[Game community|fan-community]] in August 2011 by a former developer for the purpose of [[Digital preservation|long-time preservation]].<ref name="WC1sourcecode">{{cite web|url=http://www.wcnews.com/news/update/11167 |title=BIG NEWS: Wing Commander I Source Code Archived! |quote=''Thanks to an extremely kind donation from an anonymous former EA/Origin developer, the source code to the PC version of Wing Commander I is now preserved in our offline archive! Because of our agreement with Electronic Arts, we're not allowed to post recovered source code for download--but rest easy knowing that the C files that started it all are being kept safe for future reference. Our offline archive contains material that has been preserved but which can't be posted, including other source code and budget data from several of the games.'' |publisher=wcnews.com |date=2011-08-26 |accessdate=2013-01-14 |deadurl=no |archiveurl=https://web.archive.org/web/20131109014042/http://www.wcnews.com/news/update/11167 |archivedate=2013-11-09 }}</ref> Later most other parts of the series followed.<ref>{{cite web|url=http://www.wcnews.com/news/2011/09/13/wing-commander-iii-the-source-code |title=Wing Commander III - The Source Code |quote=''As we celebrate Wing Commander III's first widespread retail availability since the late 1990s, we would like to mention for anyone that we have the game's source code in our offline archive. We know it's frustrating for fans, who could do amazing things with this, to read these updates... but it's also in everyone's best interests to remind EA that we have the raw material from which they could port Wing Commander III to a modern computer or console. Just let us know!'' |publisher=wcnews.com |date=2011-09-13 |accessdate=2013-01-14 |deadurl=no |archiveurl=https://web.archive.org/web/20131203031958/http://www.wcnews.com/news/2011/09/13/wing-commander-iii-the-source-code |archivedate=2013-12-03 }}</ref><ref name="WC4sc">{{cite web|url=http://www.wcnews.com/news/2012/04/03/wing-commander-iv-source-code |title=Wing Commander IV: Source Code |quote=''As with Wing Commander I and Wing Commander III, we are pleased to announced that an extremely kind former EA/Origin employee has provided a copy of the Wing Commander IV source code for our preservation efforts! We can't offer it for download at this time, but it is now preserved for future use.'' |publisher=wcnews.com |date=2012-04-03 |accessdate=2013-01-14 |deadurl=no |archiveurl=https://web.archive.org/web/20131109005741/http://www.wcnews.com/news/2012/04/03/wing-commander-iv-source-code |archivedate=2013-11-09 }}</ref>
|-
|-
|''[[Zork]]'' and other Infocom games
|''[[Zork]]'' and other Infocom games
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|[[Adventure game]]
|[[Adventure game]]
|[[Infocom]]
|[[Infocom]]
|In 2008 a back-up with the [[source code]] of all [[Infocom]]'s video games appeared from an anonymous Infocom source and was archived by the [[Internet Archive]]'s Jason Scott.<ref>[http://ascii.textfiles.com/archives/3778 GET LAMP Raw Interviews Pretty Much Up] on ascii.textfiles.com by Jason Scott (3 December 2012)</ref><ref>{{cite web|url=https://www.wired.com/2008/04/infocom-drive-t/| title=‘Infocom Drive’ Turns Up Long-Lost Hitchhiker Sequel |date=2008-04-18 |quote=''Remnants of the unreleased sequel to Infocom’s text adventure version of The Hitchhiker’s Guide to the Galaxy have been made available to the public by Waxy.org. Playable prototypes, design docs, source code and a string of e-mails between Infocom designers and management provide a fascinating look at the game’s turbulent, if aborted, development process. Among the assets included: design documents, e-mail archives, employee phone numbers, sales figures, internal meeting notes, corporate newsletters, and the source code and game files for every released and unreleased game Infocom made."'' |publisher=[[wired.com]] |first=Chris |last=Kohler |accessdate=2016-01-26}}</ref><ref>{{cite web|url=http://waxy.org/2008/04/milliways_infocoms_unreleased_sequel_to_hitchhikers_guide_to_the_galax/ |title=Milliways: Infocom's Unreleased Sequel to Hitchhiker's Guide to the Galaxy |date=Apr 17, 2008 |quote=''From an anonymous source close to the company, I've found myself in possession of the "Infocom Drive" — a complete backup of Infocom's shared network drive from 1989.[...] Among the assets included: design documents, email archives, employee phone numbers, sales figures, internal meeting notes, corporate newsletters, and the source code and game files for every released and unreleased game Infocom made'' |publisher=waxy.org |first=Andy |last=Baio |accessdate=2016-01-26}}</ref>
|In 2008 a back-up with the [[source code]] of all [[Infocom]]'s video games appeared from an anonymous Infocom source and was archived by the [[Internet Archive]]'s Jason Scott.<ref>[http://ascii.textfiles.com/archives/3778 GET LAMP Raw Interviews Pretty Much Up] {{webarchive|url=https://web.archive.org/web/20160130150452/http://ascii.textfiles.com/archives/3778 |date=2016-01-30 }} on ascii.textfiles.com by Jason Scott (3 December 2012)</ref><ref>{{cite web|url=https://www.wired.com/2008/04/infocom-drive-t/ |title=‘Infocom Drive’ Turns Up Long-Lost Hitchhiker Sequel |date=2008-04-18 |quote=''Remnants of the unreleased sequel to Infocom’s text adventure version of The Hitchhiker’s Guide to the Galaxy have been made available to the public by Waxy.org. Playable prototypes, design docs, source code and a string of e-mails between Infocom designers and management provide a fascinating look at the game’s turbulent, if aborted, development process. Among the assets included: design documents, e-mail archives, employee phone numbers, sales figures, internal meeting notes, corporate newsletters, and the source code and game files for every released and unreleased game Infocom made."'' |publisher=[[wired.com]] |first=Chris |last=Kohler |accessdate=2016-01-26 |deadurl=no |archiveurl=https://web.archive.org/web/20160127000619/http://www.wired.com/2008/04/infocom-drive-t/ |archivedate=2016-01-27 }}</ref><ref>{{cite web|url=http://waxy.org/2008/04/milliways_infocoms_unreleased_sequel_to_hitchhikers_guide_to_the_galax/ |title=Milliways: Infocom's Unreleased Sequel to Hitchhiker's Guide to the Galaxy |date=Apr 17, 2008 |quote=''From an anonymous source close to the company, I've found myself in possession of the "Infocom Drive" — a complete backup of Infocom's shared network drive from 1989.[...] Among the assets included: design documents, email archives, employee phone numbers, sales figures, internal meeting notes, corporate newsletters, and the source code and game files for every released and unreleased game Infocom made'' |publisher=waxy.org |first=Andy |last=Baio |accessdate=2016-01-26 |deadurl=no |archiveurl=https://web.archive.org/web/20160126202150/http://waxy.org/2008/04/milliways_infocoms_unreleased_sequel_to_hitchhikers_guide_to_the_galax/ |archivedate=2016-01-26 }}</ref>
|-
|-
|}
|}


== Games with reconstructed source code ==
== Games with reconstructed source code ==
Once games, or software in general, become an obsolete product for a company, the tools and source code required to re-create the game are often lost or even actively destroyed and deleted.<ref>{{cite web|url=http://www.gamasutra.com/view/feature/6271/where_games_go_to_sleep_the_game_.php?print=1 |title=Where Games Go To Sleep: The Game Preservation Crisis, Part 1 |first=John |last=Andersen |quote=''The existence of decaying technology, disorganization, and poor storage could in theory put a video game to sleep permanently -- never to be played again. Troubling admissions have surfaced over the years concerning video game preservation. When questions concerning re-releases of certain game titles are brought up during interviews with developers, for example, these developers would reveal issues of game production material being lost or destroyed. Certain game titles could not see a re-release due to various issues. One story began to circulate of source code being lost altogether for a well-known RPG, preventing its re-release on a new console.'' |publisher=[[Gamasutra]] |accessdate=January 10, 2013 |date=January 27, 2011 |archiveurl=https://web.archive.org/web/20130422061043/http://www.gamasutra.com/view/feature/6271/where_games_go_to_sleep_the_game_.php?print=1 |archivedate=April 22, 2013 }}</ref><ref name="1up2012"/><ref>{{cite web |url=http://www.arcade-history.com/?n=bubble-bobble&page=detail&id=343 |quote=''In 1996, Taito announced that they lost the original source code program to Bubble Bobble following a reorganization - when it came to the recent ports and sequels, they had to work from program disassembly, playing the game and (mainly) the various home computer ports.'' |publisher=Arcade History |title=Bubble Bobble |date=September 11, 2012 |accessdate=January 10, 2013|archiveurl=https://web.archive.org/web/20120930080731/http://www.arcade-history.com/?n=bubble-bobble&page=detail&id=343 |archivedate=September 30, 2012}}</ref><ref>{{cite web|url=http://kotaku.com/5028197/sega-cant-find-the-source-code-for-your-favorite-old-school-arcade-games |first=Adam |last=Barenblat |publisher=Kotaku |title=Sega Can't Find The Source Code For Your Favorite Old School Arcade Games |accessdate=December 1, 2013 |date=July 25, 2008 |archiveurl=https://web.archive.org/web/20131220054955/http://kotaku.com/5028197/sega-cant-find-the-source-code-for-your-favorite-old-school-arcade-games |archivedate=December 20, 2013}}</ref><ref>[http://www.destructoid.com/silent-hill-hd-was-made-from-incomplete-code-228158.phtml Silent Hill HD was made from incomplete code] on [[Destructoid]] {{webarchive |url=https://web.archive.org/web/20131016115830/http://www.destructoid.com/silent-hill-hd-was-made-from-incomplete-code-228158.phtml |date=October 16, 2013 }}</ref><ref>[http://www.gameoverviews.com/oh-my-silent-hill-hd-collections-sucked-because-konami-lost-the-source-code/ oh-my-silent-hill-hd-collections-sucked-because-konami-lost-the-source-code] on gameoverviews.com (2012)</ref><ref>[http://www.siliconera.com/2013/06/25/kingdom-hearts-1-data-is-lost-square-had-to-recreate-everything-for-hd/ kingdom-hearts-1-data-is-lost-square-had-to-recreate-everything-for-hd] on siliconera.com (2013)</ref> On the closure of [[Atari]] in [[Sunnyvale, California]] in 1996, the original source code of several milestones of video game history (like [[Asteroids (video game)|Asteroids]] or [[Centipede (video game)|Centipede]]) were thrown out as trash.<ref name="atari1">{{cite web|url=http://www.tomsguide.com/us/Atari-7800-Source-Code,news-4187.html |title=Atari 7800 Source Code Rescued - Atari released the source code for the 7800 console and games |accessdate=January 9, 2012 |date=July 7, 2009 |first=Kevin |last=Parrish |publisher=tomsguide.com |archiveurl=https://web.archive.org/web/20140422035825/http://www.tomsguide.com/us/Atari-7800-Source-Code%2Cnews-4187.html |archivedate=April 22, 2014 |deadurl=yes |df= }}</ref><ref name="atari2">{{cite web|url=http://www.atarimuseum.com/videogames/consoles/7800/games/ |archive-url=http://webarchive.loc.gov/all/20090706155155/http://www.atarimuseum.com//videogames//consoles//7800//games// |dead-url=yes |archive-date=July 6, 2009 |title=7800 Games & Development |quote=''These games were rescued from Atari ST format diskettes that were thrown out behind 1196 Borregas when Atari closed up in 1996. The Atari Museum rescued these important treasures and recovered them from the diskettes.'' |publisher=atari-museum.com |accessdate=January 9, 2012 |year=2009 }}</ref>
Once games, or software in general, become an obsolete product for a company, the tools and source code required to re-create the game are often lost or even actively destroyed and deleted.<ref>{{cite web|url=http://www.gamasutra.com/view/feature/6271/where_games_go_to_sleep_the_game_.php?print=1 |title=Where Games Go To Sleep: The Game Preservation Crisis, Part 1 |first=John |last=Andersen |quote=''The existence of decaying technology, disorganization, and poor storage could in theory put a video game to sleep permanently -- never to be played again. Troubling admissions have surfaced over the years concerning video game preservation. When questions concerning re-releases of certain game titles are brought up during interviews with developers, for example, these developers would reveal issues of game production material being lost or destroyed. Certain game titles could not see a re-release due to various issues. One story began to circulate of source code being lost altogether for a well-known RPG, preventing its re-release on a new console.'' |publisher=[[Gamasutra]] |accessdate=January 10, 2013 |date=January 27, 2011 |archiveurl=https://web.archive.org/web/20130422061043/http://www.gamasutra.com/view/feature/6271/where_games_go_to_sleep_the_game_.php?print=1 |archivedate=April 22, 2013 }}</ref><ref name="1up2012"/><ref>{{cite web |url=http://www.arcade-history.com/?n=bubble-bobble&page=detail&id=343 |quote=''In 1996, Taito announced that they lost the original source code program to Bubble Bobble following a reorganization - when it came to the recent ports and sequels, they had to work from program disassembly, playing the game and (mainly) the various home computer ports.'' |publisher=Arcade History |title=Bubble Bobble |date=September 11, 2012 |accessdate=January 10, 2013|archiveurl=https://web.archive.org/web/20120930080731/http://www.arcade-history.com/?n=bubble-bobble&page=detail&id=343 |archivedate=September 30, 2012}}</ref><ref>{{cite web|url=http://kotaku.com/5028197/sega-cant-find-the-source-code-for-your-favorite-old-school-arcade-games |first=Adam |last=Barenblat |publisher=Kotaku |title=Sega Can't Find The Source Code For Your Favorite Old School Arcade Games |accessdate=December 1, 2013 |date=July 25, 2008 |archiveurl=https://web.archive.org/web/20131220054955/http://kotaku.com/5028197/sega-cant-find-the-source-code-for-your-favorite-old-school-arcade-games |archivedate=December 20, 2013}}</ref><ref>[http://www.destructoid.com/silent-hill-hd-was-made-from-incomplete-code-228158.phtml Silent Hill HD was made from incomplete code] on [[Destructoid]] {{webarchive |url=https://web.archive.org/web/20131016115830/http://www.destructoid.com/silent-hill-hd-was-made-from-incomplete-code-228158.phtml |date=October 16, 2013 }}</ref><ref>[http://www.gameoverviews.com/oh-my-silent-hill-hd-collections-sucked-because-konami-lost-the-source-code/ oh-my-silent-hill-hd-collections-sucked-because-konami-lost-the-source-code] on gameoverviews.com (2012)</ref><ref>[http://www.siliconera.com/2013/06/25/kingdom-hearts-1-data-is-lost-square-had-to-recreate-everything-for-hd/ kingdom-hearts-1-data-is-lost-square-had-to-recreate-everything-for-hd] {{webarchive|url=https://web.archive.org/web/20170101001527/http://www.siliconera.com/2013/06/25/kingdom-hearts-1-data-is-lost-square-had-to-recreate-everything-for-hd/ |date=2017-01-01 }} on siliconera.com (2013)</ref> On the closure of [[Atari]] in [[Sunnyvale, California]] in 1996, the original source code of several milestones of video game history (like [[Asteroids (video game)|Asteroids]] or [[Centipede (video game)|Centipede]]) were thrown out as trash.<ref name="atari1">{{cite web|url=http://www.tomsguide.com/us/Atari-7800-Source-Code,news-4187.html |title=Atari 7800 Source Code Rescued - Atari released the source code for the 7800 console and games |accessdate=January 9, 2012 |date=July 7, 2009 |first=Kevin |last=Parrish |publisher=tomsguide.com |archiveurl=https://web.archive.org/web/20140422035825/http://www.tomsguide.com/us/Atari-7800-Source-Code%2Cnews-4187.html |archivedate=April 22, 2014 |deadurl=yes |df= }}</ref><ref name="atari2">{{cite web|url=http://www.atarimuseum.com/videogames/consoles/7800/games/ |archive-url=http://webarchive.loc.gov/all/20090706155155/http://www.atarimuseum.com//videogames//consoles//7800//games// |dead-url=yes |archive-date=July 6, 2009 |title=7800 Games & Development |quote=''These games were rescued from Atari ST format diskettes that were thrown out behind 1196 Borregas when Atari closed up in 1996. The Atari Museum rescued these important treasures and recovered them from the diskettes.'' |publisher=atari-museum.com |accessdate=January 9, 2012 |year=2009 }}</ref>


