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The Complete Encyclopedia of Games 3
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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 7.00
Copyright (c) 1997 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 404K 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.TXT - this documentation text file
■ V-EDC-01.DAT - the data file for the 1st set of rooms
■ V-EDC-01.SOL - the solution file for the 1st set of rooms
■ BOXES-01.DAT - the data file for the box-images
■ CURSR-01.DAT - the data file for the cursor-images 1 thru 9
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 for 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
■ REVIEWS.TXT - A few comments from others who've enjoyed the game
■ CA-EDIT.EXE - my Room Editor program
■ CA-EDIT.TXT - the Room Editor's documentation file
If you've purchased the deluxe version, then your disk or directory
will have additional...
room-volume data files (for example, v-edc-02.dat)
solution files (for example, v-edc-02.sol)
box-image data files (for example, boxes-02.dat)
cursor-image data files (for example, cursr-02.dat)
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, a 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 inaccessable. 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 there is nothing in their path to
prevent this from happening. All together, there 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't 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 a 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 keystrokes.
<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 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 inaccessible, 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 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 hit this key combination 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 above) 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/PUZZLE type
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 that you're
in.
■ 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 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 documentation file and free up about
72K of conventional memory.
───────────────────────────────────────────
If you're having problems when you go into either the JUMP or the
OPTION Screen, try loading the program with the "no-interrupt"
command-line switch. For example...
ca-cyber no-interrupt
will bypass the CALL INTERRUPT logic which is being to display text
characters in a smaller font in those screens.
───────────────────────────────────────────
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! (You
cal also load these within the program in the OPTION Screen.) 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 third set of 15 rooms (v-edc-03.dat) using the cursor
images from the third set (cursr-03.dat) you could type either...
ca-cyber v-edc-03.dat cursr-03.dat
or
ca-cyber cursr-03.dat v-edc-03.dat
If you wanted to load this same third set of rooms using the cursor
images from the first set along with the box-images from the second
set all WITHOUT the documentaion file you could type...
ca-cyber v-edc-03.dat cursr-01.dat boxes-02.dat no-doc
or
ca-cyber no-doc boxes-02.dat v-edc-03.dat cursr-01.dat
or even
ca-cyber no-doc boxes-02 v-edc-03 cursr-01
etc.
┌──────────────────────────────────────────────────────────────────┐
│▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ CREATING YOUR OWN ROOMS ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
└──────────────────────────────────────────────────────────────────┘
Starting with version 6.00, 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 eleven files...
■ ca-cyber.exe (the EXEcutable file)
■ ca-cyber.txt (this docmentation TeXT file)
■ v-edc-01.dat (the DATa file for my 1st set of rooms)
■ v-edc-01.sol (the SOLution file for these rooms)
■ boxes-01.dat (the DATa file for the boxes)
■ cursr-01.dat (the DATa file for the cursor-images 1 thru 9)
■ 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)
■ reviews.txt (a few comments from others)
■ 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 "v-edc-01.dat" (my first set of rooms) 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 all my other volumes (edc-02 thru edc-04) ║
║ ■ load and play volumes db-01 and mbm-01 ║
║ ■ load any and all ADDITIONAL rooms that become available! ║
║ ■ load different cursor-image data files that I have. ║
║ ■ 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 rooms! ║
║ ║
╚══╗ ╔══╝
╚═══════════════════════════════════════════════════════════╝
Note that the deluxe version and any room-volumes other than
v-edc-01.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 $4.00. This is very inexpensive
compared to the cost of many "store bought" or commercial games.
And 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................ $ 4.00
v-db-01.dat (Doug's first set of rooms)....... free
v-edc-02.dat (my 2nd set of rooms)............ $ 1.50
v-edc-03.dat (my 3rd set of rooms)............ $ 1.50
v-edc-04.dat (my 4th set of rooms)............ $ 1.50
v-mbm-01.dat (Mike McKee's 1st set of rooms).. $ 1.50
postage and materials ........................ $ 2.50
(diskette, mailing envelope, etc.) ───────
total......................................... $ 12.50
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.
