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Wow, that's so crazy and wonderful. And yet very okay, since it wasn't like there would be any other application running. :)

If I recall correctly, (original) XBOX games would often go the the next level of whatever game by just loading a new EXE and start over from scratch, rather than bothering with some kind of "level loading and init" code.




The Command and Conquer episode from last year is also excellent:

https://youtu.be/S-VAL7Epn3o


The original x-com (the good one from 1994) had separate executables at least for the geoscape and tactical battles.

In spite of being a 32 bit application using a dos extender, so not limited to the first 640k ram.


Almost all Microprose PC games from early 90's were structured as small .COM driver that switched between some number of separate .EXEs. IIRC there is notable exception of Civilization that used proper overlays.


guess that could make sense in a way. Dump all 'state' to disk, start new exe that begins by reading that state, and go from there.


Reminds me of how Emacs is built, with a `temacs` executable whose state is dumped to generate `emacs` which boots faster... https://www.gnu.org/software/emacs/manual/html_node/elisp/Bu...


It was fine on consoles, but on PC it'd lead to some weird behavior, like the monitor switching modes as it returned to the desktop and then went back into 3D mode as the newly-launched EXE ran its init code.


And often that state would be minimal. What character am I playing, what is the total score, stuff like that.


They needed that code anyway for savegames.


The Italian Job for PC works like that too.




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