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- Crunch Crumble Chomp;
-
- Crunch Crumble Chomp is loosely based around the game Crunch
- Crumble & Chomp written in Applesoft Basic for the Apple IIĀ®
- computer, 1980.
-
- In this game, you control a B-type movie monster on a
- rampage through a big city, destroying everything in your path.
- The more you smash, the higher the score.
-
- Your monster has landed in the middle of the city under the
- disguise of a huge explosion. It is soon on the loose, under your
- guidance on its career of mass distruction.
-
- At first, it will be easy. But, The local residences will
- not stand by idly watching you destroy their beloved city. They
- will start to fight back.
-
- An idle monster is a bored monster. If you take your time in
- deciding what the monster should do, it will start acting on its
- own. This action might not be to its best interest or health as
- such monsters are very stupid.
-
- Similar to the Epox game from the Apple computer, this
- version is keyboard control. Unlike the Epox game, there is a
- huge, 320x200 sector area to roam through, lots of color, an
- updated reference map, and plenty of digital sound.
-
-
-
- You have the following controls at your command;
-
-
-
- M for Move; Moves your monster forward a square.
-
- Actually, the monster stays centered as the landscape
- scrolls under you. You can move your monster across roads, woods,
- and fields. Some monsters can also walk through houses and small
- businesses thus flattening everything in its path. You can't walk
- through the larger buildings unless they are demolished first.
-
- Some monsters can wade through water with no problems.
-
-
-
- C for Crumble; Some monsters can use their great strength to
- tear down all buildings in front of them. Crumble will also
- flatten anything in the way or smash helicoptors in the air.
-
-
-
- L for left; Turns the monster 90* left
-
-
-
- R for Right; Turns the monster 90* right.
-
-
-
- H for Head; Turns your monster's head to aim its weapons A
- sub menu will then ask for which direction. Your monster then
- turns its head at a 45* angle. With its head turned, it can blast
- away at anything at the angle of travel.
-
- H can aim weapons of headless monsters 45* per move
- independent of travel. This is useful for blasting helicoptors
- and tanks that are chasing them.
-
-
-
- S for stomp; Useful for crushing things that get under your
- feet like those pesky tanks and jeeps. Stomp also allows you to
- smash those annoying helicopters that hover above you.
-
-
-
- F for Flame; With Flame, your monster can incinerate
- anything one square in front of its head. This includes flying
- objects, nuclear reactors, and power lines.
-
- If buildings or rubble piles are flamed, they will stay
- burning for a random amount of time. Fires can also spread out of
- control destroying whole sectors. unfortunately, you won't get
- any points for this.
-
- Your monsters cannot walk through a raging fires. So, be
- careful that you don't become trapped by them.
-
-
-
- T for takeoff; Only good for monsters that can fly. Once
- flying, you will travel in the direction you are pointing.
-
- You can go along crumbling zapping and flaming everything
- along your path. You can fly over power lines and other dangerous
- objects. A flying monster will destroy most structures under its
- wings.
-
- Flying uses up a lot of energy, so, you will need to feed
- your monster more often.
-
- If a flying monster becomes injured, it will be grounded.
-
-
-
- D for descend; Used to land flying monsters.
-
-
-
- H for hide; Works for monsters that can hide underwater or
- in buildings. A hidden monster can move away from danger for up
- to 4 game cycles before it must surface for air.
-
- H is not currently available.
-
-
-
- Z for Zap; Zap is a destructive ray. Since it travels along
- the ground, zap can only explode upon impact on a building or
- other object. If there is nothing to zap in front of the
- monster's head, zap will continue on to the next square.
-
-
-
- I for Immolate; Immolate is a weapon of desperation. With
- immolate, you incinerate everything in the sector including the
- section that you are on. Therefore, expect to be injured in the
- process. Immolate is useful for clearing away a screen full of
- tanks and helicopters.
-
- It takes four clock cycles to recharge after its use.
-
-
-
- P for Plaster; New, Jan, 95. Plaster zaps the sector with
- several blast at random. A very nasty weapon available to certain
- monsters such as the cloud and megatank. It takes four clock
- cycles to recharge after its use.
-
-
-
- E for eat; Your monster will, over a period of time, get
- hungry. All of this crunching, flaming and zapping uses energy.
- If you get injured, your need for food will rise more quickly.
-
- If your monster fails to be fed in time, it can go berserk.
- You will have a difficult time controlling it. Berserk monsters
- in this game have a habit of wandering into power lines and
- immolate, thus causing more injury to itself.
-
- Your monster will happily eat people, police cars, tanks and
- chopper, but, they are of such small nourishment that for a very
- hungry monsters, your best bet is to consume nuclear energy.
-
- Feed your monster as follows. 1. Find a nuclear power plant.
- Just follow the power lines to a lake or river. 2. Destroy one of
- the reactors with crumble. Don't walk into the boiling reactor
- core, just stand in front of it. 3. now select e for eat. The
- monster will consume the reactor core and be replenished. It will
- now be safe to walk through the rubble.
