Atari ST - ST Format - 1993
Insectroid
1 / 9- Genre
- Shoot'em Up! - Miscellaneous
- Year
- 1993
- Language
- GFA BASIC
- Publisher
- ST Format
- Controls
- Joystick
- Distributor
- Future Publishing
- Players
- 1
- Developer
- [n/a]
- Resolution
- Low
- Licensed from
- -
- Programmer(s)
- Dytmire, Robert
- Country

- Graphic Artist(s)
- Feldman, Ari
- Software
- English
- Game design
- Dytmire, Robert
- Box/Instructions
- English
- Musician(s)
- Dytmire, Robert
- License
- PD / Freeware / Shareware
- Sound FX
- Munsie, Dave
- Serial
- —
- Cover Artist(s)
- —
- ST Type
- ST, STe / 0.5MB
- MIDI
- —
- Version
- —
- Dump
- Download
- Number of Disks
- 1 / Double Sided
- Dump format
- MSA
- Protection
- —
OTHER VERSIONS WITH THE SAME TITLE (1)
INSTRUCTIONS
Hello again!! Welcome to INSECTROID vr 1.0. This is the Galaga clone that all you fans have been requesting. This program is SHAREWARE and may be distributed as long as the .DOC files are unmodified. This program is (C) 1992 Robert Dytmire and is written in GFA Basic 3.5e and The GP Graphics Engine (C) 1992 DSA (Beta Version, used with permission). The docs are divided into two parts 1) How to play Insectroid and 2) Techie Talk. Please see the REG.DOC file on how to register this game. 1: How to Play Insectroid ----------------------------------------------------------------------- Insectroid is designed to run on any 520/1040/Mega ST/STE or TT with 512K or greater memory. Those players with only 512K should have no other .ACC or .PRG files active when they boot Insectroid as this games wants all of the 375K that GEM leaves you. All files should be in the INSECT folder when you activate the program. The disk that Insectroid is booted from MUST be write ENABLED or it will fail to run. UPDATE: Ok, I hear from a lot of you power users out there that my games don't like your systems. Well, of course not! If you're running a lot of backround software on your system such as Turbo ST or Backtrack or lots of .ACC's or lots of .PRGs in your AUTO folder DON'T EXPECT MY GAMES TO PLAY FOR YOU! The reason:Your stuff traps the vector the Engine's sample replay routine is using. While the GP Graphics Engine is respectful of system traps some accessories are not. If you have trouble booting my games, disable the ram-resident stuff and try again. HARD DRIVE OWNERS: You cannot store my games several directories deep. ie: LEGAL="D:\Insect\*.*" ILLEGAL:"D:\Games\Insect\*.*" If I get enough support I'll upgrade my registered versions to boot from any place on your hard drive. Movement: Your ships can move all eight directions within the lower 1/3 of the playing area. This allows you to get right in the alien's faces and commence to reap havoc! Aliens are worth 100,50 and 10 points each. If they are shot while diving then they are worth 10x the original value. Shooting all of the aliens advances you a level. Every 5th wave is a challenge wave, which is a good place to pick up bonus scores. Every 10th wave is a boss wave. Boss waves are hard to beat and it is recommended that you have double firepower when tackling one. Each boss has a different attack pattern and firepower method. All Bosses are VERY fast and have huge amounts of firepower to throw at you. The Boss-O-Meter at the bottom of the screen will show you how much strength the boss has left...sometimes this is very depressing to look at! As usual, a boss can take zillions of hits before even feeling mildly unwell. You start the game with 10 lives and gain an extra one every 20,000 points after. The aliens have two types of shots, straight bombs (which have no intelligence) and smart bombs (Purple spheres that track you). The aliens have a chance of launching these at ALL TIMES. Even while lowering a capture beam. The speed of these shots will increase as the levels increase as will the intelligence of the straight bombs. To gain super firepower you must first allow a Captain Alien (Top Row) to fly down close to the ground. It will then lower a capture beam. Flying into this beam will result in your losing this ship and the alien will drag it back into the formation with it. By shooting the alien who has your ship you gain back the original ship and now have double firepower!! Be careful, as shooting this captured ship destroys it. Also remember that the capture ship doubles the area that can be hit, making it harder to manoeuvre. This sounds like more trouble than it's worth until you get double firepower and start raking aliens like ripe wheat. The Keys: F1 = Jump to a boss wave. At every boss wave you will be shown a name. By typing in this name at the prompt you can automatically jump to that boss. I HIGHLY recommend playing the lower levels for awhile as the upper levels will jump all over you. F2 = Set game to child mode. This function places the game in a slower/easier mode so that small children can play the game. It's also a great way to see all those levels you can't get to in adult mode. F3 = Set game to adult mode. This mode is the default setting for the game. For maximum enjoyment and challenge you should play Insectroid in this mode. F4-F8 = Preset skip modes. These keys allow you to skip the first few waves (which are really easy) and begin the game at a more challenging wave. F9 = Set to 50hz (Game plays smoother overall in this mode). F10 = Set to 60hz (Game can really fly but will bog down to 4 VSYNCS if the screen