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Amiga ACS 1997 #3
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bountyhunter
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bountyhunter.doc
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1996-09-29
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18KB
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448 lines
-=+/BountyHunter v1.0\+=-
Case 4711: The Wild Morgan Chase
by Per Jonsson and Buster Blom
Between august 1995 to august 1996.
Coding: Per Jonsson
Music: Buster Blom
Gfx: Per Jonsson
Buster Blom
Using the programs Devpac, Protracker, Mod2Sample, Brilliance,
Personal Paint, Piccon, Grime and Player 6.1a.
If you'd like to contact us for either the feedback or any
other reason you'll reach us in the following ways:
Per Jonsson
Manhemsg.1
126 52 Hägersten
Sweden
Phone: 08/182327
E-mail: perty@oden.se
www.oden.se/~perty
--------------------
Buster Blom
Folkungag.98
116 30 Sthlm
Sweden
Phone: 08/6416742
E-mail: buster.blom@p8.deadzone.ct.se
--------------------
This product goes under that famous DeadZoft© label.
We take no responsibility for whatever Hiccups this game may
do to your system. There isn't a way that it should do so since
we both have our computers nice and proper, but anyway, everybody
else are having these texts in their doc:s, and we just wanna
follow standard procedures.
**************************************************************
System Requirements
-------------------
Any Amiga with at least Kickstart2.0, and we believe you need at
least 1 meg chip.
We have tested BountyHunter on Amiga 500+, Amiga 1200/030 OS3.1,
Amiga 4000/060 Cybervision, Amiga 4000/030, Amiga 2000.
**************************************************************
Feedware
--------
This demo is feedware. It means that we're not so
fond of spending our sparetime in making games noone will play.
So, if you enjoy this demo, and you'd like to play the complete
game, just send us some feedback on E-mail, snailmail or on
the phone or whatever. (and if you really, really HAVE to
send us some money as well, we will have the good grace just
to accept it). Then, if we get enough feedback so that we
think there really is an idea to continue with the game
(we have some levelscetches that are really hard-work-put-
togehtering to do) we'll complete it and send it out on Aminet,
and everywhere else where you can get it. If we get a thousand
feedbackers we make a doom-type-of game out of it:-).
Now, if you paid for this demo alone, you should consider sueing
the one who sold you the copy.
If you bought it through a PD-library and you only paid for
the disk we think it's OK. If, however, you paid more than
that, we think you should sue the people involved in the fraud.
The point we try to make is that this is a non-profit game and
since we don't get any profit, you shouldn't give someone else
your profit for it either....
If you'd like to use this demo on a Coverdisk to a Magazine,
you're welcome, and we would appreciate if you sent us a copy
so we could show off to all our friends...
**************************************************************
Feedbackform
------------
For the more comfortable feebacker, we have provided you
with a form where you just have to fill in the details
and send to us. Now, if you are the creative type and
want to improvise on this part, you are welcome to do
just that.
For the very, VERY, comfortable feedbacker, we got a
short version.
----------------------------------------------------
Feedbackform V1.09
My name:...........................................
My adress(volountary):.............................
...................................................
My E-mail:.........................................
My computer equipment:.............................
...................................................
(the short version)
Yup, you`ve done a tremendous job, lads, keep it up and
i`ll play this game more than i would consider playing
AB3DTKG.
(the long version)
What i thought about your game:....................
...................................................
...................................................
...................................................
...................................................
...................................................
(feel free to add extra dots if you want more)
Bugreport:.........................................
...................................................
...................................................
Now, if i had to buy this game, i would give:.........
for it. (:-)
---------------------------------------------------------
**************************************************************
The Story So far:
-----------------
Police-Constable Norbert mopped his sweaty forehead with a
handkerchief and stared at the radio, not believing what he
just had heard. For almost two hours he had surrounded the
building where he was totally sure that the newly escaped and
extremely dangerous villain Morgan Schinowski, A.K.A "Wild Morgan"
had taken his refuge. Just as Norbert had glimpsed a movement in
one of the windows and been on the verge to call out a "total
storm and kill everything on sight"-order, the radio had called.
