After working on "Lemonade Stand" for the past few months, getting it all put together, tested, duplicated, packaged, and sent off to the Faire, I have turned my attention to "Honeycomb Rapture," a completely original game concept, and Oprysoft's second release.  Based on the challenges "Lemonade Stand" posed in the areas of "true 'customer interface'" I have decided to make an arcade-style game as opposed to another "simulation" game this time.  I have a majority of the graphics completed for the game, and am now turning my attention to developing game parameters.  In the game "Bubble Plane" recently demo'd at the TI Faire, the plane is destroyed when it comes in contact with particular boundaries on the screen.  I want to develop a similar concept in theory for this game... However, when your character (in this case, the Honeybee) comes in contact with these pre-determined boundaries, it will have a different outcome.  Rather than the bee exploding and making crash noises, I was thinking of sending additional "enemies" after the bee.  This will incentivise the player to remain within the game boundaries.  As it is my first arcade game, I will need to study and research several aspects of XB programming I did not need to use in "Lemonade Stand."  Mike Brent will be helping me with "Assembly-izing" the music so that it can be CALL INITed and CALL LOADed for play during actual gameplay... something that was not possible in "Lemonade Stand."  Due to the loop and cycle limitations of XB, it will be necessary to write the music in Assembly so that it can run in low memory while the game is run in high memory...XB.  Stay tuned for preliminary screenshots of "Honeycomb Rapture" and for updates on the progress thereof.