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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 4.43
-
- Copyright (c) 1995 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 "speed" reflected in the scoring. So slow down! You can
- afford to relax!
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ REQUIREMENTS ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- ■ An IBM 286 (or better) with approximately 392K of available
- memory.
- ■ A VGA graphics card and color monitor.
- ■ A little bit of patience and a sharp mind!
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ PROGRAM FILES ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- Files Required
- ──────────────
- ■ CA-CYBER.EXE - the executable file
- ■ VOL-001.DAT - the data file for rooms 1 thru 15
- ■ IMAGES01.DAT - the data file for the cursor-images 1 thru 9
- ■ CA-CYBER.DOC - this documentation file
-
-
- Other Files Used Or Included
- ────────────────────────────
- ■ CA-CYBER.CFG - the configuration file
- ■ VOL-001.SCR - the high-score file for rooms 1 thru 15
- ■ VOL-001.SOL - the solution file for rooms 1 thru 15
-
- (the above three files will be created by
- the program if they don't already exist.)
-
- ■ CA-CYBER.ICN - a custom icon for those who may wish to launch
- this program from WINDOWS.
- ■ FILE_ID.DIZ - the customary description file for BBS's.
-
-
-
- (Note that the configuration, high-score, and solution files
- listed above are all "hidden files", i.e. you won't see these with
- the normal DOS "dir" command.)
-
- If you've purchased additional rooms, then your disk or directory
- will have additional .DAT files (for example, vol-002.dat),
- additional .SCR files (for example, vol-002.scr), and additional .SOL
- files (for example, vol-002.sol).
-
- Note that each volume of rooms contains its own seperate high-score
- file! Which simply means that if you are attempting to exit from the
- rooms in the vol-002.dat file, you will be competing against scores
- from the vol-002.scr file and not the vol-001.scr file!
-
- Also, there are currently two other cursor-image data files
- available (images02.dat and images03.dat). These will be sent to
- you free of charge if you purchase the deluxe game.
-
-
- For those of you who may wish to launch this game from WINDOWS, I've
- included a custom icon for it. When setting up the program's
- properties, click on "change icon" and then simply point to the file
- CA-CYBER.ICN wherever it may reside on your hard disk and you'll see
- my little icon pop up.
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓ LOADING THE PROGRAM - NON-DELUXE VERSION ▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- There are no command-line parameters with the non-deluxe version.
- To run the program from the DOS prompt, simply type
-
- ca-cyber
-
- Please make sure that the room-volume data file, the cursor-image
- file, and the documentation file are all located in the directory
- that the program is launched from.
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓ LOADING THE PROGRAM - DELUXE VERSION ▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- If you've purchased the deluxe version you can, if you wish, specify
- which room-volume and which cursor-image file that you wish to use,
- right on the command line. The format is...
-
- ca-cyber "room-volume filename" "cursor-image filename"
- or ca-cyber "cursor-image filename" "room-volume filename"
-
- where "room-volume filename" is the name of the data file of the
- rooms that you wish to load and "cursor-image filename" is the name
- of the image file of the cursor-images that you wish to use.
-
-
- If you don't specify a room-volume file or a cursor-image file on the
- command line, the program will automatically load the files that you
- were using the last time you played.
-
- A few examples:
-
- To load the second set of 15 rooms (vol-002.dat) using the cursor
- images from the third set (images03.dat) you could type either...
-
- ca-cyber vol-002.dat images03.dat
- or
- ca-cyber images03.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) you could type either
-
- ca-cyber vol-002.dat images01.dat
- or
- ca-cyber images01.dat vol-002.dat
-
- As you can see, the actual ORDER of the above two parameters is
- irrelevant! You may type the image file FIRST and THEN the
- room-volume file or vice-versa. The program logic is "smart enough"
- to know which is which. Just be sure to include one or more spaces
- in between each filename. Here are a few more VALID examples:
-
- ■ ca-cyber vol-003.dat images02.dat
- (note: one space between filenames)
-
- ■ ca-cyber images02.dat vol-003.dat
- (note: several spaces prior to the first filename)
-
- ■ ca-cyber vol-003.dat images02.dat
- (note: several spaces between filenames)
-
-
- ┌─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ - ─┐
- 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 other
- │ room-volume files and/or cursor-image files from right inside │
- the program. (See ALT-R and ALT-I below under MENU KEYS.)