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. 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 a while. 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 a while. I started working on it a few
weeks later and once again found myself working on it 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 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 new 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 continuously 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 graphic image for all 9 cursor-images
■ the graphic 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
thereby 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.txt read only the documentation file
v-edc-01.dat read only my 1st room-volume data file
v-edc-01.sol read only the solution file to v-edc-01.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 five 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
reviews.txt normal the rewiews text file
file_id.diz normal the description file
The five files actually used by the program all have a 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 the rooms
in the first six volumes. So here they are!
These first 15 rooms were all created by Doug Beeferman.
╔════════════════════════════════════════════════════════════╗
║ ROOM SHORTEST ║
║ NMBR ROOM NAME (v-db-01.dat) KNOWN SOLUTION ║
║ ──── ──────────────────────── ────────────── ║
║ 1 The Lobby. 15 moves ║
║ 2 No problem. 53 " ║
║ 3 Think ahead. 85 " ║
║ 4 Choices, choices. 41 " ║
║ 5 You can do it! 77 " ║
║ 6 Chain reaction. 45 " ║
║ 7 Your guess... 31 " ║
║ 8 Go with the flow. 31 " ║
║ 9 Don't get zapped! 26 " ║
║ 10 Prioritize! 86 " ║
║ 11 Fifty-fifty. 61 " ║
║ 12 Move it or lose it. 138 " ║
║ 13 Zapperland. 26 " ║
║ 14 Logistics. 75 " ║
║ 15 Last but not least. 98 " ║
╚════════════════════════════════════════════════════════════╝
╔════════════════════════════════════════════════════════════╗
║ ROOM SHORTEST ║
║ NMBR ROOM NAME (v-edc-01.dat) KNOWN SOLUTION ║
║ ──── ───────────────────────── ────────────── ║
║ 16 Welcome to CyberBox. 141 moves ║
║ 17 Easy does it. 123 " ║
║ 18 Don't worry, be happy! 73 " ║
║ 19 No room for error, here. 117 " ║
║ 20 Even my G'ma could do this! 97 " ║
║ 21 71 moves and you're outta here! 71 " ║
║ 22 Just push 'em out of the way. 215 " ║
║ 23 Hey you, quit following me! 115 " ║
║ 24 So close and yet so far... 100 " ║
║ 25 Clearing a path thru the snow. 106 " ║
║ 26 Two steps to this one. 258 " ║
║ 27 Zapperland II. 31 " ║
║ 28 The Storage Shed. 385 " ║
║ 29 Those dang Pullers! 301 " ║
║ 30 But Ma, this looks so easy! 105 " ║
╚════════════════════════════════════════════════════════════╝
╔════════════════════════════════════════════════════════════╗
║ ROOM SHORTEST ║
║ NMBR ROOM NAME (v-edc-02.dat) KNOWN SOLUTION ║
║ ──── ───────────────────────── ────────────── ║
║ 31 Tic-Tac-Toe. 33 moves ║
║ 32 Piece of cake. 144 " ║
║ 33 The Lawn Mower. 25 " ║
║ 34 Give up one and bring back two. 133 " ║
║ 35 Once, twice, three times a lady. 137 " ║
║ 36 Do Wa Diddy-Diddy Dum Diddy-Do. 153 " ║
║ 37 Move it or lose it II. 292 " ║
║ 38 Don't be fooled! 142 " ║
║ 39 Mirror image? Not quite! 62 " ║
║ 40 The Spider. 99 " ║
║ 41 The Mine Field. 122 " ║
║ 42 Follow the yellow brick road. 76 " ║
║ 43 Back and forth. 119 " ║
║ 44 The Active Hallway. 260 " ║
║ 45 Simple, but effective. 501 " ║
╚════════════════════════════════════════════════════════════╝
╔════════════════════════════════════════════════════════════╗
║ ROOM SHORTEST ║
║ NMBR ROOM NAME (v-edc-03.dat) KNOWN SOLUTION ║
║ ──── ───────────────────────── ────────────── ║
