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1992-09-02
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AUTHOR "Mr.Byte"
(C) "© 1997 Mr.Byte"
VER: "AmiBee v1.0 [Sep'97]"
· A · m · i · B · e · e ·
«« The Kidnapping Of Lady Akiko! »»
Chapter I - Kangry, The Cute Bad Boss
Version 1.0 - Date: 01 October 1997
© 1997 by Lobsang Alvites Szaler / Twin Eagles Group
Made in Lima - Peru
Disclaimer Legal notes/Distribution
Introduction What is AmiBee ??
Shareware Supporting Development
Installation How to install
Playing AmiBee Tips and Tricks
Author Contacting the author
Future To be added later
History The history of AmiBee
Credits Credits
Spanish Note Para los usuarios de Amiga.
--------------------------------------------------------------------
AmiBee © 1997 by Lobsang Alvites Szaler / Twin Eagles Group
--------------------------------------------------------------------
THE FOLLOWING DISCLAIMER IS APPLICABLE *ONLY* TO AMIBEE v1.0 (Level 1),
RELEASE DATE: SEPTEMBER 1997. CONTACT THE AUTHOR FOR FURTHER DETAILS.
AMIBEE and the files which belong to the program may be freely copied and
tested, if they are not changed. Any changes concerning the program or its
documentation must be allowed by the author.
AMIBEE may be distributed by any PD/Shareware library only if they don't charge
additional money for it, and all original files and documentation are included
in the distributed package.
AMIBEE may be included in cover disks, CD compilations and any other media only
if all original files and documentation are included in the distribution pack.
Commercial distribution of AMIBEE as a "stand alone" product is *NOT* allowed.
Written permission by the author is required.
If AMIBEE get reviewed in a print-magazine, disk-mag, online magazine or any
other publishing form, the author would be grateful to be informed about it.
Of course, a copy of the review sent to the author will keep up his moral.
THE AUTHOR, LOBSANG ALVITES SZALER, CANNOT BE MADE RESPONSIBLE FOR ANY
SOFTWARE OR HARDWARE DAMAGE CAUSED BY THIS PROGRAM. I CANNOT GUARANTEE THAT
FILES YOU RECEIVED CONCERNING THIS PRODUCT ARE THE SAME AS IN THE ORIGINAL
DISTRIBUTION PACK. USE IT AT YOUR OWN RISK.
WHAT IS AMIBEE ??
AMIBEE is a conversion for Amiga of the famous videogame TwinBee by Konami.
It's a nice vertical shooter featuring a cute character flying and firing to
everything in the screen (white carrots, etc.) trying to collect color bells
(covered by smiling clouds) which bounces when you fire them. It's like a mix
between Hybris and Galaga, but featuring anime graphics (japanese cartoons).
I played the original game (TwinBee) on MSX, PC-Engine, SNES and PSX, but as
no one had plans to release it for Amiga, I decided to write myself this
conversion. May be the only cool anime shooter available for Amiga is Apydia,
from Kaiko.
I recently contacted a mister who is professional cartoon designer (handmade)
in my country. He liked the videogame idea, and he told me that if I get good
reactions from the scene he would paint some quality cartoon animations for
AmiBee, mainly to support peruvian development. As I know, AmiBee is the first
videogame of any kind, in any platform and in any programming language being
completed and spreaded outside this country. Other local productions, also by
Twin Eagles Group, were spreaded on the Commodore 64 scene, but that
is another story... in another world...
The in-game music, composed by me (using fantastic Teijo's SoundStudio!), is
actually the theme from C=64's "Neuromancer" game (originally by Devo).
The real name of the track is "Some Things Never Changes", and it's on their
album "Total Devo" (thanks to Paul Trauth for this tip).
If someone can get a copy of that music track, please contact me. I really
liked it but unfortunately that kind of music isn't commercial here so isn't
available in local music-stores.
I hope you'll like AmiBee. Check program history to see new features included
in this release, and consider to support a work in progress :-)
AmiBee Development Information
Programmed with Blitz 2.1
Graphics made with Personal Paint 6.4
Music/SFX composed with SoundStudio v1.03c
Other stuff used: DSS8+ sound sampler.
AmiBee is SHAREWARE.
I spent about four months planning, coding, music composing, painting, testing
the playability (even recording on VHS the game to check in the nights).
I redo the whole first level many times to gain better play feeling and alien
formations. And don't forget the end-of-level boss, Kangry!!!
Now it's time for me to design new levels: more animation sequences, graphics,
music, new coding for end-of-level bosses, and many more.