- └─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─┘
-
-
- With this deluxe version, the program will first read the
- configuration file before loading the room-volume and cursor-image
- files. The default data files to load are now whatever files you
- had loaded when you last exited the program! So basically, if you
- were working on the rooms in the vol-003.dat file and using the
- cursor-images from the images02.dat file the last time you were
- playing the game, you can just type "ca-cyber" and the vol-003.dat
- file and images02.dat file will now be loaded for you automatically!
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ 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.). 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 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)
-
- (Note that 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. The good news is that all those
- moves that you made for this room do not count against you - you are
- starting this room over from scratch. The bad news is that each
- "retry" costs you one of your men. You only have 5 attempts in all.
-
- Upon
- exiting the program
- finishing all 15 rooms
- hitting <P>lay again after using up your last attempt
- or choosing to load a different room-volume
-
- the program will check to see if your level of progress is good
- enough for the CyberBox Hall of Fame. If so, you will be asked to
- enter your name. (You may enter as many as 25 characters.)
-
- 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 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- SLIDERS
- ───────
- SLIDERS are probably the easiest type of box to understand. They
- simply slide in the direction of their arrowheads. These boxes can
- be pushed by you if their is nothing in their path to prevent this
- from happening. All together, their are 11 different types of
- SLIDERS. Some SLIDERS can only slide "left", some can only slide
- "right", some only "left" and "down" etc.
-
- SLIDERS can not only be pushed by you, they can also be pushed by
- PUSHERS. (see PUSHERS, below.)
-
- SLIDERS are represented by arrows which point in the direction that
- they move or "slide."
-
-
-
- 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.
-
- You have three choices of how you want the BLOCKERS to be
- represented. Either a big red "X" (as in the original game), a
- criss-cross type of a pattern or my personal favorite, a pattern
- resembling "bricks."
-
-
-
- ZAPPERS
- ───────
- Since we've just mentioned BLOCKERS, let's next describe ZAPPERS,
- since these 2 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. 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".
-
-
-
- PULLERS
- ───────
- Unlike SLIDERS, these boxes cannot be "pushed" at all. However
- they can be "pulled" but only in the direction of their "handles."
- Like SLIDERS, 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 realizing it, you are
- "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 an open SELECTOR (see SELECTORS, below)
-
- The only way EVER for a PULLER to move is for you to pull it.
- PUSHERS cannot push or pull these boxes nor can any other box be
- pushed into them.
-
- 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.
-
-
-
- PUSHERS
- ───────
- These boxes are great. PUSHERS 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
- PUSHER can move, it will do so. There are four different types of
- PUSHERS: PUSHERS which push up, down, left, and right. PUSHERS are
- able to push SLIDERS or SELECTORS by never PULLERS (which can only be
- pulled) nor BLOCKERS or ZAPPERS (which never move at all).
-
- Note that PUSHERS can never push "you." (You're too heavy!) So you
- don't have to ever worry about getting squashed by a PUSHER.
-
- PUSHERS are represented by a solid blue triangle, which points in the
- direction that they exert force and move.
-
-
-
- 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 SLIDER against it or force a PUSHER to push 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 SLIDERS and PUSHERS use to push it.
-
- There are 2 different types of SELECTORS. The first type is "open"
- and you can walk right through it. (Pretend you're just small enough
- to squeeze through!) The second type is represented by an "X" and
- walking through it is not possible.
-
- 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 said, "Experiment. You'll get the idea."
-
- No boxes can ever be pushed through the exit passageway.
-
- Note: I mentioned above that an open space must be in front of the
- ZAPPERS if you wish to be zapped. This isn't entirely accurate. You
- may also be zapped if an open SELECTOR is in front of the ZAPPER,
- since an open SELECTOR is a valid box that you can "step in."
