Ten games. One HTML file each.
No server, no accounts, no saves.
A shelf of browser games I designed and specified, with Claude doing the implementation work. Each one is a single self-contained page: open it, play it, close the tab and it is gone. All ten are MIT licensed.
| netname | MARKVD-NET-GAMES |
| descr | Browser games, single file, entirely client side |
| titles | 10 |
| format | One self-contained HTML file each, no build step |
| runtime | Any modern browser, desktop or mobile |
| storage | None. Score and state are session-only |
| design | Mark (K9MEV) |
| built-with | Claude, Anthropic |
| license | MIT |
| status | ACTIVE |
| mnt-by | MARKVD-NET |
How these were built
Every game here started as a written spec rather than a one-line prompt. I picked the era and the reference, then wrote out the rules: what the graphics should look like, how the difficulty should ramp, what the sound should be, and which parts had to stay original to my version instead of borrowing from the game that inspired it. Claude turned each spec into working code, and then took my playtest notes and bug reports through as many rounds as it took to get them right.
The technical constraints were the same for all ten, and they are the reason these load instantly and will still work in ten years:
- One file. All markup, styles, art, logic, and audio live in a single HTML document. No frameworks, no bundler, no dependencies to rot.
- All client side. Nothing talks to a server, so nothing you do in these games leaves your machine. Save the file and it plays fine offline.
- Nothing persists. No accounts, no cookies, no local storage, no leaderboards. Scores last as long as the tab does, which is how arcade cabinets worked anyway.
- Original assets. Sprites, terrain, weapons, palettes, sound, and naming are all built fresh for these versions. The classics are the inspiration, not the source.
COLOSSAL CABLE ADVENTURE
A text adventure set in the sublevels of a building where the cable runs go a great deal further down than the floor plan admits. Twenty six rooms, ten artifacts to recover, and a PDP-11/70 front panel you have to cold start by hand at address 173700 before anything below B7 will cooperate.
Play by typing or by clicking, whichever you prefer. A perfect run is 350 points and takes most people about an hour.
| file | colossal-cable-adventure.html |
| lineage | Colossal Cave Adventure, 1976 |
| display | ASCII art on a GLOWTUBE-7 terminal |
| rooms | 26, surface offices down to the Cable Caves |
| artifacts | 10 . max score 350 |
| controls | Typed commands, or click the command pad |
BIRD HUNT
Five shells a round, birds that get quicker every time you clear one, and a hunting partner with no sense of tact. Miss, and he pops out from behind the nearest bush to say something encouraging about your aim before ducking back down.
Rounds keep escalating until you have missed five times. Scenery rotates between an open field, the shore of a lake, and a boat out on the water.
| file | bird-hunt.html |
| lineage | Duck Hunt, 1984 |
| graphics | 6502-era console, original sprites |
| controls | Mouse or touch |
| ammo | 5 shells per round |
| ends | After five missed birds |
SUNSTRIP TURBO
You are driving the MVD-88 SUNWEDGE against a countdown clock across eight courses: PALM STRIP, TIMBER PASS, NEON GRID, RED MESA RUN, SPEEDWAY 500, MIRAGE FLATS, THUNDER RIDGE, and AURORA COAST. Clear a CHRONO GATE to buy more time. Clip a tree and lose two seconds you did not have to spare.
Scenery and time of day change every round, traffic gets meaner as you go, and three chiptunes ride along: CRUISE CONTROL, REDLINE FEVER, and MIDNIGHT MIRAGE.
| file | sunstrip-turbo.html |
| lineage | Rad Racer, 1987 |
| car | MVD-88 SUNWEDGE |
| courses | 8, progressively harder |
| audio | 3 chiptunes plus 8-bit engine effects |
| controls | Keyboard or touch |
DIRTNOUGHT
Turn-based artillery on a landscape that is never the same twice. Choose an angle, choose a power, allow for the wind, and try to put a shell on the other tank before it puts one on you. The terrain is generated fresh for every match.
