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EnigmA Amiga Run 1997 May
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EnigmA AMIGA RUN 18 (1997)(G.R. Edizioni)(IT)[!][issue 1997-05][EAR-CD II].iso
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MOBILE SUIT VARIDIAM ED-109
===========================
Updated on 17 January 1997 - Demo Version: 0.70
Author : Lobsang Alvites Szaler (teg@redunac.unac.edu.pe)
---===>> Main Homepage: http://200.4.204.2/teg/tegindex.htm <===---
If it doesn't work try http://www.unac.edu.pe (then enter to "novedades"
section and search for Twin Eagles homepage).
And last but not least!! The super real-time phong texture mapped homepage:
"http://atenea.pucp.edu.pe/a9110097/tegindex.htm" (only 12638 bytes)
- X - X - X -
Next time I will write an AmigaGuide document.
DISCLAIMER
==========
This preview is freely distributable. It can be included and distributed in any
CD compilation, PD libraries and other media but no files must be modified or deleted.
I take no responsability for any damage caused by incorrect use or bugs in this
program.
If you like the game idea I would like to receive your COMMENTS and SUGGESTIONS.
If you wish you can send me a money donation of US$ 5.00 or 10.00 to buy some
Coca Cola and pizzas to continue coding at nights...
QUICK NOTE
==========
If you already visited my WWW you will find some similar texts. Skip paragraphs
and check only the instructions and other things. Sorry for the mistake.
I will fix this in the AmigaGuide version.
GAME DECRIPTION
===============
I began the project 10 months ago (March 1996), some days after the ending of
FRONTLINE VII Amiga Party (a copyparty which we organize in Peru).
The game is based on the videogame "Gundam F-91" (SNES) and "Macross" (Turbo Grafx)
and features manga style graphics.
MOBILE SUIT VARIDIAM ED-109 (the successor of the prototype Biosmech XFF-32D that
get destroyed five months ago while fly testing), is a STOP-MOTION game.
This means that while playing you must take on-the-fly decisions in order to see
a result, a mix of probabilities and game conditions that will be presented to the
player as quick animations in the Cinema Display area.
There are two game areas: the Strategy Map and the Combat Section.
STRATEGY MAP
------------
Is like playing chess. You must pick and move your Mobile Suit into another sector
each turn. Pay attention to enemy waves as they will try to reach and destroy
SYNCHROCITY (your only Spaceship). You must also take care of your partners
(CPU controlled): they will help you in the battle but if they performance is very
low they can be destroyed by the enemies.
Note #1 : "SYNCHROCITY" is still under R&D.
Note #2 : Mobile Suit for CPU partners are fully working but are not included
in this release for two reasons:
A) the pilots are still being trained...
B) I'm still waiting the approval for the Electromagnetic
Noise Emission Limits (ENEL) tests as defined in the
radio interference regulations of the Novatron Department
of Comunications (You must consider that every Mobile Suit
is generating about 2000-3000 Kw.)
COMBAT SECTION
--------------
Moving points in the radar (right side) represent each enemy of the wave.
Your position is always at the center of the radar. You must locate as quick
as possible at least - one enemy - in the LOCK ZONE (the red dotted area)
if you wish to attack.
The two blue circles (three areas) in the radar represent the THREE RANGE ATTACK:
SHORT, MED and LONG distance. This is one of the most important factors when selecting
a weapon. As an example, a simple MachineGun isn't effective at long distances while
a Beam Saber is only effective for short range attack.
You must also consider that there are more probabilities to hit an enemy mech when flying
at short distance than med or long distance, if you use the right weapon.
But pay attention! While flying in the sector trying to lock enemy mechs they will also
attack you!
WEAPON SELECTION / ATTACK
After locking some enemy in the lock-zone, you must press fire to stop the action and
select the weapon you wish to use. The Cinema Display will show the enemy flying, and
in the right section of the pannel will appear some information of the enemy, like its
speed, damage, weight, generator. The colour of the enemy mech reflects its performance
(if it's red this means that it's about to be destroyed).