When much time and manual work is invested it is however still possible to recover or restore a source code variant which replicates the program's functions accurately from the binary program. Techniques used here are [[Decompiler|decompiling]], [[Disassembler|disassembling]] and [[reverse engineering]] the binary [[executable]]. This approach typically does not result in the exact original source code but a diverging version as a binary program does not contain all information originally carried in the original source code. Comments and function names cannot be restored if the program was compiled without additional [[Debugging|debug]] information. The here given in "[[bottom up]]" development methodology re-created source-code of games is able to replicate the behaviour of the original game exactly ("clock-cycle accurate", "pixel-per-pixel accurate"), unlike [[game engine recreation]]s which are often made in [[top down]] methodology resulting in general [[game engine]]s and not accurately representing the original game.
When much time and manual work is invested it is however still possible to recover or restore a source code variant which replicates the program's functions accurately from the binary program. Techniques used here are [[Decompiler|decompiling]], [[Disassembler|disassembling]] and [[reverse engineering]] the binary [[executable]]. This approach typically does not result in the exact original source code but a diverging version as a binary program does not contain all information originally carried in the original source code. Comments and function names cannot be restored if the program was compiled without additional [[Debugging|debug]] information. The here given in "[[bottom up]]" development methodology re-created source-code of games is able to replicate the behaviour of the original game exactly ("clock-cycle accurate", "pixel-per-pixel accurate"), unlike [[game engine recreation]]s which are often made in [[top down]] methodology resulting in general [[game engine]]s and not accurately representing the original game.
Line 2,374: Line 2,378:
|[[Adventure game]]
|[[Adventure game]]
|[[Blue Byte]]
|[[Blue Byte]]
|In 2011 via [[static recompilation]] from the original [[x86]] binary executable a port for the [[ARM architecture]] of the [[Pandora (handheld)|Pandora]] [[handheld]] was created by fans.<ref>{{cite web|url=http://boards.openpandora.org/topic/5950-albion/ |title=Albion |date=2011-11-06 |author=M-HT |accessdate=2014-04-03| publisher=openpandora.org}}</ref><ref>{{cite web|url=http://repo.openpandora.org/?page=detail&app=albion_sr |title=Albion |author=M-HT |date=2011-06-11 |accessdate=2014-04-02 |publisher=repo.openpandora.org |quote=''This is a port of the game's executable for Pandora (using static recompilation/binary translation).''}}</ref> The community still updates this recompiled version and released also Windows and Linux builds in 2015,<ref>{{cite web|url=http://boards.openpandora.org/topic/5950-albion/page-4#entry375940 |title=Albion |author=M-HT |date=2015-03-16 |accessdate=2015-04-24 |publisher=boards.openpandora.org |quote=''Here is a version for Windows, in case anyone is interested. Unpack it into the directory where Albion is installed - read the Readme for more information (use Albion.cmd to run the game).''}}</ref> source code available on GitHub under MIT.<ref name="MHT">[https://github.com/M-HT/SR github.com/M-HT/SR] on github.com</ref>
|In 2011 via [[static recompilation]] from the original [[x86]] binary executable a port for the [[ARM architecture]] of the [[Pandora (handheld)|Pandora]] [[handheld]] was created by fans.<ref>{{cite web|url=http://boards.openpandora.org/topic/5950-albion/ |title=Albion |date=2011-11-06 |author=M-HT |accessdate=2014-04-03 |publisher=openpandora.org |deadurl=no |archiveurl=https://web.archive.org/web/20140407071307/http://boards.openpandora.org/topic/5950-albion/ |archivedate=2014-04-07 }}</ref><ref>{{cite web|url=http://repo.openpandora.org/?page=detail&app=albion_sr |title=Albion |author=M-HT |date=2011-06-11 |accessdate=2014-04-02 |publisher=repo.openpandora.org |quote=''This is a port of the game's executable for Pandora (using static recompilation/binary translation).'' |deadurl=no |archiveurl=https://web.archive.org/web/20140331042620/http://repo.openpandora.org/?page=detail&app=albion_sr |archivedate=2014-03-31 }}</ref> The community still updates this recompiled version and released also Windows and Linux builds in 2015,<ref>{{cite web|url=http://boards.openpandora.org/topic/5950-albion/page-4#entry375940 |title=Albion |author=M-HT |date=2015-03-16 |accessdate=2015-04-24 |publisher=boards.openpandora.org |quote=''Here is a version for Windows, in case anyone is interested. Unpack it into the directory where Albion is installed - read the Readme for more information (use Albion.cmd to run the game).'' |deadurl=no |archiveurl=https://web.archive.org/web/20150423152054/http://boards.openpandora.org/topic/5950-albion/page-4 |archivedate=2015-04-23 }}</ref> source code available on GitHub under MIT.<ref name="MHT">[https://github.com/M-HT/SR github.com/M-HT/SR] {{webarchive|url=https://web.archive.org/web/20170507113859/https://github.com/M-HT/SR |date=2017-05-07 }} on github.com</ref>
|-
|-
|''[[Another World (video game)|Another World]]''
|''[[Another World (video game)|Another World]]''
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|[[Platform game]]
|[[Platform game]]
|[[Delphine Software International]]
|[[Delphine Software International]]
|In 2011, Fabien Sanglard analysed ''Another World'' by [[reverse engineering]] and reconstructed, based on an earlier approach, a complete C++ source code variant of the internal [[virtual machine]].<ref>{{cite web|url=http://toucharcade.com/2011/12/26/a-fascinating-look-under-the-hood-of-another-world/ |title=A Fascinating Look Under the Hood of 'Another World' |date=2011-12-26 |accessdate=2013-10-14 |first=Blake |last=Patterson |publisher=toucharcade.com}}</ref><ref>{{cite web|url=http://fabiensanglard.net/anotherWorld_code_review/index.php |title="Another World" Code Review |first=Fabien |last=Sanglard |date=2011-12-23 |publisher=fabiensanglard.net |quote=''I spent two weeks reading and reverse engineering further the source code of Another World ("Out Of This World" in North America). I based my work on Gregory Montoir's "binary to C++" initial reverse engineering from the DOS executable. I was amazed to discover an elegant system based on a virtual machine interpreting bytecode in realtime and generating fullscreen vectorial cinematic in order to produce one of the best game of all time.'' |accessdate=2013-01-14}}</ref>
|In 2011, Fabien Sanglard analysed ''Another World'' by [[reverse engineering]] and reconstructed, based on an earlier approach, a complete C++ source code variant of the internal [[virtual machine]].<ref>{{cite web|url=http://toucharcade.com/2011/12/26/a-fascinating-look-under-the-hood-of-another-world/ |title=A Fascinating Look Under the Hood of 'Another World' |date=2011-12-26 |accessdate=2013-10-14 |first=Blake |last=Patterson |publisher=toucharcade.com |deadurl=no |archiveurl=https://web.archive.org/web/20131109031735/http://toucharcade.com/2011/12/26/a-fascinating-look-under-the-hood-of-another-world/ |archivedate=2013-11-09 }}</ref><ref>{{cite web|url=http://fabiensanglard.net/anotherWorld_code_review/index.php |title="Another World" Code Review |first=Fabien |last=Sanglard |date=2011-12-23 |publisher=fabiensanglard.net |quote=''I spent two weeks reading and reverse engineering further the source code of Another World ("Out Of This World" in North America). I based my work on Gregory Montoir's "binary to C++" initial reverse engineering from the DOS executable. I was amazed to discover an elegant system based on a virtual machine interpreting bytecode in realtime and generating fullscreen vectorial cinematic in order to produce one of the best game of all time.'' |accessdate=2013-01-14 |deadurl=no |archiveurl=https://web.archive.org/web/20130115213534/http://fabiensanglard.net/anotherWorld_code_review/index.php |archivedate=2013-01-15 }}</ref>
|-
|-
|''[[Bagman (video game)|Bagman]]''
|''[[Bagman (video game)|Bagman]]''
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|[[Arcade game]]
|[[Arcade game]]
|Valadon Automation
|Valadon Automation
|In 2010 the French programmer Jean-François Fabre [[Reverse engineering|reconstructed]] C [[source code]] from the game to [[Porting|port]] it to modern platforms.<ref>[http://jotd.pagesperso-orange.fr/bagman/index.html Bagman] on jotd.pagesperso-orange.fr</ref>
|In 2010 the French programmer Jean-François Fabre [[Reverse engineering|reconstructed]] C [[source code]] from the game to [[Porting|port]] it to modern platforms.<ref>[http://jotd.pagesperso-orange.fr/bagman/index.html Bagman] {{webarchive|url=https://web.archive.org/web/20170308140240/http://jotd.pagesperso-orange.fr/bagman/index.html |date=2017-03-08 }} on jotd.pagesperso-orange.fr</ref>
|-
|-
|''[[Bermuda Syndrome]]''
|''[[Bermuda Syndrome]]''
Line 2,395: Line 2,399:
|[[Adventure game]]
|[[Adventure game]]
|Century Interactive
|Century Interactive
|After the [[End-of-life (product)|end of support]] for the game, Gregory Montoir [[Reverse engineering|reverse engineered]] in 2007 the [[game engine]] and wrote a [[Game engine recreation|substitute]] which allowed the [[Source port|porting]] of the game to modern platforms,<ref>[http://cyxdown.free.fr/bs/ Bermuda Syndrome] on cyxdown.free.fr</ref><ref>[https://github.com/cyxx cyxx] on [[github.com]]</ref> like the [[OpenPandora]] [[handheld]].<ref>[http://dl.openhandhelds.org/cgi-bin/pandora.cgi?0,0,0,0,26,451 Bermuda Syndrome for OpenPandora] on openhandhelds.org</ref>
|After the [[End-of-life (product)|end of support]] for the game, Gregory Montoir [[Reverse engineering|reverse engineered]] in 2007 the [[game engine]] and wrote a [[Game engine recreation|substitute]] which allowed the [[Source port|porting]] of the game to modern platforms,<ref>[http://cyxdown.free.fr/bs/ Bermuda Syndrome] {{webarchive|url=https://web.archive.org/web/20160721130540/http://cyxdown.free.fr/bs/ |date=2016-07-21 }} on cyxdown.free.fr</ref><ref>[https://github.com/cyxx cyxx] {{webarchive|url=https://web.archive.org/web/20160721130209/https://github.com/cyxx |date=2016-07-21 }} on [[github.com]]</ref> like the [[OpenPandora]] [[handheld]].<ref>[http://dl.openhandhelds.org/cgi-bin/pandora.cgi?0,0,0,0,26,451 Bermuda Syndrome for OpenPandora] {{webarchive|url=https://web.archive.org/web/20160721130351/http://dl.openhandhelds.org/cgi-bin/pandora.cgi?0%2C0%2C0%2C0%2C26%2C451 |date=2016-07-21 }} on openhandhelds.org</ref>
|-
|-
|''[[Boulder Dash]]''
|''[[Boulder Dash]]''
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|[[Arcade game]]
|[[Arcade game]]
|[[First Star Software]]
|[[First Star Software]]
|The C64 version was bit accurate reverse engineered by enthusiasts in month long work in 2016.<ref>[http://commodore.ninja/commodore-64-rem-the-lost-art-of-source-code-archeology/#more-24310 commodore-64-rem-the-lost-art-of-source-code-archeology] on commodore.ninja by Paulo Garcia (Mar 6, 2016)</ref><ref>[http://csdb.dk/release/?id=145094 Boulder Dashes ReM (2016)] on csdb.dk (2016)</ref> The group reverse engineered several more games also from this period, like [[The Castles of Dr. Creep]] 3, [[Miner 2049er]], [[Lode Runner]], [[Manic Miner]] and [[Beach Head (video game)|Beach Head]].<ref>[http://csdb.dk/group/?id=6416 Reengine & Mod (ReM)] on csdb.dk</ref>
|The C64 version was bit accurate reverse engineered by enthusiasts in month long work in 2016.<ref>[http://commodore.ninja/commodore-64-rem-the-lost-art-of-source-code-archeology/#more-24310 commodore-64-rem-the-lost-art-of-source-code-archeology] {{webarchive|url=https://web.archive.org/web/20160410061800/http://commodore.ninja/commodore-64-rem-the-lost-art-of-source-code-archeology/ |date=2016-04-10 }} on commodore.ninja by Paulo Garcia (Mar 6, 2016)</ref><ref>[http://csdb.dk/release/?id=145094 Boulder Dashes ReM (2016)] {{webarchive|url=https://web.archive.org/web/20160721125956/http://csdb.dk/release/?id=145094 |date=2016-07-21 }} on csdb.dk (2016)</ref> The group reverse engineered several more games also from this period, like [[The Castles of Dr. Creep]] 3, [[Miner 2049er]], [[Lode Runner]], [[Manic Miner]] and [[Beach Head (video game)|Beach Head]].<ref>[http://csdb.dk/group/?id=6416 Reengine & Mod (ReM)] {{webarchive|url=https://web.archive.org/web/20160721130246/http://csdb.dk/group/?id=6416 |date=2016-07-21 }} on csdb.dk</ref>
|-
|-
|''[[The Castles of Dr. Creep]]''
|''[[The Castles of Dr. Creep]]''
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|[[Platform game]]
|[[Platform game]]
|Edward R. Hobbs
|Edward R. Hobbs
|Robert Crossfield worked on a faithful engine for the game since 2010.<ref>[https://github.com/segrax/DrCreep DrCreep] on github.com</ref> The remake/reconstructed version got released for PC on Steam by Edward R. Hobbs & Robert Crossfield on September 2016 for $2.99.<ref>[http://store.steampowered.com/app/517930 The Castles of Dr. Creep] on steam.com</ref>
|Robert Crossfield worked on a faithful engine for the game since 2010.<ref>[https://github.com/segrax/DrCreep DrCreep] {{webarchive|url=https://web.archive.org/web/20160224022043/https://github.com/segrax/DrCreep |date=2016-02-24 }} on github.com</ref> The remake/reconstructed version got released for PC on Steam by Edward R. Hobbs & Robert Crossfield on September 2016 for $2.99.<ref>[http://store.steampowered.com/app/517930 The Castles of Dr. Creep] {{webarchive|url=https://web.archive.org/web/20161129232331/http://store.steampowered.com/app/517930 |date=2016-11-29 }} on steam.com</ref>
|-
|-
|''[[Cannon Fodder (video game)|Cannon Fodder]]''
|''[[Cannon Fodder (video game)|Cannon Fodder]]''
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|[[top-down shooter]]
|[[top-down shooter]]
|[[Sensible Software]]
|[[Sensible Software]]
|In December 2015, Robert Crossfield released version 1.0 of the reverse engineered DOS CD Cannon Fodder version, under the name "OpenFodder" on GitHub under GPL.<ref>[http://www.indieretronews.com/2015/12/openfodder-open-sourced-cannon-fodder.html OpenFodder - Open sourced Cannon Fodder gets a big 1.0 release!] on indieretronews.com</ref><ref>[https://github.com/segrax/openfodder/releases Releases] on github.com</ref>
|In December 2015, Robert Crossfield released version 1.0 of the reverse engineered DOS CD Cannon Fodder version, under the name "OpenFodder" on GitHub under GPL.<ref>[http://www.indieretronews.com/2015/12/openfodder-open-sourced-cannon-fodder.html OpenFodder - Open sourced Cannon Fodder gets a big 1.0 release!] on indieretronews.com</ref><ref>[https://github.com/segrax/openfodder/releases Releases] {{webarchive|url=https://web.archive.org/web/20160721125956/https://github.com/segrax/openfodder/releases |date=2016-07-21 }} on github.com</ref>
|-
|-
|''[[Commander Keen]] 5''
|''[[Commander Keen]] 5''
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|Sidecrolling shooter
|Sidecrolling shooter
|[[Id software]]
|[[Id software]]
|In 2017 a pixel-accuracy aiming engine re-implementation, based on several disassembly/decompilation efforts, became available by David Gow.<ref>[https://davidgow.net/keen/omnispeak.html Omnispeak — A Commander Keen Reimplementation] on davidgow.net</ref> C99 source code is hosted on github under GPLv2. Originally only meant for Keen 5, it now supports Keen 4, 5 and 6.<ref>[https://github.com/sulix/omnispeak omnispeak] on github</ref>
|In 2017 a pixel-accuracy aiming engine re-implementation, based on several disassembly/decompilation efforts, became available by David Gow.<ref>[https://davidgow.net/keen/omnispeak.html Omnispeak — A Commander Keen Reimplementation] {{webarchive|url=https://web.archive.org/web/20170315144012/https://davidgow.net/keen/omnispeak.html |date=2017-03-15 }} on davidgow.net</ref> C99 source code is hosted on github under GPLv2. Originally only meant for Keen 5, it now supports Keen 4, 5 and 6.<ref>[https://github.com/sulix/omnispeak omnispeak] {{webarchive|url=https://web.archive.org/web/20170223234521/https://github.com/sulix/omnispeak |date=2017-02-23 }} on github</ref>
|-
|-
|''[[Diablo II]]''
|''[[Diablo II]]''
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|Action RPG
|Action RPG
|[[Blizzard Entertainment]]
|[[Blizzard Entertainment]]
|In 2015 an unofficial [[Porting|port]] for the [[ARM architecture]] based [[Pandora (handheld)|Pandora]] handheld became available by [[static recompilation]] and [[reverse engineering]] of the original [[x86]] version.<ref>[http://pandoralive.info/?p=5338 Diablo II Running on Open Pandora!] on PandoraLive (22 November 2015)</ref><ref>{{cite web|url=http://repo.openpandora.org/?page=detail&app=package.diablo2 |title=Diablo II |author=notaz |date=2015-11-22 |accessdate=2015-12-04 |publisher=openpandora.org |quote=''This is statically recompiled Windows executable, that was recompiled to ARM and bundled with ARM version of wine.''}}</ref>
|In 2015 an unofficial [[Porting|port]] for the [[ARM architecture]] based [[Pandora (handheld)|Pandora]] handheld became available by [[static recompilation]] and [[reverse engineering]] of the original [[x86]] version.<ref>[http://pandoralive.info/?p=5338 Diablo II Running on Open Pandora!] {{webarchive|url=https://web.archive.org/web/20151208101108/http://pandoralive.info/?p=5338 |date=2015-12-08 }} on PandoraLive (22 November 2015)</ref><ref>{{cite web|url=http://repo.openpandora.org/?page=detail&app=package.diablo2 |title=Diablo II |author=notaz |date=2015-11-22 |accessdate=2015-12-04 |publisher=openpandora.org |quote=''This is statically recompiled Windows executable, that was recompiled to ARM and bundled with ARM version of wine.'' |deadurl=no |archiveurl=https://web.archive.org/web/20151220054410/https://repo.openpandora.org/?page=detail&app=package.diablo2 |archivedate=2015-12-20 }}</ref>
|-
|-
|''[[Digger (video game)|Digger]]''
|''[[Digger (video game)|Digger]]''
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|[[Real-time strategy game]]
|[[Real-time strategy game]]
|[[Westwood Studios]]
|[[Westwood Studios]]
|In 2009 a group started reverse engineering Dune II under the name OpenDUNE.<ref>[https://github.com/OpenDUNE/OpenDUNE OpenDUNE] on github.com</ref> The resulting code was released under GPLv2 and ported to other platforms like the [[Pandora (handheld)|Pandora]].<ref>[http://repo.openpandora.org/?page=detail&app=dunedynasty_ptitseb dunedynasty] on repo.openpandora.org</ref>
|In 2009 a group started reverse engineering Dune II under the name OpenDUNE.<ref>[https://github.com/OpenDUNE/OpenDUNE OpenDUNE] {{webarchive|url=https://web.archive.org/web/20160329091448/https://github.com/OpenDUNE/OpenDUNE |date=2016-03-29 }} on github.com</ref> The resulting code was released under GPLv2 and ported to other platforms like the [[Pandora (handheld)|Pandora]].<ref>[http://repo.openpandora.org/?page=detail&app=dunedynasty_ptitseb dunedynasty] {{webarchive|url=https://web.archive.org/web/20160404074655/http://repo.openpandora.org/?page=detail&app=dunedynasty_ptitseb |date=2016-04-04 }} on repo.openpandora.org</ref>
|-
|-
|''[[Dungeon Keeper]]''
|''[[Dungeon Keeper]]''
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|realtime dungeon simulator
|realtime dungeon simulator
|[[Bullfrog Productions|Bullfrog]]
|[[Bullfrog Productions|Bullfrog]]
|Tomasz Lis works on reverse engineering (ongoing) a version called "KeeperFX", the resulting source code is released as GPLv3.<ref>[http://keeper.lubiki.pl/index.php keeperFX]</ref>
|Tomasz Lis works on reverse engineering (ongoing) a version called "KeeperFX", the resulting source code is released as GPLv3.<ref>[http://keeper.lubiki.pl/index.php keeperFX] {{webarchive|url=https://web.archive.org/web/20150704175919/http://keeper.lubiki.pl/index.php |date=2015-07-04 }}</ref>
|-
|-
|''[[Dungeon Master (video game)|Dungeon Master]]''
|''[[Dungeon Master (video game)|Dungeon Master]]''
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|[[Dungeon crawler]]
|[[Dungeon crawler]]
|[[FTL Games]]
|[[FTL Games]]
|In 2001 Dungeon Master (and its successor [[Chaos Strikes Back|CSB]]) was released by Paul R. Stevens in a portable reverse engineered version called "CSBwin". CSBwin was reverse engineered from the game's Atari assembler code to a pure C version in months of work.<ref>[http://dmweb.free.fr/?q=node/851 Chaos Strikes Back for Windows (and Linux, MacOS X, Pocket PC)] on Dungeon Master Encyclopedia (2005-10-24)</ref><ref>{{cite web|url=http://www.rockpapershotgun.com/2012/03/29/you-could-be-playing-dungeon-master-right-now/ |title=You Could Be Playing Dungeon Master Right Now |first=John |last=Walker |date=2012-03-29 |accessdate=2015-08-03 |publisher=[[Rock, Paper, Shotgun]] |quote=''There is a version that just works, without an emulator, and it’s free. [...] A madman by the name of Paul Stevens spent six months, eight hours a day, writing 120,000 lines of what he calls “pseudo-assembly language” to rebuild it in C++. And then released the game and source code for free. Can he do that? I’ve decided that yes, he can, which legitimises my promoting it to you.''}}</ref> In 2014 Christophe Fontanel released another reverse engineering project which tries to recreate all existing versions.<ref>[http://www.dungeon-master.com/forum/viewtopic.php?f=25&t=29805 Back to the source: ReDMCSB] by Christophe Fontanel (18-Jan-2014)</ref><ref>[https://www.quora.com/Is-it-possible-to-reverse-engineer-software-without-its-source-code Is it possible to reverse engineer software without its source code?] on quora.com by Doug Bell ''"lead developer of "Dungeon Master": Yes. Here's an example."''</ref>
|In 2001 Dungeon Master (and its successor [[Chaos Strikes Back|CSB]]) was released by Paul R. Stevens in a portable reverse engineered version called "CSBwin". CSBwin was reverse engineered from the game's Atari assembler code to a pure C version in months of work.<ref>[http://dmweb.free.fr/?q=node/851 Chaos Strikes Back for Windows (and Linux, MacOS X, Pocket PC)] {{webarchive|url=https://web.archive.org/web/20160121120612/http://dmweb.free.fr/?q=node%2F851 |date=2016-01-21 }} on Dungeon Master Encyclopedia (2005-10-24)</ref><ref>{{cite web|url=http://www.rockpapershotgun.com/2012/03/29/you-could-be-playing-dungeon-master-right-now/ |title=You Could Be Playing Dungeon Master Right Now |first=John |last=Walker |date=2012-03-29 |accessdate=2015-08-03 |publisher=[[Rock, Paper, Shotgun]] |quote=''There is a version that just works, without an emulator, and it’s free. [...] A madman by the name of Paul Stevens spent six months, eight hours a day, writing 120,000 lines of what he calls “pseudo-assembly language” to rebuild it in C++. And then released the game and source code for free. Can he do that? I’ve decided that yes, he can, which legitimises my promoting it to you.'' |deadurl=no |archiveurl=https://web.archive.org/web/20150729060951/http://www.rockpapershotgun.com/2012/03/29/you-could-be-playing-dungeon-master-right-now/ |archivedate=2015-07-29 }}</ref> In 2014 Christophe Fontanel released another reverse engineering project which tries to recreate all existing versions.<ref>[http://www.dungeon-master.com/forum/viewtopic.php?f=25&t=29805 Back to the source: ReDMCSB] {{webarchive|url=https://web.archive.org/web/20160425135612/http://www.dungeon-master.com/forum/viewtopic.php?f=25&t=29805 |date=2016-04-25 }} by Christophe Fontanel (18-Jan-2014)</ref><ref>[https://www.quora.com/Is-it-possible-to-reverse-engineer-software-without-its-source-code Is it possible to reverse engineer software without its source code?] on quora.com by Doug Bell ''"lead developer of "Dungeon Master": Yes. Here's an example."''</ref>
|-
|-
|''[[E.T. the Extra-Terrestrial (video game)|E.T. the Extra-Terrestrial]]''
|''[[E.T. the Extra-Terrestrial (video game)|E.T. the Extra-Terrestrial]]''
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|[[Arcade game|Arcade]]
|[[Arcade game|Arcade]]
|[[Atari]]
|[[Atari]]
|In 2006 decompiled by Dennis Debro.<ref>{{cite web|url=http://www.itworld.com/article/2698883/disaster-recovery/digging-up-e-t--s-source-code.html|title=Digging up E.T.’s source code|publisher=ITworld |date=2014-05-06 |first=Phil |last=Johnson| quote=''The code, written in assembly language for the MOS Technology 6502 8-bit processor, has been around for a while, having been reconstructed by Dennis Debro in 2006.''}}</ref><ref>[http://pastebin.com/AaSYZTHt E.T. the Extra-Terrestrial(1982) Atari 2600 Source Code] on [[pastebin]].com</ref><ref name="ataridecompiles"/> Following that, several [[Unofficial patch|unofficial fixes]] for the game were released by a fan site.<ref name="neocomputer">{{cite web | url=http://www.neocomputer.org/projects/et/ | title=Fixing E.T. The Extra-Terrestrial for the Atari 2600 | publisher=Neocomputer | accessdate=April 6, 2013}}</ref>
|In 2006 decompiled by Dennis Debro.<ref>{{cite web|url=http://www.itworld.com/article/2698883/disaster-recovery/digging-up-e-t--s-source-code.html |title=Digging up E.T.’s source code |publisher=ITworld |date=2014-05-06 |first=Phil |last=Johnson |quote=''The code, written in assembly language for the MOS Technology 6502 8-bit processor, has been around for a while, having been reconstructed by Dennis Debro in 2006.'' |deadurl=no |archiveurl=https://web.archive.org/web/20160407163205/http://www.itworld.com/article/2698883/disaster-recovery/digging-up-e-t--s-source-code.html |archivedate=2016-04-07 }}</ref><ref>[http://pastebin.com/AaSYZTHt E.T. the Extra-Terrestrial(1982) Atari 2600 Source Code] {{webarchive|url=https://web.archive.org/web/20160325194124/http://pastebin.com/AaSYZTHt |date=2016-03-25 }} on [[pastebin]].com</ref><ref name="ataridecompiles"/> Following that, several [[Unofficial patch|unofficial fixes]] for the game were released by a fan site.<ref name="neocomputer">{{cite web|url=http://www.neocomputer.org/projects/et/ |title=Fixing E.T. The Extra-Terrestrial for the Atari 2600 |publisher=Neocomputer |accessdate=April 6, 2013 |deadurl=no |archiveurl=https://web.archive.org/web/20130408174949/http://www.neocomputer.org/projects/et/ |archivedate=April 8, 2013 }}</ref>
|-
|-
|''[[Elite (video game)|Elite]]''
|''[[Elite (video game)|Elite]]''
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|[[Space trading game]]
|[[Space trading game]]
|[[Ian Bell (programmer)|Ian Bell]], [[David Braben]]
|[[Ian Bell (programmer)|Ian Bell]], [[David Braben]]
|Christian Pinder created ''Elite: The New Kind'' as faithful PC version by [[reverse-engineering]] platform-neutral [[C (programming language)|C]] code from the original BBC Micro version of ''Elite''. This version was withdrawn from the main distribution at [[David Braben]]'s request in 2003.<ref>{{cite web | url=http://www.christianpinder.com/games/ | archiveurl=https://web.archive.org/web/20080809170839/http://www.christianpinder.com/games/ | archivedate=2008-08-09 | title=NewKind | publisher=Christian Pinder | accessdate=2008-08-09}}</ref> In September 2014, on Elite's 30th birthday, [[Ian Bell (programmer)|Ian Bell]] blessed ''Elite: The New Kind'' and re-released it for free on his website.<ref name="eyetoeye"/><ref>{{cite web|url=https://www.vg247.com/2014/09/17/classic-elite-free-pc-download/ |title=Classic space sim Elite goes free this weekend |first=Matt |last=Martin |date=2014-09-17 |accessdate=2015-11-06 |quote=''"A superior remake of the original space trading game Elite will be released for free this weekend, 30 years after the original game launched"'' |publisher=[[vg247]]}}</ref><ref>{{cite web|url=http://www.elitehomepage.org/thirty/index.htm |title=Elite 30th Anniversary |quote=''"Today, 20th September 2014 is the 30th anniversary of the day the world first experienced Elite, the 3D space trading and combat game written by Ian Bell and David Braben in conjunction with Acornsoft. From that beginning on the BBC Micro and Acorn Electron, the game went on to be released for most home computers of the time. Celebrate by playing Elite again, for free. Thanks to Matt Goldbolt, the original BBC Micro version now runs direct in the Google Chrome browser if you click here. Or for Windows PCs, download Christian Pinder's Elite: The New Kind by clicking here."'' |publisher=elitehomepage.org |first=Ian |last=Bell |date=2014-09-20 |deadurl=yes |archiveurl=https://web.archive.org/web/20150902054507/http://www.elitehomepage.org/thirty/index.htm |archivedate=September 2, 2015 }}</ref> Source code of the 1.0 version is available on a GitHub repository.<ref>[https://github.com/fesh0r/newkind newkind] on [[GitHub]].</ref>
|Christian Pinder created ''Elite: The New Kind'' as faithful PC version by [[reverse-engineering]] platform-neutral [[C (programming language)|C]] code from the original BBC Micro version of ''Elite''. This version was withdrawn from the main distribution at [[David Braben]]'s request in 2003.<ref>{{cite web | url=http://www.christianpinder.com/games/ | archiveurl=https://web.archive.org/web/20080809170839/http://www.christianpinder.com/games/ | archivedate=2008-08-09 | title=NewKind | publisher=Christian Pinder | accessdate=2008-08-09}}</ref> In September 2014, on Elite's 30th birthday, [[Ian Bell (programmer)|Ian Bell]] blessed ''Elite: The New Kind'' and re-released it for free on his website.<ref name="eyetoeye"/><ref>{{cite web|url=https://www.vg247.com/2014/09/17/classic-elite-free-pc-download/ |title=Classic space sim Elite goes free this weekend |first=Matt |last=Martin |date=2014-09-17 |accessdate=2015-11-06 |quote=''"A superior remake of the original space trading game Elite will be released for free this weekend, 30 years after the original game launched"'' |publisher=[[vg247]] |deadurl=no |archiveurl=https://web.archive.org/web/20151017081457/http://www.vg247.com/2014/09/17/classic-elite-free-pc-download/ |archivedate=2015-10-17 }}</ref><ref>{{cite web|url=http://www.elitehomepage.org/thirty/index.htm |title=Elite 30th Anniversary |quote=''"Today, 20th September 2014 is the 30th anniversary of the day the world first experienced Elite, the 3D space trading and combat game written by Ian Bell and David Braben in conjunction with Acornsoft. From that beginning on the BBC Micro and Acorn Electron, the game went on to be released for most home computers of the time. Celebrate by playing Elite again, for free. Thanks to Matt Goldbolt, the original BBC Micro version now runs direct in the Google Chrome browser if you click here. Or for Windows PCs, download Christian Pinder's Elite: The New Kind by clicking here."'' |publisher=elitehomepage.org |first=Ian |last=Bell |date=2014-09-20 |deadurl=yes |archiveurl=https://web.archive.org/web/20150902054507/http://www.elitehomepage.org/thirty/index.htm |archivedate=September 2, 2015 }}</ref> Source code of the 1.0 version is available on a GitHub repository.<ref>[https://github.com/fesh0r/newkind newkind] {{webarchive|url=https://web.archive.org/web/20151212235413/https://github.com/fesh0r/newkind |date=2015-12-12 }} on [[GitHub]].</ref>
|-
|-
|''[[Escape from Colditz]]''
|''[[Escape from Colditz]]''
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|[[Action-adventure game]]
|[[Action-adventure game]]
|Mike Halsall, John Law / Digital Magic Software.
|Mike Halsall, John Law / Digital Magic Software.
|Around 2009 some developers reconstructed from the Amiga version a C version under GPLv3.<ref name="colditz">{{cite web|url=https://sites.google.com/site/colditzescape/ |title=colditz escape! |accessdate=2016-01-14 |publisher=sites.google.com |year=2010}}</ref><ref>[https://github.com/aperture-software/colditz-escape colditz-escape] on github.com</ref> Ported then to many systems.
|Around 2009 some developers reconstructed from the Amiga version a C version under GPLv3.<ref name="colditz">{{cite web|url=https://sites.google.com/site/colditzescape/ |title=colditz escape! |accessdate=2016-01-14 |publisher=sites.google.com |year=2010 |deadurl=no |archiveurl=https://web.archive.org/web/20160310000628/https://sites.google.com/site/colditzescape/ |archivedate=2016-03-10 }}</ref><ref>[https://github.com/aperture-software/colditz-escape colditz-escape] {{webarchive|url=https://web.archive.org/web/20160721130827/https://github.com/aperture-software/colditz-escape |date=2016-07-21 }} on github.com</ref> Ported then to many systems.
|-
|-
|''[[Exile (1988 video game)|Exile]]''
|''[[Exile (1988 video game)|Exile]]''
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|[[Action-adventure game]]
|[[Action-adventure game]]
|Peter Irvin
|Peter Irvin
|Around 2012 the assembly [[source code]] of the [[BBC Micro]] version was reconstructed and commented.<ref name="exiledisassembly">{{cite web|url=http://www.level7.org.uk/miscellany/exile-disassembly.txt |title=Exile disassembly|quote=''Published by Superior Software in 1988, Exile is widely regarded as the most technically advanced game released for the BBC Micro. Featuring an enormous procedurally generated landscape, a complete physics engine and a host of game elements to interact with, it remains unsurpassed in pushing the capabilities of the system to their limits. |accessdate=2013-01-14 |publisher=level7.org.uk |year=2012}}</ref> Later author Peter Irvin blessed also the non-commercial redistribution of the Amiga version of the game.<ref>[http://thunderpeel2001.com/exile/ Exile] on thunderpeel2001.com/exile ''"Email from Peter Irvin (creator of Exile): Yes I've recently decided to allow old versions of Exile to be downloaded for emulation under certain conditions: [...]"''</ref>
|Around 2012 the assembly [[source code]] of the [[BBC Micro]] version was reconstructed and commented.<ref name="exiledisassembly">{{cite web|url=http://www.level7.org.uk/miscellany/exile-disassembly.txt |title=Exile disassembly |quote=''Published by Superior Software in 1988, Exile is widely regarded as the most technically advanced game released for the BBC Micro. Featuring an enormous procedurally generated landscape, a complete physics engine and a host of game elements to interact with, it remains unsurpassed in pushing the capabilities of the system to their limits. |accessdate=2013-01-14 |publisher=level7.org.uk |year=2012 |deadurl=no |archiveurl=https://web.archive.org/web/20130413042844/http://www.level7.org.uk/miscellany/exile-disassembly.txt |archivedate=2013-04-13 }}</ref> Later author Peter Irvin blessed also the non-commercial redistribution of the Amiga version of the game.<ref>[http://thunderpeel2001.com/exile/ Exile] {{webarchive|url=https://web.archive.org/web/20160507211615/http://thunderpeel2001.com/exile/ |date=2016-05-07 }} on thunderpeel2001.com/exile ''"Email from Peter Irvin (creator of Exile): Yes I've recently decided to allow old versions of Exile to be downloaded for emulation under certain conditions: [...]"''</ref>
|-
|-
|''[[Freeway (video game)|Freeway]]''
|''[[Freeway (video game)|Freeway]]''
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|[[Arcade game]]
|[[Arcade game]]
|[[Activision]]
|[[Activision]]
|Decompiled and commented by [[Rebecca Heineman]].<ref name="ataridecompiles">[http://www.bjars.com/disassemblies.html Original Game Disassemblies] on bjars.com</ref>
|Decompiled and commented by [[Rebecca Heineman]].<ref name="ataridecompiles">[http://www.bjars.com/disassemblies.html Original Game Disassemblies] {{webarchive|url=https://web.archive.org/web/20161217081517/http://www.bjars.com/disassemblies.html |date=2016-12-17 }} on bjars.com</ref>
|-
|-
|''[[Football Manager (1982 series)|Football Manager]]''
|''[[Football Manager (1982 series)|Football Manager]]''
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|[[Sports game]], [[Business simulation game]]
|[[Sports game]], [[Business simulation game]]
|[[Kevin Toms]]
|[[Kevin Toms]]
|In 2001 Paul Robson developed an accurate [[Video game remake|remake]] of the original game by [[reverse engineering]] in [[C (programming language)|C]].<ref>[http://www.robsons.org.uk/archive/www.autismuk.freeserve.co.uk/index.htm Paul Robson's SDL Games] ''"Football Manager - A remake of the (in)famous Sinclair Spectrum Football Manager game, complete with stick-man graphics. This is reverse engineered, so it should play identically. Finished. fm-0.99.tar.gz"'' (May 2004)</ref> The remake has since been [[porting|ported]] to the [[GP2X]]<ref name="gp2x">[https://web.archive.org/web/20071011181616/http://archive.gp2x.de/cgi-bin/cfiles.cgi?0%2C0%2C0%2C0%2C36%2C1856 GP2X version] at GP2X Archive (archived)</ref> and Google [[Android (operating system)|Android]].
|In 2001 Paul Robson developed an accurate [[Video game remake|remake]] of the original game by [[reverse engineering]] in [[C (programming language)|C]].<ref>[http://www.robsons.org.uk/archive/www.autismuk.freeserve.co.uk/index.htm Paul Robson's SDL Games] {{webarchive|url=https://web.archive.org/web/20160623053457/http://www.robsons.org.uk/archive/www.autismuk.freeserve.co.uk/index.htm |date=2016-06-23 }} ''"Football Manager - A remake of the (in)famous Sinclair Spectrum Football Manager game, complete with stick-man graphics. This is reverse engineered, so it should play identically. Finished. fm-0.99.tar.gz"'' (May 2004)</ref> The remake has since been [[porting|ported]] to the [[GP2X]]<ref name="gp2x">[https://web.archive.org/web/20071011181616/http://archive.gp2x.de/cgi-bin/cfiles.cgi?0%2C0%2C0%2C0%2C36%2C1856 GP2X version] at GP2X Archive (archived)</ref> and Google [[Android (operating system)|Android]].
|-
|-
|''[[Frontier: Elite 2]]''
|''[[Frontier: Elite 2]]''
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|[[Space trading game]]
|[[Space trading game]]
|[[Frontier Developments]]
|[[Frontier Developments]]
|Reverse engineered to [[C (programming language)|C]] by Tom Morton until 2006.<ref>[http://tom.noflag.org.uk/glfrontier.html GLFrontier Project Page!!!1] on noflag.org.uk ''"This WAS the Atari ST version of the game Frontier: Elite 2 by the great man mentioned previously. It was disassembled, OS calls and hardware access removed, and originally run on a stripped down ST emulator (Hatari). Now it is compiled to C or native x86, and run much faster without 68K emulation. Most recently it has been modified to draw stuff with OpenGL at any shiny resolution with 8xAA, etc. A dandy evolution for a crappy old Atari ST game."''</ref>
|Reverse engineered to [[C (programming language)|C]] by Tom Morton until 2006.<ref>[http://tom.noflag.org.uk/glfrontier.html GLFrontier Project Page!!!1] {{webarchive|url=https://web.archive.org/web/20151110120955/http://tom.noflag.org.uk/glfrontier.html |date=2015-11-10 }} on noflag.org.uk ''"This WAS the Atari ST version of the game Frontier: Elite 2 by the great man mentioned previously. It was disassembled, OS calls and hardware access removed, and originally run on a stripped down ST emulator (Hatari). Now it is compiled to C or native x86, and run much faster without 68K emulation. Most recently it has been modified to draw stuff with OpenGL at any shiny resolution with 8xAA, etc. A dandy evolution for a crappy old Atari ST game."''</ref>
|-
|-
|''[[Frontier: First Encounters]]'' (Elite III)
|''[[Frontier: First Encounters]]'' (Elite III)
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|[[Space trading game]]
|[[Space trading game]]
|[[Frontier Developments]]
|[[Frontier Developments]]
|Frontier Developments announced in 2000 that FFE would be open-sourced under a GPL-similar license,<ref>[https://web.archive.org/web/20030621085848/http://www.eliteclub.co.uk/ecnews.html News] on eliteclub.co.uk ''"8th November 2000 - Following much discussion on the subject of open-source by the Elite community, we have decided to make some alterations to our previous plans for the Elite Club - we are going to relax some of the restrictions we were intending to put on the distribution of the source code. The source code will now be distributable more freely, under a licence agreement similar to the GPL (GNU Public Licence)."''</ref> but this never happened.<ref>[http://westpdmkids.tripod.com/west-pdm-kids02/e_index.htm Welcome Commander,to the AmigaFFE Project] ''"after I have seen the announcement of a release of the Sources of Frontier Elite II and Frontier First Encounters on the Eliteclub-Website http://www.eliteclub.co.uk,I was very happy with it. Now it is 2001 (around 2 years since the announcement) and they still haven't released it"''</ref> In response, in October 2005 the game was reverse engineered by John Jordan and builds for modern operation systems were provided.<ref>{{cite web|url=http://jaj22.org.uk/jjffe/|archivedate=2011-03-03 |archiveurl=https://web.archive.org/web/20110303051207/http://jaj22.org.uk/jjffe/ |title=JJFFE Central |publisher=jaj22.org.uk |date=2009-12-01 |first=John |last=Jordan|accessdate=2015-11-06| quote=''What is JJFFE? JJFFE is set of recompiled replacement executables for the 1995 Frontier Developments game Frontier: First Encounters. There are currently versions that run under Windows 95/98/ME, Windows 2000, Windows XP, Windows NT4, OS/2, Linux and Mac. As well as running on many more operating systems than the original, JJFFE also includes minor improvements and bugfixes.''}}</ref> Updated until December 1, 2009 and later continued by other programmers with builds like "FFE_D3D".<ref>[http://wiki.alioth.net/index.php/FFE_D3D FFE_D3D] on alioth.net</ref>
|Frontier Developments announced in 2000 that FFE would be open-sourced under a GPL-similar license,<ref>[https://web.archive.org/web/20030621085848/http://www.eliteclub.co.uk/ecnews.html News] on eliteclub.co.uk ''"8th November 2000 - Following much discussion on the subject of open-source by the Elite community, we have decided to make some alterations to our previous plans for the Elite Club - we are going to relax some of the restrictions we were intending to put on the distribution of the source code. The source code will now be distributable more freely, under a licence agreement similar to the GPL (GNU Public Licence)."''</ref> but this never happened.<ref>[http://westpdmkids.tripod.com/west-pdm-kids02/e_index.htm Welcome Commander,to the AmigaFFE Project] {{webarchive|url=https://web.archive.org/web/20160305082248/http://westpdmkids.tripod.com/west-pdm-kids02/e_index.htm |date=2016-03-05 }} ''"after I have seen the announcement of a release of the Sources of Frontier Elite II and Frontier First Encounters on the Eliteclub-Website http://www.eliteclub.co.uk,I was very happy with it. Now it is 2001 (around 2 years since the announcement) and they still haven't released it"''</ref> In response, in October 2005 the game was reverse engineered by John Jordan and builds for modern operation systems were provided.<ref>{{cite web|url=http://jaj22.org.uk/jjffe/|archivedate=2011-03-03 |archiveurl=https://web.archive.org/web/20110303051207/http://jaj22.org.uk/jjffe/ |title=JJFFE Central |publisher=jaj22.org.uk |date=2009-12-01 |first=John |last=Jordan|accessdate=2015-11-06| quote=''What is JJFFE? JJFFE is set of recompiled replacement executables for the 1995 Frontier Developments game Frontier: First Encounters. There are currently versions that run under Windows 95/98/ME, Windows 2000, Windows XP, Windows NT4, OS/2, Linux and Mac. As well as running on many more operating systems than the original, JJFFE also includes minor improvements and bugfixes.''}}</ref> Updated until December 1, 2009 and later continued by other programmers with builds like "FFE_D3D".<ref>[http://wiki.alioth.net/index.php/FFE_D3D FFE_D3D] {{webarchive|url=https://web.archive.org/web/20140716102326/http://wiki.alioth.net/index.php/FFE_D3D |date=2014-07-16 }} on alioth.net</ref>
|-
|-
|''[[Half-Life (video game)|Half-Life]]''
|''[[Half-Life (video game)|Half-Life]]''
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|[[First-person shooter|FPS]]
|[[First-person shooter|FPS]]
|[[Valve Software]]
|[[Valve Software]]
|Around 2013 Valve released with the SDK some source code parts (server).<ref>[https://github.com/ValveSoftware/halflife halflife] on github.com/ValveSoftware</ref> The client and the [[Goldsrc]] engine parts were reverse engineered in context of the Xash3d project.<ref>[http://www.indiedb.com/engines/xash3d-engine xash3d-engine] on indiedb.com</ref> Ports to other systems became available, for instance Android or the [[OpenPandora]].<ref>[https://github.com/ptitSeb/halflife halflife] on github.com/ptitSeb</ref>