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ SCORING ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- Your final score is figured this way: Take the number of ROOMS that
- you successfully completed and multiply that by 5000. Then take the
- number of ATTEMPTS you had left and multiply that by 25. Add these
- figures together and then subtract the number of total MOVES that it
- took you to exit every room. This is your final score. So the
- formula is simply:
-
- rooms completed + attempts remaining - total moves = total
- x 5000 x 25 for all rooms score
-
-
- Only the moves that it took you to find a solution are counted
- against you in the scoring! An example will help clarify. Let's
- say that you solved Room 0001 and Room 0002 and that it took you
- exactly 200 moves to solve each one. Then you spent all of your
- remaining men and several hundred moves in your attempt to solve Room
- 0003 which you never could quite solve. All the moves that it took
- you on this third room are NOT counted against you. So in this
- example, your final score would be 9,600 as shown below.
-
- 2 rooms completed x 5000 ......... 10,000
- 0 attempts remaining x 25 ........ 0
- 400 total moves used ............. - 400
- -----
- 9,600
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ MENU KEYS ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- <A>bout CyberBox
- ────────────────
- This screen gives you some general information about the game, which
- data files are currently loaded, etc. You can, now with version
- 4.15, read the documentation file from right inside the program.
- To do so, from within this screen simply hit the <R> key.
-
-
-
- <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.
-
-
-
- <H>igh Scores
- ─────────────
- The top 15 high-scores are saved to disk. This menu key allows you
- to view these scores at any time.
-
-
-
- <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!
-
- This feature does not "cost" you anything. It does not add nor
- subtract to the number of moves you've made for this room, nor does
- it cost you any of your remaining men.
-
- 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
- completely, 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. There is a price to pay, however. If
- you "jump" to another room, it will cost you one of your remaining
- men.
-
- Note that after solving a room, you are immediately presented with
- the NEXT lowest room number that is yet unsolved. (For example, if
- you've solved the first three rooms and are having problems exiting
- the fourth room, you can "jump" to Room 5 and after solving that, you
- will find yourself next in Room 6, which is the NEXT lowest room that
- is yet unsolved.)
-
- For your convenience, when inside the Jump Screen the rooms that you
- have already completed will be highlighted.
-
- You are not allowed to jump to a room that you've already completed.
-
- In addition to the title of each room, note that this jump screen
- also displays the the number of moves it takes for the current
- shortest known solution.
-
- If you enter this jump screen and decide you do not wish to jump
- anywhere, (you may simply wish to see the number of moves that it
- takes to exit) just hit the ESCAPE Key to exit back to the room that
- you are currently in.
-
-
-
- <M>enu Toggle
- ─────────────
- This toggle will display your choice of...
-
- 1) all of these non-ALT menu key options
- or
- 2) The four ALT-key combinations currently available
- ALT-D for the DOS shell
- ALT-I to load a different cursor-image file
- ALT-R to load a different room-volume
- ALT-S to see the solution
- or
- 3) the number of men you have remaining
- the number of moves you've made for the room you're in
- the number of moves you've made for all rooms combined
-
-
- Please note that ALT-I and ALT-R are only available in the DELUXE
- version.
-
- ALL of these menu key options are available at any time, regardless
- of which of these three toggles are currently showing!
-
- For convenience, the spacebar or ENTER key will also toggle the
- three menus. Also note that the TAB key will highlight each of
- these MENU KEY options. Simply hit the ENTER key to execute the
- option once it is highlighted. The TAB key will highlight the
- option to the RIGHT of the one that is currently highlighted while
- SHIFT-TAB will highlight the option to its LEFT.
-
-
-
- <O>ptions
- ─────────
- This screen allows you to set your own game colors, animation speed,
- blocker appearance, cursor appearance and other game options. These
- settings are saved to disk in the CA-CYBER.CFG file which is read
- when the program is first loaded. (This way you do not have to reset
- your favorite game options each time you play.) 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. However, each retry costs
- you one of your men.
-
- 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!
-
-
-
- <P>lay Again
- ────────────
- This option takes the place of <R>etry as soon as you have no more
- men remaining.