║ 46 Let's not get zapped! 58 moves ║
║ 47 Advance and retreat. 106 " ║
║ 48 It's not as hard as you think! 124 " ║
║ 49 99 Boxes - 99 Moves. 99 " ║
║ 50 Slow and steady wins this race. 73 " ║
║ 51 Either way is fine. 75 " ║
║ 52 One-Way Street. 60 " ║
║ 53 Three ZAPS should do the trick! 168 " ║
║ 54 Five hundred miles away from home. 500 " ║
║ 55 The Face. 599 " ║
║ 56 MacGyver could do it! 189 " ║
║ 57 These boots were made for walkin... 720 " ║
║ 58 Which SLIDER holds the key? 250 " ║
║ 59 A temporary setback. 178 " ║
║ 60 ...and to all a good night. 140 " ║
╚════════════════════════════════════════════════════════════╝
╔════════════════════════════════════════════════════════════╗
║ ROOM SHORTEST ║
║ NMBR ROOM NAME (v-edc-04.dat) KNOWN SOLUTION ║
║ ──── ───────────────────────── ────────────── ║
║ 61 You can retire at 60! 60 moves ║
║ 62 Eeeny meeny miny moe. 98 " ║
║ 63 Look before you leap. 145 " ║
║ 64 The Unfinished Tunnel. 179 " ║
║ 65 The Three Stooges. 90 " ║
║ 66 The Staircase. 201 " ║
║ 67 Around the World. 630 " ║
║ 68 Temper Tantrum. 402 " ║
║ 69 Come'on, how hard can it be? 213 " ║
║ 70 ZAPPERS & PULLERS. 128 " ║
║ 71 Left, right, left, right. 244 " ║
║ 72 Clearing a path...II 190 " ║
║ 73 Make room for those SLIDERS! 287 " ║
║ 74 The Four Musketeers. 185 " ║
║ 75 Mission: IMPOSSIBLE. 1309 " ║
╚════════════════════════════════════════════════════════════╝
These next 15 rooms were all created by Michael B. McKee.
╔════════════════════════════════════════════════════════════╗
║ ROOM SHORTEST ║
║ NMBR ROOM NAME (v-mbm-01.dat) KNOWN SOLUTION ║
║ ──── ───────────────────────── ────────────── ║
║ 76 A Tribute To Sokoban - I. 211 moves ║
║ 77 A Tribute To Sokoban - II. 393 " ║
║ 78 First try this with nine... 544 " ║
║ 79 ...and now try it with ten! 605 " ║
║ 80 31 Flavors, err... Pullers 582 " ║
║ 81 Zapperland III. 48 " ║
║ 82 Triple Play. 312 " ║
║ 83 Picasso. 422 " ║
║ 84 Rerun. 518 " ║
║ 85 Let Me Out! 93 " ║
║ 86 Son of Extension Ladder! 1134 " ║
║ 87 Push Me - Pull You. 1343 " ║
║ 88 Trap Door. 633 " ║
║ 89 The Extension Ladder. 954 " ║
║ 90 Tetralogy. 717 " ║
╚════════════════════════════════════════════════════════════╝
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??
I've tested this program on several different types of systems 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.)
┌──────────────────────────────────────────────────────────────────┐
│▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ THANKS ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓│
└──────────────────────────────────────────────────────────────────┘
I'd like to thank the following people for helping me test the
following versions of the game:
Version 6.51 -
Martin Kirlow of Yorkshire, England
Ken & Peggy Miller of Covington, Georgia
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 the 15 rooms that he created which you can
find in Volume V-MBM-01.DAT.
Thanks to Michael Donn of Lakebay, Washington for several shorter
solutions to many of the rooms as well as for pointing out a couple
of bugs.
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
June 26, 1997
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│▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ 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 is considerably shorter and allows the
program to run on systems where the amount of memory available 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) 1997 by Edward D. Collins
All Rights Reserved
( Documentation Version 7.00a )
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