Falling Sand Game
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"Falling Sand Game", also "World of Sand", (2005) is a Java applet first found on the Dofi Blog via Fark [thread], later enlarged and rehosted by Chirag Mehta. The game has been popular on community link sites like Digg, Delicious and [FSG Forums], which is a very active community that involves discussions on the programming of the game and also includes some interesting Sand Game competitions. The game involves four main falling particles: sand, water, salt, and oil. Each of these particles have special properties that can be manipulated; among these include burning, desiccating, growing, eroding, and more. Along with these four, main particles are auxiliary environmental manipulators: Wall, Fire, Plant, Spout, Cera (Wax), and Eraser. By putting these together, one can thoroughly enjoy the modeling and construction of very complex structures and systems. There is an additional special feature that can be turned on, off, or told to remain in place. This is called the namekuji. In japanese, "namekuji" means slug, naturally for the properties of a slug when salt is poured onto it.
Several different versions exist, varying from applets with zombies, or human bodies, that have their own unique properties to applets where auxiliary environmental manipulators have additional properties.
Properties of Auxiliary Environmental Manipulators
- Wall: This serves as the primary structural component for design and function, perhaps providing containers for the four particulate elements, boundaries against Fire and Plant, etc. It is affected by a Fire-Oil hybrid. [link]
- Fire: This serves essentially as a spark, inducing ignition. It will light oil, Plant, and Cera on fire. Additionally, Fire will destroy Wall and all other contact. [link]
- Water: Not only can this versatile manipulator cause swelling of the namekuji, Water can transmute into Plant material. As stated, contiguous brushing with the namekuji will cause rapid, sporadic expansion. Any Plant-Water contact turns Water into Plant, acting as a virulent agent. In [HELL OF SAND], Water can dissolve Salt to create a light blue hybrid that is inert and unable to react with any more environmental manipulator. [link]
- Plant: Plant grows in contact with Water and will be eradicated swiftly by Fire. If unchecked, Plant will block up stream of Water to the source. [link]
- Sand: This feature is primarily a structural element. This is a stable falling particle that does not burn or grow Plant; however, it does infiltrate Spout matter and turn all Spout material into sand through a process called desertification. In [HELL OF SAND], Sand has density and will sink to the bottom of a pool of Water. But alas, even though it may be logical, sand does not sink in a pool of oil.[link]
- Spout: A unique structural and manipulation element that exudes sprinkles of water, depending on size. Spout will be desertified by Sand with contact. The user may find it most convenient for growing the namekuji and filling the manipulation array with Water element. [link]
- Cera: Cera, or wax, is a slowly burning material that produces a particulate by-product, which is able to be burned again. This by-product, it has been speculated, is actually refined Cera. This element may be used as a fuse. [link]
- ???: Perhaps the strangest of all, this manipulator, upon introduction onto the manipulation array, will spurt forth vibrant, deep pink and red waves. On the periphery of ??? will be a deep pink; in the regions where ??? have flushed over will be red dots. The algorithm for this may be a fractal-based scrambling command. Essentially, this manipulator permeates through the black space of the manipulation array and eradicates all in it; the damage done is not absolute and may leave remnants behind, but, all in all, the erasure is almost total. The only manipulator that deems ??? as innocuous is the Plant environmental manipulator. If repeated, waves of destruction can continue without ceasing. It appears that all things containing DNA are immune! [link]
- Oil: Oil is susceptible to ignition, burning directly to the source if not controlled. Oil will also slowly degrade Wall and other containers while aflame. In [HELL OF SAND], Oil has a certain density and will rise to the top of a reservoir of Water, as in real life. [link]
- Eraser: Erases anything that existed previously on the same spot, and leaving black space.[link]
- Salt: Its primary property and function is the ability to desiccate the namekuji. (Opposite function of water.) In [HELL OF SAND], Salt dissolves in Water to create a light blue particle that cannot react with any more manipulator. And just like regular solutes, Salt makes Water level decrease. [link]
- Namekuji: An exciting supplement to this applet is the namekuji, or slug, a yellowish ball that moves around the manipulation array, exposing itself to the elements. [link]
- Hand: It can pick up the zombies and namekuji.
- Ground(Burning Sand only): Earth that is unaffected by the elements.
- Seed(Burning Sand only): You may put in the ground to make trees, which release yellow liquid or leaves.
- Concrete(Pyro Sand Only): Wet cement which turns to wall after a random amount of time.
- Well(Pyro Sand Only): A spout that releases oil.
- Nitro(Pyro Sand Only): Liquid nitroglycerin; explodes violently like a firecracker.
- Gunpowder(Pyro Sand Only): Flows like sand; causes a chain of small explosions.
- Napalm(Pyro Sand Only): Liquid; explodes the area immediately around it.
- C4(Pyro Sand Only): Solid explosive; similar to a fuse, but large explosions occur at corners or ends.
Namekuji behaviors
The namekuji, or slug, can violently react and develop off-shoots of spikes that can effectively stab through walls; however, this only occurs when the namekuji imbibes a large amount of Water over time. Conversely, any addition of the Salt element will desiccate the namekuji and cause it to shrink; if this continues, the namekuji will shrink until it is too small. When it shrinks beyond the minimum possible size, the namekuji implodes, releasing high-energy fragments able to puncture through even the thickest of 32-point Wall. Also, the namekuji can be set ablaze by any contact with Fire. The Fire will not harm the namekuji, but if this flaming entity comes in contact with other elements and structures, its destructive capabilities increase. Finally, in Hell of Sand, the namekuji can catch the ??? element just as it can catch fire, though only if it has been enlarged through contact with Water. T he main hypothesis as to why this occurs is that because the lines that define the namekuji constantly destroy anything in their path, thus giving the ??? all the empty space it needs.
