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Re: How many releases of Castle Wolfenstein were there for Apple II?
To: Mitchell Spector
On Sat, 10 May 2008 20:51:21 -0400, Mitchell Spector wrote:
> "Jeff Blakeney" <jeff.blakeney@a2central.com.remove-l0w-this> wrote:
>
>>On Mon, 5 May 2008 15:53:27 -0400, Mitchell Spector wrote:
>>
>>> I should still have a copy here, I can always send you a
>>> SHK image if you're still interested (you actually asked me
>>> 10 years ago, looking in Google's news archives). :)
>>
>>Yes, even ten years later I'm still interested in checking out a IIgs
>>version of Castle Wolfenstein. :-) Even if it is only a demo.
>
> It's fairly small, I'll e-mail it to you now (in another ten years
> the disk it's on might not be readable!). :)
Got it. Thanks.
>>Was this an individual's effort or was it being produced by a company?
>>If by a company, then maybe it should get added to the "What Is The
>>Apple IIgs" site. They have other unreleased titles on there.
>
> It's an individual's work, someone named Martin Hill wrote
> it back in the late 80's. Definitely not finished, there's only 5
> rooms you can explore and the guards won't harm or take
> notice of you.
With the number of guards there are in each room, it is a good thing
they don't take notice. :-)
> Looking at it again, I can see it's a remake of Beyond Castle
> Wolfenstein, just in Super-Hi-Res and digitized stereo sound
> effects (still the same 2D view as the original). Probably would
> have been released as shareware had he finished it.
I ran it right after I received it. I liked the graphics and sound but
the graphics could have been improved even more and I'm sure other
enhancements to the game could have been made as well. Still kind of
neat to see. Looking through the resource fork it would seem that most,
if not all, the graphics and sound files are stored there which would
make it easier to try to pick up where Martin left off. The resource
fork is 155,337 bytes but the data fork, which contains the actual code
for the game, is only 50,710 bytes and looking through it with the Orca
Disassembler, there is at least one very large section of $00 bytes
which I assume is where he intended to load at least some of the
resource data into memory so even creating a disassembly to continue
from probably wouldn't be too bad.
This whole thing gets me thinking about a project I wanted to do many
years ago and that was to write a IIgs version of Aztec. I even came up
with a story line for a similar style of game that I was going to call
"Thief", "The Thief of <insert place name>" or something like that.
Instead of being an Indiana Jones type genre, it would have been more of
a swords and sorcery type of story where the thief is hired by the
recently deposed king and needs to travel through a village, the
countryside, a castle, some dungeons and caverns to retrieve the king's
symbol of power in return for money and full pardon type of thing.
Now that I have a copy of Opus ][ (thanks Lyle), I really should get
back to programming my IIgs.
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