FREEWARE · WINDOWS · 1999—2002

AlterWorld Wrestling: The Visual FoxPro Wrestling Game I Built in 1999

I was Jason “Jay” Jones, an aspiring developer with a wrestling obsession and an unusual weapon of choice: Microsoft Visual FoxPro.

It started with one screen and a probably unreasonable amount of ambition.

I began building AlterWorld Wrestling around 1999. Visual FoxPro was an odd choice for a wrestling simulator, but it was also surprisingly capable—and I kept finding new things to make it do.

The earliest version had one screen and predetermined one-on-one matches. There was no grand architecture and no roadmap to version 8.6. There was just the next feature, then another, and eventually a freeware game much larger than the little experiment I had started.

Players did not directly steer a wrestler around a ring. They made strategic move choices while the match played out through scrolling commentary. That design let the game feel part simulator, part booking sandbox, and part text-driven wrestling broadcast.

What it grew into

ONE FEATURE AT A TIME

Simulated matches

Real-time bouts driven by strategic move selection and scrolling match commentary.

Ways to play

Exhibition, career, and tag-team modes alongside created wrestlers and teams.

A large roster

More than 40 wrestlers, imported photographs, finishing moves, and improved computer opponents.

Make it yours

Editable and custom moves plus tools for building wrestlers and teams.

Beyond the ring

An e-fed manager, Franchise Manager, and 35 missions by version 8.5.

Yes, bowling

A built-in bowling game that began as an experiment to see what else Visual FoxPro could do.

Franchise Manager

THE GAME INSIDE THE GAME

Run the promotion, not just the match.

Franchise Manager let players hire and train wrestlers, set ticket prices, advertise, stage events, and manage money. The long-term objective was wonderfully modest: make enough money to buy out the WWF.

It turned AWW into more than a match simulator. You were managing the roster, the show, and the business—usually while I was thinking of one more system to add.

Hire wrestlersTrain the rosterSet ticket pricesAdvertise eventsStage showsManage the money

Release history

1999—2002

Development begins

One screen, predetermined one-on-one matches, and the start of a very long feature list.

Version 7.0

A surviving original download page explicitly identifies this build as v7.0.

Version 7.6+

The download page listed the Microsoft Visual FoxPro runtime libraries as included.

Version 8

Roughly 5–10 more wrestlers, updated pictures, a redesigned interface, finishing moves, Franchise Manager, and internal code improvements.

Version 8.3

A new release documented on the archived project site.

Version 8.4

The next public release, announced alongside an invitation to send bug reports.

Version 8.5

Added 35 missions and smarter computer-controlled opponents.

Version 8.6

The Anniversary Edition. Later that October, more Franchise Mode work was underway, including a player-versus-computer roster draft.

Planned, not released: AWW.NET was intended to support online matches. I planned to build the client while “iCE Breaker” worked on the server, but the archive does not show it becoming a released feature.

A surviving page

AUGUST 18, 2000
Archived Alterhouse download page with green background and a Download v7.0 link
The original Alterhouse page plainly identifies the download as version 7.0. Some surrounding graphics no longer survive.

The web was part release channel, part devlog.

There were no app-store dashboards. I posted executables, wrote update notes, asked for bug reports, and hoped the right people found the page.

Looking back, the missing images and broken links are part of the record too. The Wayback Machine did not preserve everything—but it preserved enough to reconstruct the releases, the feedback, and the fact that people came back.

Open the original 2000 page ↗

Did anybody actually play it?

THE ARCHIVE ANSWERS

The evidence does not justify pretending there was a huge community. It does show something better than a guess: repeat visitors, feature requests, bug reports, comparisons with competing wrestling simulators, and people waiting for the next version.

Gameplay preserved

WATCH THE GAME

If the embed is unavailable, watch the gameplay-preservation video on YouTube ↗. There is also a broader wrestling-game retrospective ↗.

Preservation and surviving copies

THREE DISTINCT INSTALLERS
CaptureApparent versionOriginal sizeSHA-1Archive
August 18, 2000v7.04,486,573 bytes818921be5be67cd42fe9439d070e427bd70dd291Archived installer ↗
October 27, 2001v8-era build; exact minor version unconfirmed5,500,088 bytes0ff7eb49a5060fc66b1a8b1fa8956b806ec45231Archived installer ↗
August 2, 2002v8.6; server file dated May 21, 20025,811,941 bytesa84a275de2aa992fcf7a9b6b46945377559c6848Archived installer ↗

Historical executables: Preserve these files unchanged and verify their hashes. Scan them before analysis, and use an isolated legacy-Windows virtual machine rather than running them directly on a modern everyday computer.

Identity note: a MobyGames credit appears to combine two different people named Jason Jones. I had no involvement with the unrelated 2024 game Concord.

Credits

THE PEOPLE BEHIND IT

Jason Jones

Screen design, programming, research, development, alpha testing, and technical work.

Tim Lorens

Technical expertise.

Beta testers

The players who sent emails, bug reports, ideas, and feedback.

What could a modern AWW look like?

THREE DESIGN STUDIES

These are speculative interface concepts, not announced products or release commitments.

LOOKING BACK

For years, I did not really know how many people had played it.

I built AlterWorld Wrestling before social media, analytics dashboards, app stores, GitHub stars, or easy feedback loops. Finding the archived comments, videos, catalog entries, and surviving installers more than twenty years later proves that the game reached people. For a freeware wrestling simulator written in Visual FoxPro, that is a pretty satisfying legacy.