home *** CD-ROM | disk | FTP | other *** search
-
- GYVES v1.1 (formerly SNAP)
- By Abe Pralle Using AMOS Professional
- A SPARTAN DESIGN Production
-
- Documentation (Updated 7/14/93)
-
- *****
-
- Deep in the heart of an alien jungle, a warrior is chained to the
- Prisoners' Rock. The sun beats down upon him, sapping his vitality
- unceasingly. He knows he must soon muster the strength and force of will to
- break his bonds, the gyves that chain him to the rock, or die a slow death
- of dehydration and fevered dreams.
- You play the part of this stolid, otherworldly captive as he desperately
- tries to focus his mental and physical energies enough to give him the
- strength to escape. You are faced with many aberrant fragments of yourself;
- organize them, stack them, and connect them to make yourself stronger.
- Because you alone have the perseverance and skill to set yourself free.
-
- *****
-
- GYVES is a falling block game. We've all seen those before. But THIS
- game is no mere clone.
- It features:
-
- * Selectable pit dimensions.
- * User definable pieces (up to 14 in play at once).
- * Ten distinctly different levels, each with its own original background
- art and a visually unique block set.
- * Sound and music (music for 1 meg+ only).
- * A good-sized ending animation if you succeed under certain conditions.
-
- GYVES is freely distributable. Give it to whomever you wish.
-
- SYSTEM REQUIREMENTS----------------------------------------------
-
- Any Amiga, 512k. 1+ Meg is preferable.
- To install on hard drive or another boot disk: copy the GYVES
- directory to its desired location. Ensure that you have the library
- AMOS.LIBRARY in your boot disk's LIBS: directory.
-
- QUICK START (for those who know what they're doing)--------------
-
- S toggles sound. M toggles music. Use a joystick or the numeric
- keypad. To see the ending animation, start each time from level one and
- make it all the way past level 10. Also, don't modify or edit the pieces.
- SHIFT+<ESC> ends a current game.
-
- LOADING THE GAME-------------------------------------------------
-
- You can click on the icon or set the CLI directory to the GYVES drawer
- and type GYVES. Memory is a bit tight on 512k, so don't have anything else
- loaded if you don't have more memory than that.
-
- HOW TO PLAY------------------------------------------------------
-
- Maneuver the falling blocks to form solid horizontal rows. When you
- fill a row it disappears. Don't let the pit be filled to the top. The
- next piece to fall will be previewed in a small square to the right of the
- playing pit.
-
- CONTROLS---------------------------------------------------------
-
- p Pause - any other key to resume.
- s Toggles sound on and off.
- m Toggles music on and off (1 meg).
- SHIFT+<ESC> Ends the game and brings up the setup/preferences screen.
- <ESC> In the preferences screen pressing this will end the game.
-
- For the actual game play you may use either the numeric keypad or a
- joystick in port 2.
- If you don't have a numeric keypad on your machine, don't despair.
- There is an alternate key set which relates to the keyboard controls given
- below, and it is defined thus: 456 = l;' (the "L" and the two keys to its
- right), 0 = SPACEBAR, ENTER = RETURN.
-
- KEYBOARD JOYSTICK FUNCTION
-
- 4 and 6 left and right Moves falling piece left or right.
- 5 up Rotates piece counter-clockwise.
- 0 down Piece moves down without delay.
- ENTER button Piece moves down as far as it can go
- in one step.
-
- HELP -- Active only on the setup screen. This
- restores the shapes of all the pieces
- to their default mode (in case you
- messed up badly editing them and want
- to start over).
-
- <LEFT-AMIGA>+a Switch Workbench to the front or back.
-
-
- SETUP/PREFERENCES------------------------------------------------
-
- You will be in the setup screen when you first start the game. You
- don't HAVE to do anything except click with the left mouse button on
- "START" or just press RETURN. If you want to fine-tune the game to your
- liking, read on.
-
- From top to bottom, the first two options are START and QUIT. Their
- functions should be fairly obvious.
- Next is WIDTH. There are twelve little rectangles to the right of the
- word. The one that is bright red represents the width of the pit that
- the blocks fall into. You may choose, by clicking on the appropriate
- rectangle, to set the width of the pit anywhere from four to twelve squares.