--> Don't forget that weapons are NOT effectives in all attack ranges!
--> Some weapons use the special WPG (Weapon Power Generator) that your Mobile Suit
is equipped whit, while others will use bullet rounds. This information is shown in
the GEN/WEP label.
SPECIAL CINEMAMA SCENES:
Some Cinema Scenes after an Enemy's attack may be "influenced" by the player simply making
the RIGHT movement of the joystick in the RIGHT time! (like Dragon's Lair)
But Remember! Only a FEW scenes can be played, others are only animation results.
In the present demo there are only two Cinema Player Evasive Scenes, and only ONE can be
"played". I won't tell you which scene is.
KEYS:
In the Combat Section if you press SPACE BAR while selecting a weapon you will brake the
attack. Pressing it while flying in the sector will return you to the Strategy Map and
complete your turn.
In the Strategy Section by pressing ESC will exit the game.
ABOUT THIS DEMO
===============
I'm getting bored of working without receiving moral support, so I decided to upload this demo
to receve some suggestions, comments and criticism. After all, it's my first videogame for
Amiga and I wish to know how many people likes my game...
A list of all features to be implemented can be found in the Varidiam Homesite.
Next releases will include of course MORE WEAPONS and MORE CINEMA DISPLAYS....
REQUIREMENTS
============
An Amiga 1200 with at least 1 MB of Chip Ram free.
(I don't know if it run in A500, may be with some Fast Ram and 68020).
Varidiam ED-109 was tested with the following configurations:
- Amiga 1200 (standard)
- Amiga 1200, Blizzard 1230-IV, Squirrel SCSI and Fast Ram.
INSTALLING THE GAME
===================
Doubleclick the executable icon. For hard disk installation simply copy all
files into a new subdirectory. -> NO assigns required! <-
FEATURES TO IMPLEMENT
=====================
A.- In the Strategy Map section:
- CPU partners
- Combat between CPU Player waves and Enemy waves.
- Comunication between waves.
- CPU Player/Enemy intelligence when selecting and attacking
targets.
- SynchroCity spaceship: to repair or change your Mobile Suit.
- Enemy Spaceship
- Window Status: will show information about every wave in the
space sector, messages and a manga-gfx of every pilots.
B.- In the Tracking Mode section:
- Comunication girl.
- Enemy intelligence for weapon selection.
- MORE WEAPONS for your Mobile Suit
- MORE WEAPONS for the enemies.
- A lot of NEW CINEMAS DISPLAYS. This means that actions will
change quickly giving you the feeling of watching a cartoon.
C.- General Features...
- AmigaGuide document.
- Story ambientation.
- Background story for every pilot.
- Research & Development of more weapons and mechs.
- More cinema displays.
- Technical specifications for every Mobile Suit and weapons.
- Introduction.
THE AUTHOR
==========
I'm 24 years old.
I own an Amiga 1200 equipped with Blizzard 1230-IV, M1438S, CDROM, Squirrel SCSI, midi,
high density drive, 460 MB HD, DDS8+ and 8 MB Ram.
1) I have NO PLANS to buy an iPm/Bc clone!
2) I LOVE B-KO !!!!!
Send your comments, suggestions and bug reports to the following address:
LOBSANG ALVITES SZALER
Jr. Caracas 2363
Lima 11 - Lima
PERU (South America)
Telephone # : +51 1 463-3616
E-Mail : teg@redunac.unac.edu.pe
WWW Homepage: http://200.4.204.2/teg/tegindex.htm
I need help (graphician and musician). Contact me for further information.
CREDITS
=======
Hans Eberhart - first stage game coding (now moved to USA)
Freddy Navarro - some game testing
Alex Mena - for some SNES gfx ripping
Acid Software - for the great Blitz Basic II
Team 17 - WORMS and ALIEN BREED 3D II
Siltunna - XTREME RACING... a nice relaxing game...
Varidiam ED-109 graphics, soundtracks, sound fx and game coding by Lobsang Alvites Szaler.
Note: A pair of graphics are based on the SNES version so may appear a bit identical, but they.
are not the same.