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-
- T H E C O N T I N U I N G A D V E N T U R E S O F
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-
- version 6.41
-
- Copyright (c) 1996 by
- Edward D. Collins
-
- (original concept by Doug Beeferman)
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ INTRODUCTION ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- Welcome to THE CONTINUING ADVENTURES of CYBERBOX - a game of
- planning, strategy, and thinking ahead! Your objective is simple:
-
- Escape from each of the 15 rooms
- using as few moves as possible !
-
- Note that The Continuing Adventures of CyberBox is not an "arcade"
- game. No manual dexterity is required. You are not timed in any
- way nor is the "speed" in which you act important. So slow down!
- You can afford to relax!
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ REQUIREMENTS ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- ■ An IBM 286 (or better) with approximately 399K of conventional
- memory.
-
- Note: If you do not have this much conventional memory
- available, or if you are having simple problems in loading
- the program, try running the program with the "no-doc"
- command-line switch. For more information, see the COMMAND-
- LINE PARAMETERS section below.
-
- ■ A VGA graphics card and a color monitor.
-
- ■ A little bit of patience and a sharp mind!
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ PROGRAM FILES ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- Files that CA-CYBER.EXE requires
- ────────────────────────────────
- ■ CA-CYBER.DOC - this documentation file
- ■ BOXES-01.DAT - the data file for the box-images
- ■ CURSR-01.DAT - the data file for the cursor-images 1 thru 9
- ■ VOL-001.DAT - the data file for rooms 1 thru 15
- ■ VOL-001.SOL - the solution file for rooms 1 thru 15
-
-
- Other Files Used Or Included
- ────────────────────────────
- ■ CA-CYBER.CFG - the configuration file
- (this file will be created by the
- program if it doesn't already exist)
- ■ CYBER-01.ICO - a couple of custom icons fro those who may wish
- ■ CYBER-02.ICO to launch this program from Microsoft's WINDOWS
- ■ FILE_ID.DIZ - the customary description file for BBS's
- ■ REVISION.TXT - a list of the revisions the program has gone
- through
- ■ CA-EDIT.EXE - my Room Editor program
- ■ CA-EDIT.DOC - the Room Editor's documentation file
-
-
- If you've purchased the deluxe game, then your disk or directory
- will have additional...
-
- box-image data files (for example, boxes-02.dat)
- room-volume data files (for example, vol-002.dat)
- cursor-image data files (for example, cursr-02.dat)
- solution files (for example, vol-002.sol)
-
- For those of you who may wish to launch this game from Microsoft's
- WINDOWS, I've included a couple of custom icons for it. Within
- Windows, when setting up the program's properties, click on
- "change icon" and then simply point to either the CYBER-01.ICO or
- the CYBER-02.ICO file wherever it may reside on your hard disk.
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ HOW TO PLAY ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- You are represented in this game by your choice of several different
- cursors (a tree, an flag, a snake, a man, etc.). You will be placed
- at a predetermined spot inside of a carefully constructed room. Your
- objective is simply to get to the EXIT of each room, ideally using as
- few moves as possible! The exit is always located in the same spot;
- at the top of the screen in the middle of the room. Once you reach
- this exit, you will immediately find yourself in the next room. Each
- room-volume contains 15 rooms to escape from.
-
- Note that each room is a seperate puzzle all its own. You will never
- have to "pick up an object in one room", for example, to help you
- exit from another.
-
- You can move your cursor in any of four possible directions:
-
- ■ up (the UP arrow key or the HOME key)
- ■ down (the DOWN arrow key or the END key)
- ■ left (the LEFT arrow key or the DELETE key)
- ■ right (the RIGHT arrow key or the PAGE DOWN key)
-
- (You may also use the numbers 2, 4, 6, and 8 on the numeric keypad
- which will move you down, left, right, and up, respectively. If you
- DO wish to use this keypad, note that your NUMLOCK key may be either
- on OR off.)
-
- Moving diagonally is not possible.
-
- To hinder your attempt to escape, "boxes" have been strategically
- placed throughout each room. There are several different types of
- boxes, which are all described below.
-
- Every room has a solution! However if you're not careful you may
- trap yourself and may not be able to get to the exit or may render
- the exit unaccessable. In either case, you must hit the "R" key to
- retry this room from the beginning.
-
- If you currently don't have the program loaded, do so now! This
- entire documentation file is available to read from inside the
- program! The remaining documentation will probably make much more
- sense to you if you've already seen the game.
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ BOX DESCRIPTIONS ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- PUSHERS
- ───────
- PUSHERS are probably the easiest type of box to understand. They
- are capable of being pushed in the direction of their arrowheads.
- These boxes can be pushed if their is nothing in their path to
- prevent this from happening. All together, their are 11 different
- types of PUSHERS. Some PUSHERS can only be pushed "left", some can
- only be pushed "right", some only "left" and "down" etc.
-
- PUSHERS not only can be pushed by you, they can also be pushed by
- MOVERS. (see MOVERS, below.)
-
- PUSHERS are represented by arrows which point in the direction that
- they can be pushed.
-
-
-
- BLOCKERS
- ────────
- Ok, so I was wrong. BLOCKERS have got to be the easiest type of box
- to understand. BLOCKERS never move at all. Period. They act as a
- "blocker" or wall, since they cannot be pushed and nothing can ever
- be pushed into them.
-
-
-
- ZAPPERS
- ───────
- Since we've just mentioned BLOCKERS, let's next describe ZAPPERS,
- since these two boxes have one thing in common: ZAPPERS also never
- move at all. Ever. What these boxes do though, is "zap" you forward
- when you "push" these from behind. There must be an empty space in
- the front of the ZAPPER to be zapped. (Or a non-closed SELECTOR.
- See SELECTORS below.) You must be careful with ZAPPERS because they
- act like a one-way street. Once you are zapped forward, you can't
- retreat the same way.
-
- ZAPPERS are represented by a solid purple triangle with a hole in the
- middle, pointing in the direction that one is "zapped".