AmiBee is a Work In Progress, so I'll be releasing progressively new versions
as they are completed. Please, consider to support AmiBee development by
registering to it.
You can send the registration fee to the author in any of these currencies:
Ammount: 10 US$ (ten US-Dollars)
Nowadays Rate of Exchange accepted:
- £ (British Pounds)
- Dm (German Marks)
- Lit. (Italian Lire)
Please, use the included Registration Form for easiness.
Public Distribution
Improvements for public distribution will be only and always related to
the First Level. Occasionally new stuff may be improved or added, but
you'll able to play only Level 1. If someday you wish a recently version you'll
need to pay an extra registration fee :-(
Registered User
Registering is done obviously only one time. You'll then receive privately
future updates and new levels as they are completed.
If a major version is to be released, you'll be informed about preferential
discounts. Also, you'll have special low prices for other products I may
release in the future.
======================================================================
A M I B E E - R E G I S T R A T I O N F O R M
======================================================================
SEND TO: Lobsang Alvites Szaler (or) Gabriela Szaler
Jr. Caracas 2363 Via Gorghi 132
Lima 11 - Lima 45020 - Canda
Peru Rovigo, Italy
I want to register to your game and receive updates as quick as they
will be released. I enclosed 10 US$ (nowadays rate of exchange) in:
(please state the amount sent) ___ US Dollars ___ Britisch Pounds
___ German Marks ___ Italian Lire
PLEASE, FILL IN THE FOLLOWING LINES USING CAPITAL LETTERS:
Real Name: _____________________________________________
Handle: _____________________________________________
Address: _____________________________________________
City: _______________ Country: _________________
Phone Number: _____________________________________________
Internet E-Mail: _____________________________________________
Amiga owned: _______________ Kickstart: _________________
Processor Type: _______________ Fast Ram: _________________
Other Hardware: _____________________________________________
WHERE SHOULD I SEND FUTURE RELEASES OF AMIBEE ?
[ ] To Your E-Mail [ ] To Your Postal Address
RATE THE FOLLOWING FEATURES OF AMIBEE (1=VERY POOR / 10=VERY GOOD)
Graphics: ___ Music: ___ Sound FX: ___ Fun: ___ Playability: ___
Difficulty (easy/okay/hard): ____________ Overall Rating: ___
Suggestions, comments, ideas, bug reports, ... : _____________________
______________________________________________________________________
______________________________________________________________________
REQUIREMENTS
- AGA Amiga (AmigaCD32, Amiga 1200 or Amiga 4000) required.
- Fast-Ram heavly reccomended to avoid slowdown.
- Joystick required (no special driver or calibration!) :p
INSTALLATION
HARD DISK Installation:
Simply decompress the LHA-packed file in your favourite HD partition.
NO assignments are required.
All needed files are available on any standard Workbench.
FLOPPY DISK Installation:
Format a Floppy Disk. Make it bootable. Copy the following Workbench files:
- LIBS/mathtrans.library
- LIBS/diskfont.library
- FONT/topaz (drawer)
- FONT/topaz.font
Finally, copy all files contained in AmiBee directory to the floppy disk.
COMPACT DISK Compilations:
If you wish to run AmiBee directly from a CD Compilation, you'll need the
four files listed above properly installed in the CD's Workbench.
VIDEO NOTE: AmiBee is being developed in Peru (South America), so I made it
NTSC compliant. It can be played of course in PAL mode too, but
for better performance (timing, game speed, etc.) I suggest you
to switch to NTSC mode before running the game (using Degrader
or any similar utility). If I get several petitions to release
a PAL version, then I'll do.
PLAYING AMIBEE...
At beginning you may feel the game a bit difficult to play, but after some
attempts you'll notice that (someday) you may finally reach end-of-level boss.
(of course, supposing he is still there, drinking coffee, waiting for you).
THE COLOR BELLS
Yellow bell (Points!) ... Progressively Extra Point (+500)
Celest bell (Speed-Up!) ... Progressively Improves AmiBee movement
Green bell (Power-Up!) ... Progressively improves AmiBee shooting
White bell (-) ... (not working yet)
Red bell (Beam-Up!) ... Extra FireBeam
Black bell (Death!) ... Lose One Life (don't take this!)
Shooting bells many times will randomly change its color.
Collecting bells will give you points.
THE FLYING BASKET
You'll notice a flying colorful basket with two white wings which sometimes(?)
crosses the screen. By wisely shoting bells, you must try to put them into the
Flying Basket. You'll hear then a score sound which signals you collected it.