-
-
-
- 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-D
- ─────
- 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 program currently takes up approximately 392K of available
- memory. The amount of memory that you will have available after
- shelling will depend upon your own system. For example, on my system
- here at home, I currently have 620K available before I load the
- program. After loading it and then after shelling out to DOS, I
- notice that I still have 228K free.
-
- 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.)
-
-
-
- ALT-I
- ─────
- If you've purchased the deluxe version, you can load a different
- cursor-image data file from right inside the program. The key
- combination ALT-I will prompt you to enter the number of the image
- file that you wish to load. The only restriction is that this
- cursor-image data file must be in the current directory.
-
- Simply hit ESCAPE if you decide that you do not wish to load another
- cursor-image file after executing ALT-I.
-
-
-
- ALT-R
- ─────
- If you've purchased the deluxe version, you can load another
- room-volume from right inside the program. The key combination ALT-R
- will prompt you to enter the number of the room volume that you wish
- load. The only restriction is that this room-volume file must be
- located in the current directory.
-
- Before loading a new file, the program will first...
-
- ■ Ask you to enter your name for the high-score file,
- assuming that your last performance was good enough
- for the CyberBox Hall of Fame.
-
- ■ Save this high-score file.
-
- ■ Save any of your solutions to all the rooms that you
- have exited, assuming that you were able to better a
- previous solution.
-
- Simply hit ESCAPE if you decide that you do not wish to load another
- room-volume file after executing ALT-R.
-
-
-
- ALT-S
- ─────
- 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 key combination ALT-S. 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 hit ALT-S. So
- you can SEE the solution, but you will still have to exit the room
- yourself!
-
- Note that this feature, like the instant replay feature, does not
- cost you any moves nor any of your remaining men.
-
- 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.
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓ 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 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!
-
- ■ I changed the scoring slightly. (There was a reason for it.)
- The original game used the following formula to determine ones
- final score:
-
- rooms completed + attempts remaining - total = total
- x 200 x 50 moves score
-
- It is very possible to construct a room that requires more than
- 200 moves to solve. (Many of my rooms require much more than
- that!)
-
- If I kept the above, original formula, you would GAIN 200 points
- for completing the room, yet would have 200 or more points
- SUBTRACTED from your score for the moves that it took you to find
- the solution. The net result would be a LOWER score after
- completing this room than what you had before you started it! I
- didn't feel this was a good thing, so I decided to multiply 5000,
- not 200, for each room completed. (Originally, I was only
- multipling 500 for each room, until I created a room which
- required 500+ moves to solve. So then I increased this number to
- 1000, until I created a room that required nearly 1300! AAGGHH!
- Right back to the same problem! So I finally said the heck with
- it and decided to multiply a full 5000. Now, if anyone can create
- a room that requires more than 5000 moves to solve, I'd like to
- see it!!)
-
- ■ 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 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 high scores.
-
- ■ The original game did not save your solution to each room.
-
- ■ 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!
-
- ■ Upon using up your final attempt, the program does not end and
- you are not immediately sent back to DOS. You are simply asked
- if you wish to play again. This way, if you DO wish to play
- again, you do not have to restart and reload the program into
- memory each time.
-
- ■ The PUSHERS are represented as a SOLID blue triangle. (I think
- it looks better.)
-
- ■ The ZAPPERS are represented as a SOLID purple triangle. (Ditto.)
-
- ■ One has a choice on how he or she wishes to have the BLOCKERS and
- cursor represented.
-
- ■ 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!
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ CREATING YOUR OWN ROOMS ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- If you purchase the deluxe version (which allows you to load and play
- additional rooms) I will send you, free of charge, my CyberBox Room
- Editor program. This is the program that I use to create all of my
- rooms.
-
- That program comes with its own documentation file, so I won't bother
- describing it here.
-
- Note: Creating a half-way decent room it not as easy as you might
- think!
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ 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. But I had many different
- people play and test it on many different types of systems and THEY
- had no problems so I'm guessing that you won't either. So if you DO
- find a bug, you can blame my beta-testers!!! <grin>
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ 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 six files...