|Around 2013 Valve released with the SDK some source code parts (server).<ref>[https://github.com/ValveSoftware/halflife halflife] {{webarchive|url=https://web.archive.org/web/20170627161239/https://github.com/ValveSoftware/halflife |date=2017-06-27 }} on github.com/ValveSoftware</ref> The client and the [[Goldsrc]] engine parts were reverse engineered in context of the Xash3d project.<ref>[http://www.indiedb.com/engines/xash3d-engine xash3d-engine] {{webarchive|url=https://web.archive.org/web/20161220175527/http://www.indiedb.com/engines/xash3d-engine |date=2016-12-20 }} on indiedb.com</ref> Ports to other systems became available, for instance Android or the [[OpenPandora]].<ref>[https://github.com/ptitSeb/halflife halflife] on github.com/ptitSeb</ref>
|-
|-
|''[[Igor: Objective Uikokahonia]]''
|''[[Igor: Objective Uikokahonia]]''
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|[[Platformer]]
|[[Platformer]]
|[[Interplay Entertainment]]
|[[Interplay Entertainment]]
|After ''Heart of the Alien'' became unsupported and unavailable, Gil Megidish took up 2004 the effort of extracting a [[source code]] variant from the binary game by [[reverse engineering]] to make the game available again on modern platforms.<ref>[http://hota.sourceforge.net Heart of the Alien Redux] on sourceforge.net</ref> The extracted source code was made [[open-source]] and is hosted freely available on [[sourceforge]].
|After ''Heart of the Alien'' became unsupported and unavailable, Gil Megidish took up 2004 the effort of extracting a [[source code]] variant from the binary game by [[reverse engineering]] to make the game available again on modern platforms.<ref>[http://hota.sourceforge.net Heart of the Alien Redux] {{webarchive|url=https://web.archive.org/web/20161025161706/http://hota.sourceforge.net/ |date=2016-10-25 }} on sourceforge.net</ref> The extracted source code was made [[open-source]] and is hosted freely available on [[sourceforge]].
|-
|-
|''[[J.R.R. Tolkien's The Lord of the Rings, Vol. I (1990 video game)|J.R.R. Tolkien's The Lord of the Rings, Vol. I]]''
|''[[J.R.R. Tolkien's The Lord of the Rings, Vol. I (1990 video game)|J.R.R. Tolkien's The Lord of the Rings, Vol. I]]''
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|[[Adventure game]]
|[[Adventure game]]
|[[Interplay Entertainment]]
|[[Interplay Entertainment]]
|As the game is [[End-of-life (product)|without official support]] for many years, a community developer [[Reverse engineering|reverse engineered]] the [[game engine]] and created around 2009 a [[Game engine recreation|substitute]]. The [[GNU Lesser General Public License|LPGL]]v2.1+ licensed [[open source]] project allowed the [[porting]] to modern platforms,<ref>[http://www.wonderland.cz/lotr/ lotr] by Michal Beneš on wonderland.cz</ref> for instance [[Windows]], [[Linux]] and the [[OpenPandora]] handheld.<ref>[https://pyra-handheld.com/boards/threads/lord-of-the-rings.80589/ Lord of the Rings] on pyra-handheld.com (2017)</ref>
|As the game is [[End-of-life (product)|without official support]] for many years, a community developer [[Reverse engineering|reverse engineered]] the [[game engine]] and created around 2009 a [[Game engine recreation|substitute]]. The [[GNU Lesser General Public License|LPGL]]v2.1+ licensed [[open source]] project allowed the [[porting]] to modern platforms,<ref>[http://www.wonderland.cz/lotr/ lotr] {{webarchive|url=https://web.archive.org/web/20140201163901/http://www.wonderland.cz/lotr/ |date=2014-02-01 }} by Michal Beneš on wonderland.cz</ref> for instance [[Windows]], [[Linux]] and the [[OpenPandora]] handheld.<ref>[https://pyra-handheld.com/boards/threads/lord-of-the-rings.80589/ Lord of the Rings] on pyra-handheld.com (2017)</ref>
|-
|-
|''[[Little Big Adventure]]''
|''[[Little Big Adventure]]''
|1994
|1994
|2004<ref>[http://sourceforge.net/projects/twin-e/ Twin-e] on [[sourceforge]]</ref>
|2004<ref>[http://sourceforge.net/projects/twin-e/ Twin-e] {{webarchive|url=https://web.archive.org/web/20150725084631/http://sourceforge.net/projects/twin-e/ |date=2015-07-25 }} on [[sourceforge]]</ref>
|[[Action-adventure]]
|[[Action-adventure]]
|[[Adeline Software International]]
|[[Adeline Software International]]
|Reverse engineered and placed on sourceforge (later GitHub) as "Twin-e" after getting an "OK" by Frederick Raynal.<ref>[https://github.com/xesf/twin-e Twine-e] on [[GitHub]].</ref><ref>[http://www.vogons.org/viewtopic.php?t=7445#p48443 'Alone in the Dark 1' recode released - v0.1] on vogons.org</ref>
|Reverse engineered and placed on sourceforge (later GitHub) as "Twin-e" after getting an "OK" by Frederick Raynal.<ref>[https://github.com/xesf/twin-e Twine-e] {{webarchive|url=https://web.archive.org/web/20151026025053/https://github.com/xesf/twin-e |date=2015-10-26 }} on [[GitHub]].</ref><ref>[http://www.vogons.org/viewtopic.php?t=7445#p48443 'Alone in the Dark 1' recode released - v0.1] {{webarchive|url=https://web.archive.org/web/20151026025058/http://www.vogons.org/viewtopic.php?t=7445 |date=2015-10-26 }} on vogons.org</ref>
|-
|-
|''[[Metroid (video game)|Metroid]]''
|''[[Metroid (video game)|Metroid]]''
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|[[Run and gun (video game)|Run and gun]]/[[Action-adventure game]]
|[[Run and gun (video game)|Run and gun]]/[[Action-adventure game]]
|[[Nintendo]]
|[[Nintendo]]
|The [[Nintendo Entertainment System|NES]] game was disassembled by the collaborative work of several developers over the course of years.<ref>[https://github.com/ZaneDubya/MetroidMMC3 MetroidMMC3] on [[github.com]]</ref><ref>[http://www.metroid-database.com/m1/sourcecode.php Metroid Source Code] on metroid-database.com</ref>
|The [[Nintendo Entertainment System|NES]] game was disassembled by the collaborative work of several developers over the course of years.<ref>[https://github.com/ZaneDubya/MetroidMMC3 MetroidMMC3] {{webarchive|url=https://web.archive.org/web/20160721130734/https://github.com/ZaneDubya/MetroidMMC3 |date=2016-07-21 }} on [[github.com]]</ref><ref>[http://www.metroid-database.com/m1/sourcecode.php Metroid Source Code] {{webarchive|url=https://web.archive.org/web/20160104232748/http://www.metroid-database.com/m1/sourcecode.php |date=2016-01-04 }} on metroid-database.com</ref>
|-
|-
|''[[Minecraft]]''
|''[[Minecraft]]''
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|[[Sandbox game]]
|[[Sandbox game]]
|[[Mojang]]
|[[Mojang]]
|The Mod Coder Pack (MCP)<ref>[http://www.modcoderpack.com/website/ The Mod Coder Pack] on modcoderpack.com</ref> offers scripts for de-[[Obfuscation (software)|obfuscation]]/decompilation of the Java-based version of Minecraft.
|The Mod Coder Pack (MCP)<ref>[http://www.modcoderpack.com/website/ The Mod Coder Pack] {{webarchive|url=https://web.archive.org/web/20160830212803/http://www.modcoderpack.com/website/ |date=2016-08-30 }} on modcoderpack.com</ref> offers scripts for de-[[Obfuscation (software)|obfuscation]]/decompilation of the Java-based version of Minecraft.
|-
|-
|''[[Nicky Boum]]''
|''[[Nicky Boum]]''
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|[[Interactive fiction]]
|[[Interactive fiction]]
|[[Penguin Software]]
|[[Penguin Software]]
|[[Penguin Software]] released several of their Comprehend Adventure engine games as [[freeware]], also from the [[Transylvania (series)|Transylvania]] series.<ref>[http://graphicsmagician.com/polarware/comprehend.htm The Comprehend Adventures] on graphicsmagician.com</ref> After [[End-of-life (product)|end of official support]], Ryan Mallon reconstructed around July 2015 a [[source code]] variant of the game's [[Game engine|engine]] to port these games.<ref>[https://github.com/RyanMallon/recomprehend recomprehend] by Ryan Mallon on [[github.com]]</ref> Ryan Mallon works also on reverse engineering [[The Lost Vikings]] engine.<ref>[https://github.com/RyanMallon/TheLostVikingsTools TheLostVikingsTools]</ref>
|[[Penguin Software]] released several of their Comprehend Adventure engine games as [[freeware]], also from the [[Transylvania (series)|Transylvania]] series.<ref>[http://graphicsmagician.com/polarware/comprehend.htm The Comprehend Adventures] {{webarchive|url=https://web.archive.org/web/20160726134223/http://graphicsmagician.com/polarware/comprehend.htm |date=2016-07-26 }} on graphicsmagician.com</ref> After [[End-of-life (product)|end of official support]], Ryan Mallon reconstructed around July 2015 a [[source code]] variant of the game's [[Game engine|engine]] to port these games.<ref>[https://github.com/RyanMallon/recomprehend recomprehend] by Ryan Mallon on [[github.com]]</ref> Ryan Mallon works also on reverse engineering [[The Lost Vikings]] engine.<ref>[https://github.com/RyanMallon/TheLostVikingsTools TheLostVikingsTools]</ref>
|-
|-
|''[[Out Run]]''
|''[[Out Run]]''
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|[[Arcade racing]]
|[[Arcade racing]]
|[[Sega]]
|[[Sega]]
|Since around 2009<ref>[http://reassembler.blogspot.com.cy/2009/08/outrun-decompilation-project.html outrun-decompilation-project] (2009-08-01)</ref> a game enthusiast worked on [[Decompilation|decompiling]] source code of "Out Run". In 2012 a truthful engine, called "Canon Ball", was released on [[GitHub]]. To run the game, the original game's assets are required.<ref>[https://github.com/djyt/cannonball/wiki/Cannonball-Manual Cannonball-manual] on github.com</ref> Ports to many systems followed, like [[OpenPandora]].<ref>[https://repo.openpandora.org/?page=detail&app=cannonball_ptitseb cannonball_ptitseb] on repo.openpandora.org</ref>
|Since around 2009<ref>[http://reassembler.blogspot.com.cy/2009/08/outrun-decompilation-project.html outrun-decompilation-project] {{webarchive|url=https://web.archive.org/web/20161221021205/http://reassembler.blogspot.com.cy/2009/08/outrun-decompilation-project.html |date=2016-12-21 }} (2009-08-01)</ref> a game enthusiast worked on [[Decompilation|decompiling]] source code of "Out Run". In 2012 a truthful engine, called "Canon Ball", was released on [[GitHub]]. To run the game, the original game's assets are required.<ref>[https://github.com/djyt/cannonball/wiki/Cannonball-Manual Cannonball-manual] {{webarchive|url=https://web.archive.org/web/20140906150223/https://github.com/djyt/cannonball/wiki/Cannonball-Manual |date=2014-09-06 }} on github.com</ref> Ports to many systems followed, like [[OpenPandora]].<ref>[https://repo.openpandora.org/?page=detail&app=cannonball_ptitseb cannonball_ptitseb] {{webarchive|url=https://web.archive.org/web/20161220152429/https://repo.openpandora.org/?page=detail&app=cannonball_ptitseb |date=2016-12-20 }} on repo.openpandora.org</ref>
|-
|-
|''[[Pokémon Red]] and [[Pokémon Blue]]''
|''[[Pokémon Red]] and [[Pokémon Blue]]''
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|[[Role-playing video games]]
|[[Role-playing video games]]
|[[Nintendo]]
|[[Nintendo]]
|Reverse engineered assembly of the [[Game Boy Color]] game on github.com.<ref>[https://github.com/pret/pokered pokered] on github.com</ref>
|Reverse engineered assembly of the [[Game Boy Color]] game on github.com.<ref>[https://github.com/pret/pokered pokered] {{webarchive|url=https://web.archive.org/web/20160721130052/https://github.com/pret/pokered |date=2016-07-21 }} on github.com</ref>
|-
|-
|''[[Pokémon Crystal]]''
|''[[Pokémon Crystal]]''
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|[[Role-playing video games]]
|[[Role-playing video games]]
|[[Nintendo]]
|[[Nintendo]]
|Reverse engineered assembly of the [[Game Boy Color]] game on github.com.<ref>[https://github.com/pret/pokecrystal pokecrystal] on github.com</ref>
|Reverse engineered assembly of the [[Game Boy Color]] game on github.com.<ref>[https://github.com/pret/pokecrystal pokecrystal] {{webarchive|url=https://web.archive.org/web/20160721130447/https://github.com/pret/pokecrystal |date=2016-07-21 }} on github.com</ref>
|-
|-
|''[[Pong (video game)|Pong]]''
|''[[Pong (video game)|Pong]]''
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|[[Arcade game]]
|[[Arcade game]]
|[[Atari]]
|[[Atari]]
|The available schematics ("source code") was reconstructed and adapted for modern and available electronic parts to a new PCB design in 2012.<ref>[http://hackaday.com/2012/12/22/fabricating-hardware-from-the-original-arcade-pong-schematics/ fabricating-hardware-from-the-original-arcade-pong-schematics] on hackaday.com</ref><ref>[http://atarihq.com/danb/Pong.shtml Pong] on atarihq.com</ref><ref>[http://imgur.com/a/TUGto/layout/blog Pong Reborn]</ref>
|The available schematics ("source code") was reconstructed and adapted for modern and available electronic parts to a new PCB design in 2012.<ref>[http://hackaday.com/2012/12/22/fabricating-hardware-from-the-original-arcade-pong-schematics/ fabricating-hardware-from-the-original-arcade-pong-schematics] {{webarchive|url=https://web.archive.org/web/20160513092118/http://hackaday.com/2012/12/22/fabricating-hardware-from-the-original-arcade-pong-schematics/ |date=2016-05-13 }} on hackaday.com</ref><ref>[http://atarihq.com/danb/Pong.shtml Pong] {{webarchive|url=https://web.archive.org/web/20160529200658/http://www.atarihq.com/danb/Pong.shtml |date=2016-05-29 }} on atarihq.com</ref><ref>[http://imgur.com/a/TUGto/layout/blog Pong Reborn] {{webarchive|url=https://web.archive.org/web/20160610154229/http://imgur.com/a/TUGto/layout/blog |date=2016-06-10 }}</ref>
|-
|-
|''[[RollerCoaster Tycoon 2]]''
|''[[RollerCoaster Tycoon 2]]''
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|[[Business simulation game]]
|[[Business simulation game]]
|[[Chris Sawyer]]
|[[Chris Sawyer]]
|In April 2014 a project to [[reverse engineer]] Roller Coaster Tycoon 2 into platform independent [[C (programming language)|C]] [[source code]], was started under the name ''OpenRCT2'' by Ted 'IntelOrca' John.<ref>{{cite web|url=http://www.indieretronews.com/2015/09/openrct2-project-open-source-adaption.html |title=OpenRCT2 project - Open-Source adaption of RollerCoaster Tycoon 2, gets a beta release |date=2015-09-08 |quote=''I'm sure many of you remember the awesome game that is RollerCoaster Tycoon 2; a game by Chris Sawyer and published by Infograms in which you manage your very own theme park, with all its rides, shops, guests and economic fortune. Well that same game is now being given a much needed adjustment with the latest release of OpenRCT2 Project. An open source development which improves the game even further with new features, original bug fixes, raised game limits and much more! [...] Development started on April 2nd 2014 by Ted 'IntelOrca' John and thanks to numerous contributions from others'' |accessdate=2015-11-15 |publisher=indieretronews.com}}</ref> Hosted as [[GPLv3]] licensed [[open-source software]] on [[GitHub]], it requires the original game's graphics and sound assets.<ref>{{cite web|url=https://github.com/OpenRCT2/OpenRCT2 |title=OpenRCT2 |accessdate=2015-11-15 |publisher=[[GitHub]]}}</ref> As of November 2015, while the project has not fully reached the goal of substituting 100% of the binary's functionality, the port is playable and for many platforms builds are available.
|In April 2014 a project to [[reverse engineer]] Roller Coaster Tycoon 2 into platform independent [[C (programming language)|C]] [[source code]], was started under the name ''OpenRCT2'' by Ted 'IntelOrca' John.<ref>{{cite web|url=http://www.indieretronews.com/2015/09/openrct2-project-open-source-adaption.html |title=OpenRCT2 project - Open-Source adaption of RollerCoaster Tycoon 2, gets a beta release |date=2015-09-08 |quote=''I'm sure many of you remember the awesome game that is RollerCoaster Tycoon 2; a game by Chris Sawyer and published by Infograms in which you manage your very own theme park, with all its rides, shops, guests and economic fortune. Well that same game is now being given a much needed adjustment with the latest release of OpenRCT2 Project. An open source development which improves the game even further with new features, original bug fixes, raised game limits and much more! [...] Development started on April 2nd 2014 by Ted 'IntelOrca' John and thanks to numerous contributions from others'' |accessdate=2015-11-15 |publisher=indieretronews.com}}</ref> Hosted as [[GPLv3]] licensed [[open-source software]] on [[GitHub]], it requires the original game's graphics and sound assets.<ref>{{cite web|url=https://github.com/OpenRCT2/OpenRCT2 |title=OpenRCT2 |accessdate=2015-11-15 |publisher=[[GitHub]] |deadurl=no |archiveurl=https://web.archive.org/web/20151016061009/https://github.com/OpenRCT2/OpenRCT2 |archivedate=2015-10-16 }}</ref> As of November 2015, while the project has not fully reached the goal of substituting 100% of the binary's functionality, the port is playable and for many platforms builds are available.
|-
|-
|''[[PowerSlave]]''
|''[[PowerSlave]]''
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|[[First-person shooter|FPS]]
|[[First-person shooter|FPS]]
|[[Lobotomy Software]]
|[[Lobotomy Software]]
|On May 24, 2015, an [[Fan game|unofficial]] [[video game remake|remake]] based on the PlayStation version was released by Samuel "Kaiser" Villarreal for [[Freeware|free]].<ref name="PowerSlave EX release">[https://powerslaveex.wordpress.com/2015/05/24/powerslave-ex-public-beta-released/ Powerslave EX released], powerslaveex.wordpress.com.</ref><ref name="TechRaptor: Interview"/> In May 2015 publisher [[Night Dive Studios]] acquired the game rights,<ref name="TechRaptor: Interview">{{cite web | url = http://techraptor.net/content/interview-man-rebuilding-powerslave | title = An Interview With the Man Rebuilding Powerslave | last = Ruhland | first = Perry | date = May 4, 2015 | website = [[TechRaptor]] | accessdate = November 18, 2015}}</ref> Villarreal and Night Dive Studios working on a [[digital distribution]] re-release.<ref>[http://www.videogamer.com/news/turok_the_dinosaur_hunter_pc_remake_to_resume_development_this_year.html Turok: The Dinosaur Hunter PC remake to resume development this year] on [[videogamer.com]] by James Orry "The news comes from PC dev Samuel "Kaiser" Villarreal, who leaked the news speaking to Tech Raptor. Kaiser is currently remaking '96 shooter PowerSlave, and was asked about giving the same treatment to Turok." (8th May, 2015)</ref> On January 2, 2017 Kaiser released the [[source code]] of his reverse engineered engine under the [[GPLv3]] [[Software license|license]] on [[GitHub]].<ref>[https://twitter.com/SVKaiser/status/816019151940702214 Source code to my hobby project, PowerslaveEX, has been made public!] by SVKaiser on [[twitter.com]]</ref><ref>[https://github.com/svkaiser/PowerslaveEX PowerslaveEX] on github.com</ref>
|On May 24, 2015, an [[Fan game|unofficial]] [[video game remake|remake]] based on the PlayStation version was released by Samuel "Kaiser" Villarreal for [[Freeware|free]].<ref name="PowerSlave EX release">[https://powerslaveex.wordpress.com/2015/05/24/powerslave-ex-public-beta-released/ Powerslave EX released] {{webarchive|url=https://web.archive.org/web/20160304031641/https://powerslaveex.wordpress.com/2015/05/24/powerslave-ex-public-beta-released/ |date=2016-03-04 }}, powerslaveex.wordpress.com.</ref><ref name="TechRaptor: Interview"/> In May 2015 publisher [[Night Dive Studios]] acquired the game rights,<ref name="TechRaptor: Interview">{{cite web|url=http://techraptor.net/content/interview-man-rebuilding-powerslave |title=An Interview With the Man Rebuilding Powerslave |last=Ruhland |first=Perry |date=May 4, 2015 |website=[[TechRaptor]] |accessdate=November 18, 2015 |deadurl=no |archiveurl=https://web.archive.org/web/20151119110514/http://techraptor.net/content/interview-man-rebuilding-powerslave |archivedate=November 19, 2015 }}</ref> Villarreal and Night Dive Studios working on a [[digital distribution]] re-release.<ref>[http://www.videogamer.com/news/turok_the_dinosaur_hunter_pc_remake_to_resume_development_this_year.html Turok: The Dinosaur Hunter PC remake to resume development this year] {{webarchive|url=https://web.archive.org/web/20160710024641/http://www.videogamer.com/news/turok_the_dinosaur_hunter_pc_remake_to_resume_development_this_year.html |date=2016-07-10 }} on [[videogamer.com]] by James Orry "The news comes from PC dev Samuel "Kaiser" Villarreal, who leaked the news speaking to Tech Raptor. Kaiser is currently remaking '96 shooter PowerSlave, and was asked about giving the same treatment to Turok." (8th May, 2015)</ref> On January 2, 2017 Kaiser released the [[source code]] of his reverse engineered engine under the [[GPLv3]] [[Software license|license]] on [[GitHub]].<ref>[https://twitter.com/SVKaiser/status/816019151940702214 Source code to my hobby project, PowerslaveEX, has been made public!] by SVKaiser on [[twitter.com]]</ref><ref>[https://github.com/svkaiser/PowerslaveEX PowerslaveEX] {{webarchive|url=https://web.archive.org/web/20170524233930/https://github.com/svkaiser/PowerslaveEX |date=2017-05-24 }} on github.com</ref>
|-
|-
|''[[Snipes (video game)|Snipes]]''
|''[[Snipes (video game)|Snipes]]''
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|early networked [[Multi player game]] [[maze game]]
|early networked [[Multi player game]] [[maze game]]
|[[SuperSet Software]]
|[[SuperSet Software]]
|In July 2016, a faithful port by [[reverse engineering]] the original game became available. Permission was granted by original authors Drew Major and Kyle Powell<ref>{{Cite web|url=https://www.vogons.org/viewtopic.php?f=7&t=49073|title=VOGONS • View topic - Snipes ported to C/C++ with 100% logic compatibility and replay recording |website=www.vogons.org |access-date=2016-08-25}}</ref> to make it public. The full C/C++ [[source code]] is available at [[GitHub]].<ref>[https://github.com/Davidebyzero/Snipes Snipes] on github.com</ref>
|In July 2016, a faithful port by [[reverse engineering]] the original game became available. Permission was granted by original authors Drew Major and Kyle Powell<ref>{{Cite web|url=https://www.vogons.org/viewtopic.php?f=7&t=49073 |title=VOGONS • View topic - Snipes ported to C/C++ with 100% logic compatibility and replay recording |website=www.vogons.org |access-date=2016-08-25 |deadurl=no |archiveurl=https://web.archive.org/web/20160827060719/https://www.vogons.org/viewtopic.php?f=7&t=49073 |archivedate=2016-08-27 }}</ref> to make it public. The full C/C++ [[source code]] is available at [[GitHub]].<ref>[https://github.com/Davidebyzero/Snipes Snipes] on github.com</ref>
|-
|-
|''[[Super Bomberman]]''
|''[[Super Bomberman]]''
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|[[Action game|Action]], [[List of maze video games|Maze]]
|[[Action game|Action]], [[List of maze video games|Maze]]
|[[Hudson Soft]]
|[[Hudson Soft]]
|Reverse engineered assembly and build system of Super Bomberman by Lior Halphon on GitHub. Rebuilds several different versions of the game, and can restore some disabled debug features.<ref>[https://github.com/LIJI32/superbomberman superbomberman] on [[GitHub]] by Lior Halphon</ref>
|Reverse engineered assembly and build system of Super Bomberman by Lior Halphon on GitHub. Rebuilds several different versions of the game, and can restore some disabled debug features.<ref>[https://github.com/LIJI32/superbomberman superbomberman] {{webarchive|url=https://web.archive.org/web/20160721130113/https://github.com/LIJI32/superbomberman |date=2016-07-21 }} on [[GitHub]] by Lior Halphon</ref>
|-
|-
|''[[Super Mario Bros]]''
|''[[Super Mario Bros]]''
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|[[Platformer]]
|[[Platformer]]
|[[Nintendo]]
|[[Nintendo]]
|Commented disassembly of SMB on GitHub.<ref>[https://gist.github.com/1wErt3r/4048722 A COMPREHENSIVE SUPER MARIO BROS. DISASSEMBLY] on [[GitHub]] by doppelganger</ref>
|Commented disassembly of SMB on GitHub.<ref>[https://gist.github.com/1wErt3r/4048722 A COMPREHENSIVE SUPER MARIO BROS. DISASSEMBLY] {{webarchive|url=https://web.archive.org/web/20151026025058/https://gist.github.com/1wErt3r/4048722 |date=2015-10-26 }} on [[GitHub]] by doppelganger</ref>
|-
|-
|''[[Space Ace]]''
|''[[Space Ace]]''
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|[[Interactive movie]]
|[[Interactive movie]]
|[[RDI Video Systems|Advanced Microcomputer Systems]]
|[[RDI Video Systems|Advanced Microcomputer Systems]]
|In July 2015 [[Rebecca Heineman]] released a [[Reverse engineering|reverse engineer]]ed [[Apple IIGS]] source code version of [[Space Ace]] on [[GitHub]].<ref>[https://github.com/Olde-Skuul/spaceaceiigs spaceace iigs] on [[GitHub]].</ref><ref>[http://www.whatisthe2gs.apple2.org.za/space-ace Space-Ace] on whatisthe2gs.apple2.org.za</ref>
|In July 2015 [[Rebecca Heineman]] released a [[Reverse engineering|reverse engineer]]ed [[Apple IIGS]] source code version of [[Space Ace]] on [[GitHub]].<ref>[https://github.com/Olde-Skuul/spaceaceiigs spaceace iigs] {{webarchive|url=https://web.archive.org/web/20150810160238/https://github.com/Olde-Skuul/spaceaceiigs |date=2015-08-10 }} on [[GitHub]].</ref><ref>[http://www.whatisthe2gs.apple2.org.za/space-ace Space-Ace] {{webarchive|url=https://web.archive.org/web/20150725222202/http://www.whatisthe2gs.apple2.org.za/space-ace |date=2015-07-25 }} on whatisthe2gs.apple2.org.za</ref>
|-
|-
|''[[Star Castle]]''
|''[[Star Castle]]''
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|[[Arcade game|Arcade]]
|[[Arcade game|Arcade]]
|[[Atari]]
|[[Atari]]
|Former Atari engineer D. Scott Williamson re-created in 3 years work Star Castle faithfully for the Atari 2600. After a successful crowdfunding campaign on Kickstarter, he released everything for free on his website, including source code.<ref>[http://www.eurogamer.net/articles/2012-05-02-man-makes-star-castle-for-atari-2600-30-years-after-atari-said-it-couldnt-be-done man-makes-star-castle-for-atari-2600-30-years-after-atari-said-it-couldnt-be-done] on eurogamer</ref><ref>[http://starcastle2600.blogspot.com.cy/p/star-castle-2600-story.html star-castle-2600-story] on starcastle2600.blogspot.com</ref><ref>[https://www.kickstarter.com/projects/698159145/atari-2600-star-castle atari-2600-star-castle] on kickstarter.com (2012)</ref>
|Former Atari engineer D. Scott Williamson re-created in 3 years work Star Castle faithfully for the Atari 2600. After a successful crowdfunding campaign on Kickstarter, he released everything for free on his website, including source code.<ref>[http://www.eurogamer.net/articles/2012-05-02-man-makes-star-castle-for-atari-2600-30-years-after-atari-said-it-couldnt-be-done man-makes-star-castle-for-atari-2600-30-years-after-atari-said-it-couldnt-be-done] {{webarchive|url=https://web.archive.org/web/20161220151853/http://www.eurogamer.net/articles/2012-05-02-man-makes-star-castle-for-atari-2600-30-years-after-atari-said-it-couldnt-be-done |date=2016-12-20 }} on eurogamer</ref><ref>[http://starcastle2600.blogspot.com.cy/p/star-castle-2600-story.html star-castle-2600-story] {{webarchive|url=https://web.archive.org/web/20161221021625/http://starcastle2600.blogspot.com.cy/p/star-castle-2600-story.html |date=2016-12-21 }} on starcastle2600.blogspot.com</ref><ref>[https://www.kickstarter.com/projects/698159145/atari-2600-star-castle atari-2600-star-castle] {{webarchive|url=https://web.archive.org/web/20170321180523/https://www.kickstarter.com/projects/698159145/atari-2600-star-castle |date=2017-03-21 }} on kickstarter.com (2012)</ref>
|-
|-
|''[[Starcraft]]''
|''[[Starcraft]]''
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|[[Real-time strategy]]
|[[Real-time strategy]]
|[[Blizzard Entertainment]]
|[[Blizzard Entertainment]]
|By [[static recompilation]] and [[reverse engineering]] of the original [[x86]] binary to an intermediate [[C (programming language)|C]] "pseudo-assembly" source code,<ref>[https://pyra-handheld.com/boards/threads/starcraft.73844/page-3#post-1292053 Release: Starcraft] on pyra-handheld.com ''"As you can see it doesn't look much different from x86 disassembly, the only difference is that you can compile it for other 32bit archs (there is no way it would work on 64bit.."''</ref> an unofficial version for the [[Pandora (handheld)|Pandora]] handheld and the [[ARM architecture]] became available in 2014.<ref>{{cite web|url=http://www.golem.de/news/open-pandora-starcraft-fuer-arm-handheld-kompiliert-1403-105031.html |title=Starcraft für ARM-Handheld kompiliert |date=2014-03-10|first=Peter |last=Steinlechner |accessdate=2014-03-25| language=German |publisher=golem.de}}</ref><ref>{{cite web|url=http://repo.openpandora.org/?page=detail&app=package.starcraft |title=StarCraft |author=notaz |date=2014-03-04 |accessdate=2014-03-26 |publisher=openpandora.org}}</ref>
|By [[static recompilation]] and [[reverse engineering]] of the original [[x86]] binary to an intermediate [[C (programming language)|C]] "pseudo-assembly" source code,<ref>[https://pyra-handheld.com/boards/threads/starcraft.73844/page-3#post-1292053 Release: Starcraft] {{webarchive|url=https://web.archive.org/web/20160128024157/https://pyra-handheld.com/boards/threads/starcraft.73844/page-3 |date=2016-01-28 }} on pyra-handheld.com ''"As you can see it doesn't look much different from x86 disassembly, the only difference is that you can compile it for other 32bit archs (there is no way it would work on 64bit.."''</ref> an unofficial version for the [[Pandora (handheld)|Pandora]] handheld and the [[ARM architecture]] became available in 2014.<ref>{{cite web|url=http://www.golem.de/news/open-pandora-starcraft-fuer-arm-handheld-kompiliert-1403-105031.html |title=Starcraft für ARM-Handheld kompiliert |date=2014-03-10 |first=Peter |last=Steinlechner |accessdate=2014-03-25 |language=German |publisher=golem.de |deadurl=no |archiveurl=https://web.archive.org/web/20140330171713/http://www.golem.de/news/open-pandora-starcraft-fuer-arm-handheld-kompiliert-1403-105031.html |archivedate=2014-03-30 }}</ref><ref>{{cite web|url=http://repo.openpandora.org/?page=detail&app=package.starcraft |title=StarCraft |author=notaz |date=2014-03-04 |accessdate=2014-03-26 |publisher=openpandora.org |deadurl=no |archiveurl=https://web.archive.org/web/20140330171901/http://repo.openpandora.org/?page=detail&app=package.starcraft |archivedate=2014-03-30 }}</ref>
|-
|-
|''[[Strike Commander]]''
|''[[Strike Commander]]''
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|[[Flight simulator]]
|[[Flight simulator]]
|[[Origin Systems]]
|[[Origin Systems]]
|In 2013 a SC [[reverse engineering]] project by Fabien Sanglard with a reconstructed [[source code]] variant became available on [[GitHub]] as the original source code was most probably lost in the take over of Origin by EA ([[Abandonware]]).<ref>{{cite web|url=http://fabiensanglard.net/reverse_engineering_strike_commander/index.php |title=Reverse Engineering Strike Commander |date=2014-01-22 |accessdate=2014-01-23 |first=Fabien |last=Sanglard |quote=''Most people assume the source codes and gold versions of all finished games were stored in a Vault somewhere at EA. But after getting in touch with people at Wing Commander CIC, it appeared that all the source code was lost when the company closed.[...] On his first day one developer managed to delete the full 900MB of Strike Commander source tree.''}}</ref><ref>[https://github.com/fabiensanglard/libRealSpace libRealSpace] on [[GitHub]]</ref>
|In 2013 a SC [[reverse engineering]] project by Fabien Sanglard with a reconstructed [[source code]] variant became available on [[GitHub]] as the original source code was most probably lost in the take over of Origin by EA ([[Abandonware]]).<ref>{{cite web|url=http://fabiensanglard.net/reverse_engineering_strike_commander/index.php |title=Reverse Engineering Strike Commander |date=2014-01-22 |accessdate=2014-01-23 |first=Fabien |last=Sanglard |quote=''Most people assume the source codes and gold versions of all finished games were stored in a Vault somewhere at EA. But after getting in touch with people at Wing Commander CIC, it appeared that all the source code was lost when the company closed.[...] On his first day one developer managed to delete the full 900MB of Strike Commander source tree.'' |deadurl=no |archiveurl=https://web.archive.org/web/20140123153925/http://fabiensanglard.net/reverse_engineering_strike_commander/index.php |archivedate=2014-01-23 }}</ref><ref>[https://github.com/fabiensanglard/libRealSpace libRealSpace] {{webarchive|url=https://web.archive.org/web/20141125005114/https://github.com/fabiensanglard/libRealSpace |date=2014-11-25 }} on [[GitHub]]</ref>
|-
|-
|''[[Super 3D Noah's Ark]]''
|''[[Super 3D Noah's Ark]]''
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|[[First-person shooter|FPS]]
|[[First-person shooter|FPS]]
|[[Wisdom Tree]]
|[[Wisdom Tree]]
|In October 2015 a community [[Reverse engineering|reconstructed]], under usage of already released [[id software]] engine code, [[source code]] variant became available on [[bitbucket]].<ref>[http://steamcommunity.com/games/371180/announcements/detail/38632993104158145 S3DNA DOS Source Code Reconstructed] on 28. August</ref><ref>[https://bitbucket.org/NY00123/gamesrc-ver-recreation/src/a57d87f5102a/w3d_plus/?at=default w3d_plus] on [[bitbucket.org]]</ref><ref>[http://www.classicdosgames.com/forum/viewtopic.php?f=3&t=1410&start=15 Re: Restoration of a few games' EXEs versions] on classicdosgames</ref>
|In October 2015 a community [[Reverse engineering|reconstructed]], under usage of already released [[id software]] engine code, [[source code]] variant became available on [[bitbucket]].<ref>[http://steamcommunity.com/games/371180/announcements/detail/38632993104158145 S3DNA DOS Source Code Reconstructed] {{webarchive|url=https://web.archive.org/web/20151117023127/http://steamcommunity.com/games/371180/announcements/detail/38632993104158145 |date=2015-11-17 }} on 28. August</ref><ref>[https://bitbucket.org/NY00123/gamesrc-ver-recreation/src/a57d87f5102a/w3d_plus/?at=default w3d_plus] {{webarchive|url=https://web.archive.org/web/20151117033027/https://bitbucket.org/NY00123/gamesrc-ver-recreation/src/a57d87f5102a/w3d_plus/?at=default |date=2015-11-17 }} on [[bitbucket.org]]</ref><ref>[http://www.classicdosgames.com/forum/viewtopic.php?f=3&t=1410&start=15 Re: Restoration of a few games' EXEs versions] {{webarchive|url=https://web.archive.org/web/20151117024508/http://www.classicdosgames.com/forum/viewtopic.php?f=3&t=1410&start=15 |date=2015-11-17 }} on classicdosgames</ref>
|-
|-
|''[[Syndicate Wars]]''
|''[[Syndicate Wars]]''
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|[[Real-time tactics]]
|[[Real-time tactics]]
|[[Bullfrog Productions]]
|[[Bullfrog Productions]]
|In January 2010 a [[reverse engineering]] project of the MS-DOS-based ''Syndicate Wars'' was finished by two developers and builds for Windows, Mac and Linux were released.<ref>[http://gynvael.coldwind.pl/?id=278 2010-01-26: Syndicate Wars Port - a reverse-engineering tale]</ref> It's complete beside networking and joystick code.<ref>[http://swars.vexillium.org/ About] ''"Syndicate Wars Port is a port of the 1996 DOS game Syndicate Wars to modern operating systems. In particular, it runs on GNU, Mac OS and Windows, but it should also work on any system supported by the SDL library on the [[i386]] architecture."''</ref>
|In January 2010 a [[reverse engineering]] project of the MS-DOS-based ''Syndicate Wars'' was finished by two developers and builds for Windows, Mac and Linux were released.<ref>[http://gynvael.coldwind.pl/?id=278 2010-01-26: Syndicate Wars Port - a reverse-engineering tale] {{webarchive|url=https://web.archive.org/web/20160304091530/http://gynvael.coldwind.pl/?id=278 |date=2016-03-04 }}</ref> It's complete beside networking and joystick code.<ref>[http://swars.vexillium.org/ About] {{webarchive|url=https://web.archive.org/web/20151105133733/http://swars.vexillium.org/ |date=2015-11-05 }} ''"Syndicate Wars Port is a port of the 1996 DOS game Syndicate Wars to modern operating systems. In particular, it runs on GNU, Mac OS and Windows, but it should also work on any system supported by the SDL library on the [[i386]] architecture."''</ref>
|-
|-
|''[[Tennis for two]]''
|''[[Tennis for two]]''
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|[[Arcade game|Arcade]]
|[[Arcade game|Arcade]]
|[[William Higinbotham]]
|[[William Higinbotham]]
|In 2008 Tennis for Two, a video game from 1958 and one of the earliest video games,<ref>[https://www.bnl.gov/about/history/firstvideo.php The First Video Game?] Schematics</ref> was recreated using partly modern parts.<ref>[http://www.evilmadscientist.com/2008/resurrecting-tennis-for-two-a-video-game-from-1958/ Resurrecting Tennis for Two, a video game from 1958] by Windell Oskay on evilmadscientist.com (July 16, 2008)</ref>
|In 2008 Tennis for Two, a video game from 1958 and one of the earliest video games,<ref>[https://www.bnl.gov/about/history/firstvideo.php The First Video Game?] {{webarchive|url=https://web.archive.org/web/20160101204514/https://www.bnl.gov/about/history/firstvideo.php |date=2016-01-01 }} Schematics</ref> was recreated using partly modern parts.<ref>[http://www.evilmadscientist.com/2008/resurrecting-tennis-for-two-a-video-game-from-1958/ Resurrecting Tennis for Two, a video game from 1958] {{webarchive|url=https://web.archive.org/web/20150703100744/http://www.evilmadscientist.com/2008/resurrecting-tennis-for-two-a-video-game-from-1958/ |date=2015-07-03 }} by Windell Oskay on evilmadscientist.com (July 16, 2008)</ref>
|-
|-
|''[[The Great Escape (1986 video game)|The Great Escape]]''
|''[[The Great Escape (1986 video game)|The Great Escape]]''
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|[[Arcade adventure]]
|[[Arcade adventure]]
|Denton Designs
|Denton Designs
|David Thomas started in 2012 a [[reverse engineering]] project to create portable [[C (programming language)|C]] [[source code]] from the DOS version's binary, which reached in January 2016 compiling state.<ref>[https://github.com/dpt/The-Great-Escape The-Great-Escape] on github.com/dpt</ref><ref>[http://slides.com/dpt/the-great-escape#/11 The Great Escape] slides by David Thomas</ref>
|David Thomas started in 2012 a [[reverse engineering]] project to create portable [[C (programming language)|C]] [[source code]] from the DOS version's binary, which reached in January 2016 compiling state.<ref>[https://github.com/dpt/The-Great-Escape The-Great-Escape] {{webarchive|url=https://web.archive.org/web/20160721130322/https://github.com/dpt/The-Great-Escape |date=2016-07-21 }} on github.com/dpt</ref><ref>[http://slides.com/dpt/the-great-escape#/11 The Great Escape] {{webarchive|url=https://web.archive.org/web/20160417021933/http://slides.com/dpt/the-great-escape |date=2016-04-17 }} slides by David Thomas</ref>
|-
|-
|''[[The Last Ninja]]''
|''[[The Last Ninja]]''
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|[[Action-adventure game]]
|[[Action-adventure game]]
|[[System 3 (software company)|System 3]]
|[[System 3 (software company)|System 3]]
|Robert Crossfield reverse engineered a faithful engine from the Amiga version of the game since 2009.<ref>[https://github.com/segrax/TheLastNinja TheLastNinja] on github.com</ref> First three levels complete.
|Robert Crossfield reverse engineered a faithful engine from the Amiga version of the game since 2009.<ref>[https://github.com/segrax/TheLastNinja TheLastNinja] {{webarchive|url=https://web.archive.org/web/20160224034952/https://github.com/segrax/TheLastNinja |date=2016-02-24 }} on github.com</ref> First three levels complete.
|-
|-
|''[[Touhou Project]]''
|''[[Touhou Project]]''
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|[[Shoot 'em up]]
|[[Shoot 'em up]]
|[[Team Shanghai Alice]]
|[[Team Shanghai Alice]]
|"The Touhou PC-98 Restoration Project" was started around 2014 on GitHub on base of found source code of libraries.<ref>[https://github.com/nmlgc/ReC98 ReC98] on github.com</ref> In progress.
|"The Touhou PC-98 Restoration Project" was started around 2014 on GitHub on base of found source code of libraries.<ref>[https://github.com/nmlgc/ReC98 ReC98] {{webarchive|url=https://web.archive.org/web/20160829011335/https://github.com/nmlgc/ReC98 |date=2016-08-29 }} on github.com</ref> In progress.
|-
|-
|''[[Transport Tycoon Deluxe]]''
|''[[Transport Tycoon Deluxe]]''
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|In 2003, [[Ludvig Strigeus]] started to [[reverse engineer]] ''Transport Tycoon Deluxe'' and convert the game to [[C (programming language)|C]]. In 2004, this re-engineered ''Transport Tycoon Deluxe'' was released and christened ''[[OpenTTD]]'' and is still under active development by the community.<ref>
|In 2003, [[Ludvig Strigeus]] started to [[reverse engineer]] ''Transport Tycoon Deluxe'' and convert the game to [[C (programming language)|C]]. In 2004, this re-engineered ''Transport Tycoon Deluxe'' was released and christened ''[[OpenTTD]]'' and is still under active development by the community.<ref>
{{cite web
{{cite web
| title = OpenTTD 0.1.1
|title=OpenTTD 0.1.1
| work = SourceForge page about OpenTTD
|work=SourceForge page about OpenTTD
| url = http://sourceforge.net/projects/openttd/files/openttd/openttd-0.1.1/
|url=http://sourceforge.net/projects/openttd/files/openttd/openttd-0.1.1/
| accessdate = 2009-12-11
|accessdate=2009-12-11
|deadurl=no
|archiveurl=https://web.archive.org/web/20100702210528/http://sourceforge.net/projects/openttd/files/openttd/openttd-0.1.1
|archivedate=2010-07-02
}}
}}
</ref><ref>
</ref><ref>
{{cite web
{{cite web
| title = TTDPatch origin
|title=TTDPatch origin
| work = Transport Tycoon Forums
|work=Transport Tycoon Forums
| url = http://www.tt-forums.net/viewtopic.php?p=284393#p284393
|url=http://www.tt-forums.net/viewtopic.php?p=284393#p284393
| accessdate = 2009-12-11
|accessdate=2009-12-11
|deadurl=no
|archiveurl=https://web.archive.org/web/20110927110931/http://www.tt-forums.net/viewtopic.php?p=284393
|archivedate=2011-09-27
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|RPG
|RPG
|[[Richard Garriott]]
|[[Richard Garriott]]
|Disassembled and ported to GBC in 2001 by Sven Carlberg.<ref>[http://sven.50webs.org/u3history.html u3history] on sven.50webs.org</ref> Richard Garriott was aware and pleased by this work.
|Disassembled and ported to GBC in 2001 by Sven Carlberg.<ref>[http://sven.50webs.org/u3history.html u3history] {{webarchive|url=https://web.archive.org/web/20150120074211/http://sven.50webs.org/u3history.html |date=2015-01-20 }} on sven.50webs.org</ref> Richard Garriott was aware and pleased by this work.
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|''Zorgons Revenge''
|''Zorgons Revenge''
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|[[Shooter game|Shooter]]
|[[Shooter game|Shooter]]
|John Sinclair
|John Sinclair
|Jean-François Fabre created [[binary translation]] libraries for [[Oric]] BASIC and assembly code to portable [[C (programming language)|C]] and used it for nine games.<ref>[http://jotd.pagesperso-orange.fr/oric_remakes.html Oric Game remakes] on jotd.pagesperso-orange.fr ''"I have written a set of tools to convert BASIC and asm code to C and assemble them together. I have used them over the years to convert a few games. Some conversions get some enhancements, some not."''</ref> Source code re-created and released for: House of Death, L'Aigle d'Or, Le Manoir du Dr Genius, Le Retour du Dr Genius, Rendez-vous de la Terreur, Xenon 1, Strip 21, Zebbie, Zorgons' Revenge.<ref>[http://jotd.pagesperso-orange.fr/house_of_death/bin/HouseOfDeath_dev.zip HouseOfDeath_dev.zip] on jotd.pagesperso-orange.fr</ref> Build available for the [[OpenPandora]].<ref>[https://pyra-handheld.com/boards/threads/laigle-dor.75372 L'Aigle d'Or] on pyra-handheld.com by ptitSeb (Dec 20, 2014)</ref>
|Jean-François Fabre created [[binary translation]] libraries for [[Oric]] BASIC and assembly code to portable [[C (programming language)|C]] and used it for nine games.<ref>[http://jotd.pagesperso-orange.fr/oric_remakes.html Oric Game remakes] {{webarchive|url=https://web.archive.org/web/20160721125945/http://jotd.pagesperso-orange.fr/oric_remakes.html |date=2016-07-21 }} on jotd.pagesperso-orange.fr ''"I have written a set of tools to convert BASIC and asm code to C and assemble them together. I have used them over the years to convert a few games. Some conversions get some enhancements, some not."''</ref> Source code re-created and released for: House of Death, L'Aigle d'Or, Le Manoir du Dr Genius, Le Retour du Dr Genius, Rendez-vous de la Terreur, Xenon 1, Strip 21, Zebbie, Zorgons' Revenge.<ref>[http://jotd.pagesperso-orange.fr/house_of_death/bin/HouseOfDeath_dev.zip HouseOfDeath_dev.zip] {{webarchive|url=https://web.archive.org/web/20160721130146/http://jotd.pagesperso-orange.fr/house_of_death/bin/HouseOfDeath_dev.zip |date=2016-07-21 }} on jotd.pagesperso-orange.fr</ref> Build available for the [[OpenPandora]].<ref>[https://pyra-handheld.com/boards/threads/laigle-dor.75372 L'Aigle d'Or] {{webarchive|url=https://web.archive.org/web/20160721130333/https://pyra-handheld.com/boards/threads/laigle-dor.75372/ |date=2016-07-21 }} on pyra-handheld.com by ptitSeb (Dec 20, 2014)</ref>
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Revision as of 03:41, 10 July 2017