-
- Don't eat up all the reactors at once. You may need them
- later for food.
-
-
-
- V for View map; The game map is displayed along with the mouse
-
- crosshair pointing to the location of your monster. You can see
- where you have been trashing the city as such damage shows up as
- a darker color.
-
-
-
- Q for quit; Quits the game. Also, when your monster is killed,
- the game ends. This will return to a menu upon game completion.
- Currently, quit just exits the game.
-
-
-
- Data display.
-
-
-
- Score; You get a score for everything that you demolish as
-
- well as for how long you can survive.
-
-
-
- Hunger; gives a readout of your nutritional needs. Don't get
- too hungry or your monster can go berserk.
-
-
-
- Health; How badly hurt you get.
-
- Monsters can be injured from high voltage lines, boiling
- nuclear reactors, and from gun and cannon fire.
-
- Some monsters are hurt more easily, but heal quickly. Others
- are tougher, but, heal more slowly.
-
- Your hunger status and injuries determine just how quickly
- you heal. A badly injured and hungry monster can end up dying
- from its injuries.
-
-
-
- Ow! Ow!! Ow!!!; You have been hit by the Mad Scientist. If
- you are able to regain control you will move a lot slower. If you
- are invincible, you can now be hurt. You will still be able to
- fight until you are finally destroyed by an ever increasing
- military force.
-
-
-
- Direction; The direction your monster is facing.
-
-
-
- Head direction; The direction your monster's head is facing
- in relation to direction of travel. When you change direction,
- the head returns to center.
-
-
-
- X,Y map pointer; This is just a reference number. It will
- read from 2 to 312 and 2 to 192. If the screen jumps back, you
- have reached the map edge. Head in another direction.
-
-
-
- Resistance that you may run into.
-
-
-
- Power lines; High voltage lines are very dangerous. If your
- monster wanders into them they will short out injuring your
- monster in the process. Should that happen, the power will be
- knocked out, for a while.
-
- You can fly over power lines or blast them out of your way.
-
-
-
- People; They are defenseless and will flee the area. With a bit
- of planning, they can be herded into a corner where you can scoop
- them up by the dozens for a satisfying meal.
-
-
-
- Police: Armed only with rifles, their sting is just annoying to
- most monsters. They make easy targets and a tasty snack.
-
-
-
- National Guard, Jeep: Armed only with rifles. Are also easy
- targets and a tasty snack.
-
-
-
- Tanks: Have antitank shells that can injure most monsters. Tanks
- move slowly and make easy targets. They must travel on roads and
- open areas. Can cause great injury if they attack in force. They
- are not so tasty due to their iron content.
-
-
-
- Helicopters: Armed with antitank rockets. They are difficult to
- see near buildings and rubble. Can show up in large numbers and
- travel anywhere. They can cause great injury when attacking in
- large numbers. All of that flammable fuel can makes a very yummy
- snack.
-
-
-
- Navy Ships: Armed with missiles and 5" shells they are quite
- dangerous. Will quickly cause severe injury. Ships move slowly
- and make easy targets. Ships are too big to be eaten.
-
- Ships are not yet in use.
-
-
-
- The Mad Scientist: Very dangerous. Once hit, your monster will go
- berserk. It will be unable to defend itself properly from an ever
- increasing attack by tanks and helicopters. Should you regain
- control, you will be unable to fly or move properly.
-
- The Mad Scientist often attacks in force and will start
- showing up in later stages of the game.
-
-
-
- Warning! what looks like one tank or helicopter may actually
- be a large numbers of them. You could be in for a nasty surprise.
-
- If you are shot 24 times by one tank it is not a bug in the
- program. It means that there are 24 tanks in that zone attacking
- you.
-
- When you zap, crumble, or flame a zone, you will
- automatically destroy everything that is contained in it.
-
-
-
- Future plans.
-
-
-
- Selectable choice of Monsters. *Some now available in
- version 0.6.
-
-
-
- *Gonzilla.
-
- Strengths, Can crumble, flame and zap. Flattens small
- buildings and houses. Can swim rivers and lakes. It takes a lot
- of firepower to injure this one. Can immoblate but will be burnt
- in the process.
-
- Weaknesses, High voltage electricity can cause great injury.
- So can walking into a melting nuclear core or using immoblate.
- However, it can eat this core safely for food. Gonzilla cannot
- hide from the military. If hit by the Mad Scientist, it will go
- berzerk.
-
-
-
- The Blob.
-
- Strength. Can travel through structures with the greatest of
- ease. Can squeeze under power lines. Has the ability to hide
- underground. Can grab anything in any direction. Gets bigger as
- it continues eating.
-
- Weakness. Cannot destroy any structures. Easily injured, but
- can heal quickly. Must eat people it finds in the smaller
- structures or out in the open. Can't swim. If hit by the Mad
- Scientist, the monster will be slowed down.
-
-
-
- Giant Octopus.
