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Rebound was much more of an original game for me; and I was fortunate that Antic took up my suggestion to have a screen creating contest. I wanted other's to join in the creative fun, but was a little disappointed (and relieved) that more people did not make the submission deadline (I had to Fed-Ex overnight the results to Antic's editors). The RotogartEatos' movement was animated by switching character sets: each set had an image sequentially in one of 6 characters, while the other 5 where blank; cycling through the sets, with the 6 characters placed in a line allowed for this simple routine to possibly animate a whole screen full of these creatures. |
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7th Place: H.J. McGinty
8th Place: David Todd
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“DISASTER IN OGARTOPOLIS!” screamed the New Ogart Times front page headline. Flip Ogart adjusted his spectacles and read closely as he bounced down the busy avenue. “The RotogartEatos” annual No-Thanksgiving feast is approaching and they have gathered hundreds of citizen Ogarts for the occasion. Officials say nothing can..." SPLAT! Flip slipped and fell right into his newspaper as the entire sidewalk began to shake. "Double drat!" thought Flip, knowing that the front page was now transferred onto his putty face. (Ogarts look like a glob of vanilla pudding with eyes and a mouth.) Then Flip looked up. "Quadruple drat!" he bellowed. Flip realized now that he was no longer in downtown New Ogart. He was the victim of a RotogartEato raid. Flip sat in the musty RotogartEato Lair and considered his options. He could wait and get eaten. Or he could try to escape, leaving all his fellow Ogarts behind. Or he could save all the Ogarts and become a national hero. As the cries of
his fellow Ogarts grew louder, the choice became clear: Wait and get eaten. But
wait-was he not the star puttyball quarterback at Ogart State? Was he not voted
first citizen of New Ogart? Was he not the president of Ogart Industries? True,
he was none of these, but this inspired him all the more to do some heroing
now. FLIP OGART'S CHALLENGE Flip Ogart continually bounces up and down. You control only his horizontal movement with the joystick. Thus, you are not in total control of Flip, and the two of you must cooperate to accomplish your goal-save all the Ogarts. Remember, although cursing Flip and causing him multiple deaths may ease your mind, it doesn't help the cause. You start with five Flips, receiving a bonus Flip for each successfully completed screen. If you think the RotogartEato Lair contains no obstacles to impede Flip's progress, you are sadly misinformed. Here's some of what to expect: Ogarts: These poor creatures are crying out for Flip's aid. In order to save an Ogart, Flip only needs to touch it. Saving all the Ogarts on one screen will send Flip on to the next screen. Invisible Barriers: Most of the walls in Rebound are visible, but some aren't. Transporters: These look like harmless arrows. But when Flip touches one, ZOING! He breaks down into his components (mill, powder, sugar and preservatives) and instantly reassembles at a different arrow. Side Gaps: A screen may have gaps in the walls at the top, bottom and sides. If Flip bounces out one gap, he'll reappear through the opposite gap. Switches: Touching a switch makes all action in the lair spin the opposite way. Switches look like rotating spirals. Sucker Holes: Bouncing too close to a sucker hole
will surely bring Flip's days to a close. These holes are squares that contain
shrinking circles. But there is hope, for switches can be used to change sucker
holes into blow holes. And, if that isn't enough... RotogartEatos inhabit these screens. They know every wall and door there. RotogartEatos are red and their faces rotate. Some like to just loaf around in one spot, while others jump around the lair. You and Flip will have to beware though, for if Flip gets too close, he is certain to become a RotogartEato snack.