The one on the other side of the radio was the boss, shouting
uncomfortably loud for one being supposed to have had two heart
attacks at the age of fifty, and much of the shouting was about
Norbert NOT storming the building. There were also something
about a "Thermo-Flux-Time-and-Space-Warping-Device ©", a machine
making it possible to travel in time, and about "Wild Morgan"
now being the owner of the device and of the consequences being
very dire indeed if a low-life police-constable Norbert blew this
delicate situation up with a wrong move.
But that wasn't all...There had been some mentioning about
HIM as well... You never wanted to be there when HE was around...
The last time he had "fixed" a situation the casualties had
climbed to over a hundred, and to Norberts knowledge, they were
still climbing. Norbert considered his options of
A) Storming the place anyway or B)Driving to the next town
and buy doughnuts when the screech of a braking car made him
wince and bite his tounge. He watched the men closest at hand
widening their eyes and starting to back away when the slam of
a closing cardoor called to their attention.
"I should've been a gardener, just like me ol'mom'tol'me, he
thought as the steps of someone (or something!) weighing 150 Kg
and totally dressed in metal neared him. Norbert thought he was
fainting when the light of the street lamps were blocked out by
an enormous bulk passing by, and then it was there, in front of
him.
A huge humanoid shape, dressed in the most technologically
advanced armour you can find, stomped up to the building, never
slowing down a bit. Because of the blood pounding in his ears, he
guessed rather than heard sixty policemen unsecuring their guns
as the figure reached for the biggest gun Norbert had ever seen.
"Men, Hold your fire, fer chrissakes', hold your FIRE!!" he
screamed, hoping he reacted quick enough so he wouldn't have to
confront a lot of angry widows as well as an angry boss in the
morning.
Time stopped, as the huge figure, standing erect and with
that gun in his hand, turned around and watched at Norbert. As
the man ("he must be a man, mustn't he?") stood in the shadows
Norbert didn't see his face, only a red glimmer from some sort
of a helmet or something ("It can't be his friggin EYES!").
That was when Norbert saw the most hideous thing he had ever seen,
a thing that would haunt him in his dreams years to come.
The shape smiled.
It was the biggest, maddest smile he had ever seen, and he had
visions of liontamers putting their heads into that smile. As the
man turned and walked through the entrance to "Perts Plastic
Products" Norbert shook his head free of the disturbing visions.
"Well, what do we do now, captain?", one of the men asked.
"Mmm?" Norbert replied, absentmindedly, thinking about the money
one can earn doing toothpaste-adverts with that smile.
All of a sudden, reality came back to Norbert. Here he was, with
sixty of his men, and with HIM inside.he began to sweat anew, when
the man repeated his former question.
"All men to their vehicles, NOW!! We're to be outta here in one
minute, or there'll be nothing left of us to get out!!!!" As if
to punctuate the meaning of Norberts orders, the ground shook and
a firecloud billowed out from one of the windows.
One minute later Norbert sat in the passengerseat when one of his
men asked him where they were heading.
"Oh, just drive on to the next town and I`ll buy doughnuts for
everyone. Pass it on through the radio, there's a good lad."
As the driver started handing out orders another boom was heard
from the factory-building. Norbert watched it in the rear-view-
mirror as he thought of the reprimands he would get tomorrow in
the boss' office for not standing at guard as commanded. Well,
blast that, Norbert wouldn`t stand around that factory right now
for a million bucks, hell no, not when the place had gotten a
visit by the Bounty Hunter.....
**************************************************************
The Game Itself
---------------
This game is a classic Jump`n`Shoot`em`up where you guide the
Bounty Hunter (as you haven`t guessed already) through the
dangerous levels in the chase after Morgan Schinowski, A.K.A
"Wild Morgan", and the "Thermo-Flux-Time-and-Space-Warping-
Device ©" that he has stolen.
This game is a tribute to all of you who sat there, ten years ago,
struggling through all the rooms in JetSetWilly, or swore at the
fourth room in Henry's House. Shortly said, Those jumpies where
the pixels made the difference between life or death. If you did
not stand exactly right and timed your jump extremely well, it
was back to the starting point.
Now, The jumpies nowadays can be pretty good, but they don't
have the same feel as the good oldies did, mainly because they
base their playability on action, not timing.
