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echo: apple
to: comp.sys.apple2
from: Toinet
date: 2008-05-10 13:37:54
subject: Re: How many releases of Castle Wolfenstein were there for Apple II?

On 10 mai, 21:45, Mitchell Spector  wrote:
> skylarking  wrote:
> >On May 7, 3:44=A0pm, heuser.mar...{at}freenet.de wrote:
> >> n May 6, 11:25 pm, Toinet  wrote:
>
> >> > And it is still missing Sim City
>
> >> Now that the source code has been released for educational
> >> purposes (I think they called it something like that) someone
> >> with C experience could actually fill in...
>
> >> > and the final version of Sword of Sodan ;-)
>
> >> What's the hype about that game? Huge sprites?
>
> =A0 =A0 Yep, the animation is what made it so impressive on the Amiga.
> What really was mind boggling, at the time, was seeing this kind of
> thing on a stock _Apple IIGS_. Multiple sprites almost 2/3rd the height
> of the screen, parallex scrolling, smooth background scrolling, sound
> and no slow down!
>
> =A0 =A0 The GS version didn't have all the levels done, but there were
> several more than seen in the demo version. It was playable too,
> but it would crash often I was told. Still wouldn't mind seeing it.
>
> Mitchell Spector

Thank you Mitchell. I did a disassembly of the demo once, commented
the source and saw that it had all the features a game would require:
joystick management ;-)

We all know it is a simple hack and slash repetitive game but the
animation on a stock GS is still impresssive. I hope we will see it
one day just like Sim City (BB? Are you hearing us?)

Antoine
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