Atari ST - CBS - 1996
Escaping from the Castle of Mystery
1 / 8- Genre
- Various
- Year
- 1996
- Language
- STOS BASIC
- Publisher
- CBS
- Controls
- Joystick / Keyboard / Mouse
- Distributor
- -
- Players
- 1
- Developer
- [n/a]
- Resolution
- Low
- Licensed from
- -
- Programmer(s)
- Ballantyre, Colin
- Country

- Graphic Artist(s)
- [unknown]
- Software
- English
- Game design
- [unknown]
- Box/Instructions
- English
- Musician(s)
- [unknown]
- License
- Commercial
- Sound FX
- [unknown]
- Serial
- —
- Cover Artist(s)
- —
- ST Type
- ST, STe / 0.5MB
- MIDI
- —
- Version
- 2.1b [Preview]
- Dump
- Missing dump(s)
- Number of Disks
- 1 / Double Sided
- Dump format
- —
- Protection
- —
ADDITIONAL COMMENTS
This game was available via mail order.
INSTRUCTIONS
Date of File = 27th of February 1996 CBS Software Proudly Presents CASTLE OF MYSTERY Version 2.1b - ESCAPING FROM CASTLE OF MYSTERY *** THIS GAME IS SHAREWARE *** Demo Version - On a single disk for 1Mb Floppy systems (STE). DISCALIMER - Unfortunately I'm not responsible for any damage that may happen while using EFCOM, to you, & your hardware/software, even though it's probably impossible. LEGAL STUFF - Escaping From Castle of Mystery is COPYRIGHT 1994,1995,1996 Colin James Ballantyne. This demo version may be freely distributed, provided all the original files are kept with the program, and have not been altered in any way whatsoever. This copyright includes all code, graphics & samples which should not be used for any other purpose without my written consent. EFCOM has been coded in STOS Basic, which is copyright by Mandarin Software. THANKS - To everyone who helped in the project - Particlularly the playtesters - Alan Busby, Andi Cullum, David Shields, Iain Arendt, Craig McComish, David Antonelli, David Warren. Thanks also to Vale of Leven Academy Music department for letting me use their MIDI setup. LOADING EFCOM - Simply Insert the disk into drive A, & switch on your Atari, EFCOM will load automatically. Hard Drive users should boot from drive A. The demo can only be run from the desktop by copying it out of the Auto Folder. TOS 2.06/Falcon users will need to use STOSFix by Robert Quezada to fix the program to run on their machine. Because this game uses STE sound hardware, STFM owners will not hear any sound on their machine although the rest of the demo should be playable. If you want to be able to run the program from a Hard Drive - upgrade to the full version, because to save space HD code has been omitted and the game will ONLY run from floppy drive A. HOW TO PLAY ESCAPING FROM CASTLE OF MYSTERY STORY - In Castle of Mystery, you & your friends went to scary Castle Mackay in a bid to steal its treasure, you found the treasure, but a mighty (& scary) portcullis traps from getting out. So in the sequel you've got to escape by collecting sticks of dynamite over four zones (3 in this demo) to then hide in the cellar, & blow up the Castle & escape! (Not much time spent on the plot, but it's the gameplay that's important!) Before you get to actually play the demo, you will given the chance to print an upgrade form (or display one on screen), ex- planation of Upgrade Levels are given at the end of this file. Press >Space< to start the demo then >3< to run the program. At the title screen press a key to see the Zone select screen. ZONE SELECT - Here you select which zone you want to collect dynamite sticks in - Musical, Plumbing, & Runaround - the Gamble Zone is permanently completed in this demo. There are also two other icons - Bribe & Cellar, Select Bribe to type in an access code which you're given when you complete a zone. Type in the code EXACTLY, spaces, full stops, everything. If the computer accepts it, it will stamp completed on that zone. You can only select the Cellar once you've completed all the zones, and that's you completed the game! You complete a zone when you've managed to complete all the individual levels in it. There are 4 (Generally Easy) levels per zone in this demo, but there are fifteen to each zone in the full version. MUSICAL ZONE - In this zone, you collect sticks of Dynamite by helping Dynamite Dan (& his one man band) play tunes to the public. Everytime he plays a 'D' note, he gets a stick. Press a key to start the level, the stage will appear - above it you're told the input device (Main keyboard on the first level), the next note to play as a letter, then in musical notation. Below it is your Codebox WHICH IS DIFFERENT FOR EACH INPUT DEVICE. You are given 3 seconds before the notes start to look at it - Not enough, so you may need a few attempts at each level. In the first level the code is that Note C corresponds to letter 'C' on the Main keyboard, Note 'D' to letter 'D' & so on. So when you see 'C', press 'C', however on level 2, the code is