Super Dark Pearl

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Screenshots - Super Dark Pearl

Super Dark Pearl atari screenshot
Super Dark Pearl atari screenshot
Super Dark Pearl atari screenshot
Super Dark Pearl atari screenshot
Super Dark Pearl atari screenshot
Super Dark Pearl atari screenshot
Super Dark Pearl atari screenshot
Super Dark Pearl atari screenshot

Information - Super Dark Pearl

GenreArcade - MiscellaneousYear1993
LanguageGFA BASICPublisher[no publisher]
ControlsJoystickDistributorInternational Freeware Assoc.
Players1, DemoDeveloperMajicSoft
ResolutionLowLicensed from-
Programmer(s)

Munsie, Dave

CountryUSA
Graphic Artist(s)

Munsie, Dave

SoftwareEnglish
Game design

Munsie, Dave

Box / InstructionsEnglish
Musician(s)

Munsie, Dave

LicensePD / Freeware / Shareware
Sound FX

Munsie, Dave

Serial
Cover Artist(s)ST TypeST, STe / 1MB
MIDIVersion
Dumpdownload atari Super Dark Pearl Download / STNumber of Disks1 / Double-Sided
Protection

Instructions - Super Dark Pearl

 Dark Pearl (c) 1992-93 MajicSoft, Inc.  -  Programmed by Dave Munsie     
 --------------------------------------------------------------------

 Dark Pearl requires a joystick / color monitor and a 1 meg ST/Ste.

 Step 1: Loading Dark Pearl

 To run Super Dark Pearl simply execute the PEARL.PRG from
 either low or medium resolution. The program works in 50hz or 60hz
 video mode.


 Step 2: About the game 

 I was inspired to write this game after seeing something similar in my
 local arcade. (Yes..I'm an over-grown video game junkie...) The original 
 game (I forget the name..) had wonderful scaling and rotation features.
 It truly made me dizzy playing. I then looked for something currently
 available on the ST's that resembled this game. After many  PD and
 commerical games shown to me I realized I could write something much better
 than was currently out there. Well, the scaling and rotation was out of the
 question so I decided on fast vertically scrolling game play along with a
 novel 3-D type perspective. The end result is no where near the arcade version
 but I feel anybody who has played this type of game will welcome it.
 
 Step 3: Playing the game

 The object of Dark Pearl is to traverse the vertically scrolling field
 while picking up (bouncing on) the red-green-blue jewels along the way.
 Various tiles will help or hinder you on the way. When you make it all the
 way up to the top of the field (7 screens up) and all of the jewels are
 collected you proceed to the next level! If you still have jewels left you
 are sent back to the start of the field to try again. Use your joystick
 to guide the pearl over the tiles. There are 10 levels in all. Levels
 4 and 8 are bonus rounds.

 Game tiles:

 Green arrows   - Small jumps
 Red arrows     - Bigger jumps
 Yellow arrows  - Biggest jumps
 Windows        - These break when you land on them.
 Hatched tiles  - These slow you down.
 Point tiles    - Increase your score.
 x2-x5          - Score multiplexers! Bounce on these...
 
 Question marks - These cause a random event:

 1) Bonus points from 10-100
 2) Send out a bee that tries to sting you. (Up to 4 at a time!!)
 3) Plot down a score multiplexer.
 4) Plot down a free ball tile. Land on this!!
 5) Cause a heart to appear around the pearl. When the heart is active you
    can land on the bees to squash them and get some big points!

 Misc game hints/tips.

 If you make it to the top of the field on one try without losing a pearl
 or having to back down again you recieve big bonus points.

 Level 4 Bonus round 1:

 Simply guide the pearl around the maze to grab all the jewels and bonus
 points you can without falling off. Steer the pearl with the joystick.
 Ther longer you last the more points you can grab.

 Level 8 Bonus round 2:

 Hmmmm.. I had to put a little shoot-em-up in here somewhere!! Stay alive
 as long as you can by shooting at the nastys. Big points add up here.
 Guide your shooter ROBOTRON style. Press the fire button button to change
 firing direction.