The source code of these commercially developed and distributed video games is available to the public or the games' communities.

Motivation

Commercial video games are typically developed as proprietary closed source software products, with the source code treated as a trade secret (unlike open-source video games). When there is no more expected revenue, these games enter the end-of-life as a product with no support or availability for the game's users and community, becoming abandonware.

Description

In several of the cases listed here, the game's developers released the source code expressly to prevent their work from becoming abandonware. Such source code is often released under varying (free and non-free, commercial and non-commercial) software licenses to the games' communities or the public; artwork and data are often released under a different license than the source code, as the copyright situation is different or more complicated. The source code may be pushed by the developers to public repositories (e.g. Sourceforge or GitHub), or given to selected game community members, or sold with the game, or become available by other means. The game may be written in an interpreted language such as BASIC or Python, and distributed as raw source code without being compiled; early software was often distributed in text form, as in the book BASIC Computer Games. In some cases when a game's source code is not available by other means, the game's community "reconstructs" source code from compiled binary files through time-demanding reverse engineering techniques. Source code availability in whatever form allows the games' communities to study how the game works, make modifications, and provide technical support themselves when the official support has ended, e.g. with unofficial patches to fix bugs or source ports to make the game compatible with new platforms.

Games with released source code

   Title    First release Source code release Genre Engine license Content license Original developer Additional information
A Dark Room 2013 2013 Online text-based role-playing game Mozilla Public License Mozilla Public License Doublespeak Games In July 2013 the source code of the game was put on GitHub under MPL 2.0.[1] Became commercially successful after the source code release.
Abuse 1995 2003 Run and gun Public domain software Public domain and Proprietary* Crack dot Com Game source code was released as public domain along with the shareware-released media files.[2] Only shareware data, excluding the sound effects, is in the public domain; the rest is proprietary. In 2016 a community developer released a "20th anniversary source port"[3][4] which enabled custom resolutions, OpenGL rendering, Xbox 360 controller support and fixed the music.
Adventureland 1978 1980 Text Adventure game Public domain software Public domain Scott Adams Scott Adams Adventureland's[5] source code was published in SoftSide magazine in 1980[6] and the database format was subsequently used in other interpreters such as Brian Howarth's Mysterious Adventures series.[7]
Airline Tycoon 1998 2015 Simulation game proprietary[8] Commercial Spellbound Entertainment On 24 March 2015 Airline Tycoon Deluxe was re-released on the digital distribution platform gog.com, including the source code.[9]
Alien Bash I+II 1993 2014 Run and gun public domain software public domain[10] Glen Cumming Glen Cumming provided media and material of his Amiga games "AlienBash" and "AlienBash II" to the fan community, who was able to restore source code in 2014.[11]
Alien Breed 3D II: The Killing Grounds 1996 1997 FPS ? Proprietary Team17 In March 1997 Team17 made the source code of Alien Breed 3D and Alien Breed 3D II freely available on the cover CD of Amiga Format magazine issue 95.[12][13][14]
Aliens versus Predator 2000 2001[15] FPS Own non-commercial license[16] Proprietary Rebellion Developments Source code released by Rebellion Developments 2001. An unofficial patch project for the PC version, based on the source code, was released and is still updated.[15]
Alpha Waves 1990 2009 early 3D exploration game with platform aspects ? ? Christophe de Dinechin Released in 1990 as one of the earliest 3D games[17] with full 6-axis degree of freedom. In 2009, author Christophe de Dinechin released the complete assembly and GFA BASIC source code of the Atari ST version.[18][19] There is also a started PC port in C++ on sourceforge by the original author.[20][21]
Akalabeth: World of Doom 1979 1979 Role-playing video game public domain Freeware Richard Garriott Richard Garriott distributed the Applesoft BASIC written game originally as source code. Also later Origin Systems offered the source code on their FTP servers.[22][23]
Allegiance (now FreeAllegiance) 2000 2004 real-time strategy and Space combat simulator Shared Source[24] Proprietary Microsoft Research Released by Microsoft Research under a shared source license ("MSR-SSLA") 2004.[25]
Amulets & Armor 1997 2013 first person role-playing video game GPLv3 Freeware United Software Artists In 2013 Amulets & Armor was re-released as freeware on the game's official site and the source code under GPLv3 on GitHub.[26][27] Work continues for ports to newer systems (Windows, MacOS) and general bug fixes.[28][29]
Anacreon: Reconstruction 4021 1987 2004 4x game no license given Freeware George Moromisato Developed by George Moromisato in 1987. Around 2004 the source code of the DOS version 2.00 was released.[30]
Ares 1996 2008 Space Strategy video game LGPLv3[31] CC BY-NC-SA Freeware Nathan Lamont/Bigger Planet Software Released in 2008. Under continued development for modern systems as "Antares" via GitHub.[32]
Arx Fatalis (now Arx Libertatis) 2002 2011 RPG GPL Proprietary Arkane Studios The design of Arx Fatalis was heavily influenced by Ultima Underworld. Game source released by Arkane Studios on January 14, 2011.
AstroMenace (now OpenAstroMenace) 2006 2007 Arcade GPLv3 CC BY-SA 3.0 Viewizard Based on AstroMenace which was released in February 2007 as shareware for Windows and freeware for Linux.[33] Also the source code of another Viewizard game, the puzzle collection Memonix, was released.[34]
Asylum 1994 2002 Platformer Public domain software[35] Public domain software Andy Southgate Released by Andy Southgate as public domain and with a SDL port under GPLv3.[36] Later ported also to the Pandora.[37]
Attack of the Mutant Camels 1989 2012 Scrolling shooters ? ? Jeff Minter In 2012 the assembly language source code of the Konix version of the game was released on GitHub.[38][39]
Aquaria 2007 2010 Action-adventure GPL Proprietary Bit Blot Open sourced with Humble Indie Bundle.[40]
Avara 1996 2016 Shooter game MIT license proprietary Ambrosia Software / Juri Munkki The MacOS classic game became open source in 2016 when Munkki released the source code upon the game's 20th anniversary.[41]
Aztaka 2009 2011 Action role-playing game Proprietary Citérémis In 2011 Independent game developer Citérémis released a "Developer's Edition" of Aztaka for $9.99 which included also the source code of the game.[42][43]
Balance of Power 1985 2013 Government simulation game ? ? Chris Crawford In August 2013 Chris Crawford released source code of several of his games from his career to the public,[44] fulfilling a GDC 2011 given promise.[45] Beside Balance of Power he released all the source code he could recover, for instance Trust & Betrayal: The Legacy of Siboot, Excalibur, Gossip, Eastern Front (1941), Scram and Legionnaire.
Barony 2015 2016 Rogue-like GPLv3 commercial Turning Wheel The game was released in June 2015 commercially on Steam and gog.com.[46] Source code was released in June 2016 on github.[47]
Batman Returns 1993 2015 sidescrolling Beat 'em up for educational purposes for educational purposes ACME / Chris Shrigley In March 2015 programmer Chris Shrigley, who worked on the Sega CD version, found the Batman Returns source code and released it for educational purposes to the public.[48] He released also the source code of Magician, Cliffhanger, Gargoyles and some other games from his working career.[49]
Beneath a Steel Sky 1994 2003 Point and click adventure Beneath a Steel Sky Freeware License Beneath a Steel Sky Freeware License Revolution Software The assembly language source code of the game was made available to the public and ScummVM in August 2003.[50][51] The source code availability made it possible for the ScummVM project to support the game, which allows the game to be played on Windows, OS X, Linux, Windows CE and other compatible operating systems and platforms.
Beyond Castle Wolfenstein 1985 2005 Stealth game no license given Freeware Silas Warner The reconstructed source code and the ported game was released by Silas Warner's widow in 2005.[52]
Beyond Protocol (now After Protocol) 2008 2011 persistent, space MMORTS non-commercial public license Freeware Dark Sky Entertainment Initial design of Beyond Protocol began in 1991.[53] A scaled up beta program began Nov 15th 2007[54] with an open-beta in 2008. When due to financial issues the game has been shut down, the source code was released on 4 May 2011 on Sourceforge to the public.[55] Based on this source code, community organized development continues until today as After Protocol.[56]
Beyond the Titanic 1986 2009 Text adventure GPL GPL Apogee Software Game source released on March 20, 2009.
Blades of Exile 1997 2007 RPG GPL GPL Spiderweb Software Source code and artwork was released by Jeff Vogel (Spiderweb Software) under a GPL license in June 2007.[57]
Blake Stone: Planet Strike 1994 2013[58] FPS GPL[59] GPL Apogee Software Released in 2013 to promote the sale of the Apogee Throwback Pack on Steam.
Blue Max 1983 2016 Scrolling shooter ? proprietary Bob Pollin Assembly source code released in 2016 by the author Bob Pollin in the Atariage forum.[60] On the Atariage forum source code of many more games was released.[61][62][63]
Bob's game 2004 2016 puzzle, action RPG source available Freeware Robert Pelloni In August 2016 the source code of the game was released on GitHub under a non-commercial source available software license,[64] to allow the community to contribute. The author claims that he wrote the game originally in C, switched then to Java, and later converted it with an automatic code converter to C++.[65]
Buzz Aldrin's Race Into Space (now Race Into Space) 1993 2007 Simulation GPLv2[66] Freeware[67] Strategic Visions/Fritz Bronner A port of Buzz Aldrin's Race Into Space to modern operating systems. The license fell back to Bronner as he had a contract clause with Interplay stating that in case Interplay went bankrupt or no distribution happened for some time.[67]
Catacomb 1989 2014[68] Top-down shooter GNU General Public License Proprietary Flat Rock Software Early game by John D. Carmack. Released by Flat Rock Software.[69] and ported to SDL.[70]
Catacomb 3D 1991 2014[68] FPS GNU General Public License Proprietary Flat Rock Software / id Software Predecessor to Wolfenstein 3D.
Call to Power II 2000 2003 turn-based strategy game Non-commercial own license[71] Proprietary Activision Civilization clone. Source opened to the apolyton community to allow support with Community patches.[72]
Canabalt 2009 2010 Cinematic platformer Engine MIT license,[73] game code own proprietary license[74] Proprietary/Freeware Adam Saltsman Released by Adam Saltsman in 2010.[75]
Cart Life 2011 2014 Simulation CART LIFE'S FREE LICENSE (Permissive license) CART LIFE'S FREE LICENSE (Permissive license)/Freeware Richard Hofmeier In March 2014 the game was removed from all digital distributions and the source code and game was made available for free online, with Hofmeier saying he was finished supporting the game.[76] His webpage went later offline but the source code was mirrored on GitHub.[77][78]
Civilization IV 2005 2006 (partly) turn-based strategy proprietary proprietary Firaxis Games / 2k Games In April 2006 the developers released the source code of the core game mechanic to the public with a Software Development Kit.[79][80] Additionally to the released source code, as game data and rules are stored in XML files and most of the game is written in Python, much (but not all) of the game is "open" and easily customizable.[81]

The game's community produced later many mods, total conversations and optimization patches for the game.[82]

Clonk series (now OpenClonk) 1994 2010/2014 Action, RTS, Platform ISC CC BY-NC RedWolf Design / Matthes Bender For the series (Clonk 1, Clonk 2 Debakel, Clonk 3 Radikal, Clonk 4 World, Clonk Planet, Clonk Endeavor and Clonk Rage) the C++ source code was released under the "Clonk Source Code License (ISC License)".[83] The content of the original game series was released under the CC BY-NC.[84] Based on Clonk Rage code base the community continues the development as OpenClonk under ISC license and content as CC BY-SA.
Colobot 2001 2012 Educational game, RTS GPLv3 GPLv3 Epsitec SA Game source released on March 26, 2012.[85]
Colossal Cave Adventure 1976 2000/2005 (?) Text Adventure Public domain software[86][87][88] / BSD license (2017) no artwork (Public domain software) Will Crowther Source code variants are at least available as far back as 2000.[89] An authentic version was retrieved in 2005 "from a backup of Don Woods's student account at the Stanford Artificial Intelligence Lab (SAIL)".[86] In February 2017 Eric S. Raymond was involved in the release of version 2.5, under BSD license, the last release by the original author alone.[90][91][92]
Commander Keen: Keen Dreams 1991 2014 Platformer GPLv2+ Proprietary id Software In September 2014, after an Indiegogo crowdfunding campaign,[93] the game's source code was released on GitHub.[94][95]
Conquest: Frontier Wars 2001 2013 Space Real-time strategy ? Proprietary Fever Pitch Studios On December 9, 2013, the source code was bundled with every copy of the game purchased on GOG.com.[96][97]
CoreBreach 2011 2012 Racing game GPL (game)/ MIT (3d engine)[98] Freeware (demo)/ proprietary CoreCode Futuristic "anti-gravity" racing game with combat. Source was released after a sales quota was met.[98]
CryEngine 5 2002[99] 2016 FPS ? NA Crytek In 2016 Crytek released their engine as pay-what-you-want including the source code to the public.[100][101]
Crystal Mines 1989 2011 Arcade Custom permissive license Freeware Ken Beckett/Color Dreams In August 2011 Ken Beckett, the programmer of the NES game Crystal Mines, released the source code under a custom permissive license to the public.[102][103] Artwork still proprietary but can be shared for non-commercial, personal use.[104]
Cylindrix 1995 2001 Arcade, Shooter LGPL LGPL Goldtree Enterprises / Softdisk Around December 2001 the games was ported from DOS to Windows and released under the LGPL to the public.[105][106]
Cytadela (or The Citadel) 1996 2006 FPS GPLv2 GPLv2 Virtual Design In early 2006 the original Cytadela developer offered the Amiga source code of the FPS game to the community, which started a conversation project hosted on sourceforge.[107][108][109] Ported to several platforms, latest version released in 2013.
Daikatana 2000 2015 FPS ? Proprietary Ion Storm / John Romero Lacking any further official support after the closure of Ion Storm's Dallas office in 2001, John Romero gave the game's source code to community members, allowing them to develop additional platform ports and bug fixes.[110][111]
DarkSpace 2001 2009 MMO, Real-time strategy multiple, own licenses.[112] Proprietary Palestar DarkSpace's game engine called Medusa released by Palestar under multiple licenses.[113]
Death Ray Manta 2012 2015 Arena shooter ? educational purposes Bagfull of Wrong / Rob Fearon The game maker studio based game's source code was released in 2015 with a Humble indie bundle.[114] The assets followed in 2016.[115]
Descent (now D2X-XL)[116] 1995 1997/1999 space 3D FPS own license[117] Proprietary Parallax Software Game source released by Parallax Software on 1997 (Descent 1)[118] and 1999 (Descent 2).[119] Descent 3 source code seems to be in hands of Rebecca Heineman and were considered 2014 for a release.[120]
Diamond Trust of London 2012 2012 TBS Public Domain Public Domain Jason Rohrer Following a Kickstarter crowdfunding campaign Diamond Trust of London was developed by Jason Rohrer and published by indiePub. On August 28, 2012 it was released for the Nintendo DS. The game has been placed in the public domain, hosted on SourceForge, like most of Rohrer's games.[121]
Digger 1983 2004 Arcade proprietary Freeware Windmill Software The original source code became available in September 2004 "for historical interest" (together with source code of other Windmill Software games as Styx).[122][123] There is also an earlier free software reverse engineered variant available by Andrew Jenner, called Digger Remastered, ported for many platforms.[124]
Dink Smallwood 1997 2003 Action RPG Zlib inspired own license[125] Zlib/Proprietary (Sound)[126] Robinson Technologies Source code published on July 17, 2003 from Seth Robinson.[127] 2008 Artwork published (without some sounds) under a Zlib license.[128]
Discworld and Discworld II 1995 2008 point-and-click adventure game ? ? Teeny Weeny Games First announced for release around 2005 by Terry Pratchett,[129] source code became in 2008 available to the ScummVM developers.[130] The code was fast integrated into ScummVM.[131]
DONKEY.BAS 1981 1981 Racing game Proprietary Proprietary Bill Gates, Neil Konzen Was written by Microsoft co-founder Bill Gates and Neil Konzen in 1981 and was included with early versions of the PC DOS operating system for the original IBM PC. Similar early BASIC games which were distributed as source code are GORILLA.BAS and NIBBLES.BAS.
Doom 1993 1997/1999 FPS GPL Proprietary Id Software Game source released on December 23, 1997, placed under GPL on October 3, 1999.
Doom II: Hell on Earth 1994 1997/1999 FPS GPL Proprietary Id Software Game source released on December 23, 1997, placed under GPL on October 3, 1999.
Doom 3 2004 2011 FPS GPL Proprietary Id Software Game source released on November 22, 2011.[132]
Dragonfire 1982 2003 action public domain software public domain Imagic / Bob Smith Source code of this Imagic Atari 2600 game was released by developer Bob Smith on May 24, 2003 into the public domain.[133][134][135] Many more Atari games got disassembled and commented by the Atari community.[136]
DROD series 1997 2000 Puzzle game Mozilla Public license 1.1 (and other)[137] Proprietary Webfoot/Erik Hermansen After the author reacquired the rights to the game from the original publisher Webfoot,[138] he released the source code of the game engines.[137][139] The source code releases include DROD: King Dugan's Dungeon, DROD: Journey to Rooted Hold, DROD: The City Beneath, DROD: Gunthro and the Epic Blunder, DROD: The Second Sky, and DROD RPG: Tendry's Tale without its media assets.[140]
Duke Nukem 3D 1996 2003 FPS GPL / Build license[141] Proprietary 3D Realms / Ken Silverman Game source released on April 1, 2003.[142] Update builds and source ports like eduke32 followed by the game's community.[143]
Dungeon Defenders 2010 2011 Tower defense ? Proprietary Trendy Entertainment In November 2011 there was a "development kit" released as free DLC which included the game's source code.[144]
Dungeons of Daggorath 1982 2001 3D Dungeon crawler Freeware Freeware DynaMicro / Douglas J. Morgan As for years there has been no production by the publisher Radio Shack of the game, the distributions rights fall back to the developers. Morgan released game around 2001 under a freeware like license to the public, also offering the source code.[145][146] Following, the game's community has created ports for PC,[147] Linux,[148] RiscOS[149] and PSP.[150]
Eat The Whistle - France 98 1998 2004 Sports game GPLv2[151] GPLv2 Hurricane Studios The France 98 football Simulation video game was released for the Amiga in 1998. Around 2004 Eat the Whistle was released under the GPL on Sourceforge, together with the point and click adventure Escape Towards The Unknown GPL.[152] Later ported to many other platforms.[153]
Eldritch 2013 2014 FPS, roguelike zlib license Proprietary Minor Key Games In April 2014, the game's source code was released to the public under a permissive zlib license. Content still proprietary and game being sold.[154][155]
Elite 1984 1999 Space trading game ? Freeware Ian Bell, David Braben In November 1999, developer Ian Bell released on the game's 15th birthday the BBC Micro assembly source code on his website.[156][157] Following that, Christian Pinder created a platform-neutral C version from the released BBC Micro version, called Elite: The new kind. In 1999–2000 a dispute occurred between Ian Bell and David Braben regarding Bell's decision to make available all versions of the original Elite.[158] The dispute has since ended and the various versions are now available again on Bell's site.[159][160]
ELIZA (DOCTOR) 1966 1966 Chatbot / Rogerian psychotherapist simulator public domain software public domain Joseph Weizenbaum ELIZA is an influential video game predecessor written at the MIT Artificial Intelligence Laboratory by Joseph Weizenbaum between 1964 and 1966.[161] Weizenbaum's original MAD-SLIP implementation was re-written in Lisp by Bernie Cosell.[162][163] A BASIC version appeared in Creative Computing in 1977, written in 1973 by Jeff Shrager.[164] This version, which was ported to many of the earliest personal computers, appears to have been subsequently translated into many other versions in many other languages.[165]
Enemy Engaged: RAH-66 Comanche vs. KA-52 Hokum 2000 2003 Helicopter Flight simulator own license[166] Proprietary Razorworks Game source was released somewhen 2003 by Razorworks.[167]
Enemy Nations 1997 2005[168]/2006[169][170] RTS own non-commercial license[171] non-commercial Freeware[171] Windward Studios Game source and artwork was released by Windward Studios under a non-commercial license around 2005/2006.
Falcon 4.0 1998 2000 Combat flight simulator Proprietary (leaked code) / questionable BSD license (FreeFalcon community development branch) Proprietary MicroProse A 2000 source code leak[172] by a former developer allowed unofficial community development, including upgrades, improved graphics, and bug fixes. In 2013 the source code of one of the community development branches was released to a GitHub repository under a BSD license.[173] As Atari currently owns the intellectual property and Graphsim has the exclusive right to publish, the legality of this source code release is questioned by some community members.
Fish Fillets (now Fish Fillets NG) 1998 2002 Puzzle GPL GPL Altar Games Released commercially as Fish Fillets in 1998. Source released in 2002 under the GPL.
Flow 2006 2009 Life simulation ? (For educational purposes) Freeware Thatgamecompany / Jenova Chen Around 2009 the flash source code was made available for educational purposes by the developers.[174][175]
Fort Apocalypse 1982 2015 action CC BY-NC-ND 2.5 CC BY-NC-ND 2.5 (Freeware) Steve Hales / Synapse Software In 2007 the Atari 8-bit game was relicensed to a CC BY-NC-ND 2.5 by Steve Hales and released on IgorLabs.[176] On April 23, 2015, Steve Hales released the assembler source code to Fort Apocalypse on GitHub, also under CC BY-NC-ND 2.5, for historical reasons.[177]
Free Fall 1983 1999 Beat 'em up ? Freeware Ian Bell / Acornsoft In 1999, developer Ian Bell released the video game's BBC Micro assembly source code on his website.[178] Semi-serious he considers it the first ever Beat 'em up video game.
FreeSpace 2 (now FreeSpace 2 Source Code Project) 1999 2002 Space Sim Non-commercial/Proprietary Proprietary Volition Game source released by Volition on April 25, 2002.[179]
Frogatto & Friends 2010 2010 platformer Zlib license / CC-BY 3.0 Proprietary Lost Pixel The game was developed open-source on GitHub with an own open-source game engine[180] by several The Battle for Wesnoth developers and released in July 2010 for several platforms. The game was for purchase on the MacOS' app store,[181][182] iPhone App Store[183] and BlackBerry App World[184] as the game assets were kept proprietary.[185]
Gates of Skeldal 1998 2008 Dungeon crawler role-playing video game GPL 3 Freeware Napoleon Games On 19 November 2007 the game was made freeware by the Czech developer, in 2008 the source code was released under GPLv3 on a sourceforge repository.[186][187] Later it was translated by fans to English and ported to linux.[188]
Gish 2004 2010 Action GPL Proprietary Cryptic Sea Source opened with Humble Indie Bundle by Wolfire Games.[189][190]
Glider PRO 1994 2016 Flight simulator GPLv2 GPLv2 John Calhoun On 27 Jan 2016, the source code, graphics, and sound data for Glider PRO were released on GitHub with the source code being licensed under the GNU General Public License v2.[191][192]
Gladiator 1995 2002 top down perspective action game GPLv2 GPLv2 Forgotten Sages Games Released in 1995 as DOS shareware game,[193] in 2002 the game's source code was released under GPL by the developers. Development and porting by the game's community continued on Sourceforge under the name OpenGlad.[194]
Glitch 2009 2013 MMO client and other parts under CC0 CC0 Tinyspeck In 2013, one year after the MMO was shut down, most of the artwork and parts of the code were released under the CC0 license.[195][196]
Gloom 1995 2017 FPS unlicense "for historical purposes" Black Magic In January 2017 the assembly and BlitzBasic 2 source code of the Amiga Doom clone Gloom was released as public domain software under unlicense on github.[197] The assets were released "for historical and archiving purposes.".[198]
Glypha III 1990s 2016 Arcade MIT MIT John Calhoun On 27 Jan 2016, the source code, graphics, and sound data for Glypha III were released on GitHub with the source code being licensed under the MIT license.[199][200] Updated ports for MacOs and iPhone were created afterward.[201][202][203]
Gothic 3 2006 2007 RPG Proprietary Proprietary JoWood Source code was opened by JoWood for the members of "Community patch project" from the game community in 2007.[204]
Grand Monster Slam 1989 2017 Fantasy sports game ? Proprietary Rolf Lakaemper, Hartwig Niedergassel In March 2017 the source code of the game became available via the Internet Archive.[205]
Gravity Force 2 1994 2008 Multidirectional shooter CC BY-SA 4.0 CC BY-SA 4.0 Jens Andersson & Jan Kronqvist On September 21, 2008 the developers of the Amiga shareware title Gravity Force 2 released the source code for "nostalgic interest" without specified license.[206] In April 2017 the authors clarified the game and source code license as CC BY-SA 4.0.[207]
H-Craft Championship 2007 2015 science fiction racing game zlib license Freeware Irrgheist H-Craft Championship was developed by the independent game studio Irrgheist[208] and released by Manifesto Games[209]/Akella in 2007.[210] In 2014, the developers released the game as freeware[211] and the source code under the zlib license in February 2015.[212][213]
Habitat 1985 2016 early MMORPG MIT MIT Randy Farmer and Chip Morningstar/Lucasfilm Games The The Museum of Art and Digital Entertainment received the game's source code from its original developers,[214] and restored the code in a Hackathon.[215] In July 2016, the source code was uploaded to GitHub under MIT license.[216][217]
Hack 'n' Slash 2014 2014 Zelda-like puzzle game ? Proprietary Double Fine With the 1.0 release on September 9, 2014 also the source code of the game was released by Double Fine.[218][219]
Hacker Evolution: Source code 2007 2015 Hacker game ? Proprietary Exosyphen Released on May 11, 2015 for $49.95 by the indie game developer.[220]
Hammerfight 2009 2011 2D physic based combat game zlib license[221] Proprietary Konstantin Koshutin For the third Humble Indie Bundle[222][223] Ryan C. Gordon ported the underlying game engine, "Haaf's Game Engine", to Linux and Mac OS X, and released source code under the zlib license.[224][225] Relish Games released the original version of HGE 1.8.1 for Windows/DirectX to GitHub under zlib license, too.[226]
Handmade Hero 2014 2014 ? proprietary Proprietary Casey Muratori Senior video game developer Casey Muratori started November 2014 a project to program a commercial C based game from the scratch and documenting the development in a series of videostreams;[227] planned are 600 episodes, one per day. The game's recent prototypes and source code are made available for 15$.[228] The final game will be DRM-free, cross-platform and the source code will be given into public domain two years after its release.
Haunts: The Manse Macabre 2012 2012 turn based strategy BSD[229] CC BY-NC-SA Rick Dakan The 2012 with $29,000 crowdfunded[230] and in Go programmed game was put on github after the money for further development run out.[231][232] While a volunteer keeps updating the almost finished prototype,[233] the against the Go 1.0 API build game fails to compile with newer compilers and Go versions.
Heretic 1994 1999 FPS GPLv2 Proprietary Raven Software Game source released on January 11, 1999, relicensed to GPL on September 4, 2008.
Hexen: Beyond Heretic 1995 1999 FPS GPLv2 Proprietary Raven Software Game source released on January 11, 1999, relicensed to GPL on September 4, 2008.
Hexen II 1997 2000 FPS GPL Proprietary Raven Software Game source released on November 10, 2000.
Homeworld 1999 2003 Space Real-time strategy Non-commercial license[234] Proprietary Relic Entertainment Game source released 2003.[235] The source code became the base of several source ports to alternative platforms, like Mac,[236] Linux, Pandora,[237] Maemo/N900,[238] or Android[239][240] using the Simple DirectMedia Layer (SDL) cross-platform multimedia library. As the source code's license requirements limits further development significantly[241] the game's community aims for a re-licensing with the new IP holder Gearbox.[242] In September 2013 Gearbox responded positively to the idea for a re-licensing of the already published source code, noting their efforts in supporting the modding community.[243]
HoverRace 1996 2008 Racing originally time limited license / later non-commercial GrokkSoft HoverRace SourceCode License.[244][245] Freeware GrokkSoft Was first published under a time-limited license. On 2008 re-newed with an infinite duration license.[246]
Hovertank 3D 1991 2014[68] FPS GNU General Public License Proprietary Flat Rock Software/id Software First 3D game by id Software and John D. Carmack.
Hundreds 2010 2010 Puzzle game ? ? Greg Wohlwend/Semi Secret Greg Wohlwend chose to open source his code in 2010,[247] partly with the intent to spur "non-coders" to try coding, as he had.[248][249] Programmer Eric Johnson of Semi Secret found the open source version and ported the game to iPad in a weekend before notifying Wohlwend,[248] which was later released commercially in an updated version.
Hypercycles 1995 2017 Shooter GPL freeware Bob Hays Released in January 2017 on github.[250][251]
In Pursuit of Greed 1996 2014 FPS non-commercial use, "for educational and personal use only" Freeware (non-commercial) Mind Shear Software Based on Softdisk Publishing's "Raven engine" which powered also ShadowCaster. The game was released (including the engine) later by the developer as non-commercial freeware in 2014.[252][253][254]
Infinity 2002 2016 RPG Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License Freeware (non-commercial) Affinix Software Developed in 2002 as commercial Game Boy Color title (~90% finished) the game was never published. Finally released as non-commercial freeware with source code in August 2016.[255][256][257]
Inside a Star-Filled Sky 2011 2011 Top-down shooter public domain software public domain Jason Rohrer Inside a Star-filled Sky, for purchase for $12,[258] was put by developer Jason Rohrer into public domain,[259] like many other of his games.[260]
Iron Seed 1994 2013 Space trading and combat simulator GPL Freeware (audiotracks CC BY-SA by Andrew Sega) Channel 7 Released as freeware by the authors to promote the development of Iron Seed 2 in the 2000s. Source opened under the GPL by the developers in 2013.[261]
Jagged Alliance 2 Wildfire (now JA2-Stracciatella[262]) 2004 2004 Tactical role-playing game Own license Proprietary iDeal Games Source code was bundled and released with JA2: Wildfire 2004.[263] The JA: Unfinished Business source code became later available too.[264]
Ken's Labyrinth 1993 2001 FPS Non-commercial license Freeware Ken Silverman Ken's Labyrinth was released as freeware on November 16, 1999. The source code under a non-commercial license followed on July 1, 2001.[265] A port to modern operating systems such as Windows and Linux using Simple DirectMedia Layer called LAB3D/SDL was created by Jan Lönnberg and released in 2002.[266] A version of the port which includes new higher resolution textures was also created by Jared Stafford.[267]
Kiloblaster 1992 2008 Arcade Own license[268] Freeware (with additional restriction) Epic MegaGames Allen Pilgrim declared the registered version freeware and released also the source code on August 4, 2008.[269][270]
Kumquat & Cantaloupe 1996 2012 Maze undefined Freeware Dave Schofield The Amiga games Kumquat & Cantaloupe, originally released as shareware titles, were re-released as freeware with source code included by the author in November 2012.[271][272]
Kroz 1987 2009 Maze GPL GPL Apogee Software Game source released on March 20, 2009.
Larva Mortus 2008 2009 Top-down shooter only non commercial usage[273] Commercial Rake In Grass Czech independent video game developer (Pavel Tovarys) released the Torque 2D v1.1.3 based source code in 2009 under non-commercial conditions.[274][275] Several other games' source code were released too.[276]
Lemmings 1991 2010 Puzzle game ? ? Brutal Deluxe Brutal Deluxe released the source code of the Apple IIgs port of Lemmings (and a dozen other ports).[277]
Lemonade Stand 1973 1979 Business simulation game Public domain software (?) Freeware Bob Jamison, Charlie Kellner / MECC The Applesoft BASIC source code was available since 1979.[278][279] The game was later ported to modern REALbasic and released as free and open-source software for many platforms like Windows and MacOS.[280]
Lemma 2014 2014 Voxel FPS open world parcour[281] MIT Commercial Evan Todd Despite an unsuccessful crowdfunding campaign in 2014,[282] Lemma was released commercially by the developer DRM-free and also on Steam. The source code is openly developed and available on GitHub under a MIT license.[283][284]
Lugaru 2005 2010 / 2016 (assets) Action-adventure game GPLv2 CC BY-SA 3.0 Wolfire Games Open sourced with the first Humble Indie Bundle by Wolfire Games.[285] In November 2016 David Rosen relicensed all assets under the open content CC BY-SA 3.0 Creative Commons license which makes Lugaru a fully free video game.[286] In begin 2017 an open source HD version followed.[287][288]
Magic Land Island (now Pocket Island) 2011 2012 Casual game MIT license CC BY-NC-SA Wooga Magic Land Island was launched during the GDC Europe in August 2011. In June 2012 the HTML5 game was open sourced under the name Pocket Island on GitHub under MIT license and with the assets under Creative Commons license CC BY-NC-SA.[289][290]
Magus 1995 2014 Rogue-like ? Freeware Ronny Wester Around 2014 archived on GitHub from other now offline sources.[291] A SDL port is in progress.[292] In 2000 Wester released also the Borland Pascal 7 source code of Cyberdogs (excluding some libraries he had licensed) on his website.[293]
Maelstrom 1992 1995/2010 Shoot 'em up GPL CC-BY Ambrosia Software Asteroids clone. 1995 source released under GPL. In 2010 Andrew Welch and Ian Gilman released the game's contents under a Creative Commons license.[294]
Marathon 2: Durandal (now Aleph One) 1995 2000 FPS GPL Proprietary Bungie Software Released by Bungie on January 17, 2000.[295]
MechCommander 2 2001 2006 Real-time tactics Shared Source Limited Permissive License[296] Proprietary FASA Interactive/Microsoft Source opened under a Shared Source license by Microsoft in August 2006.[297][298] As of 2017 there is a project fork on github with the goal to port the source code to Linux.[299]
MegaBall 1991 2012 Breakout clone Apache license v2 Apache license v2 Mackey Software/Ed Mackey The Amiga game MegaBall was programmed by Mackey Software in 1991-1993. Inspired by Taito's Arkanoid it has several features more. The original author released in 2012 the source code of MegaBall under the Apache license v2.[300][301]
Meridian 59 1995 2012 MMORPG GPLv2 (excluding compression and audio libraries) Freeware Archetype Interactive As of February 2010 Meridian 59 has been turned over to the original technical developers, Andrew and Chris Kirmse. On September 15, 2012 they released the game to the public as Freeware and most of the source code under the GPLv2 license.[302]
Miner Wars 2081 2012 2013 6DOF Space Shooter game own proprietary license[303] Proprietary Keen Software House 6DOF action-survival space-shooter simulation-game set in the year 2081. Full game and engine source code released under a restrictive license.
Monster RPG 2 2010 2012 JRPG zlib license zlib license Nooskewl After a successful Indiegogo campaign, released by Nooskewl under a Public domain like license ("Give it Your Own License") on November 11, 2012.[304][305] Later changed to zlib license, and the content sold again to be able to pay the server bills.[306]
MiG Alley 1999 2001 Flight simulation own license Proprietary Rowan Software/Empire Interactive Source opened by Rowan Software/Empire Interactive in 2001.[307][308]
Mr. Do! (for Gameboy) 1992 2007 Arcade source opened without defined license without defined license Universal Entertainment Corporation Source opened of the game boy version by developer Wesley Knackers in 2007 on his website.[309][310]
Myth (series) 1998 2001 Real-time tactics source opened without defined license Proprietary Take 2 Interactive/MumboJumbo Source opened by Take 2 Interactive/MumboJumbo to the game community in 2001.[311][312]
Myst Online: Uru Live 2007 2010 MMORPG GPLv3 Proprietary Cyan Worlds "Myst Online: Uru Live" struggled to attract subscribers and was canceled after its first year. Cyan release the game as an open source game in 2010.[313]
Natural Selection 2002 2014 FPS GPLv2 (most code) / custom (external libraries)[314] Proprietary Unknown Worlds Entertainment In January 2014 Unknown Worlds released the source code for download on GitHub.[315]
Nanosaur 1998 2003 FPS Own restrictive license Proprietary Pangea Software Around 2003 the Nanosaur source code was made available by the developer under a restrictive license.[316]
NoGravity 1996 2005 3D space space shooter / Wing Commander GPLv2 GPLv2 realtech VR Source code released by realtech VR on February 16, 2005.[317]
Nothing to Hide 2013 2013 Stealth game CC0 CC0 Nicky Case The crowdfunded surveillance/privacy themed video game prototype by indie game developer Nick Liow was crowdfunded and opened under CC0 on GitHub between 2013 to 2015.[318][319][320][321][322]
No One Lives Forever 2: A Spy in H.A.R.M.'s Way 2002 2011 FPS GPLv2[323] Proprietary Monolith Productions Source code released by Monolith Productions/Sierra Entertainment as part of a modding toolkit[324]
Pararena 2 1992 2016 Action sport game MIT MIT John Calhoun On 27 Jan 2016, the source code was released on GitHub licensed under the MIT license.[325][326]
PaybackTime 2 1997 2014 turn-based tactics game public domain software public domain Niko Nevatie and Kari Luojus The turn-based tactics game, inspired by Laser Squad and UFO: Enemy Unknown, was developed by two Finish students in Turbo Pascal and x86 assembly. They marketed their game as shareware for DOS in 1997.[327] The authors released the game in August 2014 as public domain software, including the assets.[328]
Penumbra: Overture 2007 2009 Survival horror with FPS aspects GPL Proprietary Frictional Games Developed by Swedish[329] developer Frictional Games, the game blends the genres of survival horror, first-person shooter, and adventure. Open sourced with Humble Indie Bundle.[330]
Pinball Construction Set 1983 2013 pinball video game MIT license MIT license Bill Budge, Electronic Arts In 2013, Budge released the source code to the Atari 800 and Apple II version of Pinball Construction Set to the public on GitHub under the MIT license.[331][332][333]
Pirate Adventure 1978 1980 adventure game ? ? Scott Adams (game designer) The source code for Pirate Adventure was printed in the December 1980 issue of BYTE, with an addendum in April 1981.[334][335] This enabled others to discover how the engine worked and to create their own adventures using this or a similar design.
Pitman 1985 1985 Puzzle game ? ? Yutaka Isokawa Originally created in 1985 on a MZ-700 home computer by Yutaka Isokawa. The BASIC listing was published in the August 1985 issue of the magazine "Oh!MZ Publications".[336][337][338] In 1990 the game was commercially converted for the Game Boy. In 2011 the game community restored an faithful as possible version from the available variants.[339]
Pixel Dungeon 2014 2014 roguelike GPLv3 GPLv3 watabou While sold on Steam for $4.99[340] it was released in July 2014 on GitHub under GPLv3 including the assets.[341]
Postal 1997 2016 Top-down shooter GPLv2 proprietary Running With Scissors In 2015 the Running with scissors developers announced that they will release the source code of the game "if someone promises to port it to the Dreamcast".[342] In June 2016 the developers gave the source code to a community developer who ported the game to Linux for the OpenPandora handheld.[343][344] On December 28, 2016, the source code was released on Bitbucket under the GPLv2.[345][346]
Preppie! 1982 2016 action game ? ? Russ Wetmore/Star Systems Software In January 2016 Russ Wetmore released the source code of his Atari 8-bit family games Preppie!, Preppie II and Sea Dragon to the public on the Internet Archive.[347]
Prince of Persia 1989 2012 Cinematic platformer Proprietary Proprietary Jordan Mechner Apple II source code was long-thought-lost,[348] but was found again and released in 2012.[349] A port of the assembly source code to C and SDL as backend was made by a community programmer.[350]
Project: Starfighter 2001 2008 Shoot 'em up GPL[351] Proprietary[352] Parallel Realities
Quake 1996 1999 FPS GPL Proprietary Id Software Game source released on December 21, 1999.
Quake II 1997 2001 FPS GPL Proprietary Id Software Game source released on December 22, 2001.
Quake III Arena 1999 2005 FPS GPL Proprietary Id Software Game source released on August 19, 2005.
Quadrilateral Cowboy 2016 2016 Puzzle video game GPL Proprietary Blendo Games Game source released on August 8, 2016 as it is based on the id-tech 4 engine.[353][354]
Receiver 2012 2012 FPS / stealth game own non-commercial conditions Proprietary Wolfire games The source code of the game is available since 2012 on GitHub under non-commercial conditions.[355]
Return to Castle Wolfenstein 2001 2010 FPS GPL Proprietary Id software The source code for Return to Castle Wolfenstein and Enemy Territory was released under the GNU General Public License (GPL) on August 12, 2010.[356]
Revenge of the Titans 2010 2011 Tower Defense, RTS Custom all-permissive[357] Proprietary Puppy Games Java based game. Source code was released by Puppy Games with the success of the second Humble Indie Bundle.[358]
Rise of the Triad 1994 2002 FPS GPL Proprietary Apogee Software/3D Realms Game source released on December 20, 2002.
Roboforge 2001 2008 Multiplayer Strategy game "RoboForge, Personal, Non-Commercial Use End User License" Freeware Liquid Edge Announced the game in July, 2000[359] by Liquid Edge the game was released on May 23, 2001.[360] From July 2008 RoboForge became an Open Source project with the source code for the Java-based client and server under a non-commercial license and as freeware.[361] The game's community continues development.
Rocky Racers 2002[362] 2004[363] Racing game Non-Commercial license Freeware Positech Games Released around 2002 by Positech Games, the game's C++ source code was released in July 2004 to the public for free.[364]
Rowan's Battle of Britain 2000 2001 Flight simulation Empire Interactive License Proprietary Rowan Software/Empire Interactive Source opened by Rowan Software/Empire Interactive in 2001.[307][365]
RuneSword II 2001 2004[366] Turn-based strategy Public domain software[367] Public Domain CrossCut Games In 2004 CrossCut Games released the game into the public domain on SourceForge.[368] Since then there is continuous development by the community on the game.[369]
Ryzom 2004 2010 MMORPG AGPL CC Nevrax In response to the folding of Nevrax, the Free Ryzom Campaign was launched in order to gather enough funds from donations ("Crowdfunding") from the community to purchase Ryzom and release the game as free software. The campaign was almost successful with €172,988 of the required €200,000 gathered.[370][371] On May 6, 2010, Winch Gate announced the full release of source code and artwork, and a partnership with the Free Software Foundation.[372][373]
Santa Paravia en Fiumaccio 1978 1978 turn-based strategy public domain public domain George Blank The game by George Blank[374] first appeared in the December 1978 issue of SoftSide magazine as BASIC listing.[375] It was published for sale on tape cassette as a computer game by Instant Software for the Radio Shack TRS-80, the Apple II, Texas Instruments TI-99/4A, and the Commodore PET.[376] It has been translated into many programming languages, such as ANSI C,[377] and has been ported to the Palm Pilot.
Savage: The Battle for Newerth 2003 2007 online Real-time strategy, FPS no license/proprietary Freeware[378] S2 Games The game was turned freeware by S2 Games on September 1, 2006. In 2007 the source code became available to the game community,[379] who now continues development.[380]
Sea Dogs: An Epic Adventure at Sea 2000 2009 pirate game ? Proprietary Akella In 2009 Akella agreed to hand the source code of Sea Dogs' game engine to the game community on end-of-support.[381]
Serious Sam (Serious Engine) 2001 2016 FPS GPLv2+ Proprietary Croteam In March 2016, Croteam released Serious Engine v1.10 as free and open source software on GitHub under the GNU General Public License.[382][383]
Seven Kingdoms 1996 2008 RTS GPL GPL and Proprietary* Enlight Source code released by Enlight in November, 2008. *Music is proprietary[384][385]
Seven Kingdoms II 1999 2009 RTS GPL Proprietary Enlight Source code released in August, 2009.
Shadowgrounds 2005 2011 Shoot 'em up own non-commercial license[386] Proprietary Frozenbyte Game source released with a Humble Indie Bundle by Frozenbyte on April 22, 2011.[387]
Shadow Warrior 1997 2005 FPS GPL Proprietary 3D Realms Game source released on April 1, 2005.
Siege of Avalon 2000 2003 RPG LGPL Proprietary Digital Tome Source code released June 23, 2003.[388]
Silent Hunter II 2001 2002 submarine simulation ? Proprietary Ubisoft Around 2002 Ubisoft had ended the official support while still significant issues existed. Therefore Ubisoft enabled the game's community at Subsim.com to fix the game themselves by giving them the source code.[389] The fans raised $7000 for an unofficial patch development project which fixed most of the issues.[389] The community extended Silent Hunter II also content wise significantly with expansion packs or texture upgrades.[390][391]
SimCity (Micropolis) 1989 (as SimCity) 2008 (as Micropolis) City-building game GPLv3[392] GPLv3 Maxis (Will Wright/Don Hopkins) Source code released by Don Hopkins under GPL in 2008. For trademark reasons released under the original working title Micropolis, also known as OLPC SimCity.[393]
Soliter 1994 2009[394] Puzzle game ? Freeware Oldsoft Zdnek Stary developed at the Czech development studio Oldsoft the solitair game Soliter for the ZX Spectrum which got released in 1994. The game was released by the author in 2005 on his homepage for download, in 2009 the assembly source code followed as scan.[395]
Softporn Adventure 1981 ? Text adventure public domain? Freeware On-Line Systems A comedic, adult-oriented text adventure game produced for the Apple II in 1981. The game was created by Charles Benton and released by On-Line Systems and became later the base for Leisure Suit Larry 1.[396] Source code became later available.[397][398] The PC version was also released later as freeware by Al Lowe.[399]
Sopwith 1984 2000 Shoot 'em up GPL GPL David L. Clark The C and x86 assembly source code to Sopwith was released in 2000,[400] at first under a non-commercial use license, but later under the GNU GPL at the request of fans.[401]
Soul Rider 2000[402] 2003 Snow board simulation/sport game GPL[403] Proprietary Slingshot Game Technology On 20 Jan 2003 Soul Rider's game engine source code was released to allow ports to alternative OSes.[404]
Spacebase DF-9 2013 2015 Space simulator CPAL ? Double Fine After Double Fine ended the support of the controversy ridden and incomplete game on end of 2014,[405] fans have been working to continue the game's development with the availability of the source code in May 2015 under the CPAL open-source license.[406] First patch became available in October 2015.[407]
Space Engineers 2013 2015 space sandbox game proprietary commercial Keen Software House On May 14, 2015 the development studio made the source code freely available to the game's community for easier modding on GitHub under a proprietary license (non-open source license).[408][409][410]
Spear of Destiny 1992 1995 FPS ID SOFTWARE LICENSE[411] Proprietary id Software The source code of Wolfenstein 3D, which also covered Spear of Destiny, was released on July 21, 1995.
Speed Haste 1995 2012 racing video game public domain like license proprietary Javier Arevalo Baeza In 2012 the game's developer Javier Arevalo Baeza released the Borland C source code (minus some commercial library part) for "you can do whatever you want with this code" on GitHub.[412]
Star Control II (now The Ur-Quan Masters) 1992 2002 Action RPG GPL Cc-by-nc-sa Toys for Bob (Fred Ford / Paul Reiche III) Source code of the 3DO version GPL-released in 2002.[413]
Star Raiders 1979 2015 space combat simulator ? ? Aric Wilmunder / Atari The commented assembly source code scan of Star Raider became available in October 2015 in the Internet Archive as scan.[414] Aric Wilmunder opened it up with several other artifacts of his gaming career (e.g. SCUMM).[415] The community typed in the source code double checked in a GitHub project.[416] Shortly before a reverse engineering project was finished, too.[417] A true sequel, also called Star Raiders II, had been under development for some time by Aric Wilmunder. The never released prototype source code was posted publicly in December 2015.[418]
Star Trek: Elite Force II 2002 2003 Action RPG non-commercial own license (only serverside part) proprietary Ritual Entertainment In November 2003 Ritual Entertainment released the source code of their server-side code base for multiplayer gaming under a non-commercial license.[419][420]
Star Wars Jedi Knight II: Jedi Outcast 2002 2013 First/Third person shooter GPLv2 Proprietary Raven Software Release of the source code by Raven Software and Activision coincided with the closing of LucasArts by Disney.[421]
Star Wars Jedi Knight: Jedi Academy 2003 2013 First/Third person shooter GPLv2 Proprietary Raven Software Release of the source code by Raven Software and Activision coincided with the closing of LucasArts by Disney.[421]
Starshatter: The Gathering Storm 2004 2011 Space combat simulator New BSD License Freeware Destroyer Studios / Matrix Games Source code released by Destroyer Studios/Matrix Games on December 14, 2011.[422][423]
Strange Adventures in Infinite Space 2002 2005/2009 Space Roguelike GPL Freeware Digital Eel Source was release under GPL by Digital Eel in 2005.[424][425] Content became freeware 2009.[426]
Strife: Veteran Edition (Strife remaster) 2014 2014 FPS GPLv3 Proprietary Samuel Villarreal / Night Dive Studios In December 2014, Night Dive Studios coordinated the re-release of the 1996 first-person shooter role playing hybrid game Strife as Strife: Veteran Edition, after acquiring rights to the game. Because the game's source code had been lost, a derivative of the Chocolate Doom subproject Chocolate Strife was used as the game's engine, with its original programmers being contracted to do additional coding for the re-release. The source code of Strife: Veteran Edition has been made available under GPLv3 on GitHub by Samuel Villarreal and Night Dive Studios on December 12, 2014.[427] While this was the first source code opened for a Night Dive Studios Studio's game, it was announced more will follow,[428] for instance for System Shock 1.[429]
Stellar Conquest III: Hostile Takeover 1994[430] 2006 Stellar Conquest inspired Space simulation open source freeware (non-commercial) Freeware (non-commercial redistribution allowed) NecroBones / Ed T. Toton III The Turbo Pascal 6 source code for the VGA DOS game was released in February 2006 together with the game itself as freeware by the developer.[431]
Stellar Frontier 1997 2008 Space simulation STARDOCK SHARED SOURCE STELLAR FRONTIER LICENSE (non-commercial license)[432] STARDOCK SHARED SOURCE STELLAR FRONTIER LICENSE (non-commercial license) Stardock Stellar Frontier was developed by Doug Hendrix in 1995 and was later licensed and published by Stardock. On August 4, 2006, Stardock Systems closed the official master server. On November 18, 2008, the game source code was released under an own non-commercial license.[433] As result, the game's community took over the support of the game and improved the game, fixed the bugs and security holes with self-made patches.[434]
Super Lemon Factory 2012 2012 Text adventure proprietary proprietary Initialsgames Based on the Cannabalt engine for iOS, and inspired by it to release the source code.[435][436]
Supernova 1987 2009 Text adventure GPL GPL Apogee Software Game source released on March 20, 2009.
Taxman 1981 201? pacman clone ? ? H.A.L. Labs / Brian Fitzgerald Apple II pacman clone from 1981. In August 2015 Rebecca Heineman announced that original developer Brian Fitzgerald allowed to release the source code.[437][438] GitHub repository is still empty as of February 2017.[439]
Team 47: GoMan 1997[440][441] 1998 Mech game public domain software public domain 47-TEK Released artwork and source code to public in May 1998.[442][443] As the Internet Archive has not saved the content of the now offline GoMan page in the end of 1990s, currently there are no known mirrors on the web; the source code seems as of 2017 to be lost.[443]
Telengard 1982 1982 Dungeon crawler, role-playing, roguelike ? ? Avalon Hill / Daniel Lawrence As the game's BASIC source code ("DSKTEL.BAS") was available early on, ports and remaster exist therefore by the community.[444][445]
Terminal Velocity 1995 2015 flight game ? ? Mark Randel / Terminal Reality Became available under a NDA in June 2015.[446] Work on an updated version for modern system started immediately.[447]
The Castle Doctrine 2014 2014 MMO Public Domain Public Domain Jason Rohrer The Castle Doctrine is developed by Jason Rohrer in a public Sourceforge repository and is like most of his creative works into the public domain.[448] The The Castle Doctrine was developed as an early access game and is now sold on Steam for $14.99.[449]
The Clue! 1994 2000 role-playing adventure game own license own license / Freeware Neo Software In 2000 the source code was released to the public.[450][451] The game is since then ported to modern platforms via SDL and receives still updates by the community (2015).[452]
The Prisoner 1980 1980 adventure game ? ? Edu-Ware / David Mullich Developed in BASIC for the Apple II the source code was available with the release. Source code is hosted on github.[453]
The Oregon Trail 1971 1971/1978 Role-playing video game Public domain (?) Public domain (?) Don Rawitsch/MECC Rawitsch published the source code of The Oregon Trail, written in BASIC 3.1 for the CDC Cyber 70/73-26, in Creative Computing's May–June 1978 issue.[454] In 2011 the 1975 and 1978 BASIC source code versions of the game were reconstructed.[455]
The Wizard's Castle 1980 2004 role-playing adventure game ? ? Joseph R. Power The BASIC source code of the 1980 developed game was published by the developer in the July/August 1980 issue of Recreational Computing.[456][457] Ports to other systems followed afterwards.[458]
The Pit Puzzle 1997 2011 Puzzle game Apache 2.0 License Freeware[459] Abe Pralle / Plasmaworks The DOS game source code was released around 2011 by the author Abe Pralle under Apache 2.0 License on github.[460]
Tread Marks 2000 2017 Tank Combat/Racing GPLv3 Freeware Longbow Digital Arts / Seumas McNally Won in 2000 the Seumas McNally Grand Prize. In January 20, 2017 the source code was released as open source on github.com and the game itself as freeware.[461][462]
Treasures of a Slaver's Kingdom 2007 2010 Z-machine Text adventure game Freeware Freeware Cumberland Games & Diversions S. John Ross released the commercial Treasures of a Slaver's Kingdom, which won the XYZZY Award 2007 for the best NPC, in 2010 with Z-machine source code as freeware.[463] More source code of text adventure from the 1970s and 1980s are available at the archive.[464]
To Heart 2 2004 2006 Visual novel GPL Proprietary Aquaplus Its source code was released by Aquaplus under the GNU General Public License on December 22, 2005 along with the source code for Arurū to Asobo!!, Tears to Tiara, and Kusari.[465][466] This decision was made due to the inclusion of Xvid derived code; Xvid being distributed under the same license.[465][466] The source code for all four games is distributed upon request in CD-R format.[465] A copy of the original source code is hosted on github,[467] as also an continued engine project.[468]
To the Moon 2011 2014 role-playing game GPLv2 Proprietary Freebird Games To the Moon was developed using RPG Maker XP engine in 2011. In January 2014 To the Moon was also released for OS X and Linux with the Humble Bundle X.[469] Edward Rudd ported the game with the GPLv2 RPG Maker XP game engine recreation MKXP,[470][469] other ports followed later.[471] Also a successor game by Freebird games, "A Bird Story", was ported to Linux under usage of MKXP.[472]
Tornado 1993 2017 combat flight simulator ? Proprietary Digital Integration / Interplay Entertainment In March 2016 in the Tornado's community forum, rumors surfaced that Interplay Entertainment was working on a re-release of the game for digital distribution, based on the original source code.[473] The assembly source code finally surfaced on January 2017 on github.com.[474][475]
Tribal Trouble 2005 2014 RTS GPLv2 Freeware Oddlabs In September 2014 the game's source code was released to the public on GitHub and is now open source under the GPLv2.[476] Development continues in a community fork.[477]
Tribes 2 2001 2012 FPS Torque engine under MIT, rest is proprietary Freeware Dynamix Many commercial titles were developed using the Torque engine.[478] GarageGames released Torque 3D under the MIT License on September 20, 2012.[479] The Tribes 2 source code beside the Torque engine is not available.[480]
Triplane Turmoil 1996 2009 side-scrolling dogfighting flying game GPLv3 GPLv3 Dodekaedron Software In 1996 Triplane Turmoil was originally released as shareware DOS game. In 2009 Dodekaedron Software Creations Oy placed Triplane Turmoil's source code, documentation, images and sounds under the GPLv3, hosted on Sourceforge.[481][482] The community continued the support and ported the game to other platforms (Linux, Windows) via SDL.
Tyrian (now OpenTyrian) 1995 2007 Scrolling shooter GPLv2 Freeware/CC-BY 3.0 US[483][484] World Tree Games Productions / Epic MegaGames (Jason Emery, Daniel Cook) The OpenTyrian team ported the closed-source Pascal code of Tyrian to C with permission of Jason Emery in February 2007. The graphic artist Daniel Cook released the artwork shortly after.
Ultima: Escape from Mt. Drash 1983 2003 Role-playing video game Proprietary Proprietary Keith Zabalaoui / Sierra On-Line On 11 June 2003, the game was ported to PC (under GPLv2 license) by Kasper Fauerby based on the original BASIC source code and some smaller binary reverse engineered parts.[485]
Unreal 1998 2008 FPS source opened to the community under NDA Proprietary Epic MegaGames Access to source-code granted by Epic MegaGames for the game community around 2008.[486] In 2015 Tim Sweeney announced that he hope to be able to open source one day the engine to the public.[487]
Uplink 2001 2003 Hacking simulation Proprietary Proprietary Introversion Software Mid-2003 Introversion Software started selling the source code for $45. Usage beside modding and fixing of the game are not permitted by the license.[488] Source code of the games Darwinia + Multiwinia and DEFCON was later sold too.[489]
Urban Chaos 1999 2017 Action-adventure game MIT license Proprietary Mucky Foot In May 2017 Mucky Foot's Mike Diskett released the source code of Urban Chaos under the MIT license on GitHub.[490]
Vangers 1998 2016 racing and role-playing genre GPLv3 Commercial K-D Lab In March 2016, Vangers source code was released[491] under GPLv3 license. Data was not freed though, so one still needs data files from Steam or GOG.com release in order to run the game.
Vulture for Nethack 1987 1987 rogue-like NetHack General Public License Freeware / Commercial Nethack community / Jaakko Peltonen / Clive Crous Falcon's Eye was developed by Jaakko Peltonen as graphical version of Nethack.[492] After 2001 development had ended, Clive Crous continued Falcon's Eye as Vulture's Eye[493][492] While still being Free and open source software the game is commercialized via the author's website and Desura for $2.99. In October 2013 the game was put into the Steam Greenlight process[494] and successfully released on Steam in January 2016.[495]
Vox 2013 2015 open world simulation GPLv3 commercial AlwaysGeeky Games Vox started life as an entry into the Ludum Dare competition.[496][497] The game was successfully Steam Greenlighted on November 12, 2013.[498] Around end of 2015 the source code of Vox was made available as open-source software under the GPLv3 on GitHub.[499]
Voxelquest 2014 2016 open world simulation MIT MIT Gavan Woolery After a successful crowdfunding project on Kickstarter to develop an open-world simulation game in 2014,[500] Gavan Woolery developed several iterations of the game's engine. After running out of funding for further development, he open-sourced with support of the backers the game's engine on github.com under MIT license in August 2016.[501][502]
Wander 1974 2015 Text adventure public domain (?) public domain (?) Peter Langston In April 2015 the lost thought source code of Wander, one of the earliest mainframe text adventures, could be acquired from the original author.[503][504]
Warlords Battlecry III 2004 2006 RTS Own proprietary license Proprietary Infinite Interactive/Enlight Software On 24 May 2006, the Warlords Battlecry III source code became available to the public. Members of the community (who signed a NDA) have been entitled distributors, which have the legal permissions to allocate copies of the Warlords Battlecry III source code.[505][506] The source code release resulted in the development of several community-made fan patches[507][508] and mods.
War Worlds 2013 2014 RTS Own permissive license[509] Own permissive license Codeka / Dean Harding The mobile strategy game was originally released commercially,[510] and later released to the public to allow the community to continue the support of the game.[511][512] With help of the community the game's main developer has continued the support since then.
Warfare Incorporated (now Hostile Takeover) 2003 2014 RTS BSD license BSD license Spiffcode In July 2014 the game's source code and content got open sourced with the BSD license under the name "Hostile takeover" on GitHub.[513][514] As result the game was ported by the game's community to alternative platforms like the Pandora handheld.[515]
Warzone 2100 1999 2004/2008 RTS GPLv2 GPLv2, CC Pumpkin Studios/Eidos Interactive 3D real-time strategy game with a unit design system. First source part was released by Pumpkin Studios/Eidos Interactive in 2004 and the rest was released in 2008.[516]
Witchaven series 1995 2006 FPS non-given Proprietary Capstone Software Around 2006 Les Bird, a programmer from the 1996 folded game development company Capstone Software, released the source code of the abandoned games Witchaven, Witchaven II, William Shatner's TekWar and Corridor 7: Alien Invasion.[517]
Wolfenstein 3D 1992 1995 FPS ID SOFTWARE LICENSE[411] Proprietary id Software The source code of Wolfenstein 3D, which also covered Spear of Destiny, was released on July 21, 1995.
Wolfenstein: Enemy Territory 2003 2010 FPS GPLv3 Proprietary Splash Damage/id Software Game source released on August 12, 2010.
Word Whiz 1988 2009 Educational game GPL GPL Apogee Software Game source released on March 20, 2009.
World Train Royale 2009 2011 Tycoon game ? Freeware Versus Software Sold around 2009 for 10 dollars,[518] the game source code was released on 26 June 2011 on sourceforge.[519][520]
Worms Armageddon 1999 2002 Deatmatch game ? Commercial Team 17 Around 2002 Team 17, impressed by the reverse engineering on Worms Armageddon for "Silkworm",[521] gave David "Deadcode" Ellsworth access to the source code.[522] Over the next years he created unofficial patches, until he joined Team 17 in 2006. Updates are still created as of 2015.[523]
Xargon 1993 2008 Platformer own license[268] Freeware (with additional restrictions) Epic MegaGames Game source released in 2008 by the programmer Allen Pilgrim.[524] A SDL port followed later by Malvineous.[525]
Xenonauts 2014 2015 Turn-based tactics ? Proprietary Goldhawk Interactive Shortly after the release of the stable version Goldhawk Interactive allowed selected members of the community to access the source code.[526] This resulted in the community edition of the game (Xenonauts:Community Edition, X:CE), which continues development of an independent branch of the game, adding new features and bugfixes.[527]
Zork (also known as Dungeon or Dungeon Adventure) 1977 1978 Text adventure Public domain software Public domain Robert M. Supnik / Infocom Public domain software ports with source code based on the first "Dungeon" version of Zork, are available in various repositories.[528][529] Also, Infocom allowed the distribution of the early Fortran version.

