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-
- Cybersphere Playable Demo
- -------------------------
-
- (C)1994 PSYCON SOFTWARE
- Demo Release Date: July 21, 1994
-
- This demo may be freely distributed as long as the archive remains intact
- and all the files within it remain unmodified. Absolutely no profit may
- be made as a result of the distribution of this demo.
-
- Files in this archive: - CybersphereDemo 314304 bytes
- - CybersphereDemo.doc 10847 bytes
- - AGARun 5264 bytes
- - AGARun.doc 3493 bytes
- - Readme.txt 636 bytes
-
-
- Ordering Information:
- ---------------------
-
- *************************************************
- ** The full game requires 1 megabyte of RAM. **
- *************************************************
-
- To order the game, write to the address below. Be sure to include
- the following:
-
- * Your name
- * Your home address
- * Name of the package you are ordering (Cybersphere)
- * Your Amiga model (Amiga 500, etc.)
- * Payment of $16.99 in Canadian funds, $12.49 in American funds,
- or the equivalent
-
- Payment can be made via cheque or money order payable to Clay Hellman.
- This includes shipping and handling. NOTE: It is not a good idea to
- send cash in the mail.
-
- Send to: Psycon Software
- C/O Clay Hellman
- Box #73067
- 206 - 2525 Woodview Dr. S.W.
- Calgary, AB T2W 6E4
- Canada
-
-
- Starting the Demo:
- ------------------
-
- For non-AGA systems, simply execute the file 'CybersphereDemo'. To do
- this, open a CLI or Shell window and enter the above filename.
-
- AGA systems will require the small AGARun utility that is supplied in
- the archive. This utility was included with written permission from the
- author, Christopher Bailey.
-
- To run the demo on an AGA system, enter:
-
- AGARun -np CybersphereDemo (to run in NTSC mode)
- AGARun -pp CybersphereDemo (to run in PAL mode)
-
- NOTE: The game was developed for NTSC systems, however it runs equally
- well in PAL mode at a slightly slower pace. (5/6 of NTSC speed).
-
-
- Requirements:
- -------------
-
- Demo Requirements: * An Amiga system with 512k of RAM
- * One mouse
- * (Optional) A joystick or additional mouse for dual
- player games (additional mouse strongly recommended)
-
- The following does not apply to the demo, but to the full game only.
-
- Game Requirements: * An Amiga system with 1 meg of RAM
- * Either a joystick or a mouse (mouse strongly
- recommended)
- * (Optional) A joystick or additional mouse for dual
- player games (additional mouse strongly recommended)
-
-
- Features of the full game:
- --------------------------
-
- * Over 40 single player levels!
- * Over 40 dual player levels!
- * Ten (Yes, 10) exciting single player bonus stages!
- * Separate single and dual player top 15 score lists!
- * Win/loss records for dual player games!
- * Different graphics for each of five sectors in the game!
- * Separate 212-color palette for each individual board!
- * Mega option screen featuring control options, sound test,
- difficulty level and more!
- * More exciting tunes!
- * Hard Drive Installable!
-
-
- The Basic Idea
- --------------
-
- The object of the game is to bounce a ball against bricks, destroying them
- and accumulating points. The ball must not make its way past your paddle,
- which you control using a mouse or joystick/control pad. Whenever the
- ball hits your paddle, it bounces back up at an angle relative to the
- position that the ball hits the paddle at. Knowing this, the ball can
- be aimed at targets, and with a little practice this becomes easy.
-
- Each board consists of an arena with walls and bricks. In single player
- games, the paddle is at the bottom of the arena which is open. In dual
- player games, player 1's paddle is at the bottom and player 2's paddle
- is at the top.
-
-
- The Details:
- ------------
-
- - There are five sectors in the full game, with each sector containing
- various numbers of levels. However, the demo contains only a single
- sector containing three levels. In this demo, sector selection is
- done prior to gameplay, and there is only one sector to choose.
-
- - You will only lose a life if you let the last ball on the screen
- past you. When you let the second last ball past, you will see
- a 'fatal ball' warning message. When a player dies in the dual
- player mode, the other player is awarded 2000 points.
- NOTE: You cannot lose a life in a bonus stage!
-
- - Many of the bricks will let out gems and items when destroyed. The
- gems are worth 50 bonus points each, but these points are only
- tallied at the end of a level, or upon entrance/exit of a bonus
- stage. You lose all your gems when you lose a life. The various
- items will be discussed later in this document.
-
- - Bonus stages are encountered when a bonus item is collected.
- (SINGLE PLAYER GAMES ONLY)... There are two bonus stages in this
- demo, and one will be randomly chosen when this item is collected.
- Upon entrance, all bonuses will be tallied. When the bonus stage
- is exited, bonuses will once again be tallied, and you will return
- to where you left off on your level.
-
- - In dual player mode, each ball can be either blue (player 1's color)
- or green (player 2's color). Each ball turns to your color whenever
- it bounces off your paddle. Whenever the ball is your color, you
- get all the points for whatever it destroys, and all items and gems
- resulting from the explosion will fall toward your paddle.
-
- - The keyboard functions are as follows:
- - ESC -- Resets the game at all times.
