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Amiga Games Extra 1996 September
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liftrunner.lha
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LiftRunner
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LiftRunner.doc
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1980-03-02
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2KB
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38 lines
Lift Runner Version 1 Revision 7
By Nigel Fredericks
25-7-1991
Greetings fellow AMOS users. This is my first game written using Amos and
will definatly not be the last (I hope...) Lift Runner is a fairly simple
AMOS game but uses many quick tricks to make the appearance and the quality
improve overall. These include the nice little copper list rainbow effect
for the text colour zero and bob flipping (AMOS V1.2+) The Music is not too
flash but does provide a bit of background thumping to distract you.
Playing the game: Simply move form the bottom of the screen to the top. If
you need a speed boost press the fire button while moving left or right. Be
warned though that the speed up does not last long at all. Collect the E
icon for extra energy and the S icon for extra speed up time. There are ten
levels to complete and the best level/time is stored. A quick hint is not to
touch the lifts as this could be leathal.
Apart from this file and the source listing is the compiled version of the
program. The AMOS compiler is a must for smoothing out the running of any
program apart from a gereral speed up overall.(Can anybody tell me why the
compiler has substituted images 15 and 16 for others. Look at the game
running under AMOS and then at the compiled version-In the compiled version
there are no S icons only E's ???)
Lift Runner's main man (just call him Max) is controlled by a simgle AMAL
string but this I have found is not advisable due to the difficulties in
finding bugs when running. This string is packed-just try to add another
label and jump call! The lifts are separate bobs with randomally chosen
speed levels just to give a slightly different game each time. The level
data is stored in procedure REAINFO and is in the following format for those
who are interested: 5 Lift X positions, 7 large block X positions, 5 small
block X positions.
I hope someone out there finds a use for this program, it has plenty of
expansion capabilities (e.g. difficulty level controls, high score tables
and more lifts to name a few) of which some a may include in an update at
one stage. My next game should be written in TOME so keep an eye out for it
at some later date. Bye for now,
Nigel Fredericks