-
- Strength. Very tough creature, Can move quickly in any
- direction. Has Long tenciles that can reach anything in the
- sector. Great strength that can destroy any structure including
- bridges. Eats nuclear energy. Can hide under water.
-
- Weakness. Must remain in the water, therefore, has a limited
- range of destruction. Can't stay underwater for long. High
- voltage lines dangerous, but, can reach over them. If hit by the
-
- mad scientist, monster will go berserk.
-
-
-
- Flying Dragon
-
- Strength. Can fly over anything and hose an area with it's
- flaming breath. Can cover a large area quickly when flying. Can
- outfly all opposition. Eats nuclear power.
-
- Weakness. Gets hungry easily when flying and fire breathing.
- Can't land on water or it will drown. If moderately injured, it
- can't fly. Powerlines are dangerous. Can eat up all the nuclear
- power and then must spend most of its time catching people.
- Monster moves slowly when on the ground. Monster will be grounded
- if hit by mad scientist.
-
-
-
- *The Cloud.
-
- Strength. Floats in the air all of the time. Flys over all
- dangerous objects. Can zap, plaster, and crumble anything. Can
- fire at anything chasing it. Immune to all weapons used against
- it except for the Mad Scientist. Eats only nuclear power.
-
- Weakness. Difficult to keep fed. Plaster requires four clock
- cycles to recharge. Can be injured if it tries to crumble power
- lines. Once zapped by the Mad Scientist, it will be easily
- injured by any weapon used against it.
-
-
-
- *Megatank.
-
- Strength. Has zap, and flame thrower. Has great strength to
- crumble buildings. Can tear down powerlines without being
- injured. Has 360 ability to attack without turning. Can plaster a
- screen. Can immolate a screen without any injury. Doesn't need to
- be fed. Not affected by fires. Immune to anything the military
- can use against it.
-
- Test version of Megatank can also fly.
-
- Weakness. Can't swim. Can't heal any damage. Immolate and
- plaster requires four clock cycles to recharge all weapons except
- crumble or stomp. The Mad Scientist renders the monster
- vulnerable to damage.
-
-
-
- Choice of Cities
-
-
-
- DETROIT
-
- A 320x200 area to roam. Includes the Detroit River, The City
- of Detroit, Wyandotte, River Rouge, Grosse Point, Winsor,
- Dearborn, and outlying suburbs. Map features blighted and
- abandoned areas of West Detroit, and River Rouge.
-
- Currently, this is the only choice available.
-
-
-
- Other improvements;
-
- Animation of monster movement. Also, animation of movement
- of people and other objects.
-
- Choice of cities to destroy. Blast away Tokyo or smash the
- liberal paradise of Washington D.C.
-
- Save game high score. Compare your score to monster type.
-
- * City map editor. Instructions on how to Use D-Paint in EHB
- mode to Create your own custom city to wreak havoc on.
-
- Monster Editor. Create your own special monster to test on a
- city.
-
- Difficulity level. (Currently, it is set at very easy.)
-
- CCC is written in AMOS and should run on any Amiga with 1
- meg ram.
-
-
-
- History
-
- Version 0.1 Beta copy using 100x100 array for data. Requires
- a map editor program.
-
- Version 0.2 Updated to use iff Lo-Res EHB picture as the map
- data. Map has a 320x200 area with no additional increase in
- memory requirement. Now, more then 6 times the roaming area
- available. Long load time for city map now eliminated. Updated
- Map display now available.
-
- Version 0,3 Program now slightly smaller and faster due to
- simpler map variable calculations. Program directly edits iff map
- instead of a huge array.
-
- Version 0.5 Flame direction now tied into head direction.
- Code now allows for several monster types. Better sound samples.
- Better looking Gonzilla. Dramatic entrance for monster. Monster
- can now tear down or walk through power lines knocking out the
- power for a while, (Will be burnt in the process.) Code cleaned
- up. Added monster data files to customise program for monster
- types. Fixed a couple of nasty bugs and other non working things.
-
- Version 0.6 360* weapons for headless monsters. Fixed
- overshoot bug when flying. Added some monster types to test. More
- code cleanup to speed things up.
-
- Added info screens and choice of three monsters.
-
-
-
- You should be able to reach a score of 20,000 before it
- becomes impossible to fight off the resistance. That is, if the
- Mad Scientist doesn't get you first.
-
-
-
- Technical Information
-
- Graphics; edited from Aegis Artpack and created using D-
- Paint AGA
-
- Sounds; Edited from various PD sources.
-
- Map; Created with D-Paint AGA using EHB mode. Each color
- number corresponds to a graphic object used to create the map
- display in the game. This results in a huge map that loads
- quickly, is easily edited, and is memory efficient. The updated
- map can be used in the game as a visual reference of the game
- progress.
-
- Graphic display; Crunch Crumble Chomp uses a double buffered
- display with the actual map created on a virtual screen using the
- EHB map as the reference and then cut and pasted to the display
- screen. This makes possible the smooth scrolling of a 200x200
- section in the game display.
-
- Programming has been done in modules to allow for testing
- and updating each feature.
-
-