- Each Bell scored will give you extra point.
- If you manage to collect 10 bells (whatever color) you'll gain an Extra Live.
Note: it will require you some practice, but then it'll be very funny to do.
IN-GAME KEYS
"F1" key will Pause the game. Again, "F1" key will continue the game.
"ESC" key will stop the current game and return you to the IntroMenu screen.
GENERAL TIPS
- When you begin Level 1 you'll notice the fast background scrolling while
flying above the trees. Collect as fast as you can useful Bells to improve
AmiBee's performance.
- Staying at the bottom of the screen can be very dangerous... sometimes!
- Try to learn enemies's movement, hit-resistance, speed...
- Pay attention when AmiBee is flying under a Smiling Cloud. Sometimes they
can cover an enemy's bullets!
- Don't wast your time collecting White Bells as they doesn't work yet :-(
- Don't press fire button like crazy. AmiBee will only fire few bullets
(max. four on the screen). The secret is to calculate/anticipate the right
moment to shoot, one by one, each enemy.
- If you feel too much "delay" (slowness) when AmiBee shoots, try to collect
more Green Bells.
- You must learn to shot Bells only when necessary, and not continuosly!
In this way, you'll can wisely drive their bounce and put them into the
Flying Baskets.
If you have some problems or new ideas, don't hesitate to contact me.
CONTACTING THE AUTHOR
Real Name : Lobsang Alvites Szaler
Handle : Mister Byte
Computer : Amiga 1200
Pet : A mindbender cat (Mirfusila)
I would like to know how many people likes AmiBee and wish to see or get
future versions. Don't hesitate to contact me for bug reports, suggestions and
specially to register to AmiBee. Postal cards are welcome :-)
If you wish to freely draw some graphics or composing a music for the game,
I would be very grateful. Of course, your name would be added in the credits.
NOTE FOR PUBLISHERS
If you wish to get AmiBee distribution (when completed) under Licenceware or
other interesting scheme, please don't hesitate to contact me.
Other projects/conversions may be also acepted.
HOW TO REGISTER
Use the Registration Form. Simply print it and fill it.
Please fold the money with the printed sheet (or any other paper) and
send it to me enclosed in a letter-envelope. Don't use big packages.
In case you can't print the Registration Form, please write down in a letter
paper the required information as shown in the Form. Don't forget to indicate
if you want future updates by internet email (very fast) or postal mail.
WORLDWIDE CONTACT
AUTHOR Address : LOBSANG ALVITES SZALER
Jr. Caracas 2363
Lima 11 - Lima
PERU
Internet Email : mrbyte@chavin.rcp.net.pe
Telephone : +51 1 463-3616 / +51 1 461-4207
EUROPE CONTACT
If you don't feel alike to send money to Peru, you may wish to send it to
ITALY. I'll be informed periodically about new incoming registrations, but
allow more time until you get any reply from me. Meanwhile, if possible, you
must send me an email (to the above address) informing about your registration
request. This will help to keep my records.
Snail Address : GABRIELA SZALER
Via Gorghi 132
45020 - Canda
Rovigo
ITALIA
Telephone : +39 425 704018
OTHER STUFF I MADE:
- Lock & Retrieve: quick Workbench utility to keep track of mates and lends.
(like diskettes, books, money, etc.)
- Varidiam ED-109: A conversion of Gundam F-91 (SuperNintendo) for Amiga 500.
Unfortunately I had to stop its development due to planning
mistakes. Demo is available on Aminet (Varidiam.lha).
FUTURE RELEASES
Public Distribution
Any future improvement for public distribution will be only and always
related to the First Level of AmiBee. This means that you may see new stuff
added, but you'll can only play Level 1.
Registered Users
People who registered to AmiBee will privately receive Update and
New Levels progressively as released. Also, if a new major version has to be
released, registered users will have preferential discounts.
You may find any of these news in future releases:
- Nice Cinema Display Intro (like PC-Engine games)
- OpeningStory (that's before beginning to play)
- Option screen
- Highscore Ranking List, Load and Save.
- New speechs (when taking bells)
- White-Bell working (will change player weapons)
- New player weapons (twin fire, triple fire, laser)
- AmiBee launching bombs
- AmiBee damaged (loses his arms)
- AmiBee shield
- Background enemies firing you...
- Enemies firing different bullet types
- Bonus Fruits
- Kamikaze Enemies
- WinCom (on-screen window showing AmiBee chating with EOL-Enemy Boss,
while playing!)
- Middle-Level Boss (Very Important!)
