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Assassins - Ultimate CD Games Collection 4
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Assassins 4 (1999)(Weird Science).iso
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arcade
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turbosmash
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tsmash.doc
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Wrap
Text File
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1997-04-20
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10KB
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293 lines
-----------------------------
-----------------------------------
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