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Re: SimCity style of game for GS?



If you don't mind taking a stroll with me down Apple II Memory Lane...

Since posting the FTA Contest announcement, let me follow it up with a 
later article, submitted to inCider/A+ on January 24, 1993, about the 
prize winning entries.

Again, this is the article I submitted, not the completed and edited  
article that appeared in inCider/A+. I used to have a monthly column in 
that magazine called "Shareware Solutions" and this is one of those 
columns...

Joe Kohn

==================================

Shareware Solutions
By Joe Kohn
 
Shareware Solutions, in association with the France based Free Tools 
Association (FTA), announced two Game Contests in the August, 1992 issue 
of inCider/A+. One contest was for IIGS programmers and one contest was 
for the rest of us. The rules for the programming contest were simple: use 
the IIGS assembly language source code supplied by the FTA to complete 
their Bouncin'Ferno game. The rules for the second contest were equally 
straightforward: use the Level Editor supplied with Bouncin'Ferno to 
create new game levels to play.
 
The criteria for the contests were direct: "Let the FTA guide you in 
spirit, and make our eyes bug out and make our toes tap". The guidelines 
suggested that all entries would be judged for artistry, creativity, 
playability, fun, music, sound and animation.
 
The challenge was issued to the Apple IIGS community and that community 
rose to the occasion. Chris Thamm of Montreal volunteered to translate all 
of the documentation and commented source code from French to English. 
Apple II software publishers and programmers lined up to donate prizes to 
the contest winners. And, of course, IIGS programmers and users went to 
work, creating new games and new levels that impressed the panel of judges 
and greatly surpassed our expectations.
 
It is with great pride, respect and admiration that we announce the 
winners. For supplying the most artistically creative, beautiful and fun 
new Bouncin'Ferno levels, the grand prize goes to Brett Dunst of Palos 
Verdes, CA. For creating the most fabulous new game, the grand prize goes 
to Dustin Mitchell of Scarborough, ME.
 
Both winners will receive a one year subscription to inCider/A+, a 3 month 
subscription to Softdisk G-S, InSync Software's ProTerm v3.0 
telecommunications program and a ProTerm T shirt, Digital Creations 
Twilight II screen blanker, Econ Technology's AutoArk hard disk 
compression utility, Glen Bredon's ProSel-16 IIGS program launcher and 
utility system, Roger Wagner's HyperStudio authoring system software or 
any other Roger Wagner program of their choice, Resource Central's 
videotape and T shirt commemorating the 1992 A2 Summer Conference (better 
known as KansasFest), WestCode Software's Pointless TrueType font utility, 
a game of their choice from Seven Hills Software, and free online connect 
time to GEnie's A2/A2Pro areas.
 
The original FTA version of Bouncin'Ferno is a Marble Madness type of 
game, with stunning animations, incredible graphics, sound effects and 
music. 3 levels, each containing 25 different rooms, were defined by the 
FTA. The goals of Bouncin'Ferno are twofold: try to roll over small 
objects - the more objects rolled over, the higher the score - and try to 
advance to the next level. Some scoring objects are suspended high above 
the ground, while others are hidden under 3 dimensional ramps. As 
originally released, Bouncin'Ferno was a lot of fun, but it wasn't quite 
complete; it is now!
 
Dustin Mitchell, a 14 year old High School Freshman who has been 
programming the Apple II since he was 8 years old, studied the FTA's 
Source Code and played the game to become familiar with it. While studying 
the code, Dustin decided that it would just be easier for him to largely 
re-write the game from scratch.
 
According to Dustin, "some routines were kept the same just because there 
was no reason to change them. Most of the routines, however, had to be 
completely rewritten because writing for GS/OS is totally different than 
just taking over the computer like the original did." Dustin succeeded in 
making the game run quite a bit faster than the original, and 
Bouncin'Ferno II is nothing less than a masterpiece!
 
The game is now completely GS/OS compatible; it's even hard drive 
installable and if launched from The Finder it returns the player to the 
Finder upon quitting the game. True to the spirit of the FTA, it does not 
use the IIGS Toolbox.
 
As Bouncin'Ferno II begins, a stunning scanned NASA photograph of the 
earth is displayed, a wonderful sounding song is played, and a 
multi-colored animated credit screen is shown. Once the game starts, the 
player has the option to play the FTA's original levels, a new level 
supplied by Dustin, or any other level located in the Level folder found 
on disk.
 
In Bouncin'Ferno II, game play is essentially the same as in the FTA's 
original version. Enhancements include a superimposed playing field on top 
of a dazzling fractal graphic, and a musical soundtrack that plays 
continuous NoiseTracker music in the background. For late night sessions, 
that music can be turned off. The player's score is displayed on screen at 
all times, and as energy is gained or lost, the IIGS border changes 
colors. Each level is now also linked to it's own High Score module.
 
Bouncin'Ferno II is Dustin Mitchell's first attempt at creating a IIGS 
program. Dustin is a self-taught programmer who is currently learning the 
C programming language. He owns both an Apple IIGS and a Macintosh 
Performa 400. Dustin aspires to be a professional programmer, and after 
playing his first game, it's not difficult to imagine that someday he will 
be joining the ranks of programming superstars. He's certainly gotten off 
to an auspicious start!
 
The new Bouncin'Ferno level created by Brett Dunst is remarkably creative; 
his 25 new rooms are challenging yet fun to play. In many of the rooms, 
there are multiple stacked levels, and an abundant number of springboards 
that cause the rolling and bouncing marble to jump uncontrollably from one 
level to the other. Many rooms also have sloping ramps, hidden scoring 
objects, and other 3 dimensional special effects that add to the fun and 
excitement. Some rooms have so many springboards that it's possible to 
just sit back and watch as the ball bounces about, picking up points and 
eventually springing into the next room.
 
Just as the FTA dedicated many of their animated demos to fellow IIGS 
owners, Brett has dedicated 8 of his 25 rooms to pay homage to IIGS 
notable people, programs and products; among those he honors are The FTA, 
Burger Bill Heineman, SAP (Kenrick Mock's Simple Animation Program), The 
Woz (Steve Wozniak), the upcoming GS/OS v6.0.1, and the ZIP GSX.
 
The Bouncin'Ferno contests, like The FTA themselves, have now passed into 
history, but thanks to Brett Dunst, Dustin Mitchell, Chris Thamm, and all 
of the sponsors of the contests, Bouncin'Ferno II will help to keep alive 
the spirit of the FTA. With their beautiful animated demos, games and 
music programs, the FTA has provided the Apple IIGS community with lots of 
pride, excitement and fun.
 
They have attained a near mythical status, and now, thanks to two 14 year 
old Apple IIGS enthusiasts, their legacy will never be forgotten.

+++++++++++++++++

And again, I'd be thrilled if someone who has never heard of Ferno2 
downloaded it and played it for the first time tonight.

Joe