home *** CD-ROM | disk | FTP | other *** search
-
- CYBER-MAN (c) COPYRIGHT 1993 by FABIO "MAVERICK" BIZZETTI
-
- This game runs on all OCS/ECS/AGA Amigas with at least 1MB of RAM. Once you
- have launched it you can't quit to the OS anymore (you must reboot). Be aware!
- The file CyberMan.exe can be ran from the hard disk, and requires at least
- 2MB of RAM. The file CyberMan.DMS is the trackloader version, and runs on all
- Amigas with at least 1MB of RAM (you need to use the enclosed DMS utility
- to produce the game's disk). The file CyberMan.ADF is the same 1MB version
- of before, and can be used on all UAE emulators (for the Amiga itself, with
- or without PowerPC CPU, for Unix systems and for many other personal computers
- that are so stupid that won't notice that this game talks just about them..).
-
- This is the first game I developed on my Amiga, I started developing it in
- late 1991 just as "programming exercise", to make some experience. I am much
- fond of the game PacMania, and I always loved my Amiga in a special way.
- So I decided to make a full 3D version of PacMania, but with computers as
- protagonists. Read below for a description of each one of them.
-
- You find enclosed also the source of the game, it's 100% assembly. I started
- to code it using only the assembler that came with the Action Replay III, it
- may seem a big work (and it was..), but this is the way that many coders used
- to work. I then got a good assembler, AsmOne, and disassembled the routines I
- wrote with the Action Replay III, added comments (sorry, many are in Italian),
- added more code. The sources are there to look at (to check the AI routines,
- for example.. or the 3D engine), but don't ask me instructions on how to
- assemble them because it's not a simple thing to explain... =) Just as hint,
- the main game code is GAME.S, it uses two "libraries" (just binary files with
- PC relative code), one is the 3D engine (CYBER_DRAW.S) and the other is the
- game and AI engine (CYBER_INT.S).
- For my second game, Virtual Karting (this one was commercial), I created a
- game OS and a programming language (with compiler), called H.L.A. ("High
- Level Assembly") that made coding life *much* easier.. that's what you want
- to do after you've coded a whole game (and before a Vic20 emulator :-) )
- using almost only the Action Replay III assembler and binary load/save
- functions.
-
- NOTE: The levels on the game are 5, the "secret" levels are:
- 1) exiting from the first level and going towards the second (there are
- signs on the road to drive you), you can notice a "open" part on the right,
- if you enter in it, there is a VERY big C= Commodore logo, maybe too much
- big to be identified.
- 2) there is a very big "CYBER-MAN" logo too, near Level 4 and Level 5.
- They aren't playable, they are just some areas to explore.
-
- -----------------------------------------------------------------------------
- | AMIGA RULEZ!! AMIGA RULEZ!! AMIGA RULEZ!! AMIGA RULEZ!! AMIGA RULEZ!! |
- -----------------------------------------------------------------------------
- CYBER-MAN (game description)
-
- This is a 3D game in which you come into a fantasy computer dimension.
- The scenario is the fanciful AMIGALAND where a crime has just happened.
- The 5 AMIGA rivals called "Empty Inside", "Mackintosh", "JoyPad",
- "STupid" and "Pitagoras" have been raiding in the land and kidnapped
- our AMIGA. There are 5 levels in AMIGALAND: "StrangerTown", "Funky Town",
- "ElectriCity", "HeartBeat City", "Paradise City" and some secret areas.
- To rescue AMIGA you have to eat all of "Paradise City" pills.
- You, CYBER-MAN, come into the land at "StrangerTown" and once you have
- managed to get out of it (eating all level's pills), you can go everywhere
- you want.
- There are 3 kind of competitions:
- 1> The highest Score.
- 2> The lowest Time to rescue AMIGA.
- 3> The highest (Score/Time) ratio.
- You must eat all pills to open the exit door of a level.
- There are also 5 "SuperPills" per level; when you eat one of them,
- the screen will be white for 10 seconds and if you collide with an
- enemy you will considerably increase your score.
- There are also 14 kinds of BONUS. Depending on which level you are,
- the energy is falling slowly or quickly, to oppose that you can eat
- pills or wait for energy BONUS.
- If an enemy is in front of you, press the fire button and you will
- jump. If you want to accelerate, just move your joystick ahead.
- If you collide with one enemy and you aren't under the effect of
- "SuperPill" or "Angel", the screen will be red and your energy will
- fall rapidly. If you run out of energy, you will be captured by your
- rivals and the game will be over.
- REMEMBER who are the rivals!
- -----------------------------------------------------------------------------
- | AMIGA RULEZ!! AMIGA RULEZ!! AMIGA RULEZ!! AMIGA RULEZ!! AMIGA RULEZ!! |
- -----------------------------------------------------------------------------
-
- . green -PILL (to finish level/to preserve energy)
-
- ( ) red -SUPERPILL (10 second of safe high scoring opportunity)
-
- BONUS: you find them,whenever they appear,near this signal --> (?)
