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-
- Boing! The Game
- DEMO version 0.30
- Copyright © 1989,1990 by Kevin Kelm and Alternate Realities
-
- Commercial version 1.0 to be released in March, 1990
- Distributed by Micro Momentum, Inc.
-
-
- I. STATUS
-
- Boing! The Game version 0.30 is NOT Public Domain, but is freely
- distributable "FreeWare". This means that you may copy it to your heart's
- content quite legally, but that no charges beyond reasonable media and
- duliplication costs may be assessed.
-
- II. WHY?
-
- We felt that we should release this demo version to give folks an idea
- what game play is like and to hopefully get people psyched. This lets us
- get you a somewhat-incapacitated version to "Try Before You Buy" as they
- say. Normally, the practice involves "pirating" a copy (so to speak) long
- enough to try it, but often that "trial" copy goes into people's personal
- libraries and never leaves, even if they DON'T buy the package. So here you
- go. Live it up! For demonstration purposes, you have 5 minutes of play
- in each game.
-
- III. ABOUT
-
- Boing! The Game is written in dedication to the first Amiga demo
- program, Boing! The Demo. Remember it? The big checkered ball bouncing in
- stereo, much to the amazement of everyone? Yah, that one. Boing! The Demo
- was written long ago by three of the original Amiga Gurus: Sam Dicker, Dale
- Luck, and =RJ= Mical. Thanks go to Dale Luck for permission to use the
- name, "Boing! The Game".
-
- IV. GAME PLAY
-
- Game play is very simple, really... normally the controls are no more
- complex than those of Pac-Man. Plug a digital joystick into port 2. During
- the game, STAY AWAY FROM THE FIRE BUTTON!!! Pressing the fire button will
- end your current life. More on this later.
-
- To start a game, simply CD to the directory that contains ALL of the
- Boing! files, including "Boing!" (the program), "Level0.DAT" (the level
- data), and all twelve (12) "*.SND" files. If even ONE of these is missing,
- bad things will happen. If it's a sound file, you may be playing the game
- without sound. Now type "Boing!DEMO" at the prompt to start the game:
-
- 1> Boing!DEMO <return>
-
- Note that you could also just double-click the game icon from the
- WorkBench.
-
- A requester will pop up in the center of the screen (roughly). It will
- tell you about Boing!'s legal status, where to put the joystick, and the
- rather important point that the game WILL "take over" your machine; the only
- exit is to reboot. Therefore, if you are compiling, rendering, or whatever
- in the background, you had better either shut down those tasks and save
- your work, or click the negative gadget in the reqester. This will kill the
- game and return you to where you started. (This one's for you, Vic!) The
- primary reason for "taking over" is that because of the Copper Lists in the
- game, I never quite figured out how to return the display when done! :-P
-
- __IF__ you are ready to start, click the left (positive) gadget. The
- requester will go away, and the machine will think for a few seconds to load
- in some data. The next thing you should see is the title screen/scroller.
- Read it VERY, Very, very well, over and over, until you are dizzy. :-)
-
- To start the game, press the FIRE button on your joystick. "One Moment"
- should pop up as the machine loads even MORE data. THe game should then
- start up. When the game is over, either "Game Over" or "Time out...Demo
- Complete" will appear. Press the fire button to return to the title screen.
-
- V. ACTUAL GAME PLAY
-
- Tentatively, here is the short version of the story:
-
- Seymour Green is having a very bad time. He's lost every job he's ever
- taken because he daydreams uncontrollably. This, "Beach Ball Product
- Tester", is his last chance to make good. He is to test every beach ball
- that comes off the assembly line by blowing it up. The resulting wooziness
- isn't helping him, either.
-
- Seymour is daydreaming again. Intensely. In fact, he is trapped in his
- nightmarish reverie. Only you can lead him back to consciousness.
-
- There are two "critters" in his world: the good, red-and-white-
- checkered Boing! balls, which he is to collect for points, and the evil,
- black-and-green-checkered balls, which for some reason not explained by
- modern science, are ravenously hungry. For Seymour. His only defense is
- to find a large needle and poke a bad ball with it, after which the needle
- is ruined. Listed below are the joystick controls:
-
- FIRE : Kills Seymour. If he is on the initial screen, the game is
- BUTTON : immediately ended. If he is on another screen, then:
- If he is EXACTLY where he entered the screen, he is returned to the
- initial screen. If not, he is returned to where he entered that
- screen. The reason for this is that Seymour can easily get into
- unsolvable trouble, and losing a life is sometimes preferrable to
- losing the whole game. You shoot-em-up players might have a
- problem with this one! (it WILL be changed for V1.0).
-
- LEFT : Moves Seymour left, where possible. He cannot jump or fall off the
- end of a floor. I don't want to hear about this, either; it's the
- way the game is defined.