- Improve enemy's movement routine (to control collision priority,
zooms, frame animation, rotations, etc.)
- Extra Live at certain Points (40,000.. 100,000.. ???)
- Game Difficulty Auto-Adjustable (according to your status)
- May be some background animations?
- Improve collision-detection
- 2 Player mode
- Level 1 improvements (new details, graphics, etc.)
- Level 1 Boss (Kangry) firing a Bubble
- Level 2 completed!
(new enemies, graphics, End-Of-Level Boss and animation seq, etc.)
And of course, many other features not listed here will be improved or
added while coding, evaluating your suggestions...
HISTORY OF AMIBEE
01.jun.97 (v0.00): Begin The Project
- 2 Lt. Coca-Cola bought, as some food too
- Reading Amiga User's Guide: "Setting Up Your System" :p
- Cat deattached from keyboard (as she sleeps on it always)
- Mouse, Monitor, Joystick and PSU attached
25.jul.97 (v0.80): First beta preview (Not spreaded).
- main routine for Enemy Waves Movements done!
- MapGraphED done (for background Map creation)
- New in-game music (Neuromancer).
01.Aug.97 (v0.85): First public release (test)
- Clouds have now different vertical speed
- Clouds available in two sizes (little and big)
- in-game scrolling Messages (points, speed up!, etc)
- Points and Speed Up! now working (bell color)
- Check-Collisions vastly improved
- overall playability improved
- Enemy fires now at different angle and speed
- Enemy explosion added
- Improved some graphics
01.Oct.97 (v1.00): LEVEL 1 Completed.
- Level map extended, added new graphics and new alien formations
- In-Game music improved
- IntroMenu music composed
- Introduction music composed
- lot of new SoundFX added
- Priority Table for SoundFX playing added
- Bonus Points if Enemy-Wave destroyed
- Highscore added (rudimentary)
- Game Pause added
- better Font
- AmigaGuide documentation
- Flying Basket added
- Extra Lives added
- Enemy now flash when hitted
- Enemy shield added (hit resistance)
- Enemy randomly launch Mines
- BIG BOSS Level 1 created at least!!! (pant!pant!)
- Sequence "IntroMenu" added (AmiBee falling and dancing)
- InfoPage created (Menu screen)
- Sequence "Game Over" added
- Sequence "Level Completed" added
- Player "fire-button" routine changed. Now it works like "R-Type"
(by pressing fire player accumulates energy for a special Beam).
- WinStatus improved (at bottom screen):
display number of recollected Bells in Flying Basket, number of
player FireBeams available and fire-energy accumulated (greenbar)
- Amibee death sequence (Geronimo) and comeback (Maaa) created
- AmiBee new weapon: Low and High FireBeam
- Red Bell now working (add player FireBeams)
- Green Bell now working (Power-Up! player fire)
- Clouds can now be internally turned on/off
- Background Scroll speed can now be internally changed
- new Enemies's Formations added
- two minor bugs fixed
- AmiBee is now SHAREWARE
Alex Mena - For lending me his PC-Engine and TwinBee card
Mighty Wolfie - For the T.E.G. introduction logo
Mopz/NC Gamez - For the "Level_Complete" music, and being a good pal
Skid/Ozone - For converting original AmiBee readme to AmigaGuide
Tolkien - For translating AmigaGuide to Spanish
Special Notes:
"Game_Over" music taken from a CD compilation. It's an arrangement of the old
C=64 classic Commando's hi-score (originally composed by Rob Hubbard). I don't
know who made this Amiga arrangement, but it seem was Hydra ?
"End-Of-Level Boss" music (Astrological Mix) composed by Nao/Lemon (1993),
found in a CD compilation. I tried to contact him, but I failed. I hope he
doesn't get angry for using his module ;-)
MAILING LIST para Usuarios Amiga
Los comunidad Amiga de habla hispana esta invitada a subscribirse a la
Lista de Interes que fue abierta hace varios meses con la finalidad de
conocernos, intercambiar experiencias, ayuda, y todo lo relacionado a
nuestra fantastica plataforma!
Como subscribirse
Enviar mensaje a : listasrcp@rcp.net.pe
Titulo del mensaje : <vacio>
Contenido mensaje : subscribe amiga
end
Email de la Lista : amiga@rcp.net.pe
Para obtener previamente mas información, comuniquese con Mister Byte
(email: mrbyte@chavin.rcp.net.pe), o puede visitar el siguiente homepage:
SPAMIGA Homepage: HTTP://www.rcp.net.pe/rcp/LISTAS/WWWS/AMIGA/