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Hello again!!
Welcome to INSECTROID vr 1.0. This is the Galaga clone that all you
fans have been requesting. This program is SHAREWARE and may be
distributed as long as the .DOC files are unmodified. This program is
(C) 1992 Robert Dytmire and is written in GFA Basic 3.5e and The GP
Graphics Engine (C) 1992 DSA (Beta Version, used with permission).
The docs are divided into two parts 1) How to play Insectroid and 2)
Techie Talk. Please see the REG.DOC file on how to register this game.
1: How to Play Insectroid
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Insectroid is designed to run on any 520/1040/Mega ST/STE or TT with
512K or greater memory. Those players with only 512K should have no
other .ACC or .PRG files active when they boot Insectroid as this games
wants all of the 375K that GEM leaves you. All files should be in the
INSECT folder when you activate the program. The disk that Insectroid
is booted from MUST be write ENABLED or it will fail to run.
UPDATE: Ok, I hear from a lot of you power users out there that
my games don't like your systems. Well, of course not! If you're
running a lot of backround software on your system such as Turbo
ST or Backtrack or lots of .ACC's or lots of .PRGs in your AUTO
folder DON'T EXPECT MY GAMES TO PLAY FOR YOU!
The reason:Your stuff traps the vector the Engine's sample replay
routine is using. While the GP Graphics Engine is respectful of
system traps some accessories are not. If you have trouble
booting my games, disable the ram-resident stuff and try again.
HARD DRIVE OWNERS: You cannot store my games several directories
deep. ie: LEGAL="D:\Insect\*.*" ILLEGAL:"D:\Games\Insect\*.*"
If I get enough support I'll upgrade my registered
versions to boot from any place on your hard drive.
Movement: Your ships can move all eight directions within the lower 1/3
of the playing area. This allows you to get right in the alien's faces
and commence to reap havoc!
Aliens are worth 100,50 and 10 points each. If they are shot while
diving then they are worth 10x the original value. Shooting all of the
aliens advances you a level. Every 5th wave is a challenge wave, which
is a good place to pick up bonus scores. Every 10th wave is a boss
wave. Boss waves are hard to beat and it is recommended that you have
double firepower when tackling one. Each boss has a different attack
pattern and firepower method. All Bosses are VERY fast and have huge
amounts of firepower to throw at you. The Boss-O-Meter at the bottom of
the screen will show you how much strength the boss has left...sometimes
this is very depressing to look at! As usual, a boss can take zillions
of hits before even feeling mildly unwell.
You start the game with 10 lives and gain an extra one every 20,000
points after.
The aliens have two types of shots, straight bombs (which have no
intelligence) and smart bombs (Purple spheres that track you). The
aliens have a chance of launching these at ALL TIMES. Even while
lowering a capture beam. The speed of these shots will increase as the
levels increase as will the intelligence of the straight bombs.
To gain super firepower you must first allow a Captain Alien (Top Row)
to fly down close to the ground. It will then lower a capture beam.
Flying into this beam will result in your losing this ship and the alien
will drag it back into the formation with it. By shooting the alien who has
your ship you gain back the original ship and now have double firepower!! Be careful, as shooting this captured ship destroys it.
Also remember that the capture ship doubles the area that can be hit,
making it harder to manoeuvre. This sounds like more trouble than it's
worth until you get double firepower and start raking aliens like ripe
wheat.
The Keys:
F1 = Jump to a boss wave. At every boss wave you will be shown a name.
By typing in this name at the prompt you can automatically jump to that
boss. I HIGHLY recommend playing the lower levels for awhile as the
upper levels will jump all over you.
F2 = Set game to child mode. This function places the game in a
slower/easier mode so that small children can play the game. It's also
a great way to see all those levels you can't get to in adult mode.
F3 = Set game to adult mode. This mode is the default setting for the
game. For maximum enjoyment and challenge you should play Insectroid in
this mode.
F4-F8 = Preset skip modes. These keys allow you to skip the first few
waves (which are really easy) and begin the game at a more challenging
wave.
F9 = Set to 50hz (Game plays smoother overall in this mode).
F10 = Set to 60hz (Game can really fly but will bog down to 4 VSYNCS if
the screen fills up with sprites (53 sprites and 40 stars AND digital
sound!!).
Q = Quit back to main menu.
Esc = Quit to GEM.
P = Pause game. Pressing fire or hitting any other key will
resume the game.
That's all... Enjoy the game!!!
