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- UU DDUUDDDD
- UU DDUU DD
- UU DDUU DD
- UU DDUU DD
- UU DDUU DD
- UU DDUU DD
- UUUUUUDDDDD
-
- UNLIMITED DESIGN
- -----------------------------------
- -----------------------------
-
-
- T U R B O S M A S H
- ___________________________________
- / \
- | WRITTEN IN AMOS THE CREATOR v1.36 |
- | and |
- | COMPILED WITH AMOS COMPILER v1.36 |
- \___________________________________/
-
-
-
- HISTORY
-
- Original version completed back in 1995
-
- Title-Screen and Public Release on Sunday, April 20, 1997
-
-
-
-
- SUPPORTS
- ----------
- Non-AGA and AGA Machines
- FastRAM and ChipRAM-only systems
- NTSC and PAL displays
-
-
-
-
-
- >> INSTALLING TO HARD-DRIVE <<
-
- Simple. Just drag the 'TurboSmash' drawer over to your Hard-Drive.
- No ASSIGNs are needed as everything default-loads straight out of this
- drawer.
-
-
-
- >> STARTING THE GAME <<
-
- Just open the 'StarStrike2000' drawer and double-click on the
- 'LaunchTSGame!!' icon.
-
-
-
-
- >> CONTROLS <<
- ------------------------------------------
- | Press 'Esc' to Quit Game |
- | |
- | Joystick or Mouse to Move |
- | Firebutton fires "laser" |
- ------------------------------------------
-
-
-
- Please distribute this game!!!
- All the required files are in the 'TurboSmash' drawer
-
-
-
- As always, I would love to hear your comments, criticisms and
- suggestions regarding this game.
-
-
- I used to spend a LOT of time writing game-engines in an attempt
- to find the fastest possible code and just improve my programming
- abilitiy in general.
-
- This is one of the game-engines I wrote back in 95. It's for an
- Arkanoid-style game.
-
- As you'll see, unlike Mega-Ball, I chose to use LARGE blocks as
- I really never cared for those small Mega-Ball blocks!!!
-
- Of course, you'll also find it to be a bit intense. There's a fair
- amount of action going-on with the blocks smashing, screen lighting
- up from the explosions, lasers blazing through the blocks and up to
- four balls in play at once!!!
-
- I spent eight days on the original "demo" so, after adding the title,
- the game (as you see it now) is the result of nine days of my time.
-
-
- Now, for my standard disclaimer...
-
- This game was developed entirely by myself, so if you think the gfx
- are a bit poor, you know why, right? Hey, I'm a programmer, not an
- artist!!
-
- I know the music isn't that great either. Well, I actually spent
- about a full day on that tune!!! Of course, you understand that
- I am a programmer, not a musician.
-
-
-
-
-
- ***>>> WHAT IS IT ? <<***
-
-
- Well, you must know what an Arkanoid-clone is unless you have been
- living on Pluto for the past ten years (even then they probably
- have their own version which just goes by a different name)!!
-
-
-
-
- ***>>> HOW TO PLAY <<***
-
-
- Again, you must know how to play these games by now!! NO?
-
- Well, just move your paddle (the thing at the bottom of the
- screen) left and right and try to knock the ball back up and smash
- as many blocks as possible.
-
- The objective here is to keep the ball(s) in play as long as
- possible (think of it kind of like pinball) with the overall
- objective being to clear each stage of all blocks and eventually
- after clearing all twenty-four stages, you will win the game.
-
- PLEASE not that the program will simply end as I really don't
- have time to add a victory-sequence. Sorry!!
-
-
-
-
-
-
- ***>>> TECHNICAL <<***
-
-
- This game was originally written on an unaccelerated A600. The
- frame-rate will drop on such a machine when there is a lot going on.
-
- If you have a 68020 or some FastRAM, you should get a nice 50/60
- frames per second update (depending on whether you're using a PAL
- or NTSC system).
-
- If you have an A500/600, and can view PAL displays on your tv or
- monitor, you may want to play the game in PAL mode. It will help
- prevent the slow-down.
-
-
-
-
-
- For the record, this game (demo)...
-
-
- * is WRITTEN COMPLETELY IN AMOS!!!!!!
-
- * uses ALL "BASIC" CODE, NO AMAL HERE!!
-
- * uses ALL NATIVE AMOS COMMANDS, NO AMOS EXTENSIONS!!
-
- * uses BOBS FOR EVERYTHING, NO SPRITES!
-
- * was CREATED IN NINE DAYS!
-
-
-
-
-
-
- >> OTHER GAMES BY ME <<
-
- Well, there are only three, so far:
-
-
- Bomb Maniac - this was my first AMOS (and Amiga) game.
- It's not that great but, it's not horrible
- either, although I think the version floating
- around the PD distributors is a very early one.
- Actually I have a better version but no one but
- my brother and a few close friends have ever
- seen it. Anyway, I wouldn't waste my time looking
- for this one. In case you're wondering, this was
- another enhanced clone of an old game. This time
- I tried to take the classic `Kaboom' and update
- it for the '90s.
-
-
- Turbo Invaders - this was my first BLITZ game. I threw this
- together in one month. Primarily, the purpose
- was just to have a good `demo' to send other
- people when I first set-out to form our own
- software development group, "Unlimited Design".
- Most people seem to like Turbo Invaders so, I
- would recommend it.
- Again, I have a more recent version than the
- one found in most PD libraries or BBS's so send
- me a disk if you want a copy. I may upload the
- new version to a few BBS's so you can check
- there first. Version 0.41 is the most recent.
-
-
- Star Strike 2000 - this was my latest AMOS game. I threw this
- together in seven days.
- This was another "how much can I do and how
- fast can I do it" game but, geared towards the
- A1200 w/FastRAM.
- It also has more focus placed on the "game"
- side (also known as game-play!!).
- The game itself is a clone of an old
- Intellivision game by the name of "Star Strike"
- I consider this to be my best work to date
- (taking into account the 7-day development
- period) and recommend it to anyone wanting
- an enjoyable game to pass a few hours with.
-
-
-
-
-
-
-
- ***>>> JOIN US <<***
-
-
- We're still looking for talented/enthusiastic
- programmers, artists, animators, musicians, and designers
- to join Unlimited Design.
-
- Currently, there are five of us, located in both the USA
- and England (one designer, two programmers and two artists).
-
- Yes, we are still working on the commercial game project
- and hope to have it released later this year.
-
-
- If you:
-
- 1. Are willing to give Unlimited Design 30 hours, or
- more, of your time each week, doing what you do
- best: Programming, Designing, Composing Music,
- Creating Still Graphics-Images, Animating, etc!
-
- 2. Would like to be involved in the development of some
- of the best commercial software available for the Amiga,
- then...
-
- CONTACT ME AS SOON AS POSSIBLE!!!
-
-
-
- Just send a sample of your work to the following address:
- (Programmers please specify the language you used!!)
-
-
- > IN THE USA or CANADA <
-
- GARFIELD BENJAMIN
- 309 THIRD STREET
- TOWANDA, PA 18848
- USA
-
-
- > IN THE U.K. <
-
- DAVE HOWE
- 9 BARNFIELD STREET
- DENTON, MANCHESTER
- ENGLAND M34 3PE
-
- Looking forward to hearing from YOU!!!
-
-
- On Behalf
- of
- Unlimited Design
-
- Garfield Benjamin
-
- April 20, 1997
-
-