-
- ■ vol-001.dat (the DATa file for the rooms 1 thru 15)
- ■ images01.dat (the DATa file for the cursor-images 1 thru 9)
- ■ ca-cyber.doc (this DOCumentation file)
- ■ ca-cyber.exe (the EXEcutable file)
- ■ ca-cyber.icn (the ICoN file for WINDOWS users)
- ■ file_id.diz (the customary description file used by BBS's)
-
- ...are all included.
-
- The high-score, configuration, and solution files will all be created
- if they don't already exist and do not need to be archived.
-
- Note that this program will only load the room-volume data file
- "vol-001.dat" (rooms 1 thru 15) and the cursor-image data file
- "images01.dat". If you wish to attempt to solve additional rooms,
- or load additional cursor-images, you will have to purchase, from me,
- the "deluxe" game.
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ THE DELUXE GAME ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- ╔═══════════════════════════════════════════════════════════╗
- ╔══╝ ╚══╗
- ║ The deluxe game will allow you to... ║
- ║ ║
- ║ ■ load and play vol-002.dat, vol-003.dat, and vol-004.dat ║
- ║ (rooms 16 - 60)! ║
- ║ ■ load any and all ADDITIONAL rooms that become available! ║
- ║ ■ load different cursor-image data files! ║
- ║ ■ avoid the annoying delay screens which appear at the end ║
- ║ of the program. ║
- ║ ■ allow you to "cheat" (if you so desire) by being able ║
- ║ to... ║
- ║ ...jump to any room without it costing you ║
- ║ any of your remaining men! ║
- ║ ..."<R>etry" to your hearts content! ║
- ║ (each retry will also not cost you any of ║
- ║ your remaining men. ║
- ╚══╗ ╔══╝
- ╚═══════════════════════════════════════════════════════════╝
-
-
- Note that the deluxe game and any room volumes other than vol-001.dat
- are NOT free and may not be distributed, uploaded to computer
- bulletin boards, 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 $ 5.00. (Which is about the price to
- see an average movie nowadays!) 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 volume contains 15 rooms and are currently only $ 2.50 each.
-
- cost to receive the deluxe game....... $ 5.00
-
- vol-002.dat (rooms 16 thru 30)....... $ 2.50
- vol-003.dat (rooms 31 thru 45)....... $ 2.50
- vol-004.dat (rooms 46 thru 60)....... $ 2.50
-
- postage and materials (disks)......... $ 2.50
- ───────
- total................................. $ 15.00
-
-
- And don't forget, with every order I will also include, free of
- charge...
-
- ■ my CyberBox Room Editor Program
- ■ any and all other cursor-image files that I create
- (I currently have two more files. (18 more cursor-images!))
- ■ all of MY solution files for the volumes that you order
- (including my solution file to vol-001.dat)
- ■ information on how to "cheat" if you so desire
-
- 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 ║
- ║ 85201-6769 ║
- ╚══════════════════════════════════╝
-
-
- All disks sent will be 3½ inch in size unless you specify otherwise.
- And be sure to include your return address!!!
-
- Since I just moved to Mesa recently, (mid '93) the above address
- should be valid for years and years to come. (I don't plan on moving
- again for quite awhile!) However, if you would feel more comfortable
- in dropping me a postcard to verify that I'm in still here, by all
- means do so. Include your return address and I'll drop you a quick
- reply.
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ 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 players of all ages.
-
- 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, 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.
-
- 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.
-
- Remember you high score is partly based upon the number of moves that
- you make so try to exit each room as efficiently (not "quickly") as
- you can!
-
- 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.
-
- Note that all disk access has been kept to a bare minimun! All data
- files are read just once, when the game is first loaded, and are never
- opened or read again! Only when you exit the program are all files,
- if necessary, updated.
-
- Thr 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 boxes
- ■ the 15 current high-scores
- ■ the solution to every room
- (a possible 5000 keystrokes x 15 rooms!)
- ■ this entire documentation file
-
- If you feel that 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.)
-
- When the program is run for the first time, the configuration file,
- high-score file and solution files are all initially created. I
- decided to make these three files "hidden" files. (That is, with an
- attribute byte of "hidden." You won't see them with the normal DOS
- "dir" command.) I did this because...