-
-
-
- MOVERS
- ──────
- These boxes are great. MOVERS are always exerting a constant force
- in the direction that they point. These boxes are the only boxes
- that can move themselves. As soon as a situation exists in which a
- MOVER can move, it will do so. There are four different types of
- MOVERS: MOVERS which move up, down, left, and right. MOVERS are
- able to move PUSHERS or SELECTORS but never PULLERS (which can only be
- pulled) nor BLOCKERS or ZAPPERS (which never move at all).
-
- Note also that MOVERS can never move "you." (You're too heavy!) So
- you don'ever have to worry about getting squashed by a MOVER.
-
- MOVERS are represented by a solid blue triangle, which points in the
- direction that they exert force and move.
-
- Note that now, with version 6.0, you have the option of "animating"
- these MOVERS. With this option turned on, the little blue arrow
- "moves" back and forth. (Since this box is just dying to "move!")
-
-
-
- PULLERS
- ───────
- Unlike PUSHERS, these boxes cannot be "pushed" at all. However
- they are capable of being "pulled" but only in the direction of their
- "handles." Just like PUSHERS, there are 11 different types of
- PULLERS, some which can be pulled just to the right, some just to the
- left, etc. PULLERS may be annoying because, at times, you may not wish
- to pull them! For example, let's say that you've just walked up to a
- PULLER. If you now reverse your direction and walk back the way you
- came, this PULLER will in effect, follow you! Without possibly
- realizing it, you are now "pulling it!" To quit pulling this box, you
- will have to either...
-
- change your direction by 90 degrees,
- get zapped forward by a ZAPPER,
- or walk through a non-closed SELECTOR
-
- The only way EVER for a PULLER to move is for you to pull it.
- PUSHERS cannot move these boxes nor can an MOVER move it.
-
- PULLERS are represented simply by a rather funny shaped box (you'll
- see what I mean) with the rectangular "handle" on the side of the
- box in which it can be pulled.
-
-
-
- SELECTORS
- ─────────
- And last but certainly not least are the SELECTORS. These boxes
- cannot be pushed directly by you. They can only be pushed by other
- boxes. So if you wish to move a SELECTOR, you will have to either
- push a PUSHER against it or force a MOVER to move it. It should be
- obvious that you can't push SELECTORS because, if you look at them,
- this type of box does not have a full, solid wall for your cursor to
- push up against. However, it does have a partial wall at the edges
- which the PUSHERS and MOVERS use to push it.
-
- There are 4 different types of SELECTORS. The first type is "open"
- on all four sides and you can walk right through it. (Pretend you're
- just small enough to squeeze through!) The second type is only open
- from the north and south end. The third type is only open from the
- east and west end. The fourth and final type, represented by an "X",
- is closed and walking through it is not possible at all.
-
- ───────────────────────────────────────────────────────────────
-
- Note that more than one box can be moved at the same time ONLY IF
- EVERY OTHER BOX IN THAT SERIES OF BOXES CAN BE LEGALLY MOVED. As
- Doug in his original game said, "Experiment. You'll get the idea."
-
- No boxes can ever be pushed through the exit passageway. It's just
- a tiny bit too small!
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ MENU KEYS ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- <H>elp
- ──────
- This key displays a little sub-menu screen revealing the following
- four options:
-
- <A>bout CyberBox <B>ox Review Read <D>oc File <?> Show Keys
-
-
-
- <A>bout CyberBox
- ────────────────
- This screen gives you some general information about the game, which
- data files are currently loaded, etc.
-
-
-
- <B>ox Review
- ────────────
- This screen is really just to help you get going the first couple of
- times that you play. It is just a quick review of each box, its name
- and how it moves.
-
-
-
- Read <D>ocumentation
- ────────────────────
- You can, now with version 4.15, read the documentation file from
- right inside the program. While reading the documentation file, you
- can change the foreground or background color to suit your individual
- taste. Hit F1 for a list of the keys that are available.
-
-
-
- <?> Show Keys
- ─────────────
- This will display a list of all of the available keys.
-
-
-
- <I>nstant Replay
- ────────────────
- Every valid move that you make is saved and recorded in memory. At
- any time while inside a room, hit this key to see a "replay" of all
- the moves you've currently made for this room, in the order that
- you've made them!
-
- After hitting this key, the room will be temporarily set back to the
- way it originally was when you first entered. You will then be
- prompted to hit any other key to begin the "replay animation."
-
- You can then sit back and watch the program replay all the moves that
- you made for this room! When finished, you will be right back where
- you were a moment ago, both in terms of the way the room looked and
- number of moves made!
-
- The speed at which the cursor moves is set by you, in the Option
- Screen. For convenience, you can also change the speed while the
- animation is in progress. The "+" key will speed up the animation
- while the "-" key will slow it down. For a good chuckle, set the
- speed on "very fast" and watch the cursor fly!
-
- While the animation is in progress, if you wish to pause it, simply
- hit the spacebar. The program will pause until another key is
- pressed and then the animation will resume.
-
-
-
- <J>ump Screen
- ─────────────
- This option, allows you to "skip" a room if you so desire. If you're
- having problems with a certain room, you can "jump" to another and
- come back to this room later.
-
- For your convenience, when inside the Jump Screen the rooms that you
- have already completed during this session will be highlighted.
-
- In addition to the title of each room, note that this jump screen
- also displays the the number of moves that it took you in your
- shortest solution as well as what "I" believe to be the shortest
- solution. You may find a shorter one!! If you do, I'd like to know
- about it!
-
- If you enter this jump screen and decide you do not wish to jump
- anywhere, just hit the ESCAPE Key to exit back to the room that
- you were currently in.
-
-
-
- <M>enu Toggle
- ─────────────
- This toggle will display your choice of...
-
- 1) all of these menu key options
- or
- 2) the number of moves you've made for the room you're in
- the least number of moves it took you to solve it
- the least number of moves that I can solve the room in
-
- For convenience, the spacebar or ENTER key will also toggle the
- two menus.
