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The Amiga Classic Collection - Disc 1.iso
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G489-StarStrike.DMS
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SS2000.doc
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1997-04-13
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>> INSTALLING TO HARD-DRIVE <<
Simple. Just drag the 'StarStrike2000' drawer over to your Hard-Drive.
>> STARTING THE GAME <<
Just open the 'StarStrike2000' drawer and double-click on the
'LaunchSSGame!!' icon.
>> CONTROLS <<
------------------------------------------
| Press Left Mouse Button to Quit Game |
| |
| Joystick to Move |
| Firebutton one fires "missiles" |
| Firebutton two drops "bombs" |
------------------------------------------
Please distribute this game!!!
All the required files are in the 'StarStrike2000' drawer
***>>> HOW TO PLAY <<***
You are in control of a StarFighter, flying over a huge
battlestation. This station is armed with a Super Weapon capable
of obliterating an entire planet.
You are actually flying in a "trench" which contains the only
known weakness of the battlestation.
Periodically, you will hear an alert sound (three beeps) which
means you should get ready because your target is approaching (the
green object).
You mission is to bomb that target. A succesful hit will send
a tremor through the entire station.
"Nothing to it", right? Well, if it wasn't for the fact that you
also have to contend with a few saucers, it indeed would be pretty
easy! These saucers will take pot-shots at you from time to time so,
you need to stay alert!!!
Each time a saucer nails you, with one of their shots, your
starfighter will lose one unit of energy and "rock out of control".
Lose all twenty units of energy and your ship will be destroyed.
Each time you "clear" a stage, your starfighter will receive two
units of energy.
Oh, and did I mention that all the while you're busy bombing the
station, and fighting off the saucers, the battlestation is lining up
the Earth in it's target-site? Well, yes it is. You will see the
Earth slowly moving into the "locked-on" position.
If you do not destroy the battle station before the Earth is
"locked-on", you will experience two things:
First, your StarFighter will be destroyed!
Second, the Earth will be obliterated before your very eyes and
you will lose the game!!
Obviously, that won't happen with you in control but, I had to
warn you anyway.
No, what you are going to do is destroy seven battle stations
and win the game, right?
--------------------------------------------------------------------------
WE INTERRUPT THIS DOC FOR THE FOLLOWING ADVERTISEMENT
Before we get into the doc for StarStrike2000, I'd like to tell you
a bit about a project originated by my team-mate...
David Howe of Manchester, England
Have you ever played an animation and wondered what it would be like
if it had sounds and music along with the graphics?
Or, as an artist, have you ever wished you could add sounds and music
to YOUR animations? Well...
NOW YOU CAN!!
That's right, thanks to a revolutionary Animation Player/Editor, you
can now...
ADD SOUNDS AND MUSIC TO ANY IFF ANIMATION!!!!!
EASY-TO-USE!!
Everything is controlled by a standard Amiga Point-and-Click Interface.
The FULL TUTORIAL (created by the artist who developed the original
concept for Sound2Motion) will have YOU EDITING your own animations
or, ANY IFF Animation, within MINUTES!!!
While the ability to add sounds and music to any IFF animation is a
very powerful one in itself, Sound2Motion doesn't stop there!!
If you are an artist, who creates your own animations, then you
realize THERE IS ONE GREAT LIMITATION IN EXISTING ANIMATION
SYSTEMS...
The NEED TO INCLUDE MULTIPLE COPIES OF THE SAME IMAGE in order to
create pauses and such.
This Wastes Valuable Memory that could, otherwise, be used to make
even BIGGER animations.
Sound2Motion EASILY OVERCOMES this limitation by Allowing You To
Define A Delay For EACH And Every Frame in the animation!!
If you're interested then...
WRITE TO US - The Addresses Are Listed At The End Of This Doc!!
>> IMPORTANT POINTS TO REMEMBER <<
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~ Sound2Motion is... ~
~ REVOLUTIONARY!! ~
~ ~
~ PROFESSIONAL!!! ~
~ ~
~ POWERFUL!!!!!!! ~
~ ~
~ and EASY!!!!!!!!!!! ~
~ ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sound2Motion v1.0 is Due For Release SOON!!