REBOUND CONSTRUCTION SET INSIDE THE REBOUND PROGRAM One of the first things to notice about Rebound is the full-screen animation. The program uses six alternate character sets and switches among them, allowing for the smooth animation and the movement of the RotogartEatos. The only machine language used is a Vertical Blank Interrupt that updates the Player/Missile graphics for Flip, a Display List Interrupt that changes colors, and a short routine to link the BASIC variables to the machine code. An important key to the speed of Rebound is the use of B$. B$ has a byte for every character in all six sets. This byte tells what that character means (example, an O would mean that character is "Open" to bounce through, while a B would mean that the character is "Barrier." One way to speed up joystick processing in BASIC is to set up an array variable. The X(J) array in line 1110 is predefined to change certain joystick values into directional values, such as in line 150. For example, if the joystick is pulled left, a PEEK at location 632 will show the value 11. The X(11) value has been set to -1, so that an X = X+X(PEEK(632)) will decrement X by one. All action sounds are created in line 190. If Flip hits an oject, then H is set to the frequency, V is set to the distortion level, and T is set to the initial volume (which will decay). An often-used general purpose machine code routine is M$, a "mover" routine that shifts any number of bytes from one memory location to another. This routine uses the form U=USR(ADR(M$), source address, destination address, number of bytes to move). The routine can also be used to set any number of bytes to a certain value. To do this, POKE the first byte with the value. Then do a U=USR(ADR(M$), first byte, first byte+1, number of bytes-l). The lines between 9000 and 9099 are DATA statements for the
character graphics. These lines were generated with a character set editor I
have written. In fact, I programmed Rebound as a test of the character set
editor. You can adjust this DATA in order to change the character shapes. 4: User Definable Variables
Rebound Creation/Construction Kit: INSTRUCTIONS: To create screens, use the joystick to draw, using the shape selected with the selection cursor. The program supports all eight joystick directions with off-screen wraparound. Pressing the joystick trigger with the drawing cursor over an empty space puts the selected shape on the screen. Pressing the trigger over an occupied space blanks it. [OPTION] and [SELECT] move the selection cursor. The [START] key toggles between the two sets of shapes available for selection. Use the keyboard to add text messages to the screen. Use inverse and lowercase letters for more colors. Type [CONTROL] [S] to save a screen to disk. You will be prompted to type in a file name and a screen number. Note: Before using the SAVE option, move the drawing cursor to the position on the screen where you want Flip to Start out. Type [CONTROL] [L] to load a previously saved screen. Type [SHIFT] [1]-to-[5] to adjust the colors of a screen. Each screen can use different colors. Push the joystick up and down to adjust the luminance, left and right to adjust the hue, and press the trigger when done. Type [CONTROL] [Q] to exit the Rebound Creation Kit. Press [SHIFT] [CLEAR] to clear the screen. The Rebound Creation Kit uses all the objects described in the Rebound game instructions plus these new ones: New walls--To change the look of the game, you can use different wall shapes, solid blocks, or outline blocks. Fake walls--These look like solid walls in the game (in the Rebound Creation Kit they have an identification mark), but Flip call bounce through them. Some will kill Flip, some will hide him and some will let him bounce over them. You can intermix these with solid blocks to create mazes. Special--Certain shapes may be used by pressing special keys on the keyboard. Note that invisible barriers are shown in the Rebound Creation Kit as special shapes. After you complete a screen, exit the program via [CONTROL] [Q] and LOAD the Rebound game program. Then ENTER the screen file created (using the name you typed in). RUN the program to make sure your screen is in place. (You can adjust the FIRSTSCREEN variable in line 4 to your screen number.) Then, SAVE your new Rebound game under a new file name. SCREEN DESIGN HINTS Warning: there are two rules to a Rebound screen: 1. There must be at least one Ogart to save on a screen and there must be a way for Flip to save each Ogart on a screen. 2. You can't put just one transporter on a screen. And if more than two are used, they may not work properly-- - Flip could end up in the middle of a wall. Make sure your screens are possible to complete, but not too easy. Try to use the objects in fresh new combinations that challenge the player to use Flip in new ways. Try something bizarre. You might use the text to help give a theme to a screen, or to possibly give a clue, a warning, or a pat on the back. Make efficient use of the screen, not wasting much space. Try to make sure that there are no dead ends (like a one way flow of RotogartEatos that can't be switched).
Rebound Contest WinnersNew Flip Ogart adventures on diskby Nat Friedland, Antic Editor
When our package arrived from Eugene, Oregon with J.D. Casten's 10 picks for Rebound Game Screen Design Contest winners, we discovered that First--and Third--place both went to Gwen Lenker. The Antic editors were intrigued to find that this double-winner named her grand-prize screen Zouth Park and gave her address as c/o 1 South Park, San Francisco.
As it happens, Antic's new building is on the corner of Second Street and South Park, and the windows of the editorial department look out on the 1 South Park office building. So, feeling like a disk jockey phoning the winner of a "dialing-for-dollars" giveaway, I called Ms. Lenker at her company and arranged for her to come next door and be photographed with her software prizes from The Catalog. (She sounded just about as excited as those winners of radio giveaways.) Our First-Place winner is a quality controller at Western Microfilm and has been programming her Atari 800XL for 1 1/2 years. This contest was based on J.D. Casten's Rebound, Antic's January 1987 Game of the Month, and the February 1987 follow-up, Rebound Construction Kit. Casten, whose 80-column Easy 80 display program appeared here last month, judged the winners himself. (Casten's latest maze-ladder game, Maximillian B., will be next month's Xtended Disk Bonus. It's perhaps his most challenging game yet, but the listing is too long and fiendishly complex to be published as a type-in.) MORE WINNERSSecond Place went to Carl Archer of Point Pleasant, New Jersey. The rest of the Top 10 screens came from:
Ellis Phillips, Livermore, CA; Mark Anderson, Buffalo Grove, IL; Leonard DeJesus, another San Franciscan; H.J. McGinty, Key Largo, FL; David Todd, Florida State University; Kevin O'Neil, Westminster, CO; Tim Simpson, Tecumseh, MI. All the screens we have room for will go on this month's Antic Disk. Each contest winner gets a copy of the monthly disk and the J.D. Casten Game Disk from The Catalog.
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