2: Techie Talk 3.0
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Well, This is the 3rd game I've written with the engine. I've tried
some new things and explored some intelligence routines for use in CYBER
DROID. This game took me about 2 weeks to write, although I was going
through finals at the time. This amounts to about 40 hours of
programming time. I'm getting better at using the GP Graphics Engine
every day. The final docs/program are now in the works and will
probably be available by the time you read this. All of the Engine's
commands are nicely transparent to you and GFA Basic. You need only
activate the command and vola! awesome graphics power.
Insectroid 512 is a completely re-written game. When the people
at ST Format said "Great game...but we want EVERYBODY to be able
to play it...get us a 512K version" they didn't know the massive
re-write I had to go through. I hope the support for this product
shows me that it was worh the effort. The 1 meg registered
version has ALL of those nasty external files inserted into the
main program...register today!!
This game is running pretty slow. Really!! In 60Hz it runs
between 4-5 VSYNCS and in 50Hz mode it runs at a pretty steady 3
VSYNCS. I have things jumping around in large hops to fool the
eye and give the game a more frantic feel. Those samples really
slow things down (I'm dropping about 1 VSYNC because of them). I
wrote this game while waiting for the Dropix Samples to be
delivered to me. They have arrived and work on Dropix starts this
week (which is Dec 30th 1992). You'll probably get to see Dropix
before you see this game as it's release is coming in the March(?)
issue of ST Format. (Hi guys!).
Yes..I AM responsible for all that dorky music. Forgive me, I've never
written music before and can't read a lick of it to save my life. These
tunes were experiments in XBIOS(32) command handling and really nothing
more. I welcome and XBIOS donations for my next few games...it will
help your ears at least. BTW the way I designed this music was to
put the notes in "Nice patterns"...Dave still shakes his head over
this!
Thanks go out to Ari Feldman, the designer of my Bosses in this game.
Ari is also a Beta tester for my stuff...so thank him for some of the
quality of this game.
Thanks to Dave Munsie (My sample source) for the title screen music and
for further Beta Testing. Dave is also the GP Graphics Engine guru and
helped me many times when the beta docs failed me.
Some techie specs: There are 53 Sprites and 40 Stars on the screen
(Max). Normally there are 40 Sprites/40 Stars. The stars are being
manipulated in color every game loop. The Boss wave runs with 40
stars/30 Sprites. The challenge wave works with "only" 25 sprites and
40 stars. This program is NOT redrawing the background, instead it uses
a fastclear and a starplot routine for simulated backgrounds. All
sprites are 16 x 10 pixels with 4 planes and FULL clipping and Masking
at ALL times! I cheat a bit and only use the first 160 scan lines as a
play area for increased speed. There are a Minimum of 3 collision
checks (28 sprites vs 1) every frame. This moves up to 6 collision
checks per frame with two player ships on the screen. Even with all
this, I still think this is a VERY fast game (for Basic).
Extra update: If I'd redrawn the background I wouldn't have lost a VSYNC
guys! I just haven't the need to draw one in this game. Also, I've
got 3 and 4K hz samples playing with NO HARDWARE TRICKS along with the
game. This always slows things down but I wanted to make this program
compatable with as many machines as possible.
Hmmm...
The next game out is DROPIX ST. About 5 solid days of work will clean
this puppy up and have it ready for Beta Testing. About Two weeks from
this day I'll be sending it out to all my sources. Dropix ST is a
Tetris meets Gods game. The players can throw powers at each other
while playing a vicious Tetris clone.
Cyberdroid has undergone massive changes since it's conception. I've
decided to work with really large sprites, digital sound, and an
advanced screen srolling routine to give this game the Smash TV meets
Gauntlet II feel it deserves. Wathc for it after Dropix is finished.
Mr. Cud Lee is beginning to take shape. A smooth scrolling platform
game with lot's of cute monsters and things to do...due out in January (I
think I'll actually make this deadline!!). UPDate: Cud Lee is going
VERY WELL. The consensus is that it's going to have digital sound as
well as the "Mario" feel.
Riders of the Storm- My newest game idea...Is beginning to take shape.
Basically this is a really HUGE wargame with unit design and multiple
players. A special command structure will allow for movement of many
units at once. This one's release date depends solely on how much
SUPPORT you people give my other games. Update: I'll be making this
one a BBS game for both the Atari and IBM machines. The front-end
programs will allow either machine to look transparent to the other.
Imagine a BBS game with GREAT front-end graphics, digital sound, ect!
Well, time to go a celebrate the New Year...have fun!!
Later
Rob... |
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Sound Features digitized sound fx at 4.0KHz
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