-
-
-
- <O>ptions
- ─────────
- This screen allows you to set your own game colors, animation speed,
- cursor appearance and other options. You can also load additional
- data files (room-volumes, box-images and cursor-images etc,) from
- within this screen. These settings are saved to disk in the
- CA-CYBER.CFG file which is read when the program is first loaded.
- All of the options inside the Option Screen should be
- self-explanatory.
-
-
-
- <R>etry
- ───────
- You will probably be using this key often! When you find that
- you've trapped yourself, made the exit unaccessible, or simply wish
- to start over the room that you are currently in, hit the "R" key.
- You will find yourself in the same room, the way it looked when you
- first started. As mentioned above, when you use this key, the number
- of moves that you used before you "screwed up" is reset to zero - you
- are starting this room over from scratch.
-
- Because you probably WILL be using this key more than any other, it
- doesn't make any sense to have a prompt come up each time to confirm
- that you really DO wish to start over. So don't hit this key
- unnecessarily!
-
-
-
- <S>ee the Solution
- ──────────────────
- Every single time you exit a room, the program logic checks to see if
- the number of moves you made is lower than the previous known
- solution for that room! If so, THIS solution immediately becomes
- "the one to beat."
-
- Once a room has been solved, you can "see" the solution again by
- hitting the "S" key. This will display a little sub-menu, giving you
- the choice of seeing either YOUR shortest solution or MINE. Upon
- choosing either, the room will be temporarily set back to its
- starting arrangement, and you will be prompted to hit a key to begin.
- You will then see your cursor do what is necessary to exit this room.
-
- The speed that the cursor moves is set in the Option Screen.
- However, you can also change it the animation speed simply by hitting
- the "+" and "-" keys. To pause the animation while it is progress,
- hit the spacebar just like you would while "<i>nstant replaying."
-
- When the animation is finished, you are again prompted to hit a key.
- The room is THEN set back to what it was before you saw the solution.
-
- I included this feature for a couple of reasons. One, because I
- myself enjoy not only simply EXITING each room but trying to do so IN
- THE FEWEST MOVES POSSIBLE. Now my efforts are rewarded by recording
- my "record solutions" for posterity! Two, if anyone is able to
- BETTER any of MY solutions, you would be able to prove it by simply
- sending me your solution file. This would sure beat proving it by
- recording each of your moves by hand. ("I went left - left - up -
- then right - then up - left - left," etc.)
-
- IMPORTANT NOTE! If you decide to purchase additional rooms
- (remember, the deluxe game is required to load these) I will send
- you, free of charge, MY solution file to all room volumes!! So if
- you simply cannot figure out how to exit a particular room, the
- answer IS available.
-
- When you exit the program, the solution file will be re-written if
- any rooms have new record-lows.
-
-
-
- <T>ake Back
- ───────────
- This option allows you to take back a move if you so desire. Upon
- hitting the "T" key, the room is set back to the way it looked prior
- to your last move. One move is then also subtracted from your move
- total. In every sense, it's as though you never made the move at
- all. However you are only allowed to take back one move in
- succession. (In other words, you can't take back two moves in a
- row. If you try it no harm will result. You'll simply see an error
- message.) After taking back a move, you must then make at least one
- more valid move before you are able to use this take back feature
- again.
-
- This option often comes in handy if you happen to fumble with your
- keyboard keys and didn't mean to move your man in the first place.
-
- If you feel that in a game of this type that taking back a move is
- "cheating" then my suggestion is simply not to use it!
-
-
-
- e<X>it to DOS
- ─────────────
- This (along with the ESCAPE key) will exit the program. The
- customary "Do you really want to quit?" message will appear, in case
- you hit this key without actually wishing to.
-
-
-
- ALT-R
- ─────
- This key combination will <R>ecall the last saved position. Your
- move total will be set back to the number of you moves that you had
- when you initiated your save. As with ALT-S there is no
- confirmation so be careful since recalling your last position wipes
- out your CURRENT position.
-
-
-
- ALT-S
- ─────
- This feature allows you to save the current position in memory. It
- can be VERY handy and should be used often! You are only allowed to
- save one position. Each time you hit ALT-S, any previously saved
- positions are overwritten. There currently is no confirmation so do
- not his this key unnecessarily. Note that if you decide to exit this
- room, the position is then lost, even if you decide to re-enter the
- same room later. Use ALT-R (see ALT-R below) to recall this
- position.
-
-
-
- ALT-D
- ─────
- Although not listed on any of the menus, the key combination ALT-D
- will temporarily exit the program and shell out to DOS. This can be
- useful if you are playing this game at work and see or hear your boss
- approaching! (Or if YOU are the boss and don't want your employees
- to see YOU playing games!)
-
- After shelling, simply type EXIT to re-enter the program. You will
- find yourself back in the room, the way that you left it just a
- moment ago.
-
- The amount of memory that you will have available after shelling will
- depend upon your own system configuration.
-
- Before typing EXIT and returning to the game, make sure that you are
- back in the directory that the program is launched from. (Assuming
- that you happened to change directories in the first place.)
-
-
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓ DIFFERENCES FROM THE ORIGINAL CYBERBOX ▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- ■ The most noticeable difference is probably the room itself. The
- original CyberBox game consisted of a room with an area only 15 by
- 10 in size. I chose to increase this playing area slightly, from
- 15 by 10 to 19 by 13. To do this I made the boxes slightly
- smaller and used a little bit more of the video screen. This
- increase in area, from 150 "square feet" to 247 "square feet",
- allows for much more intricate and complex room designs!
-
- ■ I've introduced a brand new type of box - PULLERS which can only
- be "pulled".
-
- ■ I added a couple of different types of PUSHERS. (Note: In Doug's
- game and in my earlier versions these boxes were called SLIDERS.)
-
- ■ Your original starting point in each room is not necessarily in
- the same spot. In the original game you always started at the
- bottom of the screen directly in the middle of the room. In this
- game, you could start anywhere!
