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** For the uninitiated, ''Core Wars'' is a simulation of an old-fashioned computer's memory. Players write programs in Redcode (an assembler-style language) to attack other programs; common tactics include attempting to overwrite, crash, or enslave by various means. Competitions are generally one-on-one, with a King Of The Hill format being typical for most servers and some tournaments.
* Origin (of ''Ultima'' and ''Syndicate'' fame) published a game called ''Omega'' where you programmed robotic tanks using a structured form of BASIC, then set them battling each other.
* ''[[Globulation]] 2'' is a partial example. It's freeware game which doesn't let you directly control your units; instead, you give various "orders" to all of your units of a certain type, and the game's AI takes over. For example, instead of leading your soldiers directly into an enemy base, you drop ana "invasionWar flag,Flag", whichadjust attracts soldiersit to e.g. 8 Warriors of at least Level 2, and Warriors not currently occupied will come and knockpatrol stuffthe overcircle around it, attacking any hostile blobs and buildings they meet — and if you move it, they will walk after it. Workers are controlled by clicking on the building you want staffed and assigning more workers to it. You set a "forbidden zone" where you don't want them to go and "clear area" where you want workers to collect crops or wood (you certainly don't want overgrown wood to block access to your buildings, for one). And units will automatically check out any new upgrade building you make. This concept wouldn't work if it weren't for the game's aversion of [[Artificial Stupidity]].
* The Neo Geo Pocket Color game ''[[Faselei]]!'' was played by loading commands into the CPU of your [[A Mech by Any Other Name|Toy Soldier]]. Naturally, upgrades included the amount of commands you could execute in a turn, the amount of commands you could store in your CPU, and the quality and versatility of the commands themselves.
* The strategy game ''Spartan'' is like this. In an effort to simulate the difficulty of communicating over the din of battle on ancient battlefields and the rarity of complex tactics, it gives you a limited number of commands you can issue at the start of battle and only three options (all charge, rally, and all retreat) for modifying your army's behavior in the midst of combat. ''The History Channel: Great Battles of Rome'' uses a modified version of the same engine which allows a limited degree of direct control over your units during battle, but it remains a partial example.
* ''The Experiment'' is an adventure game with the premise that you aren't actually the one doing the exploration in the game. You're trapped in a room from which you use an advanced surveillance system to enable another character's exploration of the wrecked ship/lab the game is set in.
* An old PlayStation [[Real Time Strategy]] game called ''Carnage Heart'' involved programming an army of mecha, essentially constructing flowcharts to determine their actions.
* ''[[Toribash]]'' somewhat fits into this category. Two players fight each other with 3D stickmen, but they have to control all limbs individually. Each player gets about 20 seconds to make adjustments, then the fight advances slightly, adjust again until pre-determined victory conditions are set.
* ''[[Colobot]]'' allows you to write your very own AI for the titular bots.
* There was a ''[[Doctor Who]]'' platform game on the Commodore 64, where Colin Baker's Doctor had a robot cat, Splinx, which could be programmed through a series of simple commands to go to various markers (which you can drop or throw), pick things up, put them down, return to the Doctor, and so forth. Since Splinx was invisible and invulnerable to the many monsters, this was the technique of choice for getting objects out of dangerous territory. It probably helped that most C64 users had some exposure to programming anyway, since BASIC was pretty much the C64's entire operating system.
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