Games with available source code

The table below with available source code resulted not from correct releases of companies or IP holders but from unclear release situations, like lost & found and leaks of unclear legality (e.g. by an individual developer on end-of-product-life).

   Title    Original release Source code found or leaked Genre Original developer Additional information
Asteroids 1979 1996 Arcade Atari Source code of Asteroids in the Atari 7800 version was released in physical form by Atari Sunnyvale on their closure 1996. Together with Ms. Pac-Man, Dig Dug, Robotron: 2084 and eight further games reconstructed by the Atari-Museum and published later.[530][531] Ports for modern FPGAs were made later.[532]
Art of Fighting 1992 2014 Fighting game SNK Found in a PC9821 (neogeo dev machine) the full source code of the Art of Fighting ASM 68k source code in 2014.[533][534]
Beatmania 5th Mix 1999 2000 Music video game Konami With the 2000 Japanese PSX game Beatmania Best Hits there was mistakenly included the source code for the 1999 game Beatmania 5th Mix.[535]
B.O.B. / Space Funky B.O.B. 1993 2008 Side-scrolling game Electronic Arts On September 12, 2008 the source code of the SNES version became available as it was found on an eBay-bought hard drive.[536]
Captain Comic 1988 2012 Platformer Michael Denio In September 2012 the source code of the NES version was offered on ebay for $439.[537][538]
Chicken Run 2000 2011 Stealth game Blitz Games In May 2011 the Sega Dreamcast source code became available, found by a collector on a Dreamcast Dev Kit's harddrive.[539][540]
Dark Engine (Thief, Thief II, System Shock 2) 1993 2009/2010 Stealth game Looking Glass Studios In 2009, a complete copy of the Dark Engine source code was discovered in the possession of an ex-Looking Glass Studios employee who was at the time continuing his work for Eidos Interactive.[541] In late April 2010, a user on the Dreamcast Talk forum disassembled the contents of a Dreamcast development kit he had purchased.[542] Later, significant updates for the Dark Engine-based games were published.[543][544][545]
Dark Reign 2 2000 2011 RTS Pandemic Studios Released by a former developer of Pandemic Studios under LGPL to prevent that the game become unsupported Abandonware.[546][547] Legal status unclear.
Donkey Kong 1981 2008 Platformer Nintendo In August 2008 the source code of Donkey Kong in Atari 800 6502 assembly was published at the AtariAge forum by Curt Vendel (the Atari Flashback designer),[548] and was discussed there by the original developer, Landon Dyer.[549]
Double Dragon II: The Revenge 1989 2013 Beat em up Technōs Japan In 2013 the Internet Archive put the undeleted assembly sources (DRGNSRC.LZH) of the DOS version for download.[550][551]
Eve Online 2003 2011 Space strategy MMO CCP Games On 20 May 2011 someone released the EVE Online source code on a GitHub repository.[552] After the source code was online four days, CCP issued a DMCA take-down request which was followed by GitHub.[553]
Extreme-G 3 2001 2015 Racer game Acclaim Cheltenham The source code of the PS2 game came into hands of a community member by unknown means around 2015.[554]
Forsaken 1998 2007 6DOF shooter Probe Entertainment In 2007, nine years after the first release, the game itself and its source code were considered abandoned and became available to the public.[555] The game's community took up the game and kept updating and porting the game via a GitHub repository under a GPL license.[556][557]
GunZ: The Duel 2005 2011 Third-person shooter MAIET Entertainment In 2011 the source code of GunZ 1.5 became available online.[558]
Lineage II 2003 2003 MMORPG NCSOFT In 2003 a Chinese Hacker acquired the Lineage II source code, and sold it to someone who set up alternative servers. Shutdown by FBI in 2007.[559][560]
Microsoft Entertainment Pack 1996 2004 Casual game Microsoft In the copies of Windows NT 4.0 and Windows 2000 source code which leaked back in 2004, there are 32-bit versions of Cruel, Golf, Pegged, Reversi, Snake (Rattler Race), Taipei and TicTactics.[561]
NBA Jam Extreme 1996 2017 Sports game Sculptured Software In February 2017 the source code was discovered on an archival CD liquidated by Acclaim Entertainment during their bankruptcy sale. It was subsequently sold on eBay for $500.
Re-Volt 1999 200? Racing game Acclaim Studios London Members of the fan-base have acquired the source code of the game around 2004, which was leaked from an anonymous developer who worked on the Xbox Live port.[562][563] The game community works since then on fan patches and source ports to new platforms like Linux, MacOS and OpenPandora.[564][565][566]
Rolling Thunder 1987 2016 side-scrolling action game Tiertex Design Studios The Amiga version became available on a community forum.[567]
Ultimate Mortal Kombat 3 1994 2009 Beat'em up Midway Games The source code and artwork of the PSX version were recovered from floppies in 2009.[568][569]
Mr Nutz 2 1994 2008 Platformer Ocean Software Amiga game, source code prototype associated with Peter Thierolf.[570][571]
Killer7 2005 2016 Action-adventure game Grasshopper Manufacture Sources and assets for the GameCube game were found in October 2016 on an open webserver.[572]
S.T.A.L.K.E.R.: Clear Sky (X-Ray Engine 1.5.10) 2008 2014 FPS GSC Game World In August 2014 S.T.A.L.K.E.R.: Clear Sky's X-Ray Engine 1.5.10 source code became available on GitHub under a non-open-source license.[573] The successor's engine, X-ray 1.6.02, became available too.[574][575]
Starcraft 1998 2017 Real-time strategy Blizzard In 2017 it was announced that a potentially 1998 stolen/lost[576] STARCRAFT Gold Master source code CD of Starcraft resurfaced in the hand of an enthusiast.[577] After long contemplation, he sent it back to Blizzard.[578] There was some doubt about the authenticity of this CD, as there was no proof provided. It is unclear if, as indicated in the earlier discussion, a copy of the source code was forwarded to Jason Scott of the Internet Archive for preservation purposes.
Tony Hawk's Underground 2003 2016 Sports game Neversoft The game's C++ source code was leaked on February 2016 to github.[579]
Turrican III 1994 2008 Run and gun Factor 5 Amiga game, source code prototype associated with Peter Thierolf.[571]
Turok: Dinosaur Hunter 1997 2017 First-person shooter Iguana Entertainment / Acclaim Entertainment In February 2017 the source code of the N64 version was sold on Ebay for $2551.99 on a SGI Silicon Graphics Indy development machine which came from the Acclaim Entertainment liquidation.[580][581][582]
Trespasser 1998 200x Action-adventure, FPS DreamWorks Interactive The fan community got the original source code into hand by unknown means[583] and created modifications and unofficial patches with it,[584][585] the latest DirectX 9 port from 2016 and the development ongoing.[586]
Ultima 9 1999 2014 First person Role-playing video game Origin Systems In November 2014 the Ultima Codex Community was able to acquire the Ultima 9 source code from a former developer for offline archival to prevent permanent loss.[587]
Wing commander series 1990 2011 Space simulator Origin Systems The long lost source code of Wing Commander I was given to the fan-community in August 2011 by a former developer for the purpose of long-time preservation.[588] Later most other parts of the series followed.[589][590]
Zork and other Infocom games 1977 2008 Adventure game Infocom In 2008 a back-up with the source code of all Infocom's video games appeared from an anonymous Infocom source and was archived by the Internet Archive's Jason Scott.[591][592][593]

Games with reconstructed source code

Once games, or software in general, become an obsolete product for a company, the tools and source code required to re-create the game are often lost or even actively destroyed and deleted.[594][348][595][596][597][598][599] On the closure of Atari in Sunnyvale, California in 1996, the original source code of several milestones of video game history (like Asteroids or Centipede) were thrown out as trash.[600][601]

When much time and manual work is invested it is however still possible to recover or restore a source code variant which replicates the program's functions accurately from the binary program. Techniques used here are decompiling, disassembling and reverse engineering the binary executable. This approach typically does not result in the exact original source code but a diverging version as a binary program does not contain all information originally carried in the original source code. Comments and function names cannot be restored if the program was compiled without additional debug information. The here given in "bottom up" development methodology re-created source-code of games is able to replicate the behaviour of the original game exactly ("clock-cycle accurate", "pixel-per-pixel accurate"), unlike game engine recreations which are often made in top down methodology resulting in general game engines and not accurately representing the original game.

   Title    Original release Source code reconstructed Genre Original developer Additional information
Albion 1996 2011 Adventure game Blue Byte In 2011 via static recompilation from the original x86 binary executable a port for the ARM architecture of the Pandora handheld was created by fans.[602][603] The community still updates this recompiled version and released also Windows and Linux builds in 2015,[604] source code available on GitHub under MIT.[605]
Another World 1991 2011 Platform game Delphine Software International In 2011, Fabien Sanglard analysed Another World by reverse engineering and reconstructed, based on an earlier approach, a complete C++ source code variant of the internal virtual machine.[606][607]
Bagman 1982 2010 Arcade game Valadon Automation In 2010 the French programmer Jean-François Fabre reconstructed C source code from the game to port it to modern platforms.[608]
Bermuda Syndrome 1995 2007 Adventure game Century Interactive After the end of support for the game, Gregory Montoir reverse engineered in 2007 the game engine and wrote a substitute which allowed the porting of the game to modern platforms,[609][610] like the OpenPandora handheld.[611]
Boulder Dash 1984 2016 Arcade game First Star Software The C64 version was bit accurate reverse engineered by enthusiasts in month long work in 2016.[612][613] The group reverse engineered several more games also from this period, like The Castles of Dr. Creep 3, Miner 2049er, Lode Runner, Manic Miner and Beach Head.[614]
The Castles of Dr. Creep 1984 2010 Platform game Edward R. Hobbs Robert Crossfield worked on a faithful engine for the game since 2010.[615] The remake/reconstructed version got released for PC on Steam by Edward R. Hobbs & Robert Crossfield on September 2016 for $2.99.[616]
Cannon Fodder 1993 2015 top-down shooter Sensible Software In December 2015, Robert Crossfield released version 1.0 of the reverse engineered DOS CD Cannon Fodder version, under the name "OpenFodder" on GitHub under GPL.[617][618]
Commander Keen 5 2001 2017 Sidecrolling shooter Id software In 2017 a pixel-accuracy aiming engine re-implementation, based on several disassembly/decompilation efforts, became available by David Gow.[619] C99 source code is hosted on github under GPLv2. Originally only meant for Keen 5, it now supports Keen 4, 5 and 6.[620]
Diablo II 2000 2015 Action RPG Blizzard Entertainment In 2015 an unofficial port for the ARM architecture based Pandora handheld became available by static recompilation and reverse engineering of the original x86 version.[621][622]
Digger 1983 1998 Arcade Windmill Software Reverse engineered by Andrew Jenner in 1998, called Digger Remastered, released as GPL and ported for many platforms.[124]
Dune II 1992 2009 Real-time strategy game Westwood Studios In 2009 a group started reverse engineering Dune II under the name OpenDUNE.[623] The resulting code was released under GPLv2 and ported to other platforms like the Pandora.[624]
Dungeon Keeper 1997 2005 realtime dungeon simulator Bullfrog Tomasz Lis works on reverse engineering (ongoing) a version called "KeeperFX", the resulting source code is released as GPLv3.[625]
Dungeon Master 1989 2001 Dungeon crawler FTL Games In 2001 Dungeon Master (and its successor CSB) was released by Paul R. Stevens in a portable reverse engineered version called "CSBwin". CSBwin was reverse engineered from the game's Atari assembler code to a pure C version in months of work.[626][627] In 2014 Christophe Fontanel released another reverse engineering project which tries to recreate all existing versions.[628][629]
E.T. the Extra-Terrestrial 1982 2006 Arcade Atari In 2006 decompiled by Dennis Debro.[630][631][632] Following that, several unofficial fixes for the game were released by a fan site.[633]
Elite 1984 2003 Space trading game Ian Bell, David Braben Christian Pinder created Elite: The New Kind as faithful PC version by reverse-engineering platform-neutral C code from the original BBC Micro version of Elite. This version was withdrawn from the main distribution at David Braben's request in 2003.[634] In September 2014, on Elite's 30th birthday, Ian Bell blessed Elite: The New Kind and re-released it for free on his website.[160][635][636] Source code of the 1.0 version is available on a GitHub repository.[637]
Escape from Colditz 1991 2009 Action-adventure game Mike Halsall, John Law / Digital Magic Software. Around 2009 some developers reconstructed from the Amiga version a C version under GPLv3.[638][639] Ported then to many systems.
Exile 1988 2012 Action-adventure game Peter Irvin Around 2012 the assembly source code of the BBC Micro version was reconstructed and commented.[640] Later author Peter Irvin blessed also the non-commercial redistribution of the Amiga version of the game.[641]
Freeway 1981 19?? Arcade game Activision Decompiled and commented by Rebecca Heineman.[632]
Football Manager 1982 2001 Sports game, Business simulation game Kevin Toms In 2001 Paul Robson developed an accurate remake of the original game by reverse engineering in C.[642] The remake has since been ported to the GP2X[643] and Google Android.
Frontier: Elite 2 1993 2006 Space trading game Frontier Developments Reverse engineered to C by Tom Morton until 2006.[644]
Frontier: First Encounters (Elite III) 1995 2005 Space trading game Frontier Developments Frontier Developments announced in 2000 that FFE would be open-sourced under a GPL-similar license,[645] but this never happened.[646] In response, in October 2005 the game was reverse engineered by John Jordan and builds for modern operation systems were provided.[647] Updated until December 1, 2009 and later continued by other programmers with builds like "FFE_D3D".[648]
Half-Life 1999 2013 FPS Valve Software Around 2013 Valve released with the SDK some source code parts (server).[649] The client and the Goldsrc engine parts were reverse engineered in context of the Xash3d project.[650] Ports to other systems became available, for instance Android or the OpenPandora.[651]
Igor: Objective Uikokahonia 1994 2017 Point and click adventure Pendulo Studios Reverse engineered by Gregory Montoir, now hosted on github, currently beta status.[652]
Heart of the Alien 1994 2004 Platformer Interplay Entertainment After Heart of the Alien became unsupported and unavailable, Gil Megidish took up 2004 the effort of extracting a source code variant from the binary game by reverse engineering to make the game available again on modern platforms.[653] The extracted source code was made open-source and is hosted freely available on sourceforge.
J.R.R. Tolkien's The Lord of the Rings, Vol. I 1990 2009 Adventure game Interplay Entertainment As the game is without official support for many years, a community developer reverse engineered the game engine and created around 2009 a substitute. The LPGLv2.1+ licensed open source project allowed the porting to modern platforms,[654] for instance Windows, Linux and the OpenPandora handheld.[655]
Little Big Adventure 1994 2004[656] Action-adventure Adeline Software International Reverse engineered and placed on sourceforge (later GitHub) as "Twin-e" after getting an "OK" by Frederick Raynal.[657][658]
Metroid 1986 ? Run and gun/Action-adventure game Nintendo The NES game was disassembled by the collaborative work of several developers over the course of years.[659][660]
Minecraft 2009 2010 Sandbox game Mojang The Mod Coder Pack (MCP)[661] offers scripts for de-obfuscation/decompilation of the Java-based version of Minecraft.
Nicky Boum 1992 2007 Platform game Microïds Reverse engineered by Gregory Montoir and open sourced in March 2006 with version 1.5. The engine reached playable status and version 0.2 when development and distribution of the source code was stopped.[662] The source code was made later available again on github.[663]
Oo-Topos 1982 2015 Interactive fiction Penguin Software Penguin Software released several of their Comprehend Adventure engine games as freeware, also from the Transylvania series.[664] After end of official support, Ryan Mallon reconstructed around July 2015 a source code variant of the game's engine to port these games.[665] Ryan Mallon works also on reverse engineering The Lost Vikings engine.[666]
Out Run 1986 2012 Arcade racing Sega Since around 2009[667] a game enthusiast worked on decompiling source code of "Out Run". In 2012 a truthful engine, called "Canon Ball", was released on GitHub. To run the game, the original game's assets are required.[668] Ports to many systems followed, like OpenPandora.[669]
Pokémon Red and Pokémon Blue 1996 2014 Role-playing video games Nintendo Reverse engineered assembly of the Game Boy Color game on github.com.[670]
Pokémon Crystal 2001 2014 Role-playing video games Nintendo Reverse engineered assembly of the Game Boy Color game on github.com.[671]
Pong 1972 2012 Arcade game Atari The available schematics ("source code") was reconstructed and adapted for modern and available electronic parts to a new PCB design in 2012.[672][673][674]
RollerCoaster Tycoon 2 2002 2014 Business simulation game Chris Sawyer In April 2014 a project to reverse engineer Roller Coaster Tycoon 2 into platform independent C source code, was started under the name OpenRCT2 by Ted 'IntelOrca' John.[675] Hosted as GPLv3 licensed open-source software on GitHub, it requires the original game's graphics and sound assets.[676] As of November 2015, while the project has not fully reached the goal of substituting 100% of the binary's functionality, the port is playable and for many platforms builds are available.
PowerSlave 1996 2017 FPS Lobotomy Software On May 24, 2015, an unofficial remake based on the PlayStation version was released by Samuel "Kaiser" Villarreal for free.[677][678] In May 2015 publisher Night Dive Studios acquired the game rights,[678] Villarreal and Night Dive Studios working on a digital distribution re-release.[679] On January 2, 2017 Kaiser released the source code of his reverse engineered engine under the GPLv3 license on GitHub.[680][681]
Snipes 1983 2016 early networked Multi player game maze game SuperSet Software In July 2016, a faithful port by reverse engineering the original game became available. Permission was granted by original authors Drew Major and Kyle Powell[682] to make it public. The full C/C++ source code is available at GitHub.[683]
Super Bomberman 1993 2015 Action, Maze Hudson Soft Reverse engineered assembly and build system of Super Bomberman by Lior Halphon on GitHub. Rebuilds several different versions of the game, and can restore some disabled debug features.[684]
Super Mario Bros 1985 2012 Platformer Nintendo Commented disassembly of SMB on GitHub.[685]
Space Ace 1984 2015 Interactive movie Advanced Microcomputer Systems In July 2015 Rebecca Heineman released a reverse engineered Apple IIGS source code version of Space Ace on GitHub.[686][687]
Star Castle 1980 2012 Arcade Atari Former Atari engineer D. Scott Williamson re-created in 3 years work Star Castle faithfully for the Atari 2600. After a successful crowdfunding campaign on Kickstarter, he released everything for free on his website, including source code.[688][689][690]
Starcraft 1998 2014 Real-time strategy Blizzard Entertainment By static recompilation and reverse engineering of the original x86 binary to an intermediate C "pseudo-assembly" source code,[691] an unofficial version for the Pandora handheld and the ARM architecture became available in 2014.[692][693]
Strike Commander 1993 2013 Flight simulator Origin Systems In 2013 a SC reverse engineering project by Fabien Sanglard with a reconstructed source code variant became available on GitHub as the original source code was most probably lost in the take over of Origin by EA (Abandonware).[694][695]
Super 3D Noah's Ark 1994 2015 FPS Wisdom Tree In October 2015 a community reconstructed, under usage of already released id software engine code, source code variant became available on bitbucket.[696][697][698]
Syndicate Wars 1996 2010 Real-time tactics Bullfrog Productions In January 2010 a reverse engineering project of the MS-DOS-based Syndicate Wars was finished by two developers and builds for Windows, Mac and Linux were released.[699] It's complete beside networking and joystick code.[700]
Tennis for two 1958 2008 Arcade William Higinbotham In 2008 Tennis for Two, a video game from 1958 and one of the earliest video games,[701] was recreated using partly modern parts.[702]
The Great Escape 1986 2016 Arcade adventure Denton Designs David Thomas started in 2012 a reverse engineering project to create portable C source code from the DOS version's binary, which reached in January 2016 compiling state.[703][704]
The Last Ninja 1987 2009 Action-adventure game System 3 Robert Crossfield reverse engineered a faithful engine from the Amiga version of the game since 2009.[705] First three levels complete.
Touhou Project 1996 2014 Shoot 'em up Team Shanghai Alice "The Touhou PC-98 Restoration Project" was started around 2014 on GitHub on base of found source code of libraries.[706] In progress.
Transport Tycoon Deluxe 1994 2004 Business simulation game Chris Sawyer/Microprose In 2003, Ludvig Strigeus started to reverse engineer Transport Tycoon Deluxe and convert the game to C. In 2004, this re-engineered Transport Tycoon Deluxe was released and christened OpenTTD and is still under active development by the community.[707][708]
Ultima 3: Exodus 1983 2002 RPG Richard Garriott Disassembled and ported to GBC in 2001 by Sven Carlberg.[709] Richard Garriott was aware and pleased by this work.
Zorgons Revenge 1983 2014 Shooter John Sinclair Jean-François Fabre created binary translation libraries for Oric BASIC and assembly code to portable C and used it for nine games.[710] Source code re-created and released for: House of Death, L'Aigle d'Or, Le Manoir du Dr Genius, Le Retour du Dr Genius, Rendez-vous de la Terreur, Xenon 1, Strip 21, Zebbie, Zorgons' Revenge.[711] Build available for the OpenPandora.[712]