-
- ■ In the original CyberBox game, if you accidentally walked into a
- wall or attempted to move a box incorrectly, this was considered a
- "move" even though your man didn't actually "move" anywhere. I
- didn't care for this feature only because, to me a move should be
- "a move." At times I found myself fumbling with the cursor keys
- and didn't even mean to move my man anywhere in the first place!
- BOOM! Points deducted! Remember, this is a STRATEGY game, not
- one of manual dexterity! In "The Continuing Adventures of
- CyberBox" only if your man MOVES is this considered a move.
-
- ■ The original game did not have a "jump screen" or an "instant
- replay" feature.
-
- ■ The original program only offered two types of SELECTORS.
-
- ■ The original program did not have a take back feature.
-
- ■ The original game did not allow you to set your own animation
- speed, text and background colors, sound pitch, etc.
-
- ■ The original game did not save your solution to each room.
-
- ■ The original game did not give one the option of animating the
- MOVERS.
-
- ■ This game allows you to view, at any time, the number of moves
- that you've currently made for each particular room you're in as
- well as the total number of moves you've made for all rooms
- combined.
-
- ■ The data for my rooms are read in from a data file and are not
- hard-coded in the program. This ensures that this program will
- always have "replay" value. This also means that others can
- create rooms for ME to solve. I like playing CyberBox too!
-
- ■ The data for the boxes are also read in from a file. One can
- edit this box data file to change the appearance of the each and
- every box to suit themselves.
-
- ■ The MOVERS are represented as a SOLID blue triangle. (I think
- it looks better.)
-
- ■ The ZAPPERS are represented as a SOLID purple triangle. (Ditto.)
-
- ■ The original program did not allow you to read the documentation
- file from inside the program.
-
-
- In a nutshell, any enhancement or improvement that I felt was needed,
- I incorporated!
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ COMMAND-LINE PARAMETERS ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- With some of these later versions, as I've continued to add features,
- some people have reported having problems loading the program into
- memory. If you are having such difficulties, try loading the program
- WITHOUT the documentation file by using the "no-doc" command-line
- switch. For example...
-
- ca-cyber no-doc
-
- will bypass loading the entire doc file and free up almost 75K of
- conventional memory.
-
- If you've purchased the deluxe version you can, if you wish, specify
- which room-volume data file, which cursor-image data file, and which
- box-image data that you wish to use, right on the command-line. The
- format is...
-
- ca-cyber "room filename" "cursor filename" "box filename"
-
- Note that if you don't specify any parameters on the command-line,
- the program will automatically load the files that you were using the
- last time you played.
-
- The order of the above three files is irrelevant. The program logic
- is "smart enough" to know which is which. Just be sure to include
- one or more spaces between each filename.
-
- A few examples:
-
- To load the second set of 15 rooms (vol-002.dat) using the cursor
- images from the third set (cursr-03.dat) you could type either...
-
- ca-cyber vol-002.dat cursr-03.dat
- or
- ca-cyber cursr-03.dat vol-002.dat
-
- If you wanted to load this same second set of rooms using the cursor
- images from the first set (images01.dat) along with the box-images
- from the third set all WITHOUT the documentaion file you could
- type...
-
- ca-cyber vol-002.dat cursr-01.dat boxes-03.dat no-doc
- or
- ca-cyber no-doc boxes-03.dat vol-002.dat cursr-01.dat
-
- etc.
-
-
- ┌─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─┐
- Please note that it is now (starting with version 4.0) NOT
- │ necessary to use the above command-line options to load │
- │ additional files. The program is now able to load all three │
- data files from right inside the program.
- └─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─┘
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ CREATING YOUR OWN ROOMS ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- Now, starting with version 6.02, my Room Editor program now comes
- included with the non-deluxe version. This is the program that I
- currently use to create all of my rooms. This editor will allow you
- to create, test and play a room that you yourself create. However,
- if you wish to actually load a room in the game, you will have to
- purchase, from me, the deluxe version.
-
- The Room Editor program comes with its own documentation file, so I
- won't bother describing it here.
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ BUG REPORTS ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- If you feel that the game can use improvements in any area, or more
- importantly, if you find any programming bugs, I would appreciate it
- very much if you would let me know. With a program of this size and
- complexity, there is always the possibility for a bug or two. I
- apologize in advance if there ARE any.
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ REGISTRATION ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- None! This game is free. There is no registration fee or "trial
- period" whatsoever. Keep it for as long as you want. Feel free to
- make copies for friends, upload it to computer bulletin boards, etc.
- However, when archiving the game or when giving it away, PLEASE make
- sure that the following ten files...
-
- ■ ca-cyber.exe (the EXEcutable file)
- ■ ca-cyber.doc (this DOCumentation file)
- ■ boxes-01.dat (the DATa file for the boxes)
- ■ cursr-01.dat (the DATa file for the cursor-images 1 thru 9)
- ■ vol-001.dat (the DATa file for rooms 1 thru 15)
- ■ vol-001.sol (the SOLution file for rooms 1 thru 15)
-
- ■ cyber-01.ico (the ICOn file for those who wish to launch
- ■ cyber-02.ico this game under Microsoft's WINDOWS
- ■ revision.txt (the list of revisions the program has seen)
- ■ file_id.diz (the customary description file used by BBS's)
-
- ...are all included.
-
- The configuration file will be created when the program first runs
- and does not need to be included.
-
- Note that the non-deluxe version will only load the room-volume data
- file "vol-001.dat" (rooms 1 thru 15) and the cursor-image data file
- "cursr-01.dat". If you wish to attempt to solve additional rooms,
- or load additional cursor-images, you will have to purchase, from me,
- the deluxe version.