Therefore, we have tried to include a bit of them both for this
little demo, and we really hope you'll enjoy it.
We sure know we do.
**************************************************************
How To Play
-----------
This part is really very simple. in the demo you'll notice a
little blue figure. That is the Bounty Hunter and that's the
guy you're steering. If you pull the joystick up,up'n'left or
up'n'right you'll jump. If you pull the jostick right or left
you'll go (surprisingly enough, considering the odd bugs we've
discovered and debugged in this demo) right or left.
If you pull the joystick down you'll duck, and if you press the
fire button you'll shoot.
Now, at the bottom of the screen there are some numbers that are
a lot of zero's, a couple of hearts, a gliding bar and a fast,
down-counting counter.they are in order of appearance;
The Scoretable
- if you'll fetch some coins or kill some
baddies you'll notice this table will not
be filled with zeros anymore.
The Heartrow
- This is the number of lives you got, if one
of the baddies get you , you'll die and one
heart will be subtracted from the lot.
Firepower
- This bar shows how much firepower you have
left. It refills all the time, but you cannot
auto-fire yourself through the demo.
This is to spare your thumbs, and NOT to make
the demo harder to complete.
Point-O-Meter
- These numbers are scorepoints. If you complete
the demo fast enough, the Point-O-Meter will
stop and you'll be able to collect the huge
amount of points that it'll show.
To make this doc a fullfilment to all the other docs in the world
we have decided that we will also draw a scetch in ascii, showing
you more exactly _where_ these little features are situated on the
screen, during your demo session..(so you'll know where to look).
Here it is, ladies and gentlemen, the ASCII-scetch..
---------------------------------------------------------
| |
| |
| |
| This is the screen. here you`ll spend most of |
| the time watching. |
| |
| |
| |
| |
| |
| |
| |
| Here are the other stuff |
| |
|-------------------------------------------------------|
| |
scoretable->00175678 ====--- <- firepower |
| |
Heartrow ->OOOOOO 2345678 <- Point-O-Meter |
| |
---------------------------------------------------------
There are also a couple of things you can collect along the way
in the demo, they are ;
Coins
- They are round and rotating, collect them
and add some points to your Scoretable.
The small ones give xx points and the big
ones give XX points.
Healthbox
- A bluebox with a white cross on it.
Get it, and you'll get an extralife
(an extraheart).
If you see something that doesn't look like this, we strongly
advice you not to collect it, as it can prove to be hazardous.
There are also places where one should jump, and there are places
where one should wait, even if there's no reason at all in doing
so.....
The rest of the demo is up to your own "trial and terror"..
**************************************************************
Things to come:
---------------
Things to include if the feedback gets high enough:
* More multidirectional levels (Not just door to door)
* More baddies (Tons of them)
* More different platforms to jump on (disappearing,teleporting)
* Different weapons to pick up (why have a multi-fractional-beam
lazer and not upgrade it?)
* Menu choices (Instead of just "click fire" there will be a
chance to define keys, shut down music/Sfx, level Code (U wish!:-)
* Sublims that will make you want to send us a lot of precious
items.
* different armour to pick up (so you won`t die so much so quickly)
* Other themes on the levels (like...er.."wood"..."space"..you know)
* And all the possibly wonderful ideas that the possible
feedbackers possibly send us.
known bugs
----------
* The loops in the module do not quit playing when you start the
game and change levels. We are not ignorant of that fact, even if
we wish we could be, but we just want to release it.
* Sometimes the game goes Gameover at the beginning. We work very hard to
discover this bug. We think it has something to do with another player in
another dimension, just having his game ended, and this occurence mirrors
its way in to our dimension, but, what can we say, it`s a game that goes
over the three dimensions :-)
A finishing word
----------------
Well, now there ain't so much more to say, so load the demo,
complete the two levels, send us the feedback wether you liked
it or not, and YOU decide if the demo will turn into a game
or not.
(This very voting thing was attempted by a swedish cable-
channel where swedes could vote if they should continue broadcast
their soap opera.the attempt utterly failed and the soapopera
went down the drain. Comforting thought isn't it:-)
/Buster Blom & Per Jonsson