The weapons and the tank designs are original to this version, and the computer opponent is perfectly willing to take the shot you just wasted.
| file | dirtnought.html |
| lineage | Scorched Earth, 1991 |
| graphics | 386-era VGA |
| players | One human against the machine |
| terrain | Procedural, new every match |
| controls | Keyboard or touch |
CROWNSTONE
A BBS door game that never actually existed. Declare yourself King or Queen, take a name, and face a rival crown whose monarchs and strategy are generated fresh for every game. Between rounds the Herald reads out where things stand.
All ANSI block art and 8-bit sound, with animated cut scenes for the opening, the turns, and whichever ending you earn. The opponent plays differently every time, but the crown is always winnable.
| file | crownstone.html |
| lineage | Castle vs Castle, BBS door era |
| graphics | ANSI art with animated cut scenes |
| audio | 8-bit effects |
| opponent | Randomized strategy, always beatable |
| controls | Keyboard or click |
TIRED CHICKEN
A chicken who would frankly rather be sitting down. Tap to flap, thread the gaps, and watch the run end in a very 1995 way. The obstacle course is generated fresh each time, so there is no pattern to memorize.
Built to look like it came off a Pentium 75 running Windows 95, beveled edges and all, right down to the title bar it insists on drawing around itself.
| file | tired-chicken.html |
| lineage | Flappy Bird, 2013 |
| graphics | Windows 95 on a Pentium 75 |
| controls | Click, space, or tap |
| obstacles | Procedural, original shapes |
| scoring | Session only, no leaderboard |
CASINO CARDS
Twenty two card games in one page, each listed under the name people actually call it. “Klondike Solitaire”, “FreeCell”, “Spider” and “Pyramid” if you want a quiet hour on your own. “Blackjack”, “Baccarat”, “Pai Gow Poker”, “Casino War”, “Texas Hold’em”, “Seven Card Stud” and “Five Card Draw” if you want the floor. “Hearts”, “Spades”, “Euchre”, “Bridge”, “Cribbage”, “Gin Rummy”, “Go Fish”, “Crazy Eights”, “Old Maid”, “War” and “Speed” for everyone else.
The rules are the real ones, and where a game is played more than one way there is a selector for it: draw one or draw three, dealer stands or hits soft seventeen, five card majors or four, Spider at one, two or four suits. Every table keeps its own rules sheet in a drawer you can open mid hand. The deck, the interlocking MV card back, the five chiptunes and the man in the very good jacket who turns up when you owe the house money were all built for this.
| file | casino-cards.html |
| lineage | The card room, several centuries of it |
| tables | 22 . solitaire, poker, trick taking, banked, shedding, real time |
| graphics | 6502-era console, original deck and MV card back |
| audio | 5 chiptunes over a minute long each, plus 8-bit table effects |
| chips | Play money, session only, no cash value |
| controls | Mouse or touch |
WHEEL & DICE CASINO
Twenty six games built on wheels and dice, each listed under the name people actually call it. “Roulette”, “Craps”, “Sic Bo”, “Baccarat”, “Keno”, “Bingo”, a mechanical “Slot Machine” and the “Big Six” money wheel for the floor. “Backgammon” with acey-deucey and Greek plakoto, and “Liar’s Dice”, “Farkle”, “Yacht”, “Shut the Box”, “Pig”, “Left Center Right”, “Ship Captain Crew” and “Bunco” for a table full of people. “Hazard”, “Crown and Anchor”, “Chuck-a-Luck”, “Under and Over Seven”, “Boule”, “Mini Roulette”, “Cee-lo”, “Barbotte” and “Klondike” for everyone who likes their games older and stranger.