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ THE DELUXE VERSION ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- ╔═══════════════════════════════════════════════════════════╗
- ╔══╝ ╚══╗
- ║ The deluxe version will allow you to... ║
- ║ ║
- ║ ■ load and play volumes 002 thru 006 (rooms 16 - 90!) ║
- ║ ■ load any and all ADDITIONAL rooms that become available! ║
- ║ ■ load different cursor-image data files! ║
- ║ ■ load different box-image data files that I've created. ║
- ║ ■ avoid the annoying delay screens which appear at the end ║
- ║ of the program. ║
- ║ ■ view the solution to all 90 rooms! ║
- ║ ║
- ╚══╗ ╔══╝
- ╚═══════════════════════════════════════════════════════════╝
-
-
- Note that the deluxe version and any room-volumes other than
- vol-001.dat are NOT free and may not be distributed, uploaded to
- computer bulletin boards or any Internet site etc., or sold in any
- way.
-
- If you enjoy the game, I'd like you to become part of the CyberBox
- Team! There are many more rooms to escape from! And with the
- CyberBox Room Editor, many more rooms will be created by others all
- the time.
-
- The cost of the deluxe game is $ 3.00. This is very inexpensive
- compared to the cost of many "store bought" or commercial games.
- Because the data for the rooms are read in from a data file, this
- game will always have "replay" value, which is not the case with
- many commercial games. (With many commercial games once you find
- the solution or "win", the game is no longer fun to play. That's
- why these rooms are read in from a data file and not "hard-coded"
- in the program. There can ALWAYS be more rooms to solve.)
-
- Each room-volume contains 15 rooms and are currently only $ 1.50
- each.
-
- cost to receive the deluxe game....... $ 3.00
-
- vol-002.dat (rooms 16 thru 30)....... $ 1.50
- vol-003.dat (rooms 31 thru 45)....... $ 1.50
- vol-004.dat (rooms 46 thru 60)....... $ 1.50
- vol-005.dat (rooms 61 thru 75)....... $ 1.50
- vol-006.dat (rooms 76 thru 90)....... $ 1.50
-
- postage and materials ................ $ 1.50
- (disks, mailing envelope, etc.) ───────
-
- total................................. $ 12.00
-
-
- The postage and materials fee can be waived if you wish me to simply
- e-mail the game to you. Please be sure to include your e-mail
- address.
-
- Additional rooms, as they become available, will probably cost even
- less! (Since others will be creating many of them, I won't have to
- do all the work myself!)
-
- Please mail all checks or money orders to the following address:
-
- ╔══════════════════════════════════╗
- ║ Edward D. Collins ║
- ║ 151 East First Street #315 ║
- ║ Mesa, Arizona ║
- ║ USA 85201-6769 ║
- ╚══════════════════════════════════╝
-
- All disks sent will be 3½ inch in size unless you specify otherwise.
- And be sure to include your return address!!!
-
- You can also e-mail me at ecollins@inficad.com to verify that I'm
- still here!
-
- I'd also enjoy hearing where you got the game from and what version
- you currently have.
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ HOW THIS GAME CAME TO BE ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- When I first played the original CyberBox by Doug Beeferman, I
- quickly fell in love with it. I thought it was a lot of fun. It was
- original, it was simple and yet at the same time, challenging, etc.
- It didn't require fast reflexes, and was the type of game that could
- appeal to both male & female as well as the young and the old.
-
- At the same time, I HATED it because it was over too quickly!!! I
- easily solved all 17 of Doug's rooms within the first DAY and wished
- that there were more. Even then, I thought that it wouldn't be too
- hard to write my OWN CyberBox game (being the master programmer that
- I am! <grin>) but I was probably working on some other program or
- project at the time and never followed up on it.
-
- Several months later I noticed a note on one of the bulletin boards
- on PRODIGY, (which I was a member of for a year or so) from a member
- who was looking for some strategy type games. He mentioned that he
- enjoyed playing CyberBox II. CyberBox II ??? I wasn't even aware
- that a sequel existed! I quickly made arrangements to get a copy of
- it. However after receiving it, I was very disapppointed. Granted,
- the game was well done but the format had changed from the original
- version and I kinda preferred it the way that it was. So that right
- there gave me the incentive to write my OWN CyberBox game... and to
- go back to something closer to the original format. So, the finished
- product of my endeavors is what you now see before you.
-
- I started writing this game during the fall of '92. I worked on it
- for almost 4 months straight... every single day, night, weekends,
- etc. Many weekends I found myself working on it all night long. In
- fact around January of '93 I was so BURNED OUT over this project that
- I just had to put it up for awhile. Well, that turned out to be a
- mistake because after putting it away I didn't pick it up again for
- more than six months!
-
- Also, once I finally did pick it up again, it took me a few days just
- to figure out what some of my coded modules were doing! Granted, I
- try to write well documented, structured code, but most programmers
- do tend to get a little "sloppy" in their coding from time to time.
-
- Then I moved from Royal Oak, Michigan to my current address here in
- Mesa, Arizona. Well, that took time (packing, renting and loading my
- U-Haul Truck, moving, unpacking, etc.) so I was once again forced to
- put the program on hold for awhile. I picked it up again a few weeks
- later and once again worked on for it off and on for several months
- straight. Well, the same thing happened again! I got so burned out
- over this silly game that I just had to put it away. And again, once
- I put it up, I didn't pick it up again for almost another 6 months.
- I finally started working on it again and then finally, as I saw that
- the program was nearing its completion, I was able to finish it.
-
- I've estimated the number of hours that I've spent on this game and
- there is no point in even mentioning it since no one would believe me
- anyhow.
-
- I still enjoy creating new rooms and I'm currently working on my
- fifth room-volume now. Eventually I hope to have at least 10
- different volumes - 150 rooms to solve! I'm hoping that others,
- maybe with more imagination than I, can also help to contribute to
- the "room making process."
-
- I had a tough time deciding on what to call this game. Ed's
- CyberBox? Deluxe CyberBox? MORE CyberBox? A friend suggested the
- games actual title and although it's a bit long, the more I thought
- about it the more I liked it. Especially after I wrote the Room
- Editor Program so that rooms can now be created with ease. So it
- really will be...