Functions of gameplay
These can clearly be seen in the right bottom side of the applet.
| Name | Effect |
| PEN-size | manipulates the size of the element or manipulator of which you are using |
| TIME-speed | manipulates rate of the applet; may cause increased use of system resources |
| SAND | manipulates rate at which Sand element falls |
| WATER | manipulates rate at which Water element falls |
| SALT | manipulates rate at which Salt element falls |
| OIL | manipulates rate at which Oil element falls |
| NAMEKUJI/SLUG | toggles namekuji from move (active), to stop (onscreen but stagnant), or to vanish (off) |
| ZOMBIE | only in [HELL OF SAND], changes zombie number in manipulation array |
Variations of gameplay
| Name | Pictoral Example | Recommended Instructions |
| The Plant Fuse |
| Make a large vat with common thickness walls (2- to 4-point), and fill with Oil. Use a 2-point Plant to enter the bottom of the vat, and light the tip of the Plant on fire. Wait and enjoy. |
| The Cera Recycler |
| Use 32-point Cera to make a large, thick strip across the upper half of the manipulating array. Use 2-point Walls to make a gently sloping barrier underneath to catch the falling Cera. Light the entire bottom edge of the Cera with Fire. Wait several minutes while Cera dust collects in the container. Relight the refined Cera. |
| The Plant Virus |
| Very simple. Turn on only the Water flow, and place a 2- or 4-point dot of Plant near the bottom of the flow. Watch the Plant grow. Attempt to eradicate with Fire, and if necessary, completely eradicate with a large-point Eraser. |
| Drilling for Underwater Oil |
| Complex project. Only in [HELL OF SAND]. In this version, sand sinks in water, oil floats, etc. Make a base layer of thick Wall, then add a generous amount of Sand. Then cover the Sand with a good amount of Water. Make two Oil towers at the water's surface with a hole for spillage of Oil (see picture). Create 2 Oil pockets directly below the towers, and finally, create a stream of Water from the Oil pockets to the Water. Wait, and if impatient, increase the Time Speed. |
| Snow forest |
| Complex project. A variant of the plant virus and the cera recycler combined into a creative artwork. 1) Make a base layer of thick Wall. Then 2) create a big chunk of Cera at the top. Next, 3) add a long Spout along the top of the Cera to make a tank of water above it. Then 4) drill long, thin holes through the Cera where you want the "trees" to be. After a while, 5) when the "snow-covered grass" (which is still Water at this time) has a thick enough layer, add small amounts of Plant and it will simply grow up the waterfalls until you eventually 6) close off the Water but leave the Cera falling for the snow effect. |
| Fireworks |
| Fun, but short-lived. Make a thick Wall at the bottom as a seal. Fill the entire manipulation array with Salt. Turn the Namekuji QUICKLY to vanish until ready for operation. Finally, turn the Namekuji to "move." Enjoy until the Salt level is depleted. |
| Oil Filter |
| This mechanism removes the oil from an oil/salt or oil/salt water mixture and produces pure salt water, which emerges at the tip of the lower cone-shaped container. The oil is removed by means of constantly burning ignition sources inside the sponge. The fire will not go out and the setup will last for a very long time, but eventually the sponge is eroded by burning oil. Create a cone-shaped container as shown. Fill it with spout. use the smallest pen-size eraser to carve a spongy mesh pattern inside the spout. Place a small plant in the sponge and wait until it fills all of it. Set the plant on fire. Create another cone-shaped container with a small opening at the tip, and one wall shorter than the other, to separate salt water from fresh water. Turn on stream of salt and oil. |
Common problems and errors
- Computer Lagging: Most computers will not have the processing speed to keep up with the complex algorithms of this game, so the complex interactions and movements within the manipulating array will slow gameplay. For example, filling an entire vat of Oil will take time because of the large amounts of the element required. To decrease lagging, use only the elemental flows necessary and have patience or else an accidental lighting of fire, or erasure of a key structure may cause frustration.
- Elemental and Structural Maladies: Be sure to recall all the interactions mentioned above when playing the game. A single pixel of Plant will rebound and thrive in any amount of Water, and will block the flow of water completely. A single pixel of Sand can deteriorate an entire line of Spout material. A single spark of Fire will ignite a Plant or collection of Oil. So be careful, especially if preparing major projects, like those mentioned in the Variations of Gameplay. More care must be taken in variations such as Pyro Sand, where one errant pixel of Torch will remain lit nearly indefinitely, lighting any flammable material it touches.
- Incessant ??? Waves: You have started an irreparable continuum of red fractal waves of destruction. Refresh the page or draw Plant on top of the advancing waves until they cease.
- Deletion of Menu Options: In [HELL OF SAND], if the namekuji absorbs too much Water element, it will inexplicably make the menu options disappear. They still exist in the spot that they were previously set but cannot be readily seen. To remedy this computer glitch, use a 32-point element (Flowing ones such as salt and water will do), and spread sporadically over the affected menu.
- Physical Inconsistency: The flows of materials do not obey the laws of physics; in particular, the pressure from above of a large amount of material will not cause particles to flow upward, even momentarily. Thus a slight kink in a hollow tube may prevent a fluid from flowing through it. Also, if filling a tank with a convex roof, there will remain empty space inside the roof, even if the area above it is completely full.
External links
- [FSG Forums] - Popular fan forum & chat
- [Falling Sand Game]
- [Hell of Sand Mirror]
- [HELL OF SAND]
- [wxSand] - Owen Piette's C/C++ FSG
- [Burning Sand] - Max Nagl's FSG (currently runs faster than other versions)
- [Pyro Sand]
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