home *** CD-ROM | disk | FTP | other *** search
- OTHER PLACE (OTRPLACE.PRG) ST Low/Med/Hi Arcade game
-
- Background, Instructions and Credits
-
- Basic instructions for playing this "game" can be had by choosing INFO
- from the title-screen Alert box. These are repeated below along with
- some additional instructions, credits and the all important "scenario".
-
-
- SCENARIO
-
- Several lifetimes ago (in computer years) I used to play the game
- "COSMIC CHASM" on the Vectrex home video game machine. It was a decent
- albeit slightly bug ridden asteroids-ish game. I like games like this
- but before long, I forgot it. Imagine my surprise when I recently
- discovered mention of COSMIC CHASM in the works of Dr. Ohsay Kanusee.
- This much maligned scholar has spent years studying the famed Alpine
- Schneefink Scribblings and according to her translations COSMIC CHASM
- was not really a computer game at all, but a sort of projection of and
- crude interaction with events happening in some as yet unknown "other
- place"!
-
- Thrilled by her quixotic interpretation, I resolved to write a similar
- program so that users of the Atari ST could also have access to this
- mysterious "other place" The guidelines she gives for doing this are
- wonderfully vague and highly ambiguous and so allowed my realization to
- differ in a number of ways from COSMIC CHASM. For instance, while in
- both of them you guide your "ship" in through a series of "caverns" to a
- slightly different central cave, do something, and then leave under a
- time limit; in OTHER PLACE instead of planting a bomb you retrieve
- (steal) something (referred to arbitrarily as a "jewel").
-
- As all of you who are familiar with Dr O.K.'s work already know, some of
- the most important questions she has not been able to answer yet are:
- Just what the heck is going on? What's the point? What is really
- happening in the "other place" while you "play the game". Are you
- helping or hurting the creatures of this place? Are you a pawn of some
- superior being there, or are you acting under free will? Is this all
- some sort of deadly, or perhaps humorous, test?
-
- Instead of answering these questions, I chose the same out as the
- programers of COSMIC CHASM and developed a scoring system that would
- allow you to earn "points" and pretend that it's all just a game.
-
-
- BASIC INSTRUCTIONS
-
- SHIP CONTROL:
- ...KEYBOARD... ...MOUSE...
- Space = Shoot P = Pause Left button = Shoot
- Up arrow = Faster Right arrow = Rotate Right Right button = Drill
- Down arrow = Slower Left arrow = Rotate Left
-
- GOALS: Retrieve the "jewels" from the central cavern. Score points.
- Live long and prosper. Wear nice shoes.
-
- GENERAL: Contact with a wall, Guardian, or "central object" destroys
- your "ship". Shooting a Guardian destroys it. Use drill to open doors
- and to penetrate "central objects". Shooting is much easier if you use
- the mouse button.
-
- You have 25 ships and there are 6 "jewels" to retrieve. Carry "jewels"
- outside the cavern complex to retrieve them. Contact with a "jewel"
- will destroy a ship in 20 seconds once the shield has been exhausted.
- The shield is automatic and protects you only from a "jewel". You don't
- have to exit a cavern complex the same way you came in.
-
-
- STUFF NOT EXPLAINED IN THE BASIC INSTRUCTIONS
-
- You earn a few points by shooting a "guardian"; you earn more by
- drilling open a doorway; and you earn a bunch more by successfully
- carrying a "jewel" outside the cavern complex (more points are awarded
- if you are still carrying the "signal booster" at this point). After
- you retrieve all six of the "jewels", unused ships and shield time are
- converted to bonus points and you "win". Your ships have unlimited fuel
- and ammunition.
-
- The appearance and manipulation of the "jewel" and "signal booster" (as
- well as the use of the later) are fairly obvious and are left to the
- student as an exercise. A word of caution though...the guardian most
- closely associated with a "jewel" is different from the others and the
- others get VERY aggressive once its eliminated.
-
- When one of your "ships" is destroyed, a new one will be inserted (by
- unknown and mysterious forces) at the most recently opened doorway
- leading to the outside of the cavern complex. This will always be the
- door that you originally appeared at unless you have subsequently opened
- but not exited through another "way out". You will probably want to
- open new ways out now and then so you can avoid having to fully retrace
- your steps each time you loose a ship. CAUTION: If you're not carrying
- the "jewel" and you don't just open a door to the outside but also go
- out through it, you'll loose two ships and be assigned a whole new
- complex. All doors look alike. Figure out which door leads where by
- remembering how the different connecting tunnels are placed when the
- stylized map of the caverns is displayed.
-
- You don't need to press any keys to travel from one cavern to another.
- Once you enter a transport tunnel, your movement is automatic and
- unaffected by the control keys.
-
-
- TECHNICAL
-
- You may notice that it seems harder to shoot the guardians in certain
- caverns than others. It is. You also may notice that game play varies
- a little with screen resolution. This is because, despite my best
- efforts, it does. OTHER PLACE was designed originally for ST high
- resolution and game play is best in it. The easiest games are low
- resolution color at the slower speeds. OTHER PLACE may well work in the
- various TT resolutions (and others) as well but I haven't been able to
- test it in or fine tune it for any of them.
-
- Just erase the file HISCORES.OTR when you want to start a new high score
- list.
-
- -------------------------------------------------------------------
-
- Address comments or questions to:
-
- JWC-OEO on GEnie
- or write to...
- CDeFG Games
- 321 J Street
- Sparks, NV 89431
-
-
- CREDITS
-
- VECTREX and COSMIC CHASM are trademarks of General Consumer Electronics
-
- OTHER PLACE was programed by Jonathan Corey using GFA BASIC v3.5E
-
- The explosive sounds and the basic "high score" routines are based on
- those in the game "ATTACK" by Ron Schaefer as published in STart
- Magazine.
-
- The fancy screen wipe routines were written by Carlos Tirado and also
- came on one of the STart Magazine disks.
-
- Artwork: None.
-
- This "game" is provided as FREEWARE. No payment is requested. Please
- include this documentation with any copies you give out.
-