-
- ...The CONTINUING Adventures!
- ──────────
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ WHAT IS A 'CYBERBOX?' ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- Is CyberBox the name of the game? Is it the name of your little man?
- Wait! It's gotta be the name of the boxes that you push and pull,
- right? Or is it the name of the ROOM that you are trapped in? What
- the heck is a "CyberBox?"
-
- I've decided that it is... all of the above! And more! In a game of
- logic, planning, and strategy, this may be the only "illogical" thing
- about it! AAGGHH! Mr. Spock would have a fit if he heard this!
- (Actually, since Vulcans don't have "fits", maybe he wouldn't!)
-
- CyberBox can be used as a noun... "Let's play CyberBox!"
- or... "I hope CyberBox can make it out of this room safely!"
-
- Or as an adjective... "That is one CyberBox of a room!"
-
- Or as a verb......... "Ahhh! I've been CyberBoxed!"
- or......... "Don't CyberBox me!"
-
- or... well, you get the idea!!
-
-
- Please note that CyberBox is always spelled as one word, with the
- letter "B" in "box" capitalized. This is the way that Doug spelled
- it on his opening screen in HIS CyberBox game and... well, I kinda
- liked it that way. So now it's official!
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ HINTS AND TIPS ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- Generally, in each volume of rooms the LOWER the room number the
- EASIER it should be to solve. Of course, what one might consider
- easy, another may consider quite difficult, so don't take this too
- literally. But in general you should find this to be true.
-
- Also note that the number or moves required to exit does not in any
- way reflect the difficulty of the room. Several rooms are rather
- easy to solve...it just takes awhile to do it.
-
- Usually when first presented with a room, it's often easier to solve
- if you mentally work BACKWARD. Figure out what needs to be done
- around the EXIT and then work your way backward from there.
-
- Note that when travelling across the entire screen, you can hold your
- cursor keys continiously down if you so desire. This can be faster
- than making each move one "square" at a time.
-
- Don't forget to read the name of each room in the upper right hand
- corner of the screen. Sometimes the name of the room will actually
- provide a small clue to help you in your goal of exiting it.
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ MISCELLANEOUS ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- You will note that the authors name whose designed each room is
- displayed vertically on the right hand side of the screen. If you
- send me a room that YOU yourself design, please let me know how you
- want YOUR name to be displayed. If it's good enough I'll include it
- in my next room-volume.
-
- The program now takes up a rather large amount of memory (this
- wasn't always the case, but with each subsequent version, I added
- more and more code) but it's still not too bad. Remember, I'm
- keeping in memory such things as:
-
- ■ the data for all 15 rooms
- ■ the image for all 9 cursor-images
- ■ the image for all 35 boxes
- ■ the solution to every room
- (a possible 3000 keystrokes x 15 rooms x 2!)
- ■ this entire documentation file
-
- If you do not have enough memory to load and run the program, try
- removing such things as your mouse driver, any TSR programs that you
- may be installed (such as DOSKEY, SMARTDRIVE.EXE, etc.) Also you may
- wish to see if you can load anything in the upper memory area therby
- freeing up more conventional memory.
-
-
- Here is a list of the files used and their attribute byte:
-
- FILE ATTRIBUTE DESCRIPTION
- ──── ───────── ───────────
- ca-cyber.exe read only the executable file
-
- ca-cyber.doc read only the documentation file
- vol-001.dat read only the first room-volume data file
- vol-001.sol read only the solution file to vol-001.dat
- boxes-01.dat read only the first box-image data file
- cursr-01.dat read only the first cursor-image data file
-
- ca-cyber.cfg normal the configuration file
-
- The following four files are included in the package but are not
- actually used by the program:
-
- cyber-01.ico normal the icon files
- cyber-02.ico normal
- revision.txt normal the revisions text file
- file_id.diz normal the description file
-
-
- The five files actually used by the program all have an read-only
- attribute byte, to lessen the chance of accidental deletion. The
- DATa files are normal ASCII text files. The configuration and
- solution files are binary files.
-
-
- I suppose that this documentation wouldn't be complete if I didn't
- list the number of moves that it takes ME to solve each of my rooms
- in the first four volumes. So here they are! I think all of the
- solutions in the first room-volume cannot be bettered but I'm sure
- that several of the solutions in the other volumes probably can.
