[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: SimCity style of game for GS?



On 5 Sep, 05:02, Joe Kohn <j...@nospam.com> wrote:
> 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

Never heard of Ferno2, so have downloaded it and am trying to play it
now :). Mouse seems a bit erratic on couple of emulators i am using,
but will power up real GS in a bit and have a play on that :).

Thanks
Drew