-
- these are the three files that do not necessarily need to be
- included when giving the game away to family or friends or when
- uploading the game to computer bulletin boards. By making
- them hidden files, one would be less likely to include them.
-
- and...
-
- these files are all random-access (non-text) files and they
- look like gibberish if you attempted to view them. Since they
- are not meant to be updated or modified by anything but the
- CyberBox program anyway, I thought it best to simply make them
- hidden files.
-
- You can, if you wish, simply change the attribute byte yourself
- back to normal but the next time you run the program, it will change
- the attribute byte right back to a hidden file again anyway.
-
- The vol-001.dat file (and other room volumes), the images01.dat file
- (and other cursor-image files) and the documentation file all have a
- attribute byte of "read only." These files are normal DOS text files
- and you can view them if you wish to, but please don't attempt to
- modify them in any way.
-
- So to recap, here is a list of the files used and their attribute
- byte:
-
-
- FILE ATTRIBUTE DESCRIPTION
- ──── ───────── ───────────
- ca-cyber.exe normal the executable file
- ca-cyber.icn normal the icon file (not actually used
- by the program in any way.)
- file_id.diz normal the description file (also not
- used by the program.)
-
- ca-cyber.doc read only the documentation file
- vol-001.dat read only the first room-volume data file
- images01.dat read only the first cursor-image data file
-
- ca-cyber.cfg hidden the configuration file
- vol-001.scr hidden the high-score file to vol-001.dat
- vol-001.sol hidden the solution file to vol-001.dat
-
-
- 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. 116 " ║
- ║ 11 Two steps to this one. 258 " ║
- ║ 12 Zapperland II. 31 " ║
- ║ 13 The Storage Shed. 402 " ║
- ║ 14 Those dang Pullers! 301 " ║
- ║ 15 But Ma, this looks so easy! 162 " ║
- ╚════════════════════════════════════════════════════════════╝
-
-
- ╔════════════════════════════════════════════════════════════╗
- ║ ROOM SHORTEST ║
- ║ NMBR ROOM NAME (vol-002.dat) KNOWN SOLUTION ║
- ║ ──── ──────────────────────── ────────────── ║
- ║ 16 Tic-Tac-Toe. 33 moves ║
- ║ 17 Piece of cake. 146 " ║
- ║ 18 The Lawn Mower. 25 " ║
- ║ 19 Give up one and bring back two. 136 " ║
- ║ 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. 109 " ║
- ║ 26 The Mine Field. 132 " ║
- ║ 27 Follow the yellow brick road. 76 " ║
- ║ 28 Back and forth. 119 " ║
- ║ 29 The Active Hallway. 260 " ║
- ║ 30 Simple, but effective. 515 " ║
- ╚════════════════════════════════════════════════════════════╝
-
-
- ╔════════════════════════════════════════════════════════════╗
- ║ ROOM SHORTEST ║
- ║ NMBR ROOM NAME (vol-003.dat) KNOWN SOLUTION ║
- ║ ──── ──────────────────────── ────────────── ║
- ║ 31 Let's not get zapped! 58 moves ║
- ║ 32 Advance and retreat. 108 " ║
- ║ 33 It's not as hard as you think! 155 " ║
- ║ 34 99 Boxes - 99 Moves. 99 " ║
- ║ 35 Slow and steady wins this race. 118 " ║
- ║ 36 Either way is fine. 75 " ║
- ║ 37 One-Way Street. 60 " ║
- ║ 38 Three ZAPS should do the trick! 169 " ║
- ║ 39 Five hundred miles away from home. 500 " ║
- ║ 40 The Face. 631 " ║
- ║ 41 MacGyver could do it! 351 " ║
- ║ 42 These boots were made for walkin... 747 " ║
- ║ 43 Which SLIDER holds the key? 298 " ║
- ║ 44 A temporary setback. 214 " ║
- ║ 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. 162 " ║
- ║ 49 The Unfinished Tunnel. 182 " ║
- ║ 50 The Three Stooges. 158 " ║
- ║ 51 The Staircase. 201 " ║
- ║ 52 Around the World. 632 " ║
- ║ 53 Temper Tantrum. 420 " ║
- ║ 54 Come'on, how hard can it be? 219 " ║
- ║ 55 ZAPPERS & PULLERS. 128 " ║
- ║ 56 Left, right, left, right. 253 " ║
- ║ 57 Clearing a path...II 194 " ║
- ║ 58 Make room for those SLIDERS! 307 " ║
- ║ 59 The Four Musketeers. 205 " ║
- ║ 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 5,595 lines of code! To print out the entire
- listing, at 60 lines per page, requires 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 and version number, etc.)