-
-
- ╔════════════════════════════════════════════════════════════╗
- ║ ROOM SHORTEST ║
- ║ NMBR ROOM NAME (vol-001.dat) KNOWN SOLUTION ║
- ║ ──── ──────────────────────── ────────────── ║
- ║ 1 Welcome to CyberBox. 141 moves ║
- ║ 2 Easy does it. 123 " ║
- ║ 3 Don't worry, be happy! 73 " ║
- ║ 4 No room for error, here. 117 " ║
- ║ 5 Even my G'ma could do this! 97 " ║
- ║ 6 71 moves and you're outta here! 71 " ║
- ║ 7 Just push 'em out of the way. 217 " ║
- ║ 8 Hey you, quit following me! 119 " ║
- ║ 9 So close and yet so far... 100 " ║
- ║ 10 Clearing a path thru the snow. 114 " ║
- ║ 11 Two steps to this one. 258 " ║
- ║ 12 Zapperland II. 31 " ║
- ║ 13 The Storage Shed. 391 " ║
- ║ 14 Those dang Pullers! 301 " ║
- ║ 15 But Ma, this looks so easy! 158 " ║
- ╚════════════════════════════════════════════════════════════╝
-
-
- ╔════════════════════════════════════════════════════════════╗
- ║ ROOM SHORTEST ║
- ║ NMBR ROOM NAME (vol-002.dat) KNOWN SOLUTION ║
- ║ ──── ──────────────────────── ────────────── ║
- ║ 16 Tic-Tac-Toe. 33 moves ║
- ║ 17 Piece of cake. 144 " ║
- ║ 18 The Lawn Mower. 25 " ║
- ║ 19 Give up one and bring back two. 133 " ║
- ║ 20 Once, twice, three times a lady. 137 " ║
- ║ 21 Do Wa Diddy-Diddy Dum Diddy-Do. 153 " ║
- ║ 22 Move it or lose it II. 292 " ║
- ║ 23 Don't be fooled! 142 " ║
- ║ 24 Mirror image? Not quite! 62 " ║
- ║ 25 The Spider. 99 " ║
- ║ 26 The Mine Field. 122 " ║
- ║ 27 Follow the yellow brick road. 76 " ║
- ║ 28 Back and forth. 119 " ║
- ║ 29 The Active Hallway. 260 " ║
- ║ 30 Simple, but effective. 501 " ║
- ╚════════════════════════════════════════════════════════════╝
-
-
- ╔════════════════════════════════════════════════════════════╗
- ║ ROOM SHORTEST ║
- ║ NMBR ROOM NAME (vol-003.dat) KNOWN SOLUTION ║
- ║ ──── ──────────────────────── ────────────── ║
- ║ 31 Let's not get zapped! 58 moves ║
- ║ 32 Advance and retreat. 106 " ║
- ║ 33 It's not as hard as you think! 124 " ║
- ║ 34 99 Boxes - 99 Moves. 99 " ║
- ║ 35 Slow and steady wins this race. 73 " ║
- ║ 36 Either way is fine. 75 " ║
- ║ 37 One-Way Street. 60 " ║
- ║ 38 Three ZAPS should do the trick! 168 " ║
- ║ 39 Five hundred miles away from home. 500 " ║
- ║ 40 The Face. 599 " ║
- ║ 41 MacGyver could do it! 299 " ║
- ║ 42 These boots were made for walkin... 720 " ║
- ║ 43 Which SLIDER holds the key? 258 " ║
- ║ 44 A temporary setback. 178 " ║
- ║ 45 ...and to all a good night. 148 " ║
- ╚════════════════════════════════════════════════════════════╝
-
-
- ╔════════════════════════════════════════════════════════════╗
- ║ ROOM SHORTEST ║
- ║ NMBR ROOM NAME (vol-004.dat) KNOWN SOLUTION ║
- ║ ──── ──────────────────────── ────────────── ║
- ║ 46 You can retire at 60! 60 moves ║
- ║ 47 Eeeny meeny miny moe. 98 " ║
- ║ 48 Look before you leap. 145 " ║
- ║ 49 The Unfinished Tunnel. 181 " ║
- ║ 50 The Three Stooges. 92 " ║
- ║ 51 The Staircase. 201 " ║
- ║ 52 Around the World. 630 " ║
- ║ 53 Temper Tantrum. 402 " ║
- ║ 54 Come'on, how hard can it be? 213 " ║
- ║ 55 ZAPPERS & PULLERS. 128 " ║
- ║ 56 Left, right, left, right. 244 " ║
- ║ 57 Clearing a path...II 190 " ║
- ║ 58 Make room for those SLIDERS! 287 " ║
- ║ 59 The Four Musketeers. 187 " ║
- ║ 60 Mission: IMPOSSIBLE. 1337 " ║
- ╚════════════════════════════════════════════════════════════╝
-
-
- This program was written and compiled using Spectra Publishing's
- PowerBASIC version 3.00c. Doug wrote his program in "C" but I don't
- know C (yet) so I decided writing it in BASIC was better than COBOL,
- since COBOL and BASIC are the only two languages that I'm currently
- proficient in.
-
- A friend of mine (a non-programmer) couldn't believe that I could
- create and write this game without ever looking at the original
- "source code." Well Craig, believe it! Even if I HAD seen the code,
- it wouldn't have helped me much anyway since I don't know "C". Nope,
- the entire code, every line, is all my own.
-
- For those of you who are curious, the source code for this program
- contains more than 5,600 lines of code! To print out the entire
- listing, at 60 lines per page, would require over 93 pages!
-
- When I compiled the program, I generated code to specifically check
- for the presence of the 80286 (or better) CPU. My PowerBASIC manual
- says that this is supposed to improve the program's performance. I'm
- sorry to the few of you remaining who may still have an old 8086/8088
- processor since the program won't run (it shouldn't run!) but it
- would probably run too slowly to be enjoyable anyway. Shoot, I've
- been writing and testing it on my 486 (with 33 MHz) and when I first
- saw it on a 286 (with only 12 MHz) I was surprised and disappointed
- on how slowly it ran (i.e. some of the screen writes). In fact, I
- decided that I just HAD to go back into the program and re-write the
- portions of my code that ran too slowly. I can't even IMAGINE what
- it would look like on an old XT! And since it requires a VGA
- graphics card and monitor anyway, I don't think I'm keeping too many
- people from seeing it by compiling it with the "286 code generation."
- I mean, how many people have a color VGA monitor hooked up to an XT??
-
- On the other hand, I also happened to test this program on a few of
- our laptops at work. On these particular machines, the screens were
- being drawn instantly. INSTANTLY! Obviously, I was very pleased
- with this!
-
- I've tested this program on as many different types of systems as I
- could find and I've experienced no problems. If it doesn't work on
- YOUR system, I'd be interested in knowing what type of setup you
- have. (The name of the VGA graphics card & monitor, computer brand,
- operating system, version number, amount of conventional memory
- you have available, etc.)
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ REVIEWS ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- "...Thanks for such a neat head game. Who says DOS is dead? Legacy
- apps my eye!..."
- - Ken Mason
- Toronto, Ontario
-
-
- "...An excellent challenge! It's nice to have a game that I can
- enjoy on a 286!..."
- - Matthew Sachs
- Merrick, NY
-
-
- "..What a great little game! I loved it and so did my sons! Can't
- wait for the additional rooms. Congrats on some terrific work!..."
-
- - Bill Hall
- Springfield, IL
-
-
- "...Please register me (not to be confused with commit me!) for
- CyberBox...and rush me the solutions to rooms 11 & 15 which are
- driving me slowly nuts!..."