 If you complete all 10 levels you will recieve a mega bonus based on your
 score. Only by completing all 10 levels are mega-scores (over 100000)
 possible.

 Practice rounds:

 By pressing 1-0 from the title screen you can start at any of the 10 levels.
 You won't be able to get your name in the high score table but at least you
 can practice the tougher levels. (0=level 10)
 
 That's about it! I hope you enjoy this game. As usual any comments or
 suggestions are welcomed and asked for. Please send your comments to:

 MajicSoft, Inc.
 348 Meredith Square
 Columbia, SC 29223
 USA

 DARK PEARL was written with M.A.G.E.¿ in GFA BASIC 3.5e.  M.A.G.E.¿ is
 ½1993 by MajicSoft, Inc.  M.A.G.E.¿ is now shipping!!
----------------------------------------------------------------------------
 The commercial version "Super Dark Pearl" is coming soon from MajicSoft.
 The new "Super Dark Pearl" and nine other improved arcade titles will be
 released in one big box named "M.A.G.E. ARCADE HITS - VOLUME I".  Look for
 it in mid February 1994 in fine Atari dealers everywhere!!!
----------------------------------------------------------------------------


               * * * * * S P E C I A L  N O T I C E * * * * *

M.A.G.E.¿  (Majic Arcade Graphics Engine)  is available now from MajicSoft!

M.A.G.E.¿  -  The Majic Arcade Graphics Engine  (previously  known  as the
GP Graphics Engine) is an incredibly powerful developers toolkit.  Creating
high quality commercial software has never been easier.  What  used to take
months, now takes just a few days!  "Frogger", "Ms Munchie", "Invaders ST",
"Kid Kong", "Megapedes", "Thurg N Murg", "Sleuth" and "Dark Pearl" are just
a few of the titles created with the M.A.G.E.¿.
 
M.A.G.E.¿ comes complete with everything you need to start programming your
own commercial quality games.  The package includes the latest version of
GFA Basic¿ Interpreter, Compiler and  Assembler on disk!  The  manual  has
over 175 pages of  comprehensive  step by step  instructions  on  how  to 
create games quickly.  There is a Character Editor, a Map Editor, a Sprites
Editor and Animator and an Inline Maker.  

The M.A.G.E.¿ loads directly into GFA Basic¿ 3.5 or higher and allows you to
effortlessly compile stand alone, ultra high speed compact programs.  For
those of you  that have little or no artistic talent, we have included over
2000 professionally  drawn sprites and hundreds of pre-drawn game screens.
With the editor, you can modify these sprites and screens to make thousands
of variations.  This gives you  unlimited control  over your creativity!

M.A.G.E.¿ is shipping now, so order your copy today!  To order send a check
or money order in the amount of $129.95 plus $5.00 for shipping and handling
to:

                           MajicSoft, Inc.
                           348 Meredith Square
                           Columbia, SC 29223

or call us at 803-788-8177 and use your credit card.

Special Notice:

        To introduce this incredible new product we are having a drawing
and some lucky person will win a new Atari Falcon 030 computer.  To enter
send your warranty card from M.A.G.E.¿ in to us.  We will randomly select
one warranty card from all warranty cards received by midnight on March
30, 1994 and the lucky person will win the Falcon computer!

Other contest for best game created and other promotions will be posted
at a later date on GEnie and on the FoRem network, so watch for them in
the near future!!

Dragon's Lair BBS is the official MajicSoft Customer Support BBS and you
may reach it at 803-788-7806.

Thank you from the team at MajicSoft, Inc.


   M.A.G.E.¿ - MajicSoft Arcade Graphics Engine - Technical Notes
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


M.A.G.E.¿ has been designed to offer the novice  or professional game 
designer a set of tools that provide powerful results  with a minimum 
of programming  headaches.   While there  are  other products  on the 
market that  allow  the  ST  enthusiast  to  program  an arcade game, 
nothing ever released to the general public has made game design more 
interactive and more importantly, easier to develop.  Several popular 
games like,  Dave Munsie's Frogger and Kid Kong took  as little  as a 
week to finish.


