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-
- 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
-
-
-
-
-
- >> INSTALLING TO HARD-DRIVE <<
-
- Simple. Just drag the 'StarStrike2000' drawer over to your Hard-Drive.
- No ASSIGNs are needed as everything default-loads straight out of this
- drawer.
-
-
-
- >> 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
-
- *----> 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!!!!
-
-
-
-
-
-
- ***>>> 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?
-
-
-
-
-
-
- ***>>> 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
-
-