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ THANKS ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- I'd like to thank the following people for helping me test the game
- before I released it into the public domain:
-
- Brian Kurth of Gilbert, Arizona
- Kelly Collins of Santa Ana, California
- Judy Collins of Placentia, California
- Bill Collins of Durango, Colorado
- Lyle Engle of Mesa, Arizona
- Brent Bowers of Phoenix, Arizona
- Daen Hendrickson of Apache Junction, Arizona
- "PJ" Salley of Phoenix, Arizona
- Jerry Giacinto of Mesa, Arizona
- Gary Spitzer of Phoenix, Arizona
-
-
- I'd also like like to thank Terry Donn 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 SEVERAL rooms in the
- first volume!! Good work, Ernie!
-
- 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!
-
-
- Happy CyberBoxing to you all! And drop me a line! I really would
- like to hear your comments.
-
-
- Edward D. Collins
- April 10, 1995
-
-
-
-
-
- ┌──────────────────────────────────────────────────────────────────┐
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ REVISIONS ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
- └──────────────────────────────────────────────────────────────────┘
-
- Updates in Version 4.43
- ───────────────────────
- ■ Corrected a minor programming bug in the Deluxe Version.
- If a user attempted to load a non-existent room-volume via the
- ALT-R key combination and then exited the program, the
- programming logic would update the configuration file with this
- invalid room-volume name. The next time that the program was
- loaded, an error message would appear stating that it was
- attempting to load this file and could not find it. (The
- configuration file saves the last room-volume that has been
- played. It was saving a filename BEFORE checking to make sure
- that it was valid.) This bug has now been fixed. Thanks to Lyle
- Engle of Mesa, Arizona for discovering this.
-
- ■ After exiting the program and returning to DOS, the screen is
- restored to the way it looked before the program was executed.
-
- ■ Added some undocumented features for my own benefit.
-
-
-
- Updates in Version 4.35
- ───────────────────────
- ■ Corrected a minor flaw in the way that I was drawing a few of my
- letters for one of my fonts.
-
- ■ Added program logic to verify that the rooms in the vol-xxx.dat
- data files are in the correct order. (Previously, one could go
- in and edit these data files and, for example, swap rooms 1 and
- 2.) I didn't have a problem with anyone doing this (although I'm
- not sure why anyone would ever WANT to) but the vol-xxx.sol files
- contain the SOLUTION to these rooms and if one swapped any of
- the rooms in the data files then one would HAVE to swap these two
- solutions in the solution file as well (to keep the program from
- doing strange things). And my solution files, being non-text
- files, would be extremely difficult (if not impossible) for the
- average user to manipulate anyway.
-
- ■ Since the documentation file is now REQUIRED to run the program,
- (along with the vol-xxx.dat and imagesxx.dat files) I added a
- "read-only" attribute byte on this documentation file, to lessen
- the chance that it will be deleted accidentally.
-
- ■ Allowed the user to select any of the menu key options via the
- TAB and/or the CTRL-arrow keys.
-
- ■ Made a minor change to the program logic when the cursor exits a
- room and actually enters the hallway. (If the cursor-movement
- sound was active for any pitch, a slight pause occurred before
- the sound was heard.)
-
-
-
- Updates in Version 4.23
- ───────────────────────
- ■ Changed the order of the options of the <M>enu Toggle so that the
- ALT-key options appears second rather than third.
-
- ■ Changed the logic so that if the user is reading the
- documentation file and then returns to the game, the same page
- that the user was reading is automatically brought up again if
- and when the user decides to read the doc file a second time.