Here are some of the reasons why:

Virtually unlimited sprites.    You decide how  many sprites you want 
your program to use.   A  typical M.A.G.E.¿  game will have dozens of 
sprites moving about the screen with a frame rate of 17-20 frames per 
second.


Automatic sprite control:

The powerful M.A.G.E.¿  kernel provides  TOTALLY AUTOMATIC control of 
sprites.  This means your sprites can  follow pre-determined patterns 
(Like in KID KONG and FROGGER), process complex  offset patterns like 
those  used in ST INVADERS or lightning fast DIRECTIONAL movements as 
in EVADER.


Here is a list of the M.A.G.E.¿ controlled sprite options:

   TRACKING:   Have your sprite TRACK other sprites.
   OFFSETS:    Perform complex movements ANYWHERE on the screen.
   PATTERNS:   The fastest way to move your sprites.
   DIRECTION:  Character movement, missiles, etc.
   ANIMATION:  Frame animation with looping.
   COLLISION:  Fast collision checking.
   MOVEMENT:   Global sprite movement. Move ALL sprites at once!!
   JOYSTICK:   Move 1 or several sprites based on Joystick readings.

Note:  If you can move your  mouse around the screen,  you can create 
complex  pre-determined  sprite paths  using  the  included M.A.G.E.¿ 
Animation Editor.


What about the background of your game?   With the included character 
handling routines you will be able to simulate a true character based 
display with lightning fast results.  M.A.G.E.¿ easily detects when a 
sprite  moves  over  a  character (example: power pill!!).   You  can 
design  several character MAPS  and have them in memory and then have 
M.A.G.E.¿ draw  them  for  you  automatically.    Use  the  built  in 
character  map  scrolling to  create  that awesome WAR GAME  you have 
always wanted  to do.   You  can create scrolling  character displays 
that  span  several screens wide and tall.   Again, with the included 
Map Editor this is a breeze.


Support routines:

There are several support routines to  help maximize the overall look 
and feel of your game.   There  are  fast memory movers, screen blits 
and clears.   You  will  also  find multi-purpose  memory movers  and 
special effect  routines.   For instance,  auto-plotting  star fields 
with joystick control is no problem!  There is also support for color 
cycling, background flashing, fade in/out.   And for screen graphics, 
there  is  a  fast decompression routine for DEGAS.PC1 pictures.  For 
compression the engine uses the ICE data compression method.


AUDIO:

M.A.G.E.¿ comes with  built  in  support  for adding sound effects to 
your games.   Unlike  OTHER systems  that  are  currently  available, 
M.A.G.E.¿ provides  direct  access  to  a  hundred  "BUILT IN"  sound 
effects  at  anytime from within your program.   You can also play ST 
REPLAY samples using an interrupt driven routine so your program does 
not hang up while it is playing.


You will be amazed at the power of M.A.G.E.¿ and at just how fast you 
can put together the game you have always wanted to write!  M.A.G.E.¿ 
supplies  the tools, YOU supply your imagination.  With M.A.G.E.¿ you 
program with POWER!


One  last  note,  unlike  other  game  creators  available, M.A.G.E.¿
provides  complete  100%  COMPATIBILITY  for  all  versions  of  TOS, 
INCLUDING  the  new FALCON TOS.   No other  available system can make 
this claim  right out of the box. M.A.G.E.¿ works in conjunction with 
GFA BASIC¿ 3.5.  The complete M.A.G.E.¿ system has a suggested retail 
price of only $129.95  and  includes  the GFA BASIC¿ EDITOR, COMPILER 
and ASSEMBLER on disk!   You will  not  find an easier way to develop 
high quality games on the AtariST/STe/Falcon computers.


M.A.G.E.¿ is available from fine Atari software dealers everywhere or 
you may contact MajicSoft directly at 803-788-8177.  Dealer inquiries 
welcomed.
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