See also

References

  1. ^ A Dark Room goes open source Archived 2015-09-07 at the Wayback Machine on doublespeakgames.com (July 3, 2013)
  2. ^ "Purchasing Abuse". Archived from the original on 2003-06-10. Retrieved 2007-09-07.
  3. ^ Abuse 1996 - 20th anniversary source port Archived 2016-07-21 at the Wayback Machine on gog.com "Abuse SDL 0.9a:- Enabled custom resolutions and enabled lights on high resolutions - Re-enabled OpenGL rendering to enable vsync [...]- Added cheats via chat console: bullettime, god, giveall, flypower, sneakypower, fastpower, healthpower, nopower - XBox360 controller support with rebindable buttons"
  4. ^ Abuse_1996 Archived 2016-06-13 at the Wayback Machine on github.com/antrad
  5. ^ Herro, Mark (October 1980). "The Electric Eye" (PDF). The Dragon (42): 42–43 hardcopy (aka electronic pagenumbers 44–45 in archived PDF version). Archived from the original (PDF) on 2015-07-14. Retrieved 2015-07-11. {{cite journal}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  6. ^ Adams, Scott (July 1980). "Adventureland". SoftSide. p. 36. Archived from the original on 28 March 2016. Retrieved 13 April 2015. {{cite news}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  7. ^ Graham, Nelson (2001). The Inform Designer's Manual (PDF). Dan Sanderson. p. 358. ISBN 0-9713119-0-0. Archived from the original (PDF) on 2015-11-07. {{cite book}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  8. ^ license.txt Archived 2016-07-21 at the Wayback Machine "Source code remains property of Black Forest Games GmbH and is free for non-commercial use only."
  9. ^ gog.com team (2015-03-24). "Release: Airline Tycoon Deluxe". gog.com. Archived from the original on 2015-08-09. Retrieved 2015-08-01. Airline Tycoon Deluxe is a golden oldie with native versions for Mac OS X and Linux. As an added bonus, the package here comes with the game's Windows source code for your viewing and tweaking pleasure. You sure don't see that every day. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  10. ^ AlienBash_src.readme Archived 2016-03-04 at the Wayback Machine This code is available under the following license, as stated by Mr. Glen Cumming in the above thread: "I am happy for every scrap of code on my disks to be made available to whoever wants it - I only ask that the really embarrassing stuff is erased (lots) and any potentially libelous messages (or swears) in any of the code/scrolling messages are removed."
  11. ^ AlienBash I & II - Original Coder Contacted - Help Needed in Rescuing 68000 Source!! Archived 2016-03-06 at the Wayback Machine on eab.abime.net (2014)
  12. ^ Alien Breed 3D by John Girvin "In March 1997, Team17 released the source code to AB3D’s sequel, “Alien Breed 3D II: The Killing Grounds” (known as TKG), on the cover CD of Amiga Format issue 95. It was megabytes of undocumented, disorganised, messy assembly language. Andy Clitheroe, the lone programmer of both games, must have been some kind of genius, I think. The official release was of the TKG source code. However, when poking around the CD I found the original (and equally messy) AB3D source too." (archived, 2009)
  13. ^ alien-breed-3d-ii-quellcode Archived 2017-04-17 at the Wayback Machine on successdenied.com by Vince (December 13, 2010, in German)
  14. ^ a3dsrc src mirror on aminet.net
  15. ^ a b Aliens Vs Predator - Source code update Archived 2013-01-18 at the Wayback Machine (January 4, 2013)
  16. ^ AvP/trunk/License.txt The source code to Aliens Vs Predator is copyright (c) 1999-2000 Rebellion and is provided as is with no warranty for its suitability for use. You may not use this source code in full or in part for commercial purposes. Any use must include a clearly visible credit to Rebellion as the creators and owners, and reiteration of this license.
  17. ^ is-it-worth-disputing-the-title-of-first-3d-game-on-a-pc-to-john-carmack Archived 2017-02-02 at the Wayback Machine
  18. ^ "Archived copy". Archived from the original on 2009-05-05. Retrieved 2006-12-02. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)CS1 maint: archived copy as title (link) Alpha Waves source code for Atari ST
  19. ^ cc3d.free.fr/Alpha-Waves.zip Archived 2016-04-14 at the Wayback Machine
  20. ^ the-dawn-of-3d-games Archived 2017-02-02 at the Wayback Machine (2009)
  21. ^ alpha-waves Archived 2016-01-12 at the Wayback Machine on sourceforge.com
  22. ^ Akalabeth: World of Doom - Apple II (1979/80) Archived 2016-03-26 at the Wayback Machine on hardcoregaming101.net "Origin Systems for a time had the original Apple II source code of Akalabeth for download on their website's FTP server"
  23. ^ aklabeth.zip Archived 2016-07-21 at the Wayback Machine on uo.com (archived)
  24. ^ allegiancelicense.txt Archived 2014-11-07 at the Wayback Machine Microsoft Research Shared Source license agreement ("MSR-SSLA")
  25. ^ Colayco, Bob (2004-02-06). "Microsoft pledges Allegiance to its fanbase". gamespot.com. Archived from the original on 2013-12-10. Retrieved 2011-07-22.
  26. ^ AmuletsArmor Archived 2017-05-23 at the Wayback Machine on github.com
  27. ^ source code Archived 2017-02-11 at the Wayback Machine "Yep, legal issues are now resolved. We're moving forward." (February 2013)
  28. ^ Questions regarding codebase Archived 2017-02-11 at the Wayback Machine (October 2016)
  29. ^ AmuletsArmor on github.com/emrecelikten
  30. ^ DOSAnacreonSource20.zip Archived 2011-12-29 at the Wayback Machine
  31. ^ Ares Archived 2015-05-18 at the Wayback Machine on amrosiasw.com
  32. ^ Antares Archived 2013-07-24 at the Wayback Machine on arescentral.org
  33. ^ Kurinnoy, Michael (2007-02-20). "AstroMenace Press Release" (PDF). Viewizard. Archived from the original (PDF) on 2011-07-17. Retrieved 2010-03-08. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  34. ^ Memonix game Source on viewizard.com (2007-10-12)
  35. ^ a_source Archived 2016-05-28 at the Wayback Machine on asylum.acornarcade.com
  36. ^ sdl-asylum Archived 2016-04-04 at the Wayback Machine on sourceforge.net
  37. ^ asylum Archived 2016-07-21 at the Wayback Machine on github.com
  38. ^ jeff-minters-unreleased-konix-multisystem-port-of-attack-of-the-mutant-camels-preserved-a-due-for-release Archived 2016-04-29 at the Wayback Machine on retrocollect.com (2012)
  39. ^ AOTMC89 Archived 2016-07-21 at the Wayback Machine "Konix Multisystem - Attack Of The Mutant Camels '89 V0.4 - Source Code" on github.com
  40. ^ "Aquaria goes open source!". Wolfire Games blog. 2010-06-03. Archived from the original on 2013-06-05. {{cite news}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  41. ^ Munkki, Juri (2016-10-30). "Avara game, originally released in 1996 for Mac OS". Archived from the original on 2016-12-16. Retrieved 2016-10-30. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  42. ^ Aztaka Developer’s Edition Archived 2014-10-13 at the Wayback Machine on amanitadesign.com (January 7, 2011)
  43. ^ Aztaka Developer's Edition Released Archived 2014-09-04 at the Wayback Machine on gamershell.com (January 10, 2011)
  44. ^ Request for assistance in publishing old source code files Archived 2017-02-26 at the Wayback Machine at Atari Age by Chris Crawford (Aug 24 2013)
  45. ^ Crawford, Chris (2013). "Source Code". Archived from the original on 2016-12-19. Retrieved 2017-02-24. 30 months ago, at the 2011 Game Developers Conference, somebody asked me to release the source code for my old games. I said I would look into it. [...] I have begun the process of preparing my source code for general distribution. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  46. ^ Barony Archived 2016-11-22 at the Wayback Machine on steam.com
  47. ^ Barony on github.com
  48. ^ Shrigley, Chris (2015-03-27). "batman-returns-sega-cd-3d-driving-game-source-code found". shrigley.com. Archived from the original on 2015-11-21. Retrieved 2015-11-20. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  49. ^ source code archive Archived 2015-11-21 at the Wayback Machine of Chris Shrigley
  50. ^ Source code Archived 2016-07-03 at the Wayback Machine "Source code for Beneath a Steel Sky in Assembly language (415,225 bytes) xxxx" (2005)
  51. ^ "Latest Developments". ScummVM.org. August 2, 2012. Archived from the original on August 22, 2013. Retrieved July 14, 2013. Support for Beneath a Steel Sky, made possible thanks to Revolution Software supplying us with the original assembly source code! {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  52. ^ Leyda, Jeff. "The Beyond Castle Wolfenstein Project - Beyond Castle Wolfenstein Project Quick FAQ". oldskool.org. Archived from the original on 2014-09-07. Retrieved 2014-08-31. Q) Do you have the rights to distribute this game? A) Hopefully! Silas Warner's wife has granted permission to release the source code and game executables as a small memorial of his work. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  53. ^ Younger, Paul (2008-06-19). "Beyond Protocol Interview". IncGamers.com. Archived from the original on 2011-07-13. Retrieved 2009-04-30. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  54. ^ "AlphaBeta". Archived from the original on 2009-01-31. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  55. ^ "Open Source Release". Archived from the original on 2011-09-05. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  56. ^ afterprotocol.com Archived 2017-03-20 at the Wayback Machine
  57. ^ Blades of Exile Source Code Archived 2014-09-05 at the Wayback Machine on spiderwebsoftware.com
  58. ^ Benson, Julian (2013-07-08). "Blake Stone: Planet Strike source code released after almost 20 years". PC Games. Archived from the original on 2013-07-10. Retrieved 2013-07-11. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  59. ^ source code Archived 2016-03-04 at the Wayback Machine of Blake Stone with license
  60. ^ Blue Max source code for you. Archived 2017-04-15 at the Wayback Machine on atariage.com by Kevin Savetz (Mar 5 2016)
  61. ^ phoenix-software-source-code Archived 2017-04-15 at the Wayback Machine on atariage.com (November 2016)
  62. ^ atari-pilot-source-code Archived 2017-04-15 at the Wayback Machine on atariage.com (October 2016)
  63. ^ source-code-pole-position Archived 2017-04-15 at the Wayback Machine on atariage.com (2009)
  64. ^ bobsgame Archived 2017-01-17 at the Wayback Machine on github.com
  65. ^ Bob's Game source code released! Archived 2017-02-28 at the Wayback Machine by Daniel Berkhart on caltrops.com (08/25/2016)
  66. ^ sourceforge.net/projects/raceintospace Archived 2013-06-11 at the Wayback Machine
  67. ^ a b CopyrightInfo.txt
  68. ^ a b c Larabel, Michael (June 6, 2014). "id Software's Softdisk Open-Sources Some Really Old Games". Phoronix. Archived from the original on June 9, 2014. Retrieved June 6, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  69. ^ FlatRockSoft Archived 2016-07-12 at the Wayback Machine on github.com
  70. ^ CatacombSDL Archived 2016-07-21 at the Wayback Machine on github.com/Blzut3
  71. ^ Call-to-Power-II-Source-Code-End-User-License-Agreement Archived 2012-11-09 at the Wayback Machine
  72. ^ Bell, John (2009-10-01). "Opening the Source of Art". Technology Innovation Management Review. Archived from the original on 2014-03-30. Retrieved 2012-12-30. [...]that no further patches to the title would be forthcoming. The community was predictably upset. Instead of giving up on the game, users decided that if Activision wasn't going to fix the bugs, they would. They wanted to save the game by getting Activision to open the source so it could be kept alive beyond the point where Activision lost interest. With some help from members of the development team that were active on fan forums, they were eventually able to convince Activision to release Call to Power II's source code in October of 2003. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  73. ^ "Canabalt "Open Source" Details, Licensing and Extra Information". December 31, 2010. Archived from the original on 2013-05-25. Retrieved 2013-06-06.
  74. ^ GAME_LICENSE.TXT Archived 2015-10-19 at the Wayback Machine
  75. ^ Hodgkins, Kelly (2010-12-31). "Popular indie game Canabalt goes open source". tuaw.com. Archived from the original on 2013-06-30. The developers behind Canabalt confirmed that the game's source code will be made available as part of an open source project. The game will be licensed under the MIT Open Source license, which will let other developers use the engine source code in its entirety for both personal and commercial projects. While the code powering the game is available for the world to use, the game art, sounds, animations and Canabalt game-specific code is still proprietary. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  76. ^ Petitte, Omri (20 March 2014). "Cart Life exits Steam, goes open source". PC Gamer. Archived from the original on 22 March 2014. Retrieved 21 March 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  77. ^ Die geheimen Projekte des Richard Hofmeier Archived 2016-07-21 at the Wayback Machine on indiegames.ch (May 2015)
  78. ^ cartlife_src Archived 2016-07-21 at the Wayback Machine on github.com
  79. ^ Product_2K_Games_Firaxis_Release_Civ_IV_SDK Archived 2017-01-04 at the Wayback Machine on gamasutra.com
  80. ^ civ4 downloads Archived 2008-05-13 at the Wayback Machine on 2kgames.com
  81. ^ Kosak, Dave 'Fargo' (27 October 2005). "GameSpy: Civilization IV". GameSpy. pp. 1–3. 662218. Archived from the original on 6 December 2013. Retrieved 24 October 2009. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  82. ^ Civ4: Better AI Archived 2017-01-04 at the Wayback Machine on sourceforge.net "Major improvements to AI naval and air unit handling [...] Well over 100 bug fixes"
  83. ^ Source Code "The complete source code of the following Clonk versions is available: Clonk Rage (current version) (engine, tools, and editor, VC6/VC7/VC9/MinGW/gcc/xcode) Clonk Endeavour 4.95.5 (engine only, VC6 or MinGW) Clonk Planet 4.65 (engine only, VC6) Clonk 3 Radikal (MS-DOS, Borland Turbo C++) Clonk 2 Debakel (MS-DOS, Borland Turbo C++) Clonk 1 (MS-DOS, Borland Turbo C++ [...] Clonk Source Code License (ISC License) Copyright (c) 2001-2014, RedWolf Design GmbH, http://www.clonk.de"
  84. ^ Developer "Clonk Game Content License Clonk game content is available under the following license. This applies to graphics, audio data, scripting, and text found in the game release packages (usually packed inside c4f, c4g, and c4d group files). Creative Commons Attribution-NonCommercial (CC BY-NC)"
  85. ^ Template:Pl icon Announcement on Polish fan community page Archived 2012-08-07 at the Wayback Machine
  86. ^ a b Jerz, Dennis (2007). "Somewhere Nearby is Colossal Cave: Examining Will Crowther's Original "Adventure" in Code and in Kentucky". Digital Humanities Quarterly. Seton Hill University. Archived from the original on 2016-06-16. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  87. ^ David Kinder's guide to Adventure downloads Archived 2014-08-12 at the Wayback Machine at the Interactive Fiction Archive
  88. ^ Colossal Cave Adventure Source Code Archived 2015-06-06 at the Wayback Machine on jerz.setonhill.edu (2007)
  89. ^ adv350-pdp10.tar.gz Archived 2016-06-23 at the Wayback Machine on ifarchive.org (2000)
  90. ^ ‘Colossal Cave Adventure’ is due for an update. Archived 2017-05-29 at the Wayback Machine by Jordan Pearson on vice.com (May 29, 2017)
  91. ^ open-adventure Archived 2017-05-30 at the Wayback Machine on gitlab
  92. ^ The Adventure begins again Archived 2017-05-31 at the Wayback Machine by Eric Raymond (2017-05-22)
  93. ^ Let's get Keen Dreams re-released legally ! Archived 2015-09-05 at the Wayback Machine on indiegogo.com
  94. ^ commander-keen-keen-dreams-source-code-released Archived 2015-07-22 at the Wayback Machine on slashdot.org
  95. ^ Keen source code Archived 2014-09-18 at the Wayback Machine on GitHub
  96. ^ GOG.com (2013-12-09). "Classic Gem Promo: Conquest: Frontier Wars". CD Projekt. Archived from the original on 2014-06-12. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  97. ^ Conquest: Frontier Wars on GOG Archived 2014-09-03 at the Wayback Machine on robertsspaceindustries.com
  98. ^ a b Larabel, Michael (2012-11-02). "CoreCode's CoreBreach Game Goes Open-Source". Phoronix. Archived from the original on 2013-05-12. Retrieved 2013-06-22. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  99. ^ "Crytek GmbH: Crytek announces its Game Engine CryENGINE". Wayback Machine. 2008-11-15. Archived from the original on 2008-11-15. Retrieved 2016-10-30. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  100. ^ Crytek's Video Game Engine Is Now Free Archived 2016-05-10 at the Wayback Machine by Jason Schreier on Kotaku (15-03-2016)
  101. ^ CryEngine V releases today on a pay-what-you-want basis Archived 2016-05-18 at the Wayback Machine by Shaun Prescott on PC Gamer (March 16, 2016)
  102. ^ Crystal Mines (Source Code) (NES Game) Archived 2016-04-09 at the Wayback Machine on pdroms.de (Aug 26, 2011)
  103. ^ Post subject: Crystal Mines Source Code Released Archived 2016-04-09 at the Wayback Machine on nesdev.com (August 2011)
  104. ^ Crystal%20Mines%20(NES)%2011151989%20Version.zip in "Crystal Mines License.txt" "Ken's license: - The name "Crystal Mines", the graphics, sound, music, and the levels are NOT open source. People other than me worked on them, and for that version of the game actually got royalties and still have ownership. It's OK to possess them for personal use, but they can't be reused in a new game or distributed for profit. - As the sole author of the code, I (Ken Beckett) will allow the source code for the NES version to be used in other works, provided that: A) Credit is given to 'Ken Beckett' in both the portions of re-used source code AND in the credits of the new game, and B) That the code is modified sufficiently such that the new game is not easily recognizable as being Crystal Mines with new graphics/sound/music. -Ken"
  105. ^ cylindrix on hardgeus.com (archived)
  106. ^ Cylindrix Archived 2016-07-21 at the Wayback Machine on github.com
  107. ^ the citadel source code Archived 2016-07-21 at the Wayback Machine (October 2007)
  108. ^ Cytadela - need help in porting to AmigaOS Archived 2016-07-21 at the Wayback Machine on amigaworld.net (31-Jan-2007)
  109. ^ Cytadela project - a conversion of an Amiga first person shooter Archived 2016-06-23 at the Wayback Machine on cytadela.sourceforge.net
  110. ^ LeBreton, Jean Paul; Romero, John (2015-01-20). "Devs Play" S01E05 - Doom (Part 8 - Map 6 Central Processing) 60fps [8/10]. YouTube. Double Fine Productions. Event occurs at 5:56. Archived from the original on 2016-03-17. Retrieved 2015-12-12. {{cite AV media}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  111. ^ daikatana 1.3 Archived 2016-07-21 at the Wayback Machine on bitbucket.com
  112. ^ Palestar. "Medusa Engine License" Archived 2009-07-01 at the Wayback Machine, retrieved January 22, 2010.
  113. ^ Drafell. "Medusa Engine Source Code Released" Archived 2011-01-25 at the Wayback Machine, DarkSpace Development Blog, June 21, 2009. (Accessed Jan 22 2010)
  114. ^ death-ray-manta-steam Archived 2017-04-13 at the Wayback Machine on rock, paper, shotgun
  115. ^ (GET) DEATH RAY MANTA - Game Maker Studio source Archived 2017-04-13 at the Wayback Machine on blackworldforum.com
  116. ^ D2X-XL Archived 2013-01-27 at the Wayback Machine sourceforge repository
  117. ^ "Archived copy". Archived from the original on 2015-10-25. Retrieved 2014-09-09. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)CS1 maint: archived copy as title (link)
  118. ^ Dunkin, Alan (1998-01-26). "Descent Source Code Released". gamespot.com. Retrieved 2013-01-13. Parallax Software, the software developer that created the popular three-dimensional action games Descent and Descent II, has released Descent's source code (version 1.5) to the public domain for noncommercial purposes.
  119. ^ "Descent 3 - Past Headlines - 1999". Outrage Entertainment. Archived from the original on 2007-02-03. Retrieved 2007-02-07.
  120. ^ OldeSkuul on facebook.com "we are seriously conisdering source code releases" (2014)
  121. ^ Jason Rohrer (2011-10-17). "DiamondTrust/ci/default/tree". SourceForge. Archived from the original on 2014-06-23. Retrieved 2013-05-22. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  122. ^ digsrc_orig.zip Archived 2016-04-25 at the Wayback Machine
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  124. ^ a b download Archived 2011-10-17 at the Wayback Machine on digger.org
  125. ^ Dink-Smallwood-Source-License Archived 2015-01-06 at the Wayback Machine
  126. ^ Dink-Smallwood-Source-License Archived 2015-01-06 at the Wayback Machine Please keep in mind while I'm sharing the source, I am not sharing the media, if you would like to use or distribute the Dink Smallwood artwork, this requires express permission.
  127. ^ "Archived copy". Archived from the original on 2015-01-06. Retrieved 2015-01-06. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)CS1 maint: archived copy as title (link)
  128. ^ Find free sounds for FreeDink Archived 2016-07-21 at the Wayback Machine on gnu.org
  129. ^ Freeware releases "The rights situation has been resolved, and Terry Pratchett and his agent Colin Smythe have approved the source release and future freeware re-issuing of the game. We are currently awaiting receipt of the engine source code." on adventure-treff.de (2005, in German)
  130. ^ Discworld Source Code Retrieved – ScummVM Developers Thrilled and Already Coding Archived 2016-02-10 at the Wayback Machine by James Woodcock (May 2008)
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  132. ^ "TTimo/doom.gpl3". GitHub. 2011-11-22. Archived from the original on 2013-07-21. Retrieved 2011-11-23. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  133. ^ Dragonfire source Archived 2013-03-16 at the Wayback Machine on atariage.com
  134. ^ Dragonfire Source Code Archived 2016-03-07 at the Wayback Machine at atariage.com "Really, it was Bob that wanted his source in the public domain." (2003)
  135. ^ [stella] Source code for Dragonfire from Bob Smith Archived 2016-07-21 at the Wayback Machine on biglist.com
  136. ^ minidig Archived 2016-11-12 at the Wayback Machine on qotile.net
  137. ^ a b Source Code Archived 2015-03-27 at the Wayback Machine on forum.caravelgames.com
  138. ^ History of DROD Archived 2015-05-18 at the Wayback Machine
  139. ^ deadly-rooms-of-death Archived 2016-03-04 at the Wayback Machine (2008)
  140. ^ SourceCode Archived 2015-03-27 at the Wayback Machine on forum.caravelgames.com "Yes, you can have all of the source code to the engine for our commercial products, DROD: King Dugan's Dungeon, DROD: Journey to Rooted Hold, DROD: The City Beneath, DROD: Gunthro and the Epic Blunder, DROD: The Second Sky, and DROD RPG: Tendry's Tale. You just can't have all the media, i.e. the levels, in-game writing, graphics, music, sound effects, and voice samples."
  141. ^ buildlic.txt Archived 2016-10-12 at the Wayback Machine
  142. ^ buildsrc Archived 2016-10-19 at the Wayback Machine "04/01/2003: Duke Nukem 3D source code released by 3D Realms."
  143. ^ eduke32.com Archived 2012-09-22 at the Wayback Machine
  144. ^ Trendy Entertainment Offers Complete Dungeon Defenders Dev Kit And Source Code As Free DLC Archived 2017-03-26 at the Wayback Machine on indiegamereviewer.com (November 12, 2011)
  145. ^ Grant of license to reproduce Dungeons of Daggorath by Douglas J. Morgan "I hereby grant a non-exclusive permanent world-wide license to any and all Color Computer site administrators, emulator developers, programmers or any other person or persons who wish to develop, produce, duplicate, emulate, or distribute the game on the sole condition that they exercise every effort to preserve the game insofar as possible in its original and unaltered form. [...] Anyone willing to pay for the copying of the listing (at Kinko's) and shipment to them, who intends to use it to enhance or improve the emulator versions of the game is welcome to it."
  146. ^ Matt Barton (13 October 2006). "A Review of DynaMicro's The Dungeons of Daggorath (1982)". Armchair Arcade. Archived from the original on 11 September 2010. Programmers and coders may also be interested in the source code should email Louis Jordan. Before doing so, check out the License Grant offered by Doug Morgan, former president of Dyna Micro. Apparently he's willing to give the code to anyone willing to cover the costs of shipping and copying (at Kinko's) the listing. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  147. ^ Project Page for Dungeons of Daggorath PC-Port by Richard Hunerlach (August 28, 2002, archived)
  148. ^ DoD for Linux 0.51 Archived 2016-04-23 at the Wayback Machine Linux version with source code (2012)
  149. ^ http://riscos.blog.com/2012/06/02/games-corner-dungeons-of-daggorath-port-released/
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  151. ^ Eat The Whistle goes GPL! on hurricane-studios.ath.cx (archived)
  152. ^ Escape Towards The Unknown GPL Archived 2015-09-10 at the Wayback Machine on sourceforge.net
  153. ^ Eat the Whistle Archived 2013-09-02 at the Wayback Machine on ggsoft.org
  154. ^ Owen, Dave (2014-04-16). "Eldritch developer releases source code for free". VG247. Archived from the original on 2015-01-19. Retrieved 2015-01-18. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  155. ^ Eldritch-Source-2014-04-14.zip Archived 2015-07-16 at the Wayback Machine on eldritchgame.com
  156. ^ Ian Bell's Elite pages - November 1999 : Elite 15th Anniversary - Released the program sources Archived 2016-02-21 at the Wayback Machine
  157. ^ Bell, Ian (1999-11-01). "Elite Archives ----The Files----". iancgbell.clara.net. Archived from the original on 2000-11-18. Retrieved 2015-11-06.
  158. ^ David Braben's Legal Threats to the Elite Home Page Archived 2015-09-24 at the Wayback Machine on Ian Bell's webpage (updated 19/09/14)
  159. ^ Braben, David. "I am David Braben, co-creator of Elite, creator of Frontier, Frontier II and the upcoming Elite: Dangerous". Reddit AMA. Archived from the original on 6 August 2014. Retrieved 30 December 2012. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  160. ^ a b "Bell and Braben See Eye-to-eye as Original Elite Sees Dual Re-release". cabume.co.uk. 25 September 2014. Archived from the original on 2015-04-13.
  161. ^ "Alan Turing at 100". Harvard Gazette. Archived from the original on 2016-03-03. Retrieved 2016-02-22. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  162. ^ Coders at Work: Bernie Cosell Archived 2016-02-08 at the Wayback Machine
  163. ^ The Genealogy of Eliza Archived 2016-03-04 at the Wayback Machine
  164. ^ Big Computer Games: Eliza - Your own psychotherapist on atariarchives.org
  165. ^ The Genealogy of Eliza Archived 2016-03-04 at the Wayback Machine by Jeff Shrager
  166. ^ Empire Interactive (Europe) Limited Licence Agreement for Razorworks' "Enemy Engaged RAH-66 Comanche Versus KA-52 Hokum"
  167. ^ EECH DevZone (archived)
  168. ^ "The End of an Era!". Windward. 2005-10-01. Archived from the original on 2005-11-24. Retrieved 2013-10-26. October 1, 2005: We just sold the last copy of Enemy Nations. [...] If you have a copy and want to give a copy to a friend - you have our permission to burn a CD with a copy of Enemy Nations - with one major caveat. You must give them the game. You cannot sell it to them. You cannot include it as part of anything you sell. It cannot be included with any product or magazine as a free extra. The person making the copy must even buy the blank CD. It must be a true free gift given totally separate of anything else.
  169. ^ source code mirror Archived 2014-03-29 at the Wayback Machine at atomicgamer.com
  170. ^ get-your-very-own-free-and-legal-copy Archived 2013-10-29 at the Wayback Machine (January 2006)
  171. ^ a b "License for Original Code". launchpad.net/enations. Archived from the original on 2017-02-13. This is released under a limited license: 1) No rights are given to the game Enemy Nations, the trademark Enemy Nations, or the concept. 2) Windward intends to someday create an Enemy Nations II and reserves all rights for all future versions of the game. 3) You may not sell anything derived from this code, art, or anything else included. 4) This is released solely for people to learn from the code and to make fixes in the existing code that they will make available for free. If you don't like these restrictions, don't use this code/data. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  172. ^ Bertolone, Giorgio (2011-03-12). "Interview with Kevin Klemmick - Lead Software Engineer for Falcon 4.0". Cleared-To-Engage. Archived from the original on 2011-03-18. Retrieved 2014-08-31. [C2E] In 2000 the source code of Falcon 4.0 leaked out and after that groups of volunteers were able to make fixes and enhancements that assured the longevity of this sim. Do you see the source code leak as a good or bad event? [Klemmick] "Absolutely a good event. In fact I wish I'd known who did it so I could thank them. I honestly think this should be standard procedure for companies that decide not to continue to support a code base."
  173. ^ "FreeFalcon". GitHub. 2013-01-24. Archived from the original on 2015-10-25. Retrieved 2013-09-11. Legal - FreeFalcon doesn't have the cleanest history regarding its terms of use, but that all ends here. The code is now licensed under the rather liberal BSD 2-clause license; for the first time in its history, FreeFalcon is truly free. See the LICENSE.md file for the full text of the license. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  174. ^ You can get it here. Archived 2016-04-01 at the Wayback Machine on thatgamecompany.com by Jenova (Sep 21, 2009)
  175. ^ flOw.source.zip Archived 2016-04-02 at the Wayback Machine on jenovachen.com
  176. ^ IgorLabs classic games page Archived 2015-06-30 at the Wayback Machine
  177. ^ FortApocalypse Archived 2016-07-21 at the Wayback Machine on GitHub.com
  178. ^ Free Fall Archived 2015-05-21 at the Wayback Machine on Ian Bell's website "I wrote Free Fall in 1982/3 for the BBC Micro. It was published by Acornsoft in 1983. I like to describe Free Fall as the first ever beat-em-up so as to claim, with tongue somewhat in cheek, to have invented two gaming genres."
  179. ^ Sulic, Ivan (2002-04-25). "Freespace Source Code". IGN. Archived from the original on 2012-12-10. Retrieved 2013-01-11. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  180. ^ Kristina Simpson (2015-04-26). "LICENCE". anura-engine - GitHub. Archived from the original on 2016-07-21. Retrieved 2015-10-10. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  181. ^ Humble Indie Bundle's Source Releases Archived 2016-08-09 at the Wayback Machine by Iwan Gabovitch "Another game which is commercial (on iDevices) and has FOSS code and closed art [...] is Frogatto." (April 22, 2011)
  182. ^ Frogatto by Lost Pixel Archived 2016-09-11 at the Wayback Machine on itunes.apple.com
  183. ^ "Frogatto & Friends for iPhone, iPod touch, and iPad on the iTunes App Store". Archived from the original on 2012-11-09. Retrieved 2012-03-03. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  184. ^ "BlackBerry App World: Frogatto". Archived from the original on 17 March 2012. Retrieved 16 March 2012. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  185. ^ License Archived 2015-05-03 at the Wayback Machine "CC-BY 3.0 LICENSE [...] assets under copyright" on github.com/frogatto
  186. ^ Brány Skeldalu (aka The Gates of Skeldal) is ready for testing Archived 2015-11-22 at the Wayback Machine on trisquel.info
  187. ^ skeldal Archived 2016-07-21 at the Wayback Machine on sourceforge.net
  188. ^ "Brány Skeldalu Download, English Patch (Beta) :: DJ OldGames". oldgames.sk. Archived from the original on 1 February 2014. Retrieved 18 January 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  189. ^ von Eitzen, Chris (2010-06-10). "Indie game Gish source code released". h-online.com. Archived from the original on 13 November 2012. Retrieved 2013-01-13.
  190. ^ "Gish goes open-source". Wolfire Games blog. 2010-05-30. Archived from the original on 2013-01-11. {{cite news}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  191. ^ Calhoun, John (2016-01-29). "Sources for the Macintosh game, Glider PRO, written by John Calhoun and published by Casady & Green Inc". GitHub. Archived from the original on 2016-03-21. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  192. ^ Calhoun, John (2016-01-31). "Added legal section to read me. · softdorothy/glider_pro@49a35bb · GitHub". GitHub. Archived from the original on 2016-07-21. Retrieved 2016-03-16. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  193. ^ glad (archived)
  194. ^ openglad Archived 2016-03-19 at the Wayback Machine on sourceforge.net
  195. ^ tinyspeck (2013-11-18). "Glitch is Dead, Long Live Glitch! - Art & Code from the Game Released into Public Domain". glitchthegame.com. Archived from the original on 2013-12-13. Retrieved 2013-12-11. The entire library of art assets from the game, has been made freely available, dedicated to the public domain. Code from the game client is included to help developers work with the assets. All of it can be downloaded and used by anyone, for any purpose. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  196. ^ Blackwell, Laura (2013-11-18). "Afterlife of an MMO: Glitch's offbeat art enters public domain". pcworld.com. Archived from the original on 2013-12-09. Retrieved 2013-12-11. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  197. ^ GloomAmiga on GitHub - Source code of Gloom released in May 2017
  198. ^ LICENSE "the license does not cover any other asset within the repository, which is only present for historical and archiving purposes."
  199. ^ Get a window into classic Mac dev with Glider source code Archived 2016-07-21 at the Wayback Machine by Christian Nutt on gamasutra.com (February 12, 2016)
  200. ^ Calhoun, John (2016-01-29). "The shareware game from the Macintosh written by John Calhoun in the 90's". GitHub. Archived from the original on 2016-07-21. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  201. ^ glypha-a-joust-like-game-now-on-iphone-for-free Archived 2016-07-21 at the Wayback Machine on toucharcade.com (2009-07-07)
  202. ^ Glypha - Then and Now on boredzo.org/glypha
  203. ^ glypha Archived 2016-07-21 at the Wayback Machine on ksuther.com
  204. ^ Sebayang, Andreas (2009-03-23). "Gothic 3 Community Patch soll fast alle Fehler beheben - Mehr als 700 Veränderungen im letzten Community Patch" (in German). Golem.de. Archived from the original on 2013-01-22. Retrieved 2013-01-06. Das Team hatte Zugriff auf den Quellcode von Gothic 3. Zusätzlich wurde auch inhaltlich an dem Spiel gearbeitet, da laut Patch Team ein Beheben aller Fehler nicht allein durch das Verändern des Quellcodes möglich war. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  205. ^ Grand Monster Slam (Source Code) by Rolf Lakaemper, Hartwig Niedergassel on the Internet Archive (March 8, 2017)
  206. ^ "The Gravity-Force 2 Homepage". lysator.liu.se. 2008-09-21. Archived from the original on 2013-10-15. Retrieved 2013-10-13. Jan made an archaeological expedition and recovered the GF2 source code from a dusty old floppy disc! We do not pretend it is a wonder in coding style (in fact, it is a complete disaster!), but for primarily nostalgic interest we publish it here. {{cite web}}: Cite uses deprecated parameter |authors= (help); Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  207. ^ gf2 Archived 2013-10-15 at the Wayback Machine on lysator.liu.se "The screenshots, the GF2 source code, and the actual Amiga game (v1.10, v1.20) are released for use under the CreativeCommons CC-BY-SA license." (April 26, 2017)
  208. ^ contact on irrgheist.com (archived)
  209. ^ H-Craft Championship Purchase "In order to purchase H-Craft Championship please visit our reseller www.Manifestogames.com" (2007)
  210. ^ H-Craft Championship Archived 2009-10-03 at the Wayback Machine CDnavigator.ru
  211. ^ H-Craft Championship Archived 2015-08-30 at the Wayback Machine Freeware release announcement in Reddit