Write and we'll put YOU on the Top-Priority List
which will ensure that you will receive notice as
soon as Sound2Motion is ready!!
We are looking at a late March to Mid April (1997!)
Release Date!!
*--> DEALER INQUIRIES ARE WELCOME!!!!! <--*
*--> PUBLISHER INQUIRIES ARE WELCOME!!!! <--*
--------------------------------------------------------------------------
WE NOW RETURN YOU TO THE PREVIOUSLY INTERRUPTED DOCUMENT...
-----------------------------
-----------------------------------
UU DDUUDDDD
UU DDUU DD
UU DDUU DD
UU DDUU DD
UU DDUU DD
UU DDUU DD
UUUUUUDDDDD
UNLIMITED DESIGN
-----------------------------------
-----------------------------
S T A R S T R I K E 2 0 0 0
version 0.1d
___________________________________
/ \
| WRITTEN IN AMOS THE CREATOR v1.36 |
| and |
| COMPILED WITH AMOS COMPILER v1.36 |
\___________________________________/
*****************************************************************
* GIVING CREDIT WHERE IT'S DUE.... I am using two PD MODS *
* in this game: *
* *
* MOD.ALTITUDES2 by Frederic Motte (used for the TitleTune) *
* and *
* MOD.approach by an Unknown Musician (used for Victory-Ending) *
* *
* To both Frederic and the Unknown Musician: *
* If you're still out there and are reading this then please *
* GET IN TOUCH!! *
* THANKS!!!!!!! *
*****************************************************************
HISTORY
version 0.1a completed on Saturday, February 8, 1997
version 0.1b (Monday, February 10, 1997)
Well, it appears that I was too eager to upload this
game to BBS's. After playing it several times myself
as well as receiving feed-back from my brother, I
discovered that version 0.1 was indeed too easy!!
So, I have taken 20 minutes, to modify several lines of
code, add two more and then re-compile the source. As a
result the game should be just that bit more challenging.
Enough to make a difference but, not enough to make it
rediculously hard!!
I also fine-tuned a few of the trench-palettes and increased
the delay of the "Prepare for Sector X" display.
version 0.1c (Wednesday, February 12, 1997)
Well, well... this seems vaguely familiar...
Okay, here I am again. Yes, it was still too easy so I
have altered some values a bit more. Now, it should be
just about "spot-on" as far as the difficulty level goes!!
Also, as I have this problem you see, whenever I go into
my code I try to fine-tune a few other things here and there
(to make it worth my while to re-compile the source, add these
extra lines to the doc, etc) so, I have fixed the Starfighter's
Engine-glow (this AMOS is a weird little beast at times) and
"touched-up" a couple other things (mainly stopping the 3d-
movement of the trench just before it fires and just before it
blows-up courtesy of the player.
For those of you keeping track, I spent 40 minutes on this
version 0.1c!!! So, that's 7 days and 1 hour, so far...
version 0.1d (Sunday, February 16, 1997)
ALRIGHT!!!! So I'm back again... it's for a good reason!!
As I am planning to submit this to the European Amiga mags
for a cover-disk submission I decided it would be a good idea
to test the game in PAL mode.
Well, as I had suspected, the game needed to have it's timing
adjusted to increase the speed slightly for PAL's 50fps video.
Also, I decided that since one of my main reasons for doing this
game was to see how much action I could get on-screen in AMOS, I
might as well add another saucer. So, now all people with A1200
with FastRam or better will have four saucers to contend with!!
Yes, I am too good to you...
Anyway, these were simple changes so add another 15 minutes to
my time. What's that make now.. let's see, yes the grand total
of time for this game has been...