-
- ■ Allowed the user to change the foreground and background colors
- while reading my documentation file.
-
-
-
- Updates in Version 4.15
- ───────────────────────
- ■ Deluxe version - changed the configuration file so that it would
- save the last cursor-image data file that you were using as well
- as the last room-volume data file that you were working on.
-
- ■ Changed the program logic so that this configuration file is now
- read first. The program will now no longer default to loading
- the vol-001.dat file and images01.dat file. The default now
- becomes the files you previously had loaded.
-
- ■ Deluxe version - added code so that the player can load
- additional room-volumes and cursor-image files from right inside
- the program.
-
- ■ If the player's efforts are good enough for the CyberBox Hall
- of Fame, for convenience, the program will now automatically
- display the last name that was previously entered in this screen.
- If the player wishes to use this same name, now all he or she has
- to do is hit ENTER.
-
- ■ Allowed the user to read my documentation file from right inside
- the program.
-
-
-
- Updates in Version 4.0
- ──────────────────────
- ■ Added the DOS shell.
-
- ■ Added the entire solution-file logic. The program now saves your
- shortest solution to disk.
-
- ■ Swapped a couple of rooms in the vol-001.dat file that were a
- little too difficult to solve for first-time players, with some
- rooms in my vol-002.dat file.
-
- ■ Added logic so that the player can break out of the "victory
- song" if so desired, by hitting the ESCAPE key.
-
- ■ Increased the number of <I>nstant Replay keystrokes saved in
- memory from 2000 to 5000.
-
-
-
- Updates in Version 3.0
- ──────────────────────
- ■ Renamed my cursor-image data files to IMAGESxx.DAT (where "x"
- indicates the file number) instead of CACYBERx.IMG
-
- ■ Added the entire <I>nstant Replay logic.
-
- ■ Added the "About CyberBox" screen.
-
- ■ The program now puts a read-only attribute byte on both the
- room-volume and cursor-image files.
-
- ■ Changed the appearance of one of the BLOCKER options from a
- sorry looking solid-red block to a neat little criss-cross type
- pattern.
-
- ■ When entering a room for the first time, the NAME of each room is
- animated from right to left until it is centered in the right
- hand portion of the screen.
-
- ■ Removed my LINE INPUT statement for accepting the user's name
- in my Hall of Fame screen and replaced it with my own editor.
- (Which allows for the user to utilize the HOME key, the END key,
- etc.)
-
-
-
- Updates in Version 2.0
- ──────────────────────
- ■ The program now puts a hidden attribute byte on the high-score
- and configuration files.
-
- ■ Re-wrote the logic for drawing all boxes. (The screen-writes on
- slower PC's was a little too slow for my taste. It is now
- noticeably faster only at the cost of the program now requiring
- slightly more RAM to load and run.)
-
- ■ The ESCAPE key will now bring up the "Do you really want to
- quit?" message, in addition to the "X" (e<x>it program) key.
-
- ■ If the replay animation speed is set on "very fast," the program
- will now replay the solution WITHOUT the "cursor sound."
- (Assuming the cursor movement sound was active for any pitch in
- the first place.) The sound could not keep up with the cursor
- movement and the result was the cursor running around with one
- big beeeeeeeeeeeeeeep.)
-
- ■ Changed all references of "non-registered game" to "non-deluxe
- game."
-
- ■ When entering a room for the first time, your cursor now blinks
- a few times to make it easier to find.
-
- ■ Added the <B>ox Review screen to help out first-time players.
-
-
-
- Updates in Version 1.14
- ───────────────────────
- ■ Changed the default text color from white to brown and the
- default highlight color from bright white to yellow.
-
- ■ The program will now only re-write the configuration file if
- anything has changed since initially loading it.
-
- ■ Changed the opening screen to display the message "Hit any key to
- continue..." at the bottom.
-
- ■ Slightly altered the way that the PULLERS are represented.
-
-
-
-
- ( Documentation Version 4.43a )
-
-
- The Continuing Adventures of CyberBox
- is Copyright (c) 1995 by Edward D. Collins
- All Rights Reserved
-
-
- ──── end of file ────
-