  212. ^ H-Craft Championship Archived 2014-08-25 at the Wayback Machine Irrgheist News, February 25, 2015
  213. ^ H-Craft Championship - H-Craft Source Code Archived 2015-03-02 at the Wayback Machine on irrgheist.com
  214. ^ "Bringing Habitat Back to Life". pastemagazine.com. Archived from the original on 2016-03-02. Retrieved 2016-02-22. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  215. ^ "The Habitat Hackathon". The Museum of Art and Digital Entertainment. Archived from the original on 21 July 2016. Retrieved 6 June 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  216. ^ Francis, Bryant (2016-07-06). "Source code for Lucasfilm Games' '80s MMO Habitat released". Gamasutra. Archived from the original on 2016-07-08. Retrieved 2016-07-06. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  217. ^ Lucasfilm Games' MMO 'Habitat' source code released Archived 2016-07-21 at the Wayback Machine by Brittany Vincent on Engadget.com (2016-07-07)
  218. ^ Double Fine Releases Source Code for Hack ‘n’ Slash Archived 2016-04-01 at the Wayback Machine by Garrett Glass (on September 11, 2014)
  219. ^ Hack ‘n’ Slash Leaves Early Access, Brings Source Code Archived 2016-04-12 at the Wayback Machine on Rock, Paper, Shotgun by Ben Barrett (September 10th, 2014)
  220. ^ Hacker Evolution Source code Archived 2016-01-26 at the Wayback Machine
  221. ^ license.txt Archived 2016-10-05 at the Wayback Machine on hg.icculus.org/icculus/hge-unix
  222. ^ McLaughlin, Ryan (3 August 2011). "Humble Indie Bundle Sells Lots, Windows Users Still Cheap". Hot Hardware. Archived from the original on 3 October 2011. Retrieved 3 August 2011. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  223. ^ HGE-comes-to-Mac-and-Linux-guest-post-from-Ryan-Gordon Archived 2016-10-08 at the Wayback Machine on wolfire.com (August 2011)
  224. ^ Ryan Gordon Ports HGE To Linux, Then Releases Code Archived 2016-06-04 at the Wayback Machine on Phoronix by Michael Larabel (August 07, 2011)
  225. ^ hge-unix Archived 2015-10-30 at the Wayback Machine on icculus.org "August 7th, 2011: Source code released to the world!"
  226. ^ hge - DX8.1 and 9.0 on github.com
  227. ^ episodes Archived 2017-02-13 at the Wayback Machine on hero.handmade.network
  228. ^ handmadehero.org/ Archived 2017-02-20 at the Wayback Machine
  229. ^ about on Mobrulesgames.com "content CC BY-NC-SA, code BSD" (archived 2013)
  230. ^ haunts Archived 2017-02-09 at the Wayback Machine on kickstarter.com
  231. ^ Troubled-Haunts-Kickstarter-Goes-Open-Source Archived 2017-03-05 at the Wayback Machine on the Escapist
  232. ^ haunts on github.com/MobRulesGames
  233. ^ haunts on github.com/losinggeneration
  234. ^ http://www.homeworldsdl.org/LICENSE.txt
  235. ^ Largent, Andy (2003-10-08). "Homeworld Source Code Released". insidemacgames.com. Archived from the original on 2013-10-12. Retrieved 2012-12-23. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  236. ^ Macintosh Homeworld
  237. ^ pandorapress staff (2011-06-23). "Game of the Week #3 – Homeworld SDL". pandorapress.net. Archived from the original on 2011-08-30. Retrieved 2013-04-24. […] released port of HomeworldSDL. […] enables your Pandora to experience the excellent work done by the guys at HomeworldSDL.
  238. ^ (Announce) Homeworld (updated 2012/12/03) Archived 2015-04-02 at the Wayback Machine on maemo.org
  239. ^ Homeworld (from 1999) on Android. on youtube (8 June 2014)
  240. ^ Homeworld to Android Archived 2017-03-06 at WebCite on beloko.com (2014)
  241. ^ Homeworld source code licence Archived 2014-08-12 at the Wayback Machine on homesource.nekomimicon.net (2012)
  242. ^ BugsMenot (2013-04-01). "Congratulations on the purchase of Homeworld IP! Re-licensing of code requested". gearboxsoftware.com. Archived from the original on 2015-02-17. Retrieved 2014-08-11. [...]it was deemed pretty much impossible to continue to do anything with the released source code that was made available.[...]We just ask that the already released source code be made available under a GPL V2.0 or higher license and hosted on GitHub. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  243. ^ BurlesonGBX (2013-09-05). "Re: HW source now?". gearboxsoftware.com. Retrieved 2014-08-11. The license agreement for the original release of the source still stands.[...] If someone is interested in doing something under a different license using the old opensource code, there is always room to talk.[permanent dead link]
  244. ^ https://raw.github.com/HoverRace/HoverRace/master/license.txt
  245. ^ "/trunk/license.txt – HoverRace". Svn.igglybob.com. 2008-11-29. Retrieved 2013-01-05.
  246. ^ Source Code License (2008-11-29, archived)
  247. ^ Here’s the source code to Hundreds. Don’t laugh. Archived 2015-05-09 at the Wayback Machine by Greg Wohlwend on intuitiongames.com (October 25, 2010)
  248. ^ a b McWhertor, Michael (January 3, 2013). "Hundreds' metamorphosis from late night dream to addictive iOS puzzle game". Polygon. Vox Media. Archived from the original on June 7, 2014. Retrieved June 7, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  249. ^ Martin, Garrett (January 22, 2013). "From Flash to Touch: How Hundreds Came to the iPad". Paste. Wolfgang's Vault. Archived from the original on June 8, 2014. Retrieved June 8, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  250. ^ Hypercycles Archived 2017-03-28 at the Wayback Machine on freegamedev.net
  251. ^ hypercycles on github.com
  252. ^ In Pursuit of Greed (Game + Source) Archived 2016-04-06 at the Wayback Machine
  253. ^ greed Archived 2014-12-23 at the Wayback Machine on redshadowsoftware.com
  254. ^ in-pursuit-of-greed on duke4.net (2014)
  255. ^ After 15 years, a cancelled Game Boy RPG finds life on PC Archived 2016-10-20 at the Wayback Machine on pcgamer.com by Steven Messner (August 16, 2016)
  256. ^ infinity Archived 2016-08-29 at the Wayback Machine on github.com/infinity-gbc
  257. ^ Infinity Released (August 13, 2016) Archived October 24, 2016, at the Wayback Machine on affinix.com "Today we are pleased to announce the release of Infinity for Game Boy Color in unfinished form! We've made a ROM file available, as well as the source code."
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  259. ^ gameSource Archived 2016-07-21 at the Wayback Machine on sourceforge.net
  260. ^ Inside a Star-Filled Sky (Public Domain For-Pay) + Video Review + Jason Rohrer on open source Archived 2015-09-05 at the Wayback Machine on freegamer.blogspot.de (March 2011)
  261. ^ Latest Patches Archived 2015-08-01 at the Wayback Machine on ironseed.com (March 24, 2013)
  262. ^ ja2-stracciatella Archived 2017-04-20 at the Wayback Machine on github.io
  263. ^ Burnes, Andrew (2004-02-25). "Jagged Alliance 2 Source Code To Be Bundled With Wildfire". ign.com. Archived from the original on 2013-01-08. Retrieved 2012-12-23. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  264. ^ JA_UB Archived 2016-07-21 at the Wayback Machine on kermi.pp.fi
  265. ^ labflsrc.zip Archived 2016-07-21 at the Wayback Machine on advsys.net 2001
  266. ^ LAB3D/SDL project page Archived 2010-06-12 at the Wayback Machine
  267. ^ LAB3D-SDL + Hires texture support Archived 2008-07-05 at the Wayback Machine
  268. ^ a b Kiloblaster_and_Xargon_Freeware_License Archived 2013-09-20 at the Wayback Machine
  269. ^ Kiloblaster Archived 2012-11-02 at the Wayback Machine Allen Pilgrim declared Kiloblaster freeware and released the source code.
  270. ^ Xargon Archived 2016-04-18 at the Wayback Machine Allen Pilgrim on pyra-handheld.com "I own the copyright for the game and have released the entire trilogy as freeware. The source code is also released as freeware. I am perfectly fine with people creating ports of the game and using all the assets for those ports. What I do not authorize is someone taking the assets and creating a new game."
  271. ^ Amiga Games Archived 2016-07-21 at the Wayback Machine
  272. ^ Kumquat & Cantaloupe - Full Games and Source Archived 2014-09-07 at the Wayback Machine on 22 November 2012
  273. ^ source_code_eula.txt on rakeingrass.com (archived 2012)
  274. ^ Source code of Larva Mortus on rakeingrass.com (May 1st, 2009, archived)
  275. ^ larva_mortus_src.zip[dead link] on rakeingrass.com (2009, archived)
  276. ^ https://web.archive.org/web/20121112171514/http://blog.rakeingrass.com/?cat=3
  277. ^ LemminGS source code Archived 2015-07-25 at archive.today on brutaldeluxe.fr
  278. ^ David H. Ahl (April 1982). "Six Business Management Games". 8 (4). Creative Computing: 28, 30. Archived from the original (jpg) on 2016-09-16. {{cite journal}}: Cite journal requires |journal= (help); Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  279. ^ lemonade-source.zip Archived 2016-03-07 at the Wayback Machine on strout.net
  280. ^ Lemonade Stand Archived 2006-04-01 at the Wayback Machine on Codenautics "Lemonade Stand is both free and open-source"
  281. ^ lemma-follows-in-the-footsteps-of-bastion-mirrors-edge Archived 2016-12-30 at the Wayback Machine on Rock, Paper, Shotgun (2014)
  282. ^ lemma-first-person-parkour Archived 2016-12-30 at the Wayback Machine (2014)
  283. ^ lemmagame.com Archived 2016-11-07 at the Wayback Machine (2014)
  284. ^ Lemma Archived 2015-08-19 at the Wayback Machine on github.com
  285. ^ Lugaru goes open source Archived 2011-02-02 at the Wayback Machine Wolfire Blog, May 11, 2010
  286. ^ Relicensing all Wolfire Lugaru assets to CC-BY-SA 3.0 on gitlab by David Rosen (November 21, 2016)
  287. ^ osslugaru.gitlab.io Archived 2016-12-31 at the Wayback Machine
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  290. ^ Pocket Island Archived 2016-10-26 at the Wayback Machine on github.com
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  294. ^ "Archived copy". Archived from the original on 2011-07-16. Retrieved 2010-05-18. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)CS1 maint: archived copy as title (link)
  295. ^ "Marathon 2 Source Code Released". mactech.com. 2000-01-17. Archived from the original on 2014-08-20. Retrieved 2012-12-25. Today at 7 pm CST Bungie Software releases the Mac source code for their classic game "Marathon 2: Durandal" to the net. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  296. ^ Keller, Brian (2006-03-22). "MechCommander 2 EULA". Social.msdn.microsoft.com. Archived from the original on 2011-07-28. Retrieved 2013-12-29. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  297. ^ Fleshbourne, Daniel (2006-08-18). "Microsoft MechCommander 2 Shared Source Release". neowin.net. Archived from the original on 2016-12-20. Retrieved 2012-12-30. This is the Shared Source release for MechCommander 2. This release contains all of the source code and source assets required to build MechCommander 2. This release can be used with the Microsoft XNA Build March 2006 Community Technology Preview (CTP).
  298. ^ MechCommander 2 Source code on microsoft.com (archived 2016)
  299. ^ mc2 on github.com
  300. ^ megaball Archived 2016-06-16 at the Wayback Machine on snappymaria.com (June 12, 2012)
  301. ^ megaball Archived 2016-07-21 at the Wayback Machine on Bitbucket.org
  302. ^ "License for Meridian 59 v1.0". GitHub. 2012-09-15. Archived from the original on 2015-10-26. Retrieved 2013-10-08. This source code is distributed under the terms of the GNU General Public License with the following special exception. As a special exception, the copyright holders of this program give you permission to link this program with the accompanying files wrap.dll and waveplay.dll. {{cite web}}: Cite uses deprecated parameter |authors= (help); Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  303. ^ License.txt Archived 2015-10-26 at the Wayback Machine on github.com
  304. ^ official-license-post Archived 2012-10-26 at the Wayback Machine on nooskewl.com (Trent, May 13, 2012)
  305. ^ Monster RPG 2 Now Free and Open Source on nooskewl.com (November 11, 2012)
  306. ^ Monster RPG 2 To Go Non-Free After Successfully Crowdfunding To Become Open Source UPDATED on gamingonlinux.com by liamdawe (October 2013)
  307. ^ a b Mitchell, Robert (2001-11-19). "The Return of MiG Alley?". combatsim.com. Archived from the original on 2013-01-22. Retrieved 2013-01-06. Bob Mitchell: What has prompted you to release the source code for MiG Alley and Battle of Britain? Dave Whiteside: Because we are no longer doing flight sims [after Empire took us over at the end of 2001], and we would not be able to publish any patches that were required [no money was allocated to this], rather than let MiG die and all the code sit doing nothing it was considered a good idea, a swan song, if you like, for Rowan [after 13 years in the flight sim market]. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  308. ^ migalley.exe source code mirror
  309. ^ Mr.Do! GameBoy source text file by Wesley Knackers (2007, archived)
  310. ^ Mr. Do! Archived 2016-03-09 at the Wayback Machine on pauliehughes.com
  311. ^ Wen, Howard (2004-06-10). "Keeping the Myths Alive". linuxdevcenter.com. Archived from the original on 2013-04-06. Retrieved 2012-12-22. [...]fans of the Myth trilogy have taken this idea a step further: they have official access to the source code for the Myth games. Organized under the name MythDevelopers, this all-volunteer group of programmers, artists, and other talented people devote their time to improving and supporting further development of the Myth game series. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  312. ^ Myth II 1.7.2 Released for Linux! Archived 2013-07-12 at the Wayback Machine on projectmagma.net (28 Feb 2012)
  313. ^ Thomsen, Michael (2011-08-24). "Building With Someone Else's Blocks: Going Open Source With Games". Gamasutra. p. 2. Archived from the original on 2013-10-29. Retrieved 2013-10-25. [...] the game struggled to attract subscribers and was canceled after its first year. Disappointed with the turn of events, Cyan decided to release Myst Online: Uru Live as an open source game in 2010 hoping fans would be able to give the game a new life. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  314. ^ "unknownworlds / NS". GitHub. Archived from the original on 2015-07-19. EXCLUDED CODE: The code described below and contained in the Natural Selection Source Code release is not part of the Program covered by the GPL and is expressly excluded from its terms. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  315. ^ Unknown Worlds unleashes Natural Selection source code Archived 2014-04-07 at the Wayback Machine by Jenna Pitcher on Jan 23, 2014 at Polygon.com
  316. ^ nanosource Archived 2016-05-12 at the Wayback Machine on pangeasoft.net
  317. ^ No Gravity (Classic) Archived 2013-03-24 at the Wayback Machine on sourceforge.net
  318. ^ nothingtohide.cc (archived)
  319. ^ Nothing to hide license on github.com
  320. ^ Nothing To Hide Is A Very Smart Anti-Stealth Game Archived 2017-06-07 at the Wayback Machine by John Walker on Rock, Paper, Shotgun (on February 12th, 2014)
  321. ^ Demo + Crowdfunding: anti-stealth game Nothing To Hide takes its name literally Archived 2016-10-08 at the Wayback Machine by Anthony Swinnich on indiegames.com (February 16, 2014)
  322. ^ Attention game designers: Public Domain Jam! on creativecommons.org by Matt Lee (May 16th, 2014)
  323. ^ nolf2-source-released-but-to-what-end Archived 2014-02-28 at the Wayback Machine (July 2011)
  324. ^ Sierra has released the No One Lives Forever 2 Toolkit Archived 2011-06-15 at the Wayback Machine on gamershell.com
  325. ^ Get a window into classic Mac dev with Glider source code Archived 2016-07-21 at the Wayback Machine by Christian Nutt on Gamasutra (February 12, 2016)
  326. ^ Calhoun, John (2016-01-29). "Sources to Pararena, the commercial Macintosh game by John Calhoun, published by Casady & Greene, Inc". GitHub. Archived from the original on 2016-07-21. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  327. ^ pt2 (archived)
  328. ^ paybacktime2 on github.com
  329. ^ Paradox Interactive - Penumbra: Overture premieres game on Gamer's Gate Archived 2007-09-28 at the Wayback Machine
  330. ^ "Penumbra: Overture Game And Engine Source Code Released For Free". MegaGames. 2010-05-14. Archived from the original on 2012-04-23. Retrieved 2013-10-11. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  331. ^ I just pushed the source for Pinball Construction Set to GitHub (thanks to Scott Cronce at EA) Archived 2016-07-21 at the Wayback Machine by Bill Budge on twitter.com
  332. ^ Budge, Bill. "billbudge/PCS_Atari800". GitHub. Archived from the original on July 25, 2013. Retrieved February 13, 2013. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  333. ^ Budge, Bill. "PCS_AppleII". GitHub. Retrieved February 13, 2013.
  334. ^ Adams, Scott (December 1980). "Pirate's Adventure". BYTE. p. 192. Archived from the original on 31 March 2015. Retrieved 18 October 2013. {{cite news}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  335. ^ "Adventurous Bugs". BYTE. April 1981. p. 302. Archived from the original on 14 April 2014. Retrieved 18 October 2013. {{cite news}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  336. ^ Isokawa's Original HuBasic Source Code Archived 2016-07-21 at the Wayback Machine scanned from Oh!MZ August 1985
  337. ^ Hardcore Gaming 101, Who created PITMAN? Archived 2011-09-11 at the Wayback Machine on hardcoregaming101.net (2011)
  338. ^ The Untold History of Japanese Game Developers DVD review Archived 2014-10-06 at the Wayback Machine by Tom Massey on Eurogamer "Pitman creator Yukata Isokawa's emphatic emotional response to receiving a long-lost magazine featuring his original source code is particularly memorable." (2014-09-12)
  339. ^ The (almost) original version of Pitman (Catrap) preserved Archived 2016-07-21 at the Wayback Machine (July 19, 2012)
  340. ^ pixeldungeon Archived 2016-06-21 at the Wayback Machine on pixeldungeon.watabou.ru
  341. ^ open source Archived 2016-06-24 at the Wayback Machine on pixeldungeon.tumblr.com (2014)
  342. ^ "We're going to release the POSTAL 1 source code soon, but only if someone promises to port it to the Dreamcast." Archived 2015-10-16 at the Wayback Machine on twitter.com/RWSbleeter (2015)
  343. ^ POSTAL 1 running on Open Pandora. P1 is being opened sourced in the near future! Archived 2017-06-04 at the Wayback Machine on twitter.com/RWSbleeter (2016)
  344. ^ Postal Source Code Archived 2016-08-11 at the Wayback Machine by ptitseb "Things are progressing... Stay tuned." (2016)
  345. ^ The Original POSTAL Has Been Made Open Source Archived 2016-12-29 at the Wayback Machine on runningwithscissors.com (December 28, 2016)
  346. ^ license Archived 2016-12-29 at the Wayback Machine at bitbucket.org/gopostal/postal-1-open-source/src
  347. ^ Three Atari 8-bit games source code have been released Archived 2016-01-09 at the Wayback Machine on commodore.ninja by Paulo Garcia (Jan 5, 2016)
  348. ^ a b Ciolek, Todd (2012-10-17). "Among the Missing: Notable Games Lost to Time". 1up.com. Retrieved 2015-06-19. Prince of Persia creator Jordan Mechner believed that the source code to the game's original Apple II version was gone when he failed to find it in 2002. Ten years later, Mechner's father uncovered a box of old games at the family home, and among them were disks containing Prince of Persia's bedrock program.
  349. ^ Mastrapa, Gus (2012-04-20). "The Geeks Who Saved Prince of Persia's Source Code From Digital Death". Wired. Archived from the original on 2012-12-08. Retrieved 2012-11-30. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  350. ^ SDLPoP Archived 2017-05-05 at the Wayback Machine on github.com
  351. ^ parallelrealities.co.uk/LICENSE LICENSE Archived 2016-07-21 at the Wayback Machine webarchive versions
  352. ^ Debian bug #546800 - RM: starfighter -- RoM; copyright infringement Archived 2015-10-26 at the Wayback Machine on bugs.debian.org
  353. ^ Chalk, Andy (August 8, 2016). "Quadrilateral Cowboy's source code has been released to the public". PC Gamer. Archived from the original on August 11, 2016. Retrieved August 8, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  354. ^ QC source code Archived 2016-08-27 at the Wayback Machine on blendogames.com
  355. ^ 7dfps Archived 2017-05-23 at the Wayback Machine on github.com
  356. ^ source/[permanent dead link] on ftp.idsoftware.com
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  360. ^ roboforge Archived 2011-06-13 at the Wayback Machine on ign.com
  361. ^ source Archived 2016-07-21 at the Wayback Machine on sroboforge.altervista.org
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  364. ^ sourcecode Archived 2004-07-08 at the Wayback Machine on positech.co.uk/rocky
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  366. ^ RuneSword 2 FREE! on crosscutgames.com (2004-04-17)
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  368. ^ Wiesner, Thorsten (2004-04-19). "Rollenspiel RuneSword 2 ist ab sofort Open Source - Kompletter Source Code steht zum Download bereit" (in German). golem.de. Archived from the original on 2015-09-24. Retrieved 2015-08-04. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
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  370. ^ Free Ryzom campaign (archived)
  371. ^ "Virtual Citizenship Association - Virtual Worlds, Real Citizens". Virtualcitizenship.org. Archived from the original on 2007-10-29. Retrieved 2009-10-14.
  372. ^ "Breakthrough for Free Software Gaming--Ryzom Announces Full Release of Source Code and Artwork, and a Partnership with the Free Software Foundation to Host a Repository of the Game's Artistic Assets". ryzom.com. Archived from the original on 2010-05-09. Retrieved 2010-05-06. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  373. ^ "Ryzom is opening a new website for its Free Software NeL 3D MMORPG engine". Ryzom. 2008-09-08. Archived from the original on 2009-02-17. Retrieved 2009-10-14. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  374. ^ Peterson, Dale (1983). Genesis II, Creation and Recreation with Computers. Reston Pub. Co. p. 182. ISBN 978-0-8359-2434-4. Retrieved 2008-09-13.
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  376. ^ The Software Encyclopedia. Bowker. 1985. p. 343. Retrieved 2008-09-13.
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  378. ^ "linuX-gamers.net - Savage: The Battle for Newerth now Freeware". linux-Gamers. Archived from the original on June 8, 2008. Retrieved 2008-11-02.
  379. ^ savage1-source-zip Archived 2017-02-20 at the Wayback Machine source code mirror
  380. ^ Newerth Savage XR - About us Archived 2013-01-15 at the Wayback Machine on newerth.com "In 2007 Newerth.com acquired the source code for Savage: The battle for Newerth and announced its continued development with the implementation of new features and content into the game via a patch named XR, incorporating previous community modifications."
  381. ^ We have the storm engine! Archived 2017-03-22 at the Wayback Machine by Keith on piratesahoy.net (Dec 24, 2009)
  382. ^ Croteam Open-Sources The Serious Engine Archived 2016-07-21 at the Wayback Machine by Michael Larabel on Phoronix (11 March 2016)
  383. ^ "Serious Sam's Serious Engine source code release". Croteam. 2016-03-11. Archived from the original on 2016-03-12. Retrieved 2016-03-12. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  384. ^ 7kfans.com/?p=96 Archived 2012-07-23 at the Wayback Machine
  385. ^ enlight.com/7k/ Archived 2009-10-28 at the Wayback Machine
  386. ^ Shadowgrounds license Archived 2013-11-12 at the Wayback Machine on code.google.com
  387. ^ Larabel, Michael (2011-04-22). "Frozenbyte Open-Sources Shadowgrounds Games". Phoronix. Archived from the original on 2011-04-25. Retrieved 2011-05-06. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  388. ^ "Going Open Source!". soaos.sourceforge.net. 2003-06-23. Archived from the original on 2011-07-24. Retrieved 2011-08-02. In order to give the Siege game an extended practical life, allow ongoing player support, give the game a chance to be made available on other platforms, and to share our technical learning experience with the game development community, the Board of Directors at Digital Tome LP have agreed to release the Delphi source to the Siege game to the Open Source community under an LGPL license! {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  389. ^ a b Trotter, William (2003-05-01). "Submarine marries Destroyer: The long vaunted union of SSI naval-sims is complete - thanks to fans". PC Gamer. Archived from the original on 2016-06-10. Retrieved 2017-05-06. gave source code to subsim.com [...] a fund raising drive netted more then $7000 to jump-start Project Messerwetzer [...] Skilled volunteers and playtesters rallied to the call [...] a free 5MB to 6MB patch that will be finally polished and playtested. The original crippling flaw, multiplayer instability, has been dramatically minimized [...] {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  390. ^ Najciekawsze modyfikacje (15/03/10) Archived 2016-08-03 at the Wayback Machine on gry-online.pl by Adrian Werner "Silent hunter II: Pacific Aces - podstawowa wersja gry obsadzała nas w roli kapitana U-Boota na Atlantyku, podczas gdy ten mod dodaje okręty podwodne marynarki amerykańskiej i wody Pacyfiku. Poza tymi dodatkami Pacific Aces wzbogaca grafikę, dźwięk i strukturę misji w kampanii oraz wprowadza szereg poprawek do mechanizmów rozgrywki." (March 15, 2010, in Polish)
  391. ^ Silent Hunter 2: Pacific Aces on PC Games (February 19, 2004, in German)
  392. ^ micropolis license Archived 2012-04-14 at the Wayback Machine on donhopkins.com
  393. ^ Simser, Bil (2008-01-10). "SimCity Source Code Released to the Wild! Let the ports begin..." weblogs.asp.net/bsimser. Archived from the original on 2014-05-10. Retrieved 2012-12-30. [...]Don Hopkins got a lot of work done on the finishing touches on releasing the original SimCity source code under the GNU General Public Library (GPL). The code won't have reference to any SimCity name as that has all be renamed to Micropolis. Micropolis was the original working title of the game and since EA requires that the GPL open source version not use the same name as SimCity (to protect their trademark) a little work had to be done to the code. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  394. ^ ZXS (archived 2009)
  395. ^ ZXS Archived 2009-07-14 at the Wayback Machine by Zdnek Stary
  396. ^ "Al Lowe Downloads game history". 2007. Archived from the original on 2007-03-24. Retrieved 2007-03-21. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  397. ^ softporp.zip on ifarchive.org
  398. ^ softporn on github.com
  399. ^ Al Lowe. "Softporn". allowe.com. Archived from the original on 2015-08-11. Retrieved 2015-08-14. Before there was a Leisure Suit Larry, Chuck Benton created the only non-graphic game Sierra ever sold, Softporn for the Apple ][. I later used its puzzles as the basis for LSL1: Leisure Suit Larry in the Land of the Lounge Lizards. Still later, Gary Thompson reprogrammed it for the IBM PC. Here's your chance to see whether the changes I made to this classic game were improvements or not! Click here to download "Softporn" and see 1981 for yourself! {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  400. ^ Clark, Dave (2000-10-29). "Sopwith Code Support". Retrieved 2006-12-01.
  401. ^ Clark, Dave. "Sopwith – Source Code". Dave Clark's Home Page. Archived from the original on 2007-09-27. Retrieved 2006-12-01. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  402. ^ news archived 2000
  403. ^ snowboarding-soul-ride-engine-goes-gpl Archived 2015-07-16 at the Wayback Machine on slashdot.org
  404. ^ 20 Jan 2003 - Soul Ride Engine goes GPL Archived 2001-01-27 at the Wayback Machine on soulrider.com
  405. ^ http://www.doublefine.com/forums/viewthread/15918/#369949 Archived 2015-12-22 at the Wayback Machine
  406. ^ derelictgames / Spacebase V2 Updated Code Archived 2015-12-22 at the Wayback Machine on gitlab.com "This is a community maintained fork of DoubleFine's original game, which was open sourced May 12, 2015 under the Common Public Attribution License"
  407. ^ Plunkett, Luke (2015-10-06). "Fans Keep Working On Cancelled Strategy Game". Kotaku. Archived from the original on 2015-10-07. Retrieved 2015-10-06. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  408. ^ O'Connor, Alice (2015-05-15). "Space Engineers Shares Source Code". Rock, Paper, Shotgun. Archived from the original on 2015-06-23. Retrieved 2015-06-16. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  409. ^ Rosa, Marek (2015-05-14). "Space Engineers – full source code access, total modifications and 100,000 USD fund". marekrosa.org. Archived from the original on 2015-06-22. Retrieved 2015-06-16. Today we have a very important announcement for our modders and our community. We decided to give you 100% complete access to Space Engineers' source code. This comes as a continuation of our decision to give more freedom to modders and community. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  410. ^ SpaceEngineers Archived 2015-08-11 at the Wayback Machine on GitHub
  411. ^ a b LICENSE.DOC on github.com/id-Software/wolf3d
  412. ^ Speed Haste Game Source Code Archived 2016-07-21 at the Wayback Machine on github.com (February 13, 2012)
  413. ^ Wen, Howard (2005-08-11). "The Ur-Quan Masters". linuxdevcenter.com. O'Reilly Media. Archived from the original on 2016-01-19. Retrieved 2016-01-19. When the original developers of Star Control 2 contacted the online Star Control fan community, they presented an enticing question: if they released the source to the 3DO version of Star Control 2 under GPL, would anybody be interested in porting it to modern-day computers? Michael Martin, a 26-year-old Ph.D. student at Stanford University, answered the call. After removing proprietary 3DO-specific components from the code, the developers released the source for Star Control 2 to the public. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  414. ^ AtariStarRaidersSourceCode Archived 2016-01-31 at the Wayback Machine on the Internet Archive (October 16, 2015)
  415. ^ Games Archived 2017-03-11 at the Wayback Machine by Aric Wilmunder on wilmunder.com (2015)
  416. ^ Star Raiders (Version 25.1/Stardate "26-JUL-79") Archived 2016-07-21 at the Wayback Machine on github.com/XioNYC
  417. ^ Starraiders Archived 2016-07-21 at the Wayback Machine on github.com/lwiest
  418. ^ Wilmunder, Aric (2015), The Authoritative Star Raiders II v0.3.pdf, atariage.com, archived from the original on 2015-12-22 {{citation}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  419. ^ Elite Force 2 - Quellcode veröffentlicht PC Games (06 November 2003)
  420. ^ Elite Force I and II Tools and File - Elite Force II EF2 Source Code on eliteforce.gamebub.com
  421. ^ a b Plunkett, Luke (2013-04-03). "Lucasarts' Closure Convinces Developers To Release Awesome Star Wars Source Code". Kotaku. Archived from the original on 2013-04-07. Retrieved 2013-04-04. In the wake of Lucasarts' closure today, Raven - the developers of the thoroughly excellent Jedi Outcast - have decided to release the source code for the game. Oh, and the code for its sequel, Jedi Academy, as well. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  422. ^ Rubin, Brian (2012-01-16). "Starshatter: The Gathering Storm Goes Open Source!". spacegamejunkie.com. Archived from the original on 2012-06-15. Retrieved 2013-01-08. Apparently the excellent and unique military space sim, Starshatter: The Gathering Storm, has gone open source thanks to its original developer releasing the source code. [...]: "14 DEC, 2011 – STARSHATTER:THE GATHERING STORM – Open Source Version 5.0.5. This download Includes the cumulative Starshatter-TGS game up to version 5.0.5 (No CD Required). It is available for download from our "Lagacy Official File" section." {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  423. ^ doctorfrog (2012-02-06). "Because Stars Matter: Starshatter (Sci-Fi Flight Sim) is Free!". drfrog.wordpress.com. Archived from the original on 2012-01-27. Retrieved 2012-01-08. Starshatter: The Gathering Storm is a moderately complex, moderately realistic, spaceborne military flight sim that takes place in a series of dynamic campaigns. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  424. ^ source Archived 2016-07-21 at the Wayback Machine on digital-eel.com
  425. ^ sais Archived 2012-12-26 at the Wayback Machine on infinitespacegames.com "After being sold for several years by Cheapass Games, Strange Adventures in Infinite Space was released as free software and its source code was made available under the GNU General Public License. Go to the Strange Adventures in Infinite Space website to download the game, source code and various other goodies"
  426. ^ strange-adventures-in-infinite-space-free Archived 2016-06-04 at the Wayback Machine on Rock, Paper, Shotgun (2009-10-07)
  427. ^ Villarreal, Samuel (December 12, 2014). "Strife Veteran Edition GPL Source Release". GitHub. Archived from the original on July 21, 2016. Retrieved July 1, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  428. ^ IamA Founder of Night Dive Studios, Stephen Kick - We track down and restore classic video games! AMA! Archived 2016-07-21 at the Wayback Machine by Stephen Kick on reddit.com "Lost source code is one of the things that genuinely depress me and we're currently evaluating the idea of releasing the code we've discovered and restored to anyone who wants to store it or modify it.[...] We have released the source to Strife: Veteran Edition and we are planning on releasing more code in the future." (22 June 2016)
  429. ^ System Shock Remake Feedback Request - Night Dive Studios on systemshock.org "We've also tracked down the source code to the original game and will be releasing it to the community once it's ready." (10 February 2016)
  430. ^ stellar-conquest-3-hostile-takeover Archived 2017-03-13 at the Wayback Machine on MobyGames
  431. ^ NecroBones DOS Shareware/Freeware Games & Demos Archived 2016-10-21 at the Wayback Machine on necrobones.com/
  432. ^ stellar_frontier_source_eula.txt[permanent dead link] STARDOCK SHARED SOURCE STELLAR FRONTIER LICENSE (mirror Archived 2015-11-23 at the Wayback Machine)
  433. ^ "Stellar Frontier Source Code - Released". stellarfrontier.ss-network.net. 2008-11-18. Archived from the original on December 31, 2009. Retrieved 2013-10-13. As of Tuesday, November 18, 2008, the Stellar Frontier source code has officially been released by Stardock Corporation. End-User License Agreement was updated June 19th 2010. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  434. ^ Stellar Frontier Development Log on nexus.stellarfrontier.net/
  435. ^ SLF_SOURCE Archived 2016-07-21 at the Wayback Machine on github.com
  436. ^ Super Lemonade Factory releases source code Archived 2016-07-21 at the Wayback Machine by Initials Video games (July 27, 2012)
  437. ^ Brian Fitzgerald grants release of source code to TAXMAN, Pac-Man clone Archived 2016-09-17 at the Wayback Machine (August 7, 2015)
  438. ^ source-code-to-be-taxman-released (August 7, 2015)
  439. ^ taxman Archived 2016-02-26 at the Wayback Machine on GitHub
  440. ^ 47-TEK ships Team 47 GoMan for 10 D3D chips from www.47-tek.com Archived 2011-01-22 at the Portuguese Web Archive on groups.google.com (November 1997)
  441. ^ source (archived April 2009)
  442. ^ 47-TEK gibt "Team 47: GoMan" Source Code frei Archived 2016-07-21 at the Wayback Machine by Christian Klass on golem.de (May 6, 1998)
  443. ^ a b Looking for source code for Team 47 GoMAN Archived 2016-07-21 at the Wayback Machine on vogons.org (2012)
  444. ^ TelengardListing.pdf Archived 2016-06-19 at the Wayback Machine on atarihq.com
  445. ^ Telengard Remaster 1.1 Archived 2016-05-07 at the Wayback Machine on the C-64 scene database (2016)
  446. ^ [1] "I have access to Terminal Velocity, Fury3, and Hellbender's official source codes."
  447. ^ Velocity/Fury3/Hellbender modern port WIP Archived 2016-07-21 at the Wayback Machine on vogons.org (July 2015)
  448. ^ CastleDoctrine Archived 2014-02-21 at the Wayback Machine on sourceforge.net
