They wrote compression algorithms to shrink the graphics and sound, and figured out how to chop the character's bodies-Goku and Krillin-into several parts, to reduce the file sizes of pieces that didn't move. They were limited to 64 kilobytes of memory, meaning all the game's code and art and sound had to fit within that constraint. Nalwan had recently gotten an IBM 386 PC with a VGA monitor ( and a Sound Blaster!), which was a big deal-though that didn't make developing the game easy. So we embark on this journey, we spent about four months, just four of us, two of us doing the drawing, the other two doing the programming, myself and one of my best friends." People loved to play this game, so if we share it in Indonesia, people will play it. "So we felt this was the best testbed for us. "When you wanted to play this game, you had to go to a friend's who owned the console," he said. And they wanted something people would be excited to play, so they picked Dragon Ball-at the time, a Super Nintendo Dragon Ball game was popular, but not many kids had the console. It wasn't his first, but it was far more ambitious than the two smaller projects he'd worked on before. Nalwan and his friends, who were all members of the school computer programming club, decided to make a game. So we had an idea, why don't we give it a try, build something that we can share with people all over the world so we can show off our work." "But we were so passionate, and we liked to exchange our knowledge and also at school as well. "It was so hard back then, there was no internet in Indonesia, it was very hard to actually find information on how to write games, what techniques you use, what software, what programming language," he recalled.
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