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← All workHistorical project · Programming I · 2006

Zappers

A Delphi 7 typing game built on reusable Windows graphics and keyboard-input libraries.

Zappers gameplay screenshot showing falling words, score, level, words left, and high score

The supporting systems mattered as much as the game.

The project established a durable habit: make an interaction precise, handle the edge cases around it, and treat the supporting infrastructure as part of the product—not invisible plumbing.

  1. 01Windows form
  2. 02Custom virtual graphics surface and keyboard buffer
  3. 03Timer-driven game loop
  4. 04Falling words, scoring, and explosions
  5. 05Local word list and high-score persistence

The 2006 source tree includes game units, forms, bitmap resources, README, changelog, GPLv2 license, and three authentic captures. The custom graphics and keyboard library licenses and compiled units survive, but not their readable source. SourceForge is an archive and distribution record; its later registration and update dates are not the project’s creation date.

Active gameplay: falling words, live scoring, level progress, and saved high score.
The animated title/loading state, built from embedded bitmap resources.
The game-over state completes the loop from launch to play and outcome.
Role
Student developer and library author
Sector
Early Windows game development
Constraints
A responsive typing game required real-time input, animation, and dependable Windows lifecycle handling
Stack
Delphi 7 · Windows forms · Custom 2D graphics library · Custom keyboard library · Timer-driven loop
Result
A finished, publicly distributed 2006 typing game with documentation, help, assets, lifecycle fixes, editable content, and persistent score tracking—not merely a classroom prototype.

The solution followed the shape of the problem.

A compact project map showing what constrained the work, what changed, and the useful outcome.

Operational friction

A responsive typing game required real-time input, animation, and dependable Windows lifecycle handling

Intervention

Built Zappers in Delphi 7 around a virtual drawing surface, timer-driven loop, keyboard buffer, falling-word gameplay, scoring, explosions, editable word lists, and persistent high scores. The surviving game source is modular; the author’s 2006 GPL license records survive for the custom 2D Delphi Graphics and Delphi Keyboard libraries, while their readable implementation source does not.

Result

A finished, publicly distributed 2006 typing game with documentation, help, assets, lifecycle fixes, editable content, and persistent score tracking—not merely a classroom prototype.

What was getting in the way

An early interest in game development is what led me down the path of Computer Science. For a Programming I college project, I wanted the game to feel immediate rather than behave like a sequence of form controls, so I first built reusable foundations for animation and real-time keyboard input, then built the game on top of them.

What changed and why

Built Zappers in Delphi 7 around a virtual drawing surface, timer-driven loop, keyboard buffer, falling-word gameplay, scoring, explosions, editable word lists, and persistent high scores. The surviving game source is modular; the author’s 2006 GPL license records survive for the custom 2D Delphi Graphics and Delphi Keyboard libraries, while their readable implementation source does not.

A finished, publicly distributed 2006 typing game with documentation, help, assets, lifecycle fixes, editable content, and persistent score tracking—not merely a classroom prototype.

Technology used

  • Delphi 7
  • Windows forms
  • Custom 2D graphics library
  • Custom keyboard library
  • Timer-driven loop

Have a workflow that has outgrown the workaround?

Show me where the process slows, repeats, or loses information. We can shape the right intervention from there.

Describe the workflow