- (you will ear a SOUND whenever a BONUS appears) |
- |
- |
-
- (+) -FULL ENERGY (the ENERGY becomes full)
-
-
- (^) -SCREGY (blue: 5000 points and a few of ENERGY)
- (green: 10000 points and more ENERGY)
- (violet: 20000 points and a lot of ENERGY)
-
- (!) -STOP (your enemy will be stopped for 16 seconds)
-
-
- (5) -NO TUBE (5 secs of screen fault; a few of extra score)
-
-
- [5] -NO CUBE (5 secs of screen fault; a lot of extra score)
-
-
- ^ green -MORE SPEED (your speed will be increased)
-
-
- ^ red -LESS SPEED (your speed will be decreased)
-
-
- [] red -LONGER JUMP (your jump will be longer)
-
-
- [] green -SHORTER JUMP (your jump will be shorter)
-
-
- ( ) violet -ANGEL or DEVIL (randomly ANGEL or DEVIL)
- (If you are lucky you will take ANGEL, that is
- 20 seconds of invulnerability. You will ear an
- agreeable sound during the effect of ANGEL)
- (But if you are unlucky you will take DEVIL, that
- is 10 seconds of rapidly exhausting energy.
- You will ear a disagreeable sound during the
- effect of DEVIL)
-
- -----------------------------------------------------------------------------
- | AMIGA RULEZ!! AMIGA RULEZ!! AMIGA RULEZ!! AMIGA RULEZ!! AMIGA RULEZ!! |
- -----------------------------------------------------------------------------
- KEYs:
-
- ESC = GAME OVER
- SPACE = TOGGLE PAUSE/UNPAUSE
- F5 = NOT INTERLACED SCREEN (DEFAULT)
- F6 = INTERLACED SCREEN
- RETURN = TOGGLE WIREFRAME/FILLED TUBES (WIREFRAME GIVES BETTER FRAMERATE)
- CURS UP = INCREASE THE DISTANCE OF VIEW (GIVES WORSE FRAMERATE)
- CURS DOWN = DECREASE THE DISTANCE OF VIEW (GIVES BETTER FRAMERATE)
-
- Cheat mode keys: (HIT THIS KEY MANY TIMES RAPIDLY)
- DEL = END LEVEL, THE EXIT DOOR IS OPEN (you can't do a record).
- HELP = RESTORE ENERGY, BUT HALVE THE SCORE AND ADDS 60 secs TO TIME.
-
- P.S.
- You can do a record only if you save the AMIGA, that is to end the LEVEL 5.
-
- -----------------------------------------------------------------------------
- | AMIGA RULEZ!! AMIGA RULEZ!! AMIGA RULEZ!! AMIGA RULEZ!! AMIGA RULEZ!! |
- -----------------------------------------------------------------------------
-
- TECHNICAL NOTES about "CYBER-MAN"
-
- 100% Assembly Language highly optimized programming.
- Full PAL OverScan, 352x278 resolution.
- Super SMOOTH 3D screen drawing (whereas the screen size and number of polygons)
- Compatible with all AMIGA models.
- Fully intensive BLITTER usage (and all DMA channels).
- No disk access once loaded.
- Enemies controlled by artificial intelligence routines.
-
- *** ABOUT THE ARTIFICIAL INTELLIGENCE ROUTINEs ***
- These are the product of some studies I did about neurons and insect's society.
- Each enemy has its own "temperament" and "instincts" reflecting how I think
- about the computer it represents, and every one has its social behaviour.
- NOTE:I limited the efficiency of their brain because in play-testing they were
- too strong and organized. I also limited their eyes, their view is FRONT,
- LEFT and RIGHT, they don't see through objects. So they aren't too strong.
- This routine is the state of the art in MC68000's opimizing code. Each
- ghost evalues the stimols from the "external" world with its temperament
- and makes instinctive decisions, then considers how to relate himself to
- his allies. This routine works 50 times per second, so only an extremely
- optimized code doesn't slow the action.
- **** When a ghost is "aggressive" it doubles its speed (as you can do moving
- the joystick ahead) whenever it sees you.
-
- Empty Inside - (It is the parody of PC's "Intel Inside" propaganda)
- This ghost is the most dangerous of all. Its temperament
- can be defined as "social". It follows you and calls
- all the others (with its authority). If it doesn't
- see you, it tries to organize the group against you.
- When you are under the effect of "SuperPill", it tries
- to scatter the group and run away.
- "Empty Inside" is aggressive from level 3, "ElectriCity".
-
- Mackintosh - (It represents the Apple Macintosh computer)
- This ghost can be considered a "snob". It hates the help
- of others and will follow you only if it doesn't see any
- other doing the same. It is an "antisocial" character.
- When you are under the effect of "SuperPill", it simply
- avoids the others but doesn't run away from you.
- "Mackintosh" is aggressive from level 4, "HeartBeat City".
-
- JoyPad - (It represents SNES,PC-ENGINE,NEO GEO,MEGADRIVE)
- This ghost doesn't care about others, it is antisocial.
- It only looks for you.
- When you are under the effect of "SuperPill", it runs away.
- "JoyPad" is aggressive from level 5, "Paradise City".
-
- STupid - (Also called "SynTax error", represents the ST computer)
- It can be considered coward. If there are others in the
- area, it prefers to avoid the contact with you, turning
- left or right. When you are under the effect of "SuperPill",
- it stupidly tries to oppose the "Emtpy Inside" scattering
- action. "STupid" is aggressive from level 2, "Funky Town".
-
- Pythagoras - (It represents the Acorn Archimedes computer)
- I appreciate this system, so in my game it isn't too much
- bad. It is simply completely blind and it wanders in the
- level, also if you are under the effect of "SuperPill".
- But it can involuntarily be followed by "Empty Inside" or
- "STupid",so watch your radar!
- "Pitagoras" is never aggressive.
-
- -----------------------------------------------------------------------------
- | AMIGA RULEZ!! AMIGA RULEZ!! AMIGA RULEZ!! AMIGA RULEZ!! AMIGA RULEZ!! |
- -----------------------------------------------------------------------------
-
- (c) 1993 by Fabio Bizzetti
-