  449. ^ Castle Doctrine Archived 2015-08-02 at the Wayback Machine on store.steampowered.com
  450. ^ Der Clou! Quellcode veröffentlicht Archived 2016-01-16 at the Wayback Machine on dlh.net (in German, 13 July 2000)
  451. ^ Spieleklassiker: Der Clou (1994) Archived 2016-01-16 at the Wayback Machine by Patrick Jedamzik (in German, 26 December 2006)
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  455. ^ On the Trail of the Oregon Trail Archived 2011-07-06 at the Wayback Machine by Jimmy Maher on filfre.net (source code: oregon1975.bas Archived 2016-06-28 at the Wayback Machine and oregon1978.bas Archived 2016-07-21 at the Wayback Machine, March 27, 2011)
  456. ^ 1980-07-recreational-computing.pdf Archived 2016-11-08 at the Wayback Machine
  457. ^ Game 90: The Wizard's Castle (1980) Archived 2016-04-25 at the Wayback Machine on crpgaddict.blogspot.de (February 25, 2013)
  458. ^ The Wizard's Castle windows port Archived 2016-05-24 at the Wayback Machine by derelict (2004)
  459. ^ Pit Puzzle "free distribution" (archived)
  460. ^ The-Puzzle-Pits Archived 2016-07-21 at the Wayback Machine on github.com
  461. ^ Tread Marks 1.7.0 now free and open source! Archived 2017-02-11 at the Wayback Machine by Rick on longbowgames.com (January 20, 2017)
  462. ^ TreadMarks Archived 2017-05-23 at the Wayback Machine on github.com
  463. ^ Treasures of a Slaver's Kingdom Archived 2016-01-28 at the Wayback Machine
  464. ^ tag:C source available Archived 2016-07-21 at the Wayback Machine on ifdb.tads.org
  465. ^ a b c "弊社製品のムービー再生にxvid.orgのムービー展開ライブラリを使用していた件について。" (in Japanese). Aquaplus. 2005-12-22. Archived from the original on 2006-11-26. Retrieved 2010-12-18. {{cite web}}: Unknown parameter |trans_title= ignored (|trans-title= suggested) (help)
  466. ^ a b "Leaf Forced to Release Game Source Code". Anime News Network. March 1, 2006. Archived from the original on November 4, 2008. Retrieved 2008-12-11. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  467. ^ aquaplus-sources Archived 2016-07-21 at the Wayback Machine on github.com
  468. ^ xlvns on github.com
  469. ^ a b MKXP: Open-Source, Linux Engine To RPG Maker XP Archived 2017-04-06 at the Wayback Machine by Michael Larabel on Phoronix (8 January 2014)
  470. ^ mkxp-ToTheMoon Archived 2015-10-31 at the Wayback Machine on github.com
  471. ^ ptitSeb's Beta Lair Archived 2017-04-06 at the Wayback Machine by ptitseb on pyra-handheld.com
  472. ^ mkxp-abs
  473. ^ Tornado source code and Interplay on moodurian.com/tornado by Frankie Kam (March 11, 2016)
  474. ^ tornado-dos-flightsim Archived 2017-06-26 at the Wayback Machine on github.com/tornadorebooted
  475. ^ tornado-dos-flight-sim-source-code-released-on-GitHub Archived 2017-02-16 at the Wayback Machine on assemblergames.com (2017)
  476. ^ "tribaltrouble". Archived from the original on 2014-12-16. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  477. ^ tribaltrouble byteam-penguin on github.com
  478. ^ GarageGames to Release T3D as Open Source Archived 2012-12-25 at the Wayback Machine on GarageGames (Eric Preisz 2012-10-09)
  479. ^ "It's here! The MIT licensed Torque 3D GitHub repo is ready!". Archived from the original on 2012-09-24. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  480. ^ Tribes 1 and 2 source code anywhere Archived 2015-09-24 at the Wayback Machine on garagegames.com (2013-01-04)
  481. ^ Triplane Classic Archived 2015-12-24 at the Wayback Machine on sourceforge.net
  482. ^ Triplane Classic - a side-scrolling dogfighting game Archived 2016-07-21 at the Wayback Machine on github.com
  483. ^ Free game graphics: Tyrian ships and tiles Archived 2012-12-28 at the Wayback Machine Daniel Cook (2007-04-04)
  484. ^ Lost garden license Archived 2012-12-28 at the Wayback Machine
  485. ^ Escape from Mount Drash Archived 2016-07-21 at the Wayback Machine on peroxide.dk "was ported from the Vic20 to PC by Telemachos. Included in the download is the sourcecode for the project. Mount Drash 0.4 Mb .zip" (2003)
  486. ^ Meer, Alec (2012-10-12). "Patchy Like It's 1998: Unreal 1 Updated". rockpapershotgun.com. Archived from the original on 2013-01-15. Retrieved 2012-12-21. The list of fixes upon fixes are too long to mention here, but the essential purpose of v227 is to add DirectX9 and OpenAL support as well as mending everything that needs mending. Epic are aware of and permit the patch [...] {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  487. ^ Epic’s Tim Sweeney Says That Unreal Engine 1 May One Day Go Open Source on dsog.com by John Papadopoulos (January 19, 2015)
  488. ^ Rose, Michael (2010-07-09). "Darwinia and Multiwinia Source Code Released". indiegames.com. Archived from the original on 2013-10-03. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  489. ^ The Source Code Archived 2012-12-30 at the Wayback Machine We get bored easily and once we've finished a game we want to work on something completely different. But wait, what if there's other cool stuff that could be done that we left out? If you are a programmer you can take any of our games to the next level by becoming a developer. Buy access to our hosted SVN repo and get forum access to chat about your mods with the rest of the community.
  490. ^ UrbanChaos Archived 2017-05-22 at the Wayback Machine on GitHub.com
  491. ^ Vangers Archived 2016-07-21 at the Wayback Machine on github.com (2016)
  492. ^ a b Howard Wen (2003-01-02). "Falcon's Eye: The Making-Over of Nethack". ONLamp.com. O'Reilly Media. Archived from the original on 2008-11-06. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  493. ^ The History of Rogue: Have @ You, You Deadly Zs Archived 2016-03-04 at the Wayback Machine by Matt Barton & Bill Loguidiceon on Gamasutra "Falcon's Eye lives as a fork called Vulture's Eye."
  494. ^ Vulture for NetHack Archived 2017-02-19 at the Wayback Machine on steamcommunity.com
  495. ^ Vulture for NetHack Archived 2017-02-19 at the Wayback Machine on steam.com
  496. ^ "Ludum Dare Entry". LudumDare. 21 September 2012. Archived from the original on 18 May 2012. Retrieved 21 September 2012. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  497. ^ letsmakeavoxelengine/ Archived 2017-02-02 at the Wayback Machine on sites.google.com
  498. ^ Vox Archived 2013-06-07 at the Wayback Machine on Steam Greenlight
  499. ^ Vox Archived 2016-07-15 at the Wayback Machine on github.com/AlwaysGeeky/Vox
  500. ^ voxel-quest Archived 2016-09-14 at the Wayback Machine on kickstarter.com (2014)
  501. ^ First Release!!! Archived 2016-09-13 at the Wayback Machine on voxelquest.com (August 03, 2016)
  502. ^ vqisosmall on github.com
  503. ^ Wander (1974) — a lost mainframe game is found! Archived 2015-11-17 at the Wayback Machine on April 22, 2015
  504. ^ Wander (1974) release, and questions answered Archived 2015-11-17 at the Wayback Machine
  505. ^ "Quarter-Two Three Forums, discussion regarding the state of Warlords Battlecry 3's source code". Archived from the original on 2015-06-02. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  506. ^ "The Gibberlings 3 Forum discussion regarding the state of Warlords Battlecry 3's source code". Archived from the original on 2014-05-29. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  507. ^ Unofficial Patches Archived 2014-07-02 at the Wayback Machine on patches-scrolls.de
  508. ^ links to prominent mods and unofficial patches for WBC3 Archived 2014-08-12 at the Wayback Machine on gog.com (2014)
  509. ^ license Archived 2016-07-21 at the Wayback Machine on github.com/codeka
  510. ^ shutting down Archived 2016-07-21 at the Wayback Machine "The game had about 45,000 downloads in total. At its peak, there were about 2,000 7-day active players and I was making around $150 per month."
  511. ^ war-worlds-is-shutting-down Archived 2016-03-03 at the Wayback Machine on war-worlds.com
  512. ^ wwmmo Archived 2016-07-21 at the Wayback Machine on github.com
  513. ^ Warfare Incorporated has been open sourced Archived 2016-05-14 at the Wayback Machine on warfareincorporated.com by Scott Lu (2014)
  514. ^ hostile-takeover Archived 2016-07-21 at the Wayback Machine on github.com
  515. ^ Warfare Incorporated now Open Source Hostile Takeover Archived 2016-05-09 at the Wayback Machine on pyra-handheld.com (2015)
  516. ^ Updated GPL release readme Archived 2013-03-08 at the Wayback Machine by Jay Walker (eidos) (11 Jun 2008)
  517. ^ "Capstone Source Archive". Lesbird.com. Archived from the original on 2015-06-21. Retrieved 2015-06-21. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  518. ^ world-train-royale on gamersgate.com
  519. ^ world-train-royale-is-free-as-in-beer-and-speech Archived 2016-02-15 at the Wayback Machine on versus-software.com (2011)
  520. ^ trainroyale Archived 2016-03-14 at the Wayback Machine on sourceforge.com
  521. ^ Silkworm Archived 2017-03-23 at the Wayback Machine on worms2d.info
  522. ^ Deadcode Archived 2017-03-23 at the Wayback Machine on worms2d.info
  523. ^ Updates_(Worms_Armageddon) Archived 2017-03-23 at the Wayback Machine on worms2d.info
  524. ^ Allen Pilgrim declared Xargon freeware and released the source code. Archived 2012-08-28 at the Wayback Machine on classicdosgames.com
  525. ^ xargon Archived 2017-05-05 at the Wayback Machine on github.com
  526. ^ "Community Coder Program!". goldhawkinteractive. Archived from the original on 2015-07-10. Retrieved 2015-07-09. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  527. ^ "What is Xenonauts: Community Edition & how do I get it?". goldhawkinteractive.com. Archived from the original on 2015-07-10. Retrieved 2015-07-09. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  528. ^ The DUNGEON (Zork I) source Archived 2016-07-21 at the Wayback Machine on github.com/devshane/zork
  529. ^ dungeon-3.2A.tar.Z (05-Oct-1994) Archived 2016-06-23 at the Wayback Machine on the Interactive Fiction Archive "Dungeon version 3.2A, 1-Oct-94; contains all the rooms and puzzles of the original MIT Zork. DEC FORTRAN source code by Robert M. Supnik; see dungn32b.zip for a port to DOS."
  530. ^ Parrish, Kevin (2009-07-07). "Atari 7800 Source Code Rescued - Atari released the source code for the 7800 console and games". tomsguide.com. Archived from the original on 2014-04-22. Retrieved 2012-01-09. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  531. ^ "7800 Games & Development". atari-museum.com. 2009. Archived from the original on 2009-07-06. Retrieved 2012-01-09. These games were rescued from Atari ST format diskettes that were thrown out behind 1196 Borregas when Atari closed up in 1996. The Atari Museum rescued these important treasures and recovered them from the diskettes. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  532. ^ Papilio-Arcade on github.com
  533. ^ Art of Fighting Source Code for Neogeo (044) Archived 2015-07-04 at the Wayback Machine
  534. ^ source code
  535. ^ Leaked commercial game source code (sort of) Archived 2017-03-14 at the Wayback Machine by Yagotzirck (November 12th, 2013)
  536. ^ Callis, Matthew (2008-09-12). "Space Funky B.O.B. - Space Funky B.O.B. Source Code". superfamicom.org. Archived from the original on 2013-01-28. Retrieved 2013-01-14. This was originally posted on eludevisibility.org when I (Matthew Callis) originally bought these disks off eBay {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  537. ^ Original nes captain comic source-code floppy disk Archived 2016-12-20 at the Wayback Machine on gamesniped.com (September 2012)
  538. ^ Original Captain Comic Source Code Floppy Disk 3.5" Color Dreams NES 11/7/89 Archived 2016-09-23 at the Wayback Machine on ebay.com
  539. ^ Sega Dreamcast: Chicken Run Source Code Archived 2016-07-07 at the Wayback Machine on asssemblergames.com (2011)
  540. ^ Chicken Run (2000)(Source Code) Archived 2016-06-30 at the Wayback Machine on bananabreak-rips.blogspot.de (2011/05/05)
  541. ^ Smith, Quintin (2010-12-14). "Dark Engine Source Code Found In A Bag". Rock, Paper, Shotgun. Archived from the original on 2011-04-26. Retrieved 2011-04-15. As of this weekend, Christmas has come early for the Through the Looking Glass community. A CD's been discovered containing the source code for the Dark Engine, aka the engine used by Thief, Thief II and System Shock 2 (not to mention Irrational and Looking Glass' cancelled cold war spy game Deep Cover). {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  542. ^ Humphries, Matthew (2010-12-14). "Game engine used for Thief/System Shock 2 found with Dreamcast dev kitGames". Rock, Paper, Shotgun. Archived from the original on 2015-07-05. Retrieved 2015-07-04. If you asked me which is my favorite all time video game, my number one would be Thief II. So it's with more than a little excitement that I report the source code for the Dark Engine, used to create Thief, Thief II, and System Shock 2, has been found. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  543. ^ "Le Corbeau" (2012-09-25). "Thief 2 V1.19 & System Shock 2 V2.4". ttlg.com. Archived from the original on 2012-11-10. Retrieved 2012-11-10. This is an unofficial patch for Thief II: The Metal Age (T2) which updates the game from v1.18 to v1.19, providing improved support for modern hardware and correcting many known bugs. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  544. ^ Pearson, Craig (2012-02-07). "Thief 2 Is Now On Good Old Games". Rock Paper Shotgun. Archived from the original on 2012-11-11. Retrieved 2012-11-10. [...]discovered that it suffers much of the same resolution and widescreen based trouble from the previous release, but this utility [Tafferpatch] fixed all my troubles [...] {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  545. ^ "Tafferpatcher: unofficial complete patch for Thief 2". www.ttlg.com. 2012-11-10. Archived from the original on 2012-11-09. Retrieved 2012-11-10. Included patches: - Patch 1.19 which eliminates all issues with modern hardware, widescreen resolutions, multi-core systems, etc.- Various mission, gamesys, model and texture fixes.[...] {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  546. ^ timothy (2012-08-07). "Dark Reign 2 Goes Open Source". slashdot.org. Archived from the original on 2013-09-21. Retrieved 2013-08-13. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  547. ^ "darkreign2". google code. 2011-09-01. Archived from the original on 2013-08-10. Retrieved 2013-08-19. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  548. ^ Donkey Kong source code Archived 2015-09-28 at the Wayback Machine at AtariAge.com
  549. ^ Donkey Kong source code Archived 2015-09-28 at the Wayback Machine "I think it's pretty cool that this is finally released. Have fun. (Curt should find Super Pac-Man and do that one, too...)"
  550. ^ DragonII Archived 2016-07-21 at the Wayback Machine on archive.org
  551. ^ source-found-on-original-double-ii-dragon-dos-game Archived 2016-07-21 at the Wayback Machine on assemblergames.com (November 2010)
  552. ^ Humphries, Matthew (2011-05-25). "Eve Online source code posted online, DMCA takedown quickly follows". geek.com. Archived from the original on 2015-11-18. Retrieved 2015-11-07. It looks as though someone has posted the source code for the space MMO Eve Online there. As you'd imagine, developer CCP isn't too happy about this and was quick to issue the takedown request. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  553. ^ dmca/2011-05-24-cpp-virtual-world-operations.markdown Archived 2015-11-08 at the Wayback Machine
  554. ^ extreme-g-3-racing-compiling-journey on assemblergames.com (2015, archived)
  555. ^ ProjectX brings Forsaken on modern systems and lets you to free play at 1920 x 1080 Archived 2015-07-22 at the Wayback Machine (2013-03-30)
  556. ^ ForsakenX Archived 2015-10-26 at the Wayback Machine on github.com
  557. ^ license Archived 2015-10-26 at the Wayback Machine on GitHub.
  558. ^ Gunz 1.5 Source Code released. Archived 2014-07-24 at the Wayback Machine on ragezone.com (20 November 2011)
  559. ^ fbi-shuts-down-lineage-ii-private-server Archived 2017-03-22 at the Wayback Machine on mmorpg.com (2007)
  560. ^ CRACKING THE CODE Online IP Theft Is Not a Game on FBI.gov (2007-02-01)
  561. ^ "We Are Morons: a quick look at the Win2k source". Kuro5hin.org. Archived from the original on 2015-01-01. Retrieved January 6, 2012.
  562. ^ "Archived copy". Archived from the original on 2011-12-10. Retrieved 2012-02-29. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)CS1 maint: archived copy as title (link)
  563. ^ Revolt on the Xbox Archived 2017-02-02 at the Wayback Machine by Borman on Assemblergames.com (Aug 3, 2014)
  564. ^ "Re-Volt v1.2 Update - Downloads". Archived from the original on 2013-08-01. Retrieved 2013-07-21. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  565. ^ Of All Things, Re-Volt Is Still Being Patched Archived 2016-12-03 at the Wayback Machine by Alex Walker on Kotaku (Oct 27, 2015)
  566. ^ downloads Archived 2017-03-05 at the Wayback Machine on re-volt.io (2017)
  567. ^ Preserving original Amiga game source codes Archived 2017-04-18 at the Wayback Machine on eab.abime.net (April 2016)
  568. ^ Ultimate_Mortal_Kombat_3_(3DO_Cancelled_Port) Archived 2016-07-21 at the Wayback Machine on lostmediawiki.com
  569. ^ 3DO Ultimate Mortal Kombat 3 Archived 2016-07-21 at the Wayback Machine on assemblergames.com (Nov 15, 2009)
  570. ^ code-source-mr-nutz-2 Archived 2015-07-07 at the Wayback Machine on assemblergames.com
  571. ^ a b amiga source on gilgalad.arc-nova.org
  572. ^ gamecube-killer7-source-code Archived 2016-12-30 at the Wayback Machine on assemblergames.com (October 2016)
  573. ^ xray Archived 2016-07-21 at the Wayback Machine on github.com (August 2014)
  574. ^ xray-16 Archived 2016-07-21 at the Wayback Machine on github.com
  575. ^ S.T.A.L.K.E.R.: How The OpenGL Port is Shaping Up Archived 2017-02-16 at the Wayback Machine on boilingsteam.com (November 1, 2015)
  576. ^ starcraft-gold-disc-disappears Archived 2017-07-02 at the Wayback Machine on gamespot.com
  577. ^ starcraft_gold_master_disc_from_1998 Archived 2017-05-05 at the Wayback Machine on reddit.com by Khemist49 (2017)
  578. ^ Guy Finds StarCraft Source Code And Returns It To Blizzard, Gets Free Trip To BlizzCon Archived 2017-05-09 at the Wayback Machine by Nathan Grayson on kotaku.com (5/03/2017)
  579. ^ thug Archived 2017-06-27 at the Wayback Machine on github.com (February 2016)
  580. ^ Acclaim / Iguana Entertainment Turok Source Code Silicon Graphics Indy Computer Archived 2017-02-05 at the Wayback Machine on ebay.com (February 2017)
  581. ^ just_like_that_turok_source_code_is_lost_again on reddit Archived 2017-02-09 at the Wayback Machine
  582. ^ Acclaim Entertainment computers recovered from Brooklyn warehouse Archived 2017-02-05 at the Wayback Machine on vogons.org
  583. ^ Bailey, Kat (2014-05-15). "Jurassic Park: Trespasser remake aims to make good on long-lost promises". joystiq.com. Archived from the original on 2014-08-14. Retrieved 2014-08-13. The community has even managed to get hold of the original source code, which they've set to work modifying. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  584. ^ Patches Archived 2015-09-08 at the Wayback Machine on trescom.org
  585. ^ Sanglard, Fabien (2014-06-10). "Jurassic Park: Trespasser CG Source Code Review". fabiensanglard.net. Archived from the original on 2014-08-14. Retrieved 2014-08-13. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  586. ^ 1.07 Archived 2017-05-22 at the Wayback Machine on trescomforum.org by Lee Arbuco (2016)
  587. ^ WtF Dragon (2014-11-26). "Ultima 9: The Source Code". Ultima Codex. Archived from the original on 2015-11-25. Retrieved 2015-10-28. As we continue to mark the occasion of Ultima 9's fifteenth anniversary, I'm pleased to announced that the seemingly dormant Ultima Source Code Offline Archival Project (USCOAP) has finally borne some fruit: the Ultima Codex has added the source code for Ultima 9 to its offline archive. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  588. ^ "BIG NEWS: Wing Commander I Source Code Archived!". wcnews.com. 2011-08-26. Archived from the original on 2013-11-09. Retrieved 2013-01-14. Thanks to an extremely kind donation from an anonymous former EA/Origin developer, the source code to the PC version of Wing Commander I is now preserved in our offline archive! Because of our agreement with Electronic Arts, we're not allowed to post recovered source code for download--but rest easy knowing that the C files that started it all are being kept safe for future reference. Our offline archive contains material that has been preserved but which can't be posted, including other source code and budget data from several of the games. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  589. ^ "Wing Commander III - The Source Code". wcnews.com. 2011-09-13. Archived from the original on 2013-12-03. Retrieved 2013-01-14. As we celebrate Wing Commander III's first widespread retail availability since the late 1990s, we would like to mention for anyone that we have the game's source code in our offline archive. We know it's frustrating for fans, who could do amazing things with this, to read these updates... but it's also in everyone's best interests to remind EA that we have the raw material from which they could port Wing Commander III to a modern computer or console. Just let us know! {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  590. ^ "Wing Commander IV: Source Code". wcnews.com. 2012-04-03. Archived from the original on 2013-11-09. Retrieved 2013-01-14. As with Wing Commander I and Wing Commander III, we are pleased to announced that an extremely kind former EA/Origin employee has provided a copy of the Wing Commander IV source code for our preservation efforts! We can't offer it for download at this time, but it is now preserved for future use. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  591. ^ GET LAMP Raw Interviews Pretty Much Up Archived 2016-01-30 at the Wayback Machine on ascii.textfiles.com by Jason Scott (3 December 2012)
  592. ^ Kohler, Chris (2008-04-18). "'Infocom Drive' Turns Up Long-Lost Hitchhiker Sequel". wired.com. Archived from the original on 2016-01-27. Retrieved 2016-01-26. Remnants of the unreleased sequel to Infocom's text adventure version of The Hitchhiker's Guide to the Galaxy have been made available to the public by Waxy.org. Playable prototypes, design docs, source code and a string of e-mails between Infocom designers and management provide a fascinating look at the game's turbulent, if aborted, development process. Among the assets included: design documents, e-mail archives, employee phone numbers, sales figures, internal meeting notes, corporate newsletters, and the source code and game files for every released and unreleased game Infocom made." {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  593. ^ Baio, Andy (Apr 17, 2008). "Milliways: Infocom's Unreleased Sequel to Hitchhiker's Guide to the Galaxy". waxy.org. Archived from the original on 2016-01-26. Retrieved 2016-01-26. From an anonymous source close to the company, I've found myself in possession of the "Infocom Drive" — a complete backup of Infocom's shared network drive from 1989.[...] Among the assets included: design documents, email archives, employee phone numbers, sales figures, internal meeting notes, corporate newsletters, and the source code and game files for every released and unreleased game Infocom made {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  594. ^ Andersen, John (January 27, 2011). "Where Games Go To Sleep: The Game Preservation Crisis, Part 1". Gamasutra. Archived from the original on April 22, 2013. Retrieved January 10, 2013. The existence of decaying technology, disorganization, and poor storage could in theory put a video game to sleep permanently -- never to be played again. Troubling admissions have surfaced over the years concerning video game preservation. When questions concerning re-releases of certain game titles are brought up during interviews with developers, for example, these developers would reveal issues of game production material being lost or destroyed. Certain game titles could not see a re-release due to various issues. One story began to circulate of source code being lost altogether for a well-known RPG, preventing its re-release on a new console.
  595. ^ "Bubble Bobble". Arcade History. September 11, 2012. Archived from the original on September 30, 2012. Retrieved January 10, 2013. In 1996, Taito announced that they lost the original source code program to Bubble Bobble following a reorganization - when it came to the recent ports and sequels, they had to work from program disassembly, playing the game and (mainly) the various home computer ports.
  596. ^ Barenblat, Adam (July 25, 2008). "Sega Can't Find The Source Code For Your Favorite Old School Arcade Games". Kotaku. Archived from the original on December 20, 2013. Retrieved December 1, 2013.
  597. ^ Silent Hill HD was made from incomplete code on Destructoid Archived October 16, 2013, at the Wayback Machine
  598. ^ oh-my-silent-hill-hd-collections-sucked-because-konami-lost-the-source-code on gameoverviews.com (2012)
  599. ^ kingdom-hearts-1-data-is-lost-square-had-to-recreate-everything-for-hd Archived 2017-01-01 at the Wayback Machine on siliconera.com (2013)
  600. ^ Parrish, Kevin (July 7, 2009). "Atari 7800 Source Code Rescued - Atari released the source code for the 7800 console and games". tomsguide.com. Archived from the original on April 22, 2014. Retrieved January 9, 2012. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  601. ^ "7800 Games & Development". atari-museum.com. 2009. Archived from the original on July 6, 2009. Retrieved January 9, 2012. These games were rescued from Atari ST format diskettes that were thrown out behind 1196 Borregas when Atari closed up in 1996. The Atari Museum rescued these important treasures and recovered them from the diskettes. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  602. ^ M-HT (2011-11-06). "Albion". openpandora.org. Archived from the original on 2014-04-07. Retrieved 2014-04-03. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  603. ^ M-HT (2011-06-11). "Albion". repo.openpandora.org. Archived from the original on 2014-03-31. Retrieved 2014-04-02. This is a port of the game's executable for Pandora (using static recompilation/binary translation). {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  604. ^ M-HT (2015-03-16). "Albion". boards.openpandora.org. Archived from the original on 2015-04-23. Retrieved 2015-04-24. Here is a version for Windows, in case anyone is interested. Unpack it into the directory where Albion is installed - read the Readme for more information (use Albion.cmd to run the game). {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  605. ^ github.com/M-HT/SR Archived 2017-05-07 at the Wayback Machine on github.com
  606. ^ Patterson, Blake (2011-12-26). "A Fascinating Look Under the Hood of 'Another World'". toucharcade.com. Archived from the original on 2013-11-09. Retrieved 2013-10-14. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  607. ^ Sanglard, Fabien (2011-12-23). ""Another World" Code Review". fabiensanglard.net. Archived from the original on 2013-01-15. Retrieved 2013-01-14. I spent two weeks reading and reverse engineering further the source code of Another World ("Out Of This World" in North America). I based my work on Gregory Montoir's "binary to C++" initial reverse engineering from the DOS executable. I was amazed to discover an elegant system based on a virtual machine interpreting bytecode in realtime and generating fullscreen vectorial cinematic in order to produce one of the best game of all time. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  608. ^ Bagman Archived 2017-03-08 at the Wayback Machine on jotd.pagesperso-orange.fr
  609. ^ Bermuda Syndrome Archived 2016-07-21 at the Wayback Machine on cyxdown.free.fr
  610. ^ cyxx Archived 2016-07-21 at the Wayback Machine on github.com
  611. ^ Bermuda Syndrome for OpenPandora Archived 2016-07-21 at the Wayback Machine on openhandhelds.org
  612. ^ commodore-64-rem-the-lost-art-of-source-code-archeology Archived 2016-04-10 at the Wayback Machine on commodore.ninja by Paulo Garcia (Mar 6, 2016)
  613. ^ Boulder Dashes ReM (2016) Archived 2016-07-21 at the Wayback Machine on csdb.dk (2016)
  614. ^ Reengine & Mod (ReM) Archived 2016-07-21 at the Wayback Machine on csdb.dk
  615. ^ DrCreep Archived 2016-02-24 at the Wayback Machine on github.com
  616. ^ The Castles of Dr. Creep Archived 2016-11-29 at the Wayback Machine on steam.com
  617. ^ OpenFodder - Open sourced Cannon Fodder gets a big 1.0 release! on indieretronews.com
  618. ^ Releases Archived 2016-07-21 at the Wayback Machine on github.com
  619. ^ Omnispeak — A Commander Keen Reimplementation Archived 2017-03-15 at the Wayback Machine on davidgow.net
  620. ^ omnispeak Archived 2017-02-23 at the Wayback Machine on github
  621. ^ Diablo II Running on Open Pandora! Archived 2015-12-08 at the Wayback Machine on PandoraLive (22 November 2015)
  622. ^ notaz (2015-11-22). "Diablo II". openpandora.org. Archived from the original on 2015-12-20. Retrieved 2015-12-04. This is statically recompiled Windows executable, that was recompiled to ARM and bundled with ARM version of wine. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  623. ^ OpenDUNE Archived 2016-03-29 at the Wayback Machine on github.com
  624. ^ dunedynasty Archived 2016-04-04 at the Wayback Machine on repo.openpandora.org
  625. ^ keeperFX Archived 2015-07-04 at the Wayback Machine
  626. ^ Chaos Strikes Back for Windows (and Linux, MacOS X, Pocket PC) Archived 2016-01-21 at the Wayback Machine on Dungeon Master Encyclopedia (2005-10-24)
  627. ^ Walker, John (2012-03-29). "You Could Be Playing Dungeon Master Right Now". Rock, Paper, Shotgun. Archived from the original on 2015-07-29. Retrieved 2015-08-03. There is a version that just works, without an emulator, and it's free. [...] A madman by the name of Paul Stevens spent six months, eight hours a day, writing 120,000 lines of what he calls "pseudo-assembly language" to rebuild it in C++. And then released the game and source code for free. Can he do that? I've decided that yes, he can, which legitimises my promoting it to you. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  628. ^ Back to the source: ReDMCSB Archived 2016-04-25 at the Wayback Machine by Christophe Fontanel (18-Jan-2014)
  629. ^ Is it possible to reverse engineer software without its source code? on quora.com by Doug Bell "lead developer of "Dungeon Master": Yes. Here's an example."
  630. ^ Johnson, Phil (2014-05-06). "Digging up E.T.'s source code". ITworld. Archived from the original on 2016-04-07. The code, written in assembly language for the MOS Technology 6502 8-bit processor, has been around for a while, having been reconstructed by Dennis Debro in 2006. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  631. ^ E.T. the Extra-Terrestrial(1982) Atari 2600 Source Code Archived 2016-03-25 at the Wayback Machine on pastebin.com
  632. ^ a b Original Game Disassemblies Archived 2016-12-17 at the Wayback Machine on bjars.com
  633. ^ "Fixing E.T. The Extra-Terrestrial for the Atari 2600". Neocomputer. Archived from the original on April 8, 2013. Retrieved April 6, 2013. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  634. ^ "NewKind". Christian Pinder. Archived from the original on 2008-08-09. Retrieved 2008-08-09.
  635. ^ Martin, Matt (2014-09-17). "Classic space sim Elite goes free this weekend". vg247. Archived from the original on 2015-10-17. Retrieved 2015-11-06. "A superior remake of the original space trading game Elite will be released for free this weekend, 30 years after the original game launched" {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  636. ^ Bell, Ian (2014-09-20). "Elite 30th Anniversary". elitehomepage.org. Archived from the original on September 2, 2015. "Today, 20th September 2014 is the 30th anniversary of the day the world first experienced Elite, the 3D space trading and combat game written by Ian Bell and David Braben in conjunction with Acornsoft. From that beginning on the BBC Micro and Acorn Electron, the game went on to be released for most home computers of the time. Celebrate by playing Elite again, for free. Thanks to Matt Goldbolt, the original BBC Micro version now runs direct in the Google Chrome browser if you click here. Or for Windows PCs, download Christian Pinder's Elite: The New Kind by clicking here." {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  637. ^ newkind Archived 2015-12-12 at the Wayback Machine on GitHub.
  638. ^ "colditz escape!". sites.google.com. 2010. Archived from the original on 2016-03-10. Retrieved 2016-01-14. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  639. ^ colditz-escape Archived 2016-07-21 at the Wayback Machine on github.com
  640. ^ "Exile disassembly". level7.org.uk. 2012. Archived from the original on 2013-04-13. Retrieved 2013-01-14. Published by Superior Software in 1988, Exile is widely regarded as the most technically advanced game released for the BBC Micro. Featuring an enormous procedurally generated landscape, a complete physics engine and a host of game elements to interact with, it remains unsurpassed in pushing the capabilities of the system to their limits. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  641. ^ Exile Archived 2016-05-07 at the Wayback Machine on thunderpeel2001.com/exile "Email from Peter Irvin (creator of Exile): Yes I've recently decided to allow old versions of Exile to be downloaded for emulation under certain conditions: [...]"
  642. ^ Paul Robson's SDL Games Archived 2016-06-23 at the Wayback Machine "Football Manager - A remake of the (in)famous Sinclair Spectrum Football Manager game, complete with stick-man graphics. This is reverse engineered, so it should play identically. Finished. fm-0.99.tar.gz" (May 2004)
  643. ^ GP2X version at GP2X Archive (archived)
  644. ^ GLFrontier Project Page!!!1 Archived 2015-11-10 at the Wayback Machine on noflag.org.uk "This WAS the Atari ST version of the game Frontier: Elite 2 by the great man mentioned previously. It was disassembled, OS calls and hardware access removed, and originally run on a stripped down ST emulator (Hatari). Now it is compiled to C or native x86, and run much faster without 68K emulation. Most recently it has been modified to draw stuff with OpenGL at any shiny resolution with 8xAA, etc. A dandy evolution for a crappy old Atari ST game."
  645. ^ News on eliteclub.co.uk "8th November 2000 - Following much discussion on the subject of open-source by the Elite community, we have decided to make some alterations to our previous plans for the Elite Club - we are going to relax some of the restrictions we were intending to put on the distribution of the source code. The source code will now be distributable more freely, under a licence agreement similar to the GPL (GNU Public Licence)."
  646. ^ Welcome Commander,to the AmigaFFE Project Archived 2016-03-05 at the Wayback Machine "after I have seen the announcement of a release of the Sources of Frontier Elite II and Frontier First Encounters on the Eliteclub-Website http://www.eliteclub.co.uk,I was very happy with it. Now it is 2001 (around 2 years since the announcement) and they still haven't released it"
  647. ^ Jordan, John (2009-12-01). "JJFFE Central". jaj22.org.uk. Archived from the original on 2011-03-03. Retrieved 2015-11-06. What is JJFFE? JJFFE is set of recompiled replacement executables for the 1995 Frontier Developments game Frontier: First Encounters. There are currently versions that run under Windows 95/98/ME, Windows 2000, Windows XP, Windows NT4, OS/2, Linux and Mac. As well as running on many more operating systems than the original, JJFFE also includes minor improvements and bugfixes.
  648. ^ FFE_D3D Archived 2014-07-16 at the Wayback Machine on alioth.net
  649. ^ halflife Archived 2017-06-27 at the Wayback Machine on github.com/ValveSoftware
  650. ^ xash3d-engine Archived 2016-12-20 at the Wayback Machine on indiedb.com
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External links