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All Coding, Drawing & sampling
by
CP-3-69
Using these progs
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STOS: the Game creator
NeoChrome Master V2.25
Replay Pro
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Phantom Slayer
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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).
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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'
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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
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NUMBER OF : 7
MAX SHIELDING : 2
MOVEMENT DELAY :15
SENSOR RANGE : 6
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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).
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Q & A
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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...