different - when you see 'C' press 'F1'. You complete the level by successfully playing the song. You are given 2 seconds for a 1-Beat note on level 1 , but only 1 second on level 4. The tunes that you play are traditional, & you may recognise them. If so, you can show off to your friends by putting in rests, as they are encoded as well. You lose a life if you take too long between notes. There are only 3 input devices for this demo (Main K'board, F Keys, Numeric K'board) but the full version also has Joystick, Mouse (2 types), & cursor keyboard, in addition, Dan changes his instrument between, Keyboard, Guitar, & Trumpet, however you only have a trumpet in the demo. PLUMBING ZONE - Here you collect sticks by connecting all the red squares (at the edge of the grid) to the green squares. Down the side of the screen is your toolbox. To select a pipe simply click on it in the toolbox - your pointer will change to that pipe, you can then click at points on the grid - & a copy of your pipe will snap into place, if you run out of pipes your pointer will change back to an arrow. If you want to change to a different type of pipe simply right-click, then re-select from the toolbox. if you make a mistake, press >undo< to remove your last pipe, this can only be used on the last pipe you laid, you cannot remove ones laid before this. Once you're happy with your design, or wish to start again, double click the 'GO' button, and if your structure generates the correct detection number, you will pass to the next level. If not, you lose a life & start the level again. The detection system is slightly flawed, so don't be surprised if your apparently correct design is rejected, or your incomplete one is. RUNAROUND ZONE - Here you collect sticks by guiding the man (With the joystick) through the undiscovered maze to them. At the start of each level all you see is your man, the dynamite, & any doors & keys. The timer (in the corner of the grid) then starts & you have to find your way to the dynamite, collecting keys to open doors if required withtin the time limit. As you move the man, the maze will be uncovered, the level is completed by getting to the dynamite withtin the limit, while you lose a life if you run out of time. All bonuses & gimmicks have been eliminated from the demo version (again to save space) but the full version has them all (such as timer increase, etc. . .) That's how to play the demo version. However, beacuse the full version comes on four disks, compressing it all onto one has meant a lot of things have had to go, like the intro & End game animations, 50% of the samples, & so on, the demo version doesn't really do the full version justice. The full version runs comfortably on a 1Mb setup, however the program automatically detects when there's more than this & loads in more samples for the gamble zone & all three instruments for the Musical Zone. *** THIS GAME IS SHAREWARE *** UPGRADE INFORMATION There are 10 Upgrade Levels costing from œ6 - œ22 A2 - Full Version Compressed onto two disks + Printed Manual - œ6 A - Full Version + Printed manual. - œ7 B - Full Version + Printed Manual + Solutions. - œ9 C - Full Version in *.BAS format, with decoded Filenames + Printed Manual + Printed Listing + Sprites in *.PC1 picture files. - œ15 D - Full Version + Full Version in *.BAS format with decoded fi- lenames + Printed Listing + Printed Manual + Sprites & pictures in *.PC1 format + GFA Raytrace data files + Solutions. - œ21 A2*,A*, B*, C*, D* are the same as the above upgrade type, but come with Glossy Colour disk labels (Actual game, not data files) & glossy colour manual cover. All for just œ1 extra. Note for A2, you will have to uncompress the files yourself onto three disks, so if you're hopeless at uncompressing things best order A. If you desperately want to see a bad game, also enclose a disk (or 50p extra) and I'll send you a copy of Castle of Mystery v1.0, something you're bound to laugh at! Make Cheques payable to Colin Ballantyne. Thankyou. I welcome any comments you have on the demo version of EFCOM, and if you discover an error, you can help everyone by reporting it to me ASAP, if I feel it would have disrupted playing pleasure, and I fix the error, I'll give you a FREE copy of National Lottery Simulator - rated 85% in issue 78 of ST Format. So send your comments, complaints, donations, & your upgrade forms to : Colin Ballantyne 41 Craiglomond Gardens Balloch Dunbartonshire SCOTLAND G83 8RP Thanks for taking a look at EFCOM, and you won't regret upgrading! Anyway, have happy, fun hours playing the (easy) demo version of EFCOM. Colin J Ballantyne (Age 17)
TRIVIA (1)
Releases
First 16-bit releases reviewed in UK Atari or multiformat magazines for Atari ST (4/1996)
BOOK / MAGAZINE REVIEWS (1)
ST Format · May, 1996Rating: 20%

