Phantom Slayer

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Screenshots - Phantom Slayer

Phantom Slayer atari screenshot
Phantom Slayer atari screenshot
Phantom Slayer atari screenshot
Phantom Slayer atari screenshot

Information - Phantom Slayer

GenreArcade - MazeYear1994
LanguageSTOS BASICPublisher[no publisher]
ControlsJoystickDistributor
Players1DeveloperNetwork
ResolutionLowLicensed from
Programmer(s)

CP-3-69

CountryUnited Kingdom
Graphic Artist(s)

CP-3-69

SoftwareEnglish
Game design

[unknown]

Box / InstructionsEnglish
Musician(s)

[unknown]

LicensePD / Freeware / Shareware
Sound FX

CP-3-69

Serial
Cover Artist(s)ST TypeST, STe / 0.5MB
MIDIVersion
Dumpdownload atari Phantom Slayer Download / MSANumber of Disks1 / Double-Sided
Protection

Instructions - Phantom Slayer

-----------------------------------------------------------------
                 All Coding, Drawing & sampling
 
                               by 

                             CP-3-69

                        Using these progs 
                     ----------------------
                     STOS: the Game creator 
                     NeoChrome Master V2.25
                           Replay Pro

-----------------------------------------------------------------

                          Phantom Slayer 
                          --------------


About this game 

Phantom Slayer is based on the Dragon 32 Phantom Slayer game, but
it is a bit more advanced than the Dragon game. (i started adding 
some small features, and then i added some more, and more ect...)  

The Dragon 32 version was programmed by Ken Kalish and  published 
by Microdeal a century ago (in computer terms).  I have also seen 
it   on  other  systems  under  names  like  'Ghost   Hunt'   and 
'Catacombes'.

Anyway, it  is  so  different from  its  8bit  parents  that  you 
should not worry about any copyright laws. 

I have kept everything down to a minimum in this game sins it was 
meant  to  be  situated in arcade halls in a  SF-Pirates  game  i 
am (was?) making,  so everything works within the limits given by 
the main game (called Corcon VII). 

-----------------------------------------------------------------

Legal Bits  

This  game is Public Domain, so do what you want.


People with ears might recognise two of the samples used in  this 
game, these are: 

1: Next  level drum sample from a CD with  Paula  Abdul,  not  my 
   favourite type of music but loads of nice drum loops to steal.

2: Message on  Game finished screen by Mr.  Rotten of  P.I.L.  MY 
   KIND OF MUSIC!  well,  his Sex Pistols stuff is brill. Sampled 
   from the 'Hardware' soundtrack CD.  

Sins  this is a PD game they wont get any payment for my  use  of 
their  samples so all of you should immediately run out  and  buy 
all their CDs. NOW!!!

BTW : RIP to Kurt Cobain who shot himself today...

               'I hate myself, i wish i was dead'

-----------------------------------------------------------------

Instructions  

You have to get down to the lowest level in a underground complex 
to claim the Billion Dollar prize (or whatever..).  Unfortunately 
the  maze like corridors are guarded by Cyber-Corp droids. 

To get to the next level you have to find the hatch in the  floor 
that protect the  emergency  stairway between the levels. To help 
you finding the hatches and to warn you about the droids you have 
a  electron detector that bleeps when electronic equipment is  in 
use  around  you  (like  the  droids  and  the  battery  operated 
hatches).

You also have to find the hatch within a set time limit. 

But  lets forget about the rest of the instructions as  they  are 
of no interest what-so-ever,  and  the  story is thinner  than  a 
super model trapped in a Nazi death camp (hmmm that's a good idea 
for  a  sexy  Wolfenstein clone!,  or a follow up  to  my  insane 
interactive text adventure 'Die Hard VIII:  Return of the  living 
Die hard') 

controls

The entire game can be controlled by the numeric keyboard and the 
keys used are.

0 - Go backwards 
1 - Turn left
2 - Walk forward
3 - Turn right
4 - Decrease Electron detector range
5 - Increase Electron detector range
6 - Change Electron detector mode 
Space - Fire gun

You can also move and fire with the Joystick.


Objects on the screen    
      
In the top row 

- Amo clips 
- View direction 
- Electron detector range (Number shown x 2 = range)
- Electron detector mode  Red light  : Detect Droids 
                          Green light: Detect Hatch                          

Mid row 

- Level 
- Number of shells left in clip 
- Scanner Blue dot       : You
          Red dot        : Droid 
          Blinking/Green : Hatch 
          
- Number of Droids left on this level

The scanner is time activated, only your position is visible when 
you  start  the level.  The droid positions becomes visible  when 
aprox 40% of the time limit is used, while the hatch only becomes 
visible when the time is about to run out. 

