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(c) 1994/2009 by Simon Sunnyboy / Paradize
http://paradize.atari.org/
PARADIZE goes action.... (finally!)
CONTENTS
1. Introduction
2. System requirements
3. Starting the game
4. The story so far
5. Game play
6. Game parameters
7. Highscores
8. Technical notes
9. Credits
10. Contact
11. Extra
1. Introduction
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Attackwave is a simple shooting game for Atari ST/STE/TT/Falcon.
In this mixture of Missile Command and Galaxians your task is to
blast the baddies before they reach the Earth.
2. System requirements
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Atari ST/STE/TT/Falcon computer with atleast 1MB of RAM running TOS
color display (the game runs in ST-LOW)
joystick
jagpad (optional if you have a 1040STE or a Falcon 030)
DMA sound (optional, will be used if available)
Blitter (optional, will be used if available)
The game is designed to be run with singletasking TOS.
Before reporting bugs, make sure you run the game from TOS!
It might work with Mint or Magic but if those work, it is not
officially supported!
3. Starting the game
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Just doubleclick on ATTACKWA.PRG to run it. Make sure all .LNK files
are in the same directory as the executable.
After all gamedata has been loaded, the game switches to the intro
sequence and then the main menu.
4. The story so far
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Back around 1984 the USA had a program called SDI to defend against
nuclear missiles from space.
Officially never any operational weapons have been launched.
This claim is not true - a lone satellite called HERCULES made it
to orbit with a large chemical laser onboard.
You are at HERCULES to service the satellite, refuel and reload the
laser banks. At this delicate moment out of a sudden an unknown
race of aliens launches a massive raid on Earth.
From your vantage point you can easily spot 100s if not 1000s of
strange alien crafts.
Immediately you stop service mode and reactivate HERCULES to defend
against the invaders.
Ultimately the automated target finder fails and you find yourself
hurrily building a manual control device to point the laser at its
intended target.
Any craft passing your defense will require the combined airforces
to get into action - and sooner or later all defenses will be
overhelmed.
Can you save Earth and prevent invasion?
5. Game play
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To simulate the broken targetting control, you pick your trusty
joystick (or jagpad) to point the laser cannon at the enemies.
Press fire to fire a laser shot. But be careful, each shot will
deplete your energy supply. If there is no energy left, you are
defenseless and loose the game.
If any alien craft passes your defense, it is marked in the lower
part of the screen. 10 crafts within Earth's atmosphere are too
many for the Earth based defense so you will loose the game if 10
or more crafts break your orbital defense perimeter.
If you manage to keep a complete wave at bay without any craft
passing through, NASA will be able to launch a resupply rocket
that will refurbish the energy banks for your laser.
Later on, some enemy craft will fire back at your satellite.
Each hit by an enemy laser will take additional energy from your
reserves so be careful - and kill shooting baddies first!
6. Game parameters
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To tweak the difficulty of the game, you can alter a few parameters
at the main menu.
Press 1 to change the acceleration profile of your crosshair.
Press 2 to select between two firing frequencies of enemy lasers.
Press 3 to activate or deactivate energy supply on a perfect wave.
Press 4 to select between two speeds for enemy movement.
7. Highscores
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Ofcourse your scores are kept in the Hall Of Fame.
Scores are saved to disk together with your game parameters if
you exit the game from the main menu with pressing ESC.
8. Technical notes
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This software is not only a game but a whole technology test for
Simon Sunnyboy and Paradize.
This game is actually based upon one of my old sources dating back
to 1994. The old game called "Angriff aus dem All" used XOR graphics
only and was crashy.
I started developing a sprite kernel for GFABASIC in 2007 and when
I eliminated the last bugs early 2009 I wanted a small makeshift
filler project that would utilize this technology.
So I picked the old game and fitted the sprite routine into it. This
worked well so we Paradizers decided that it would make a nice
release so I hired Malodix for the graphics and we started going.
As always the game, originally meant to be ready for Outline 2009,
took more months to complete. But now it is ready!
The sprite kernel is not 100% optimized but it does its job. It
renders up to 16 sprites with definable sizes to the screen.
On STF, TT and Falcon the CPU routine is used, on STE the Blitter
takes the load to draw things onscreen.
The CPU routine does not preshift yet but it works anyway. The
routine shall not break sprite reords (those are boring anyway) but
allow to quickly have moving sprites on screen that are faster than
PUT or RC_COPY.
Machine code is only used for music replay, the fader, line drawing
and the sprites. The rest is plain GFABASIC.
The game runs with 2 VBLS on STF, even from the GFABASIC editor.
On TT and Falcon, this 2 VBL scheme is preserved to give a
comparable gaming experience on these faster machines.
9. Credits
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GFABASIC and some m68k by Simon Sunnyboy / Paradize
Blitter magic for the sprites by ggn
Blitter shared mode by Paranoid / Paradox
Big text logos by Simon Sunnyboy / Paradize
Graphics, sprites, font and highscore music by Malodix / PCL
Title and ingame music by Marcer / Paradize
Digi sound by Marcer and Simon Sunnyboy
Thanks to Cooper / Paradize and Thorn / TSCC for valuable ideas
and input!
10. Contact
---------------------------------------------------------------------
WWW: http://paradize.atari.org/
IRC: #paradize on IRCNet
Email: Simon Sunnyboy
11. Extra
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Whew!
Another game ready for you to enjoy! The project took longer
than expected but this should show that Paradize can do other
games than puzzlers, even with GFABASIC!
Enjoy - and don't forget:
STay cool, STay Atari /|\!
--
Simon Sunnyboy signing off
October 11th 2009
-eof-
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