The rules are the real ones and the arithmetic is checked rather than asserted: every payout was verified against the true odds before the game shipped, and each table prints its own house edge in its rules drawer. Roulette holds exactly 2.70% European and 5.26% American. The slot reels are physical strips returning a measured 93.5%. Barbotte is dead even, which is why it takes a commission instead. Where a game is played more than one way there is a selector: la partage or en prison, crapless craps, 3-4-5x or 100x odds, 75 ball or 90 ball, Nackgammon or plakoto, Macau or Las Vegas pay tables.
| file | wheel-and-dice.html |
| lineage | The wheel and the dice, from medieval hazard onward |
| tables | 26 . wheels, dice, draws, board |
| graphics | 6502-era console, original wheels, dice and MV card back |
| audio | 5 chiptunes over a minute long each, plus 8-bit table effects |
| odds | Verified against true odds, printed in every rules drawer |
| chips | Play money, session only, no cash value |
| controls | Mouse, touch, or the keyboard alone |
SQUARE TABLE
Two halls under one roof, each listed under the name people actually call it. “Checkers” in the near hall, from the kitchen table game through the 10x10 tournament board to Turkish dama played on every square. “Chess” in the far one, with the whole rulebook and the offshoots people actually play: Chess960, King of the Hill, Three-check, Antichess, Atomic and Horde.
Five difficulty levels apiece, from a beginner who hangs pieces to an opponent that thinks to the limit of the clock. Every rule set keeps its own rules drawer you can open mid game, a forced double jump still finishes in one click, and a friend can take the other seat and pass the mouse. The chess move generator was checked against published perft counts before it shipped, so castling, en passant and promotion behave the way the rulebook says.
| file | square-table.html |
| lineage | The board room, rather longer than several centuries |
| checkers | 8 . American, International 10x10, Brazilian, Russian, Pool, Italian, Turkish, Giveaway |
| chess | 7 . Standard, Chess960, King of the Hill, Three-check, Antichess, Atomic, Horde |
| levels | beginner, moderate, advanced, grand master, impossible |
| seats | One player against the computer, or two passing the mouse |
| graphics | 6502-era console, original pieces and boards |
| audio | 5 chiptunes over a minute long each, plus 8-bit board effects |
| controls | Mouse, touch, or the keyboard alone |
SLOT PARLOR
A room of sixteen video slot machines built to the rules of an Illinois video gaming terminal rather than a casino floor. The state caps a wager at four dollars and caps the cash award for a single play at $1,199, and both of those are enforced here rather than decorated: the bet steps trim themselves as you climb denominations, and any play that reaches the ceiling locks the reels, lights the candle and pages an attendant for a handpay you have to sign for. Twelve of the sixteen can pass that number. One of them, a three reeler, is built so its top award lands on it exactly.
No two machines work the same way. Ways games and cascading grids that grow as they tumble, a hold and spin with four progressive tiers, sticky wilds that never thaw, a symbol chosen at the start of a run that fills every reel it lands on, pick bonuses and a prize wheel, and a machine where every symbol keeps a pot that only a clean five of a kind can take. Each one publishes a PAR sheet, and the numbers on it were measured over a quarter of a million spins on the strips that shipped, by a harness that runs the same code the cabinet runs.
| file | slot-parlor.html |
| lineage | The bar top terminal, Illinois floor rules |
| machines | 16 . 1024 and 243 ways, cascades to 7776 ways, hold and spin, 5 to 40 lines, three reels |
| features | free games, tumbling reels, cash lock with four tiers, sticky and expanding wilds, collection rounds, pick bonuses, prize wheel, per-symbol pots |
| return | 94.24% floor average, 92.42% to 95.74%, published per machine |
| limits | $4.00 maximum wager, $1,199 award ceiling, handpay above it |
| graphics | Modern cabinet art, drawn at runtime, no image or font files |
| audio | Synthesised music bed and effects per machine, all of it generated |
| controls | Mouse, touch, or the keyboard alone . the reels are a spin button |
MIT License
All ten games on this page are released under the MIT license. Take them, read them, fork them, learn from them, ship them in something of your own. The only thing asked in return is that the copyright notice and this permission notice ride along with the code.
Each game also carries the same license inside its own file, so a copy stays licensed even after it has been saved, emailed, or dragged onto a thumb drive.