fills up with sprites (53 sprites and 40 stars AND digital sound!!). Q = Quit back to main menu. Esc = Quit to GEM. P = Pause game. Pressing fire or hitting any other key will resume the game. That's all... Enjoy the game!!! 2: Techie Talk 3.0 ----------------------------------------------------------------------- Well, This is the 3rd game I've written with the engine. I've tried some new things and explored some intelligence routines for use in CYBER DROID. This game took me about 2 weeks to write, although I was going through finals at the time. This amounts to about 40 hours of programming time. I'm getting better at using the GP Graphics Engine every day. The final docs/program are now in the works and will probably be available by the time you read this. All of the Engine's commands are nicely transparent to you and GFA Basic. You need only activate the command and vola! awesome graphics power. Insectroid 512 is a completely re-written game. When the people at ST Format said "Great game...but we want EVERYBODY to be able to play it...get us a 512K version" they didn't know the massive re-write I had to go through. I hope the support for this product shows me that it was worh the effort. The 1 meg registered version has ALL of those nasty external files inserted into the main program...register today!! This game is running pretty slow. Really!! In 60Hz it runs between 4-5 VSYNCS and in 50Hz mode it runs at a pretty steady 3 VSYNCS. I have things jumping around in large hops to fool the eye and give the game a more frantic feel. Those samples really slow things down (I'm dropping about 1 VSYNC because of them). I wrote this game while waiting for the Dropix Samples to be delivered to me. They have arrived and work on Dropix starts this week (which is Dec 30th 1992). You'll probably get to see Dropix before you see this game as it's release is coming in the March(?) issue of ST Format. (Hi guys!). Yes..I AM responsible for all that dorky music. Forgive me, I've never written music before and can't read a lick of it to save my life. These tunes were experiments in XBIOS(32) command handling and really nothing more. I welcome and XBIOS donations for my next few games...it will help your ears at least. BTW the way I designed this music was to put the notes in "Nice patterns"...Dave still shakes his head over this! Thanks go out to Ari Feldman, the designer of my Bosses in this game. Ari is also a Beta tester for my stuff...so thank him for some of the quality of this game. Thanks to Dave Munsie (My sample source) for the title screen music and for further Beta Testing. Dave is also the GP Graphics Engine guru and helped me many times when the beta docs failed me. Some techie specs: There are 53 Sprites and 40 Stars on the screen (Max). Normally there are 40 Sprites/40 Stars. The stars are being manipulated in color every game loop. The Boss wave runs with 40 stars/30 Sprites. The challenge wave works with "only" 25 sprites and 40 stars. This program is NOT redrawing the background, instead it uses a fastclear and a starplot routine for simulated backgrounds. All sprites are 16 x 10 pixels with 4 planes and FULL clipping and Masking at ALL times! I cheat a bit and only use the first 160 scan lines as a play area for increased speed. There are a Minimum of 3 collision checks (28 sprites vs 1) every frame. This moves up to 6 collision checks per frame with two player ships on the screen. Even with all this, I still think this is a VERY fast game (for Basic). Extra update: If I'd redrawn the background I wouldn't have lost a VSYNC guys! I just haven't the need to draw one in this game. Also, I've got 3 and 4K hz samples playing with NO HARDWARE TRICKS along with the game. This always slows things down but I wanted to make this program compatable with as many machines as possible. Hmmm... The next game out is DROPIX ST. About 5 solid days of work will clean this puppy up and have it ready for Beta Testing. About Two weeks from this day I'll be sending it out to all my sources. Dropix ST is a Tetris meets Gods game. The players can throw powers at each other while playing a vicious Tetris clone. Cyberdroid has undergone massive changes since it's conception. I've decided to work with really large sprites, digital sound, and an advanced screen srolling routine to give this game the Smash TV meets Gauntlet II feel it deserves. Wathc for it after Dropix is finished. Mr. Cud Lee is beginning to take shape. A smooth scrolling platform game with lot's of cute monsters and things to do...due out in January (I think I'll actually make this deadline!!). UPDate: Cud Lee is going VERY WELL. The consensus is that it's going to have digital sound as well as the "Mario" feel. Riders of the Storm- My newest game idea...Is beginning to take shape. Basically this is a really HUGE wargame with unit design and multiple players. A special command structure will allow for movement of many units at once. This one's release date depends solely on how much SUPPORT you people give my other games. Update: I'll be making this one a BBS game for both the Atari and IBM machines. The front-end programs will allow either machine to look transparent to the other. Imagine a BBS game with GREAT front-end graphics, digital sound, ect! Well, time to go a celebrate the New Year...have fun!! Later Rob...
TRIVIA (1)
Sound
Features digitized sound fx at 4.0KHz