- - P -- Pauses game and shows score during gameplay
- - Space -- Pauses game and shows score during gameplay
- -- Chooses menu options
- - Enter -- Chooses menu options
- - Up & Down Arrows -- Moves pointers up and down in menus
-
- - The functions of the fire button(s) are as follows:
- -- Chooses menu options
- -- Launches balls that are being held by the paddle
- -- Fires shots when paddle has firing capability
- -- Prevents grabbing of ball when paddle has hold capability (button
- must be held down during a bounce to avoid grabbing it)
- NOTE: A fire button counts as either the joystick button or
- the left mouse button.
-
-
- The Bonus System:
- -----------------
-
- Bonuses are tallied in three places: (1) Upon completion of a level,
- (2) Upon entrance of a bonus stage, and (3) Upon exit of a bonus
- stage. NOTE: Bonus stages only appear in single player games.
-
- Four Basic Bonuses:
- (1) Gem Bonus - 50 points awarded for every gem
- (2) Wide Bonus - 1000 points if your paddle was wide
- (3) Hold/Fire Bonus - 1000 points if you had Hold or Fire
- (4) Multiball Bonus - 1000 points if you had two balls going,
- and 2000 points if you had three balls
-
- Special Bonus Stage Bonus:
- (1) Survival Bonus - Appears only upon exit of a bonus stage
- - 5000 points awarded if bonus stage has
- been successfully completed
- - 2500 points awarded if bonus stage was
- exited early with another Bonus Item
- - No survival bonus awarded if ball(s)
- were all lost in bonus stage
- NOTE: Lives are never lost in bonus
- stages.
-
-
- Items:
- ------
-
- Each item appears as a rotating circular object with a letter or symbol
- inside. 100 points are awarded for collecting one, regardless of what
- it does. (This includes the blank one!)
-
- W - Wide (Increases paddle size)
- F - Fire (Gives firing capability)
- H - Hold (Gives hold capability)
-
- NOTE: The above three items act as toggles. (Ex. Getting a W when your
- paddle is already wide results in it shrinking back to normal).
- Also, you can never have Fire and Hold at the same time. Fire
- removes Hold and vice versa.
-
- S - Slow (Slows down all balls that are your color)
- (blank) - Does absolutely nothing
- <GEM SHAPE> - 10 Gems
- ! - Gem Loss (Halves gem count)
- B - Ball (Adds ball - maximum 3 in single mode, 2 in dual)
- G - Guard (Places temporary guard below your paddle)
- L - Extra life (Possibility of one per sector only)
- ? - Random item
- + - Bonus item (4 Cases)
- (1) - In single player mode - enters random bonus stage
- (2) - If already in bonus stage - exits with half
- of the full survival bonus
- (3) - In dual player mode - gives 2000 points
- (4) - In single player mode - gives 2000 points if
- level has already been cleared or bonus item has
- already been collected for bonus stage entrance
-
-
- Scoring Summary:
- ----------------
-
- Blocks only score points when they disappear completely.
-
- - Small Blocks - 50 pts
- - Large Blocks - 80 pts
- - Powerup Collection - 100 pts
- - Bonus Item collected in dual player mode - 2000 pts
- - Bonus Item collected after level complete
- or after bonus stage entrance determined - 2000 pts
- - Opponent dies in dual player mode - 2000 pts
-
- The following bonuses are tallied upon completion of levels and upon
- entrance/exit of bonus stages.
-
- - Gem Bonus - 50 pts (per gem)
- - Wide Bonus - 1000 pts
- - Hold/Fire Bonus - 1000 pts
- - Multiball Bonus with 2 balls - 1000 pts
- - Multiball Bonus with 3 balls - 2000 pts
-
- The following bonus is tallied only upon exiting a bonus stage.
-
- - Survival Bonus (Clearing Bonus Stage) - 5000 pts
- - Survival Bonus (Early exit with Bonus Item) - 2500 pts
-
-
- Technical Stuff:
- ----------------
-
- Cybersphere was coded entirely in MC68000 Assembly language for optimum
- speed and efficiency. A custom screen-handling routine was developed to
- allow the speed of the frame updating to fluctuate without having the
- actual pace of the game slowing down. When there are extreme amounts of
- moving or animated objects on the screen, the frame rate will decrease
- without the game itself slowing down. This is achieved by having the
- actual game routines get executed within a frame interrupt, and having
- an outside routine do the frame updating as fast as it can. Because of
- this, Cybersphere will in fact take advantage of the speed of faster
- Amigas or Amigas with real 'Fast RAM'. It runs perfectly fine on an
- unacellerated Amiga though. Faster Amigas only result in the capability
- to display more objects without the frame rate decreasing. The game was
- developed on an NTSC system, however it runs equally well in PAL mode at
- a slightly slower pace. (5/6 of NTSC speed).
-
-
- **** Enjoy the demo!! ****
-
-
- *************************************************************
- ** REMEMBER -- The full game requires 1 megabyte of RAM. **
- *************************************************************
-
-
- Credits:
- --------
-
- Game design and Coding - Clay Hellman
-
- Graphics - Clay Hellman
-
- Music and Sound - Clay Hellman
-
- Playtesting and Ideas - Christopher Bailey
- - Shane Bro
- - Brent Moore
-
- Additional Playtesting - Chris Hellman
- - Kevin Orde
-
- AGARun Utility (included) - Christopher Bailey
-
-
- (C)1994 PSYCON SOFTWARE
-