- - Diame K. Newbury
- Mequon, WI
-
-
- "...The puzzles are great! Number (Room) 14 is driving me crazy!
- Keep up the good work..."
- - Eirik Schwartz
- San Diego, CA
-
-
- "...My boy, age 13, has also enjoyed your game. Am looking forward
- to more CyberBox rooms to solve..."
- - Ernie Longway
- Parker, CO
-
-
- "...I'm enjoying CyberBox...The red bricks are MUCH better than the
- red X's...Am looking forward to receiving the CyberBox materials and
- perhaps designing a room myself. Many thanks.
-
- - Larry Schilling
- New York, NY
-
-
- "...as of Thursday I finished all 60 rooms...I had a great time
- solving them. Thank you!
- - Mike McKee
- Webster City, IA
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ THANKS ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- I'd like to thank the following people for helping me test the
- following versions of the game:
-
- Version 6.0 / 6.16 / 6.25
- Petr Simon of the Czech Republic
- Mike McKee of Webster City, Iowa
-
- Version 4.35 -
- Lyle Engle of Mesa, Arizona
- Brent Bowers of Phoenix, Arizona
-
- Version 4.23 -
- Brian Kurth of Gilbert, Arizona
- "PJ" Salley of Phoenix, Arizona
- Jerry Giacinto of Mesa, Arizona
-
- Version 1.0 thru 3.0 -
- Kelly Collins of Santa Ana, California
- Judy Collins of Placentia, California
- Bill Collins of Durango, Colorado
-
-
- Thanks to Terry Donn of Detroit, Michigan for coming up with the name
- of this program.
-
- A special thanks goes out to William G. Hall of Springfield,
- Illinois for being the first person to purchase the deluxe game.
-
- A hearty "Congratulations" goes out to Ernie Longway of Parker,
- Colorado who discovered shorter solutions to more than 27 of my rooms
- in the first four volumes! More than 27 SHORTER SOLUTIONS! Good
- work, Ernie!
-
- Thanks to Petr Simon of the Czech Republic for his own "CyberBox
- Forever" game. Several of the ideas that he had in this game
- influenced a few of the changes that I made in version 6.0. And his
- ideas on the way the MOVERS should move, has been invaluable.
-
- Thanks for Mike McKee of Webster City, Iowa for his CYBER-02.ICO
- icon, as well as for many of the rooms that he created which you can
- find in Volumes 005 and 006.
-
- And last but certainly not least, I'd also like to give a big "thank
- you" to Doug Beeferman, who wrote the original CyberBox game.
- Obviously, if it weren't for him I would never have written this
- program in the first place. Thanks Doug, wherever you are!
-
- Happy CyberBoxing to you all! And drop me a line! I really would
- like to hear your comments.
-
- Edward D. Collins
- ecollins@inficad.com
- December 21, 1996
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ REVISIONS ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- Starting with Version 6.25, the list of revisions is being kept
- in its own file, appropriately called REVISIONS.TXT. This means
- that the documentation file to be considerably shorter and allows
- the program to run on systems where the amount of memory is a factor.
-
-
-
-
-
- T H E C O N T I N U I N G A D V E N T U R E S O F
- ∙ . ∙ ∙ ∙. ∙ ∙ ∙ ∙
- . . . . .
- ▓▓▓▓▓▓▓. ▓▓. ▓▓ ∙ ▓▓▓▓▓▓. ▓▓▓▓▓▓▓. ▓▓▓▓▓▓▓∙ .▓▓▓▓▓▓. ▓▓▓▓▓▓▓. ▓▓ . ▓▓
- ▓▓▒▒▒▓▓▒ .▓▓ . ▓▓▒. ▓▓▒▒▒▓▓▒. ▓▓▒▒▒▒▒▒ ▓▓▒▒▒▓▓▒. ▓▓▒▒▒▓▓▒. ▓▓▒▒▒▓▓▒ .▓▓▒▓▓▒.
- ▓▓▒. ▒▒▒ ▓▓▓▓▓▓▓▒ ▓▓▒. ▓▓▒ .▓▓▒∙ . ▓▓▒ .▓▓▒ ▓▓▒ .▓▓▒ ∙▓▓▒ ▓▓▒. .▓▓▓▒.
- ▓▓▒. . . ▒▒▓▓▒▒▒ .▓▓▓▓▓▓▒. ▓▓▓▓▓▓ ▓▓▓▓▓▓▓▒ .▓▓▓▓▓▓▒. ▓▓▒. ▓▓▒ . ▓▒.
- ▓▓▒ . .▓▓▒. . ▓▓▒▒▒▓▓▒ ▓▓▒▒▒▒▒. ▓▓▓▓▓▒. ▓▓▒▒▒▓▓▒. ▓▓▒ ▓▓▒ ▓▓▓▒.
- ▓▓▒. ▓▓ ∙ ▓▓▒ .▓▓▒ .▓▓▒. ▓▓▒ .▓▓▒▒▓▓▒ ▓▓▒. ▓▓▒ .▓▓▒ .▓▓▒ .▓▓▒▓▓▒.
- ▓▓▓▓▓▓▓▒. ∙. ▓▓▒ . .▓▓▓▓▓▓▒▒ .▓▓▓▓▓▓▓. ▓▓▒.▒▓▓▒ .▓▓▓▓▓▓▒▒ .▓▓▓▓▓▓▓▒. ▓▓▒.▒▓▓▒
- ∙▒▒▒▒▒▒▒ . ..▒▒. ▒▒▒▒▒▒. ▒▒▒▒▒▒▒. ▒. ▒▒ .▒▒▒▒▒▒ ▒▒▒▒▒▒▒ ▒ .▒▒▒
- . . . ∙ . ∙ ∙ . .
- ∙ . ∙ . ∙ ∙ ∙. ∙ ∙ ∙
- is Copyright (c) 1996 by Edward D. Collins
- All Rights Reserved
-
-
- ( Documentation Version 6.41a )
- ──── end of file ────
-