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- Short: FINALLY HERE! FIRST OFFICIAL DEMO.
- Author: DawnBringer@BoingWorld.com (DawnBringer)
- Uploader: DawnBringer@BoingWorld.com (DawnBringer)
- Version: 1.10 (First Aminet release)
- Requires: +020, Fast memory
- Type: game/action
-
- BabeAnoid V1.10 (First official demo) (c) by Richard 'DawnBringer' Fhager
-
- Please read this text, it will really help you play and evaluate this demo.
- If something confuse or bothers you; first check the demo-notes further down.
- These notes covers far from everything about BabeAnoid, but it will get you
- started...as if all of you would actually read all this!?
-
- What is this?:
- -------------
- This is the first official demo of a HUGE Arkanoid/Breakout clone.
- But fear not, this is MUCH more than a simple Breakout game...
- 6 years in production this game contains more features and effects than
- you are likely to discover even if you play through the whole game.
-
- Demo?
- -----
- This demo contains 1 map with 4 levels. The final game will have 5 maps
- with about 50 levels. I intend to release the finished game as PD but if
- i'll have the energy to fix the last bits and design the remaning levels
- depends on YOU! - If i'll receive enough positive feedback i'll quickly
- finish the remaning parts.
- Just tell me you want to see the game completed, if you have any questions,
- suggestions or have found a bug - include that too!
- Send your mail to: dawnbringer@boingworld.com
-
- Requirements:
- -------------
- This game is aimed at +030, Fast-mem Amigas but could theoretically be run
- on a plain 1200. There are a lot options (opts/map-screen) to reduce
- effects and improve speed. Music can be turned of and there is a reduced
- sample set available for 1MB chip systems.
-
- Some things in the game:
- * Balls: Normal, Plasma, Shield, Fly, Rubber and Spike
- * Blocks: Walls, Moveable, Multi-Hit, Growing, Spawn, Chain-reaction, Mines etc.
- * Bonuses: +30 (Help-bat, Rescue-probes, Aiming, Gold-bat, Time, Energy etc.)
- * Features: Ramps (Pinball), 2 Warpzones, Tunnels, Roofs, Bumps, Speed-Zones
- One-way zones, Lemmings, Fruit-bonuses, 2 Switches-Open-gates sets etc.
- * Enemies: Tank, Morpher, Invader, Enemy-Bat, Blocker.
- * Weapons: Cannon and Laser.
- * Store: Buy and Sell equipment.
- * Mega-Bonus system: Collect M-bonuses and improve things like the
- ScoreBoard and your start-bat size.
- * Bonus Game: Colllect Letters, B-O-N-U-S to open the bonus gate.
- * Extra features: Catch Pacman, Hit Highlighted block, + secrets
- * Special effects: Ball smoking when hot, Shrapnel from destroyed blocks,
- Twinkles, Extra lifes at 10/20/40.000...,Diffrent explosions & sfx for
- blocks, Help-On-Line system, A possible +70 bobs/sprites on screen.
- And a some more...
-
- Controlls:
-
- KEYS:
- -----
- ESC - In-game-options / Help-on-line
- F1-F6 - Activates storage itmes (Diffrent balls etc.)
- RETURN - Activate/select current mega-bonus
- P - Pause
- M - Music on / off
- F10 - Swap music
- SPACE - Drop fly-ball
- F7/F8 - Change Background Palette/Copper
- S - Stats screen, Isometric view + Info (Unfinished)
-
- L - (Map screen) Load external level
- (Caution! - Faulty file will exit the game)
-
- MOUSE:
- ------
- LMB - Launch ball / fire lazer
- RMB - Fire cannon
- UP / DOWN - Move cannon / aim ball
-
-
- Storage Keys:
- -------------
- * Plasma ball - F1
- * Fly ball - F2
- * Shield ball - F3
- * Cannon - F4
- * Aiming/Glue - F5
- * Spike ball - F6
-
-
- Balls and what they do:
- -----------------------
- -Plasma- Moves through blocks without rebounding (except multi-hit)
- -Shield- Protects from damage, Mines and Bad bonuses
- -Fly- Flies over blocks, kills Invader (Space-key drops)
- -Rubber- Bounces of blocks without causing damage
- -Spike- Destroys all blocks in one hit (Including Bonuses)
- Kills Falling-block and Enemy-bat
-
-
- Weapons:
- --------
- -Cannon- 3 shots. Destroys blocks, Tank, Enemy-Bat and Falling-block.
- Mouse up/down moves cannon, RMB fires.
- -Lazer- Charge by hitting top-bar 10 times. Destroys all enemies.
- Does NOT destroy blocks. LMB fires.
-
-
- How to destroy enemies:
- -----------------------
- -Blocker- (Moves in a circle) Can't be destroyed (not in this demo)
- -Tank- Ball, Cannon and Lazer kills.
- -Enemy-Bat- Spike-ball,Cannon and Lazer kills.
- -Invader- (Moves side-to-side and fires shots) Fly-ball and Lazer kills.
- -Morpher- (Attacks by homing and diving) only Lazer kills.
-
-
- Mega-bonus system:
- -----------------
- On the left screen there is a row of diffrent items, these are a part of
- the Mega-bonus system...you advance in this list by collecting the 'M'
- icons...to select the current Mega-bonus press 'Return'.