- DEPTH works vertically the same way width does horizontally. Note: a
- wide and deep pit is easier to complete than a narrow and shallow one.
- LEVEL indicates which level you will start on. At the beginning of the
- game, you can only start on level 1. As you reach higher levels, you will
- be able to start on them. But it only works this way up to level 9.
- Even if you make it to level 10, you have to start succeeding games on level
- 9 or lower. WARNING: You must start on level 1 and make it straight
- through to the end of level 10 if you wish to see the ending animation. If
- the game is over before you finish level 10, move the LEVEL light back down
- to the first position.
- To the right of the LEVEL selector is a toggle button that is marked
- CLEAR AT END. If it is lit (default) then you will start each level with
- an empty pit. If you turn it off then whatever clutter is in the pit at
- the end of one level will be transferred to the succeeding level. There is
- one big advantage to have it on the latter setting (off): you will receive
- 1,000 points for every horizontal line that is totally unoccupied at the end
- of each level.
- FILL is how many lines will be filled with squares in random
- locations at the start of each level.
- At the bottom center of the screen are two switches: BASIC and
- EXTENDED. There are fourteen possible shapes. If the BASIC switch is lit
- you can play the game with the first seven. If the EXTENDED switch is lit
- you can play with the last seven.
- At the bottom left of the screen is the shape editor. Cycle through
- the available pieces by clicking on the corresponding arrow button. Edit
- the piece by clicking on the 4 x 4 grid. You can only view and edit the
- shape sets (BASIC and EXTENDED) that you have selected. Again, pressing the
- HELP key restores all pieces to their default shape. WARNING: Do NOT edit
- the pieces if you want to see the ending animation. It will not be shown
- if the pieces are different from their default shapes.
- Lastly, clicking in the lower right hand corner displays a blurb for
- another game by the same author.
-
- SCORE------------------------------------------------------------
-
- Every piece you set earns you 20 points.
-
- For the first line completed you get 200 points. For each succeeding
- line completed (at the same time) you get double the previous score +200
- points.
-
- LINES COMPLETED INCREASE
- AT ONCE IN SCORE
-
- 1 200
- 2 600
- 3 1,400
- 4 3,000
-
- If CLEAR AT END is off, then at the end of each level you get
- 1,000 points for each horizontal line that has no pieces anywhere across
- it.
-
- If the pit fills all the way to the top, the game ends and your score
- is reset to 0.
-
- PARTING WORDS----------------------------------------------------
-
- If you enjoy this game, you may be interested in another game of mine
- called The PuzzlePits 2. As described in the info box in GYVES, it is a
- brain game with a full featured level editor. The full version is not
- freely distributable, but you might be able to find the playable demo.
- You can order the demo from me for $3, or you can buy the full version by
- sending a mere $10 to:
-
- Abe Pralle
- PO Box 2059
- Chinle, AZ 86503
- USA
-
- AUTHOR'S NOTE (Contains some rambling)---------------------------
-
- GYVES is the first game of mine to come out under the SPARTAN DESIGN
- label (previous games are SWITCH and JEWELS, published by AMIGAWORLD
- magazine on their tool chest). SPARTAN DESIGN is a programming force of
- one, namely myself. I used to consider it a bit pretentious to have a
- design label without a design team, but that was before I got a hard disk.
- When I got a hard disk, I immediately wanted to transfer all of my games
- that I've made into one directory. The problem was naming the directory.
- Should it be ABE'S GAMES? No, that's stupid. I considered that if I had
- this problem, so, hopefully, would other people. Human beings like to
- organize things, especially on hard drives, so I decided I had better create
- a means to organize my games with. Thus, SPARTAN DESIGN was created. It is
- a name intended to reflect the quality of my games: good stuff, but lacking
- the bells and whistles of commercial games due to the necessarily small
- amount of money and manpower invested. And by "bells and whistles" I mean
- things like rotoscoped and raytraced animation, digitized speech, manuals,
- and even decent disk labels.
- To make up for this, I attempt to make my games as fun as possible, as
- well as inexpensive. When I'm creating a game, I fully intend to make it
- the best, most playable, most fun game of its class. I won't always
- succeed, of course, but it's fun to try.
- Enjoy GYVES, and Happy Gaming!
-
-
- Abe Pralle
- July 14, 1993
-
-
- END OF TEXT