Bottom row 

- Time left on this level

When  you  press  a key or the fire button to start  a  game  the 
following info is shown. (example from level 1)


GHOSTS         
------------------
NUMBER OF      : 7  
MAX SHIELDING  : 2  
MOVEMENT DELAY :15  
SENSOR RANGE   : 6  
------------------
GUN TYPE       :SS
TIME DELAY     :20
LIVES          : 3

Number of: The number of ghosts on this level

Max  Shielding:  The  ghosts on this level might have up  to  two 
shields  +  their 'life' so you might have to  shoot  them  three 
times to kill them.  The number of shields is individual for each 
ghost on a level.

Movement Delay:  The number of times the game updates before  the 
ghosts  moves again,  the higher the number the slower they  are. 
All the ghosts moves at the same time. 

Sensor Range:  If a ghost come  within this range of  you it will 
sense  you and turn its movement program from the 'AI' mode to  a 
'Homing'  mode.  The  range here is the exact range and  not  the 
range X 2 used by your detector. 

Gun Type: The type of gun you have, there are three types...

  SS: Single Shot, a very slow gun takes ages to reload 
  AG: Automatic Gun, not as slow as the SS
  MG: Machine Gun, this one eat bullets so watch the amo

Time Delay: The number of turns the game updates before the timer 
is increased. The higher the number the more time you have. 

Lives: The number of lives you have left.  

When you die!

When  you die both the 'view' and the scanner is taken  one  step 
back  in  time,  the scanner is also zoomed up with  all  details 
showing,  this should give you a good indication of the situation 
that killed you.

PS: Both you AND the Droid might have moved at the same time.

PSS: Does the word 'TIME LIMIT' ring a bell?  
 

When you have wasted your last life!!

You  will  see a gfx screen of you (a girl!)  lying  dead  emh... 
sorry...  lying  'knocked out' on the floor with a  Cyber  Corpse 
Droid standing above you.  

Sins i am a member of S.A.D.O. (Sensorship and Discipline Org.) i 
can not have any killing in this game!  


When you manage to finish this game!

It should really be IF YOU EVER manage...  etc, but after i added 
the  Sensor Mode feature the game became much easier than  before 
so it should be possible to finish this game.  If you do you will 
be greeted with another pic of yourself (as a bikini clad female) 
sitting  in  the middle of your new won  treasure,  and  you  can 
listen to a message from P.I.L. (thats MR. Rotten to you punks).

-----------------------------------------------------------------
                              Q & A
-----------------------------------------------------------------

So  why did you prog this game then when you could have made  the 
eleventh billion PD version of Pac Man?

Well,  the  Dragon  game could give you a real  shock,  turn  the 
lights  off  and  the  sound on full  volume  and  find  out  for 
yourself! 

PS:  If you have a bad heart then DO NOT play this game,  i'm not 
saying  this to make this game sound more interesting,  it  could 
really be dangerous for you. 
 

So why is it 'letter boxed' then? 

The  black  spaces on the screen  belongs to the standard key and
info menus used by the main game (Corcon VII).
  

So where's the animations & differentiated walls? 

The  graphic  detail  is low to save  memory space sins it had to 
work as a game in a game.     


Why is the Scanner so small? I can hardly see a thing

It  was only meant as a Map,  but i made the character  locations 
visible to check the ghosts AI routine, while doing these tests i 
noticed  that its small size increased  the tension sins you  get 
distracted  while  you  trie  to figure out where  the  hatch  is 
hidden or the location of the ghost that makes you detector bleep
(it also makes this rather hard game a bit easier).

So where's the High Score List?

Beats me! Well, actually i couldn't bother to programme one...

PS.  This game runs the STANDARD version of STOS, If I had used
the ACO routines then the game would have been much faster,but 
then it is already to fast so why bother.

CP-3-69 signs off 03:03:19 09 April 1994

But i didn't release it then, did i? No! i started working in
Oslo (thats far far away from where i am now) so i didn't have
time to release it. 1 Hour a ago i decided to finish this game, i
added the loading screen (yes i have used a part of it before in
a slide show) and that's it, game finished!

Last Update 24 July 1994, and i'm flying back to Oslo tomorrow...
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