- The Mega-bonus items are:
- 1. Extra time
- 2. Rescue probe (You can have two)
- 3. Lazer (Can destroy all enemies, but no blocks)
- 4. Expanded Score-board (60-70-80-80-100)
- 5. Extra life
- 6. Longer start bat (3-4-5)
- 7. Start bat is aways gold (Bigger, can survive one enemy hit)
-
- Number 4,6,7 are "Eternal" and can never be lost.
-
-
- Physics of BabeAnoid:
- --------------------
- * Hitting the ball with a moving bat will increase the ball's speed.
- (The ball will jump up and throw a shadow)
- * The ball to bat bounce doesn't work like classical Arkanoid/Breakout
- games, the physics are 'real' and behave like it would in real life.
- (Ok, so the round corners of the bat has no effect...but who cares...)
-
-
- Game-notes:
- -----------
- * Points for blocks are randomized from your scoreboard, 10-50 when you
- start. Expanding this scoreboard will be a very smart investment in the
- final game.
-
- * You will recieve an extra life when you reach 10000,20000,40000,80000...
- points etc. If you have qualified for an extra life but already have the
- maximum 6...you will hear a beep...next time you loose a life this extra
- life will be given to you...
-
- * Some bonuses like the spike-ball and fly-ball goes directly into the
- storage instead of being activated...it's beacuse these are very
- 'tactical' items you only want to use in certain situations that you
- decide...Other storageable items like the plasma, shield, cannon and
- aiming will activate when you pick them up...but if you pick up a second
- one..that one will go into the storage!
-
- * It is theoretically possible that a block could be trapped between
- moveable-blocks!, the cannon can't reach it!! and you are out fly-balls!!!
- If this extremly unlikely event occurs (I've played 10.000 levels and it
- happend ONCE)...there is only one thing to do...
- Press 'Esc' for the 'In-Game-Menu' and select 'Jump level'. This will
- finish the current level but cost you a life...(obviously this does
- not work with your last bat)
-
- * Collecting the letters B O N U S will open the bonus gate...enter the
- gate at the right-screen side to enjoy a random bonus-score.
-
-
- Things that could look weird but are not really bugs
- ---------------------------------------------------
- * Lemmings disapearing. The game only supports 4 lemmings at the same
- time, if a fifth is activated the system will rotate and lemming 1
- will be replaced by number 5. (There should rarely be more than 4
- lemmings active at same time in the final game...but since they are
- purely a BONUS in nature...it doesn't really matter)
-
- * Extra ball caught under a Spawned block...causing the bounce sample
- to play repeativly and annoyingly. A possible solution would be to
- kill a trapped extra-ball...or perhaps add some kind of minimum time
- for the bounce sample to be played...I'm gonna look into it.
-
- * Some little gfx-errors on spawned-blocks. I don't think there is anything
- i can do to fix this...the incredibly fluid and complex nature of
- BabeAnoid with so many bobs and gfx effects happening at the same time
- and in random places combined with the violent effects of Spawn-blocks
- is bound to cause som problems...however none of these gfx-error are
- static...they are native only to a single block...the gfx-error will be
- destroyed together with the block.
-
- * Two white pixels on the top-left off Help-on-line screens:
- This is a copper-error caused by AMOS when i have the menu-screen
- (button-row) so far down on the screen. I haven't found a way round
- this yet...
-
- * I still think there could be some problem with on-screen-messages
- sometimes causing a little gfx error on the time-bar.
-
-
- Demo-notes: (Things special to this demo or unfinished)
- -----------
- * All the levels can be accessed in any order and played any number of times.
- (In the finished game you can never pass an unplayed room)
-
- * The levels are temporary and mostly overkills to display as many effects
- as possible.
-
- * Load/Save is enabled. In the final game SAVE function is only available
- at the completion of each map.
- * A loaded game will NOT display 'Played Levels' (Golden cross) as the
- final game can only be saved at the end of a map - thus always starting
- with a 'clean' map.
-
- * You are given 1 of all the storable itmes (Keys: F1-F6) to make testing
- easier and faster.
-
- * The occurence of Bonuses is higher than in the final game, to speed up
- testing and make it funnier.
-
- * The Stats-screen (Key: S) is at a very early stage of development.
-
- * Most of the Background/Palette/Copper combinations are random and might
- not always look good.
-
- * Keys are required to enter the next map, but since this demo is one map
- only - they are quite pointless.
-
-
- And yes, it's all written in AMOS...believe it or not :)
-
- Richard 'DawnBringer' Fhager (June 2001)
- URL: http://www.BoingWorld.com/DawnBringer
- Email: DawnBringer@BoingWorld.com
-
- ------------------------------------------------------------
-
- Also check out my other Aminet releases:...
-
- * game/think/DawnVideoPoker.lha - DawnVideoPoker2.0, The world's greatest
- videopoker game! (Well, you have to play it to prove me wrong ;))
-
- * game/actio/spaceball2000.lha - A futuristic sport game, a cross between
- pong/tennis/speedball. 1 or 2 players.
-
- * game/think/D-Flip.lha - "Tile-Flipping" game, the objective is to change
- a board of tiles into the same number using as few moves as possible.
-
- * game/think/Simon2001.lha - My version of the old classic where you repeat
- sequences of light and sound.
-
- * game/think/SeaHaven2000.lha - Semi-finished but fully playable solitare
- game with features taken from the SGI version.
-
- * game/actio/Fnurr2000.lha - Make your pixel avoid other homing pixels and
- trick them to crash and explode. A demonstration that a simple game
- with only 26 pixels can actually be funny!
- ......
-
-