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1995-10-17
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Cybersphere +PLUS+ Playable Demo
--------------------------------
(C)1995 PSYCON SOFTWARE Demo Release Date:
July 6, 1995
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: - CybPlusDemo 501996
bytes - CybPlusDemo.doc 11773 bytes -
AGARun 5264 bytes - AGARun.doc 3493 bytes -
Readme.txt 627 bytes
Ordering Information:
---------------------
To order the original "Cybersphere" and/or
the exciting new "Cybersphere PLUS Levels",
send the following information along with
your payment, to the address below.
INFORMATION: * Your Name * Your Home
Address * Name of the package you want to
order (Cybersphere, Cybersphere Plus, or
the Cybersphere Bonus Offer described
below)
PAYMENT: * Payment of $16.99 Canadian,
$12.49 American, or the equivalent -- if
you are ordering either Cybersphere or
Cybersphere Plus. * Payment of $25.49
Canadian, $18.49 American, or the
equivalent -- if you are ordering the
Cybersphere Bonus offer which includes
both.
Special Bonus Offer: Buy either Cybersphere
or Cybersphere Plus, and get the other at
half price! The cost of both, if bought
seperately, would be $33.98 Canadian, or
$24.98 American. The cost, with the Bonus
offer, is only $25.49 Canadian, or $18.49
American (as listed above).
Payment can be made by cheque or money
order payable to Clay Hellman. This
includes shipping and handling. NOTE:
PAYMENTS MADE OUT TO PSYCON SOFTWARE CANNOT
BE PROCESSED!!!
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 'CybPlusDemo'. 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 CybPlusDemo (to run in NTSC
mode) AGARun -pp CybPlusDemo (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 1
meg 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! * Hard Drive Installable! *
Full Instruction Manual!
The Self-Demo
-------------
Cybersphere Plus Demo will perform a
self-demo if left alone. The selfdemo will
demonstrate 10 different levels from the
full game. Five single player levels and
five dual player levels will be
demonstrated. Most of the levels in the
self-demo are not playable in this demo
version.
NOTE: The self-demo can be aborted at any
time by pressing Space, Enter, ESC, or a
Fire button. The self-demo will continue
its sequence whenever the game is not being
played.
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 --
Aborts self-demo - Enter --Chooses menu
options --Aborts self-demo - 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) -- Aborts self-demo
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 into a bonus stage, and (3) Upon
exiting from 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 from 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!! ****
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)1995 PSYCON SOFTWARE