-
- RIGHT : Moves him right, where possible. Ditto the above note.
-
- UP : One of two things. If he can climb a ladder, he will move up. If
- not, then he will perform some operation (possibly NONE), depending
- on what he is standing in front of. See below for more info.
-
- DOWN : If Seymour can climb down a ladder or slide down a pole, he will
- do so when you press down. If not, he will "duck" down a bit.
- This can be useful in avoiding evil balls.
-
-
- And that's it for control! Now we will go through the kinds of things
- in his world. They are (very!) roughly drawn below in no particular order:
-
-
- = a floor. Walk on it.
-
-
- ########
-
- |--|
- |--| = a ladder. Climb it.
- |--|
- ########
-
- ||
- || = a slide-pole. Slide DOWN it. (only)
- ||
- ########
-
- = a telepad. Press up on the stick and appear
- God-knows-where on another telepad.
-
- #======#
-
- \ = A floor lever. Press up to flip it. Wall rocks will move.
- \
- /\
- ########
-
- | | = a wall switch. Press up to flip it. Floors will move.
- |T|
-
- ########
- ____
- /****\ = an arch-way. Press up to EXIT THE WHOLE LEVEL. This is
- |****| considered an achievement; in V1.0, exiting is how you
- |****| move to the next level.
- ########
-
- O = a needle. Press up to grab it. You can then kill one evil
- | ball. If you already carry a needle, it disappears and this
- | one is picked up. (one is lost... for good)
- ########
-
-
- = an intermittent flame jet. Avoid being melted at all costs!
-
- ###\/###
-
- "Connectiveness" is a noteworthy concept here. If a floor is a pixel
- or two from touching a ladder or slide-pole, you can move from one to the
- other. If they are four or more pixels away, it is unreachable from here.
-
- Also, keep in mind that "Boing! The Game" is a multi-screen affair.
- Always test the screen boundaries to see if they connect.
-
- VI. FURTHER RULES
-
- If you fall through a crumbling floor or a disappearing floor, you will
- continue to fall until you:
-
- A) Land on another floor,
- B) Are killed along the way by something,
- C) Hit the bottom of the screen. If it is possible to fall into the screen
- below, you will. If not, you will die.
-
- VII. THE SCORE BAR
-
- From left to right, the numbers are:
-
- LEVEL-NUMBER LIVES-LEFT SCORE
-
- VIII. SCORING
-
- In this version (0.30), there are two ways to score. They are:
-
- 1) Catch a good Boing! ball .............. 10 pts.
- 2) Pop an evil ball with a needle ......... 25 pts.
-
- There is a maximum of 575 points possible in the sample level.
-
- IX. CREDITS
-
- Animations ....................................... Mike Bailey
- "Boing! The Story" ............................. Mike Morrison
- Concept ........................................... Kevin Kelm
- Designated Drooler ............................ Alexx Morrison
- Game Level 0 ................................... Mike Morrison
- Graphics ......................................... Mike Bailey
- Hard Drive Benefactor & Hitchhiker's Fan ....... Lonnie Watson
- Moral Support .................................. Bosco Brainly
- Programming ....................................... Kevin Kelm
- Project Coordination ........................... Lonnie Watson
- Sound Samples ..................................... Kevin Kelm
-
- SOFTWARE USED
-
- BenchMark Modula-2
- Deluxe Paint III
- BenchMark Modula-2
- AMaster
- BenchMark Modula-2
-
- X. THE FUTURE OF BOING! THE GAME
-
- We are working to get V1.0 out for March, 1990. It will be a
- mind-blowing neat affair:
-
- - A whole bunch of insidious levels designed by our best lunatics
- - Our special integrated editor for building your OWN Boing! levels
- - You can build up to THIRTY (30) levels PER 3.5" DISK (!)
- - KMUS (Kevin's Music Format) scores
- - Bold new animations
- - The Longest Scroller in the the History of Hacking
- - Three independent levels of high scores:
- 1) Each level's high scores list
- 2) Each disk's high scores list
- 3) Grand Master high scores list
- - Several new bits of game action (Sshh!!! CONFIDENTIAL!!!)
- - A PAL version
- - "Boing! The Story", the tale of a small beach ball company
- struggling to bring the world the Best Beach Ball ever, flying
- in the face of such competition as International Beach Ball
- Manfacturers (I.B.B.M.), AppBall, and Cute Beach Ball Manufacturers
- (C.B.B.M.) (run by Mr. Evil).
-
- - The wee-little list price of $39.95 for WEEKS of mind-bending
- entertainment!!!
-
- To reserve YOUR copy of Boing! The Game, write or call:
-
- Micro Momentum, Inc.
- P.O. Box 372
- Washington Depot, CT 06794
- USA
- 1-(203)-567-8150
-
- Enjoy the game!
-
-
- - |<evin |<elm
-
-