7 DAYS, 1 HOUR and 15 MINUTES!!!
Now, I AM DONE WITH THIS GAME!! (I'm quite sure)
Time to get back to the AnimationPlayer. Talk to you all
again, next game. Until then, ** Keep the Faith!! **
SUPPORTS
----------
Non-AGA and AGA Machines
FastRAM and ChipRAM-only systems
NTSC and PAL displays
*----> If ANYONE has Internet access then I would GREATLY APPRECIATE <----*
*----> SOMEONE taking the time to UPLOAD this ARCHIVE TO AMINET etc. <----*
As always, I would love to hear your comments, criticisms and
suggestions regarding this game. Let me say, just in case some of
you don't realize it and happen to live in the U.K. it only takes
4-5 days for a letter (or disk!!) to cross the ocean, so write!!
I wanted to see just how much I could pull off, at 60 fps, on an
A1200 w/FastRAM in AMOS and also I wondered just how fast I could
create a game.
'StarStrike2000' is the result. As stated on the title screen, I
spent seven days writing the code, drawing the graphics and choosing
appropriate sound effects and music for this game! Trust me when I
say that it was one very intense 7-day period!!!
I am writing this doc after having just compiled the final version
of the source and, at this point, I am glad to have it finished as
I was starting to get quite "burnt out" on it. And to think that I
had planned on completing this project in only three days!!!
Who knows, maybe I will try to beat my record (this is the fastest I
have ever completed a game with title, game-play, ending, the works)
in a few months or so but, for now, I am looking forward to some nice
relaxing work. Yeah, right! A programmer's work is never done!!
As far as "how much I could pull off in AMOS on an A1200 w/FastRAM",
I hope you'll agree that there is quite a bit of action for an 100%
AMOS-coded game!!
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. Actually, I think this is my best looking work to date. You
know, you get just that little bit better every time. And hopefully,
my next little game will look even better as Dave (our lead artist)
is supposed to be putting together a little gfx/animation tutorial
for me (hint!).
***>>> WHAT IS IT ? <<***
It's a clone. A clone of a game my brother and I played over
fifteen years ago on the Intellivision. Remember that thing?
Some of the best games I've ever played were on that old
Intellivision system. The graphics were incredibly blocky but, the
game-play was excellent (and quite simple)!!
One of the better games, for the Intellivision, was a sci-fi
game called `Star Strike'.
This is an Amigatized version of 'Star Strike', updated for the
1990's and beyond!!!!
***>>> TECHNICAL <<***
This game was written specifically for A1200's with FastRAM,
or better.
However, like all of my games, SS2000 makes use of my "System-
Adaptation-Protocol", which means you can even play it on a stock
A500/600 but, you'll get a scaled down version of the game.
On A1200's, you'll get smooth SIXTY frames per second action
on NTSC machines and FIFTY fps on PAL systems.
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:
A PAL video-frame is around 17% longer than an NTSC video-frame, so
PAL programmers have always had it a tiny-bit easier when it comes to
keeping everything running super-smooth, err, SORRY, what I meant to
say is that a PAL video-frame can handle around 17% more action than
an NTSC video-frame.
So, while NTSC mode MAY not be capable of the full 60 FramesPerSecond
update, meaning it will occasionally drop-back to 30 FPS...
PAL mode MAY be capable of handling the action at the Full PAL update
of 50 FPS!! If you have some trouble with slow-down try PAL mode!!
For the record, this game ...
* 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!
* yes, it really was CREATED IN SEVEN DAYS!
>> OTHER GAMES BY ME <<
Well, there are only two, 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.
***>>> JOIN US <<***
We're still looking for talented/enthusiastic
programmers, artists, animators, musicians, and designers
to join Unlimited Design.
Currently, there are six of us, located in both the USA
and England (one designer, two programmers, two artists
and one musician).
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!!!
I don't care if you are coding in Amos, Blitz, C or Assembly!
As long as you are willing to learn Blitz (or Assembly) you
will be able to contribute to the projects. Even if you don't
have any experience in BLITZ, C or Assembly but, you are a
MEGA-AMOS-coder (I know there are a LOT of AMOS programmers
out there) then contact me.
We are also looking for high-quality artists/animators
to work in our Graphics Department as well as superb musicians
for the Music Department.
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
> 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
February 08, 1997