home *** CD-ROM | disk | FTP | other *** search
- *******************
- ** S K A M P Y **
- *******************
-
- **************************
- *** RELEASE DEMO 0.9 ***
- **************************
-
- SKAMPY
- BY
- JASON DAMISCH
- AND THE
- FORTH GAMES WORKSHOP
- 2000
-
-
- CONTENTS
-
- 0. Shareware Notice
-
- 1. Story
- 2. Play Instructions
- 3. Installation Instructions
- 4. My Story
- 5. Ending Comments
-
-
- *****************************
- ** 00. Shareware Notice **
- *****************************
-
- Hi guys! I hope you liked the demo.
-
- This is being released as shareware.
-
- a. Send us a postcard or a letter with an address on it where you can get
- mail.
-
- b. When the game is complete, we will send out mailings.
-
- c. You can use the inclosed coupon to get your game for $7 instead of the
- regular $10. This would be in United States currency if possiable.
-
- Send your postcards and letters to
-
- Skampy
- c/o Tonya Damisch
- 1063 Saginaw
- Salem, Oregon 97302
-
- Permision is given to spread this demo around as much as you like, provided
- that the files are not changed or altered in some way. Permision will not be
- given to distribute the final version freely, it will be $10, $7 with coupon.
-
-
- *******************
- ** 1. Story **
- *******************
-
- It was a very long time ago that Mimi the good witch created the magical
- domain of Zowgo. In this underground realm did she study arcane magic and
- cast many amazing spells. At times studying magic can be a very lonesome
- affair. In her lonelyness she eventually created a magical creature to keep
- her company. This creature was named SKAMPY.
-
- This green smiley face with legs was a good companion. Even after she
- passed away from the world he was faithful to her memory. He inherited
- the magical domain of Zowgo for himself, and all of the fruit for himself,
- for munching. Unfortunately, several years latter, monsters invaded Zowgo
- looking for something to much on themselves, and it wasn't fruit. Skampy
- must eat, but this makes his life that much more difficult.
-
-
- *********************************
- ** 2. PLAY INSTRUCTIONS ***
- *********************************
-
- In the game of SKAMPY, you must wander many underground mazes in search
- of food while avoiding monsters.
-
- A. The game is joystick controled, use the port other than the mouse port
-
- B. Eat all of the fruit to advance to the next level.
-
- C. In order for SKAMPY to defend himself, there are two methods
- 1. Stepping on a green tile stuns monsters for a period of time.
-
- 2. Rocks can be thrown at skull and eyeball monsters to stun them
- for a period of time.
-
- A. First grab a rock by walking over it. They appear as small
- round stones lying about in the maze.
-
- B. Release the fire button. Point the joystick in the direction
- of a monster. Press the fire button while pointing at monster.
-
- C. The rock bounces off of the monster stunning it. It may be
- picked up for reuse.
-
- D. Most mazes have alteast one rock. There is often more than
- one rock lying around in a maze, Skampy can hold more than
- one rock at at time for throwing.
-
- E. The eyeballs and skulls can be restuned before they move again.
-
- D. SKAMPY can gain a free life by steping on a tile that looks like
- himself.
-
- E. Warning, steping on a red tile will stun SKAMPY for a period of
- time.
-
- F. There are doors that open automatically by picking up a key of the
- corresponding color.
-
- G. The Skull Monsters wander in a predetermined pattern
-
- H. The Ghost Monsters also wander in a pattern. They are gaseous, so
- they are immune to rocks, and can move through walls.
-
- I. The Eyeball Monsters chase SKAMPY relentlessly.
-
- J. There is a timer. If the timer goes to zero, the ghosts will break
- out of their confines and chase SKAMPY.
-
- K. Touching a clock tile will give SKAMPY more time.
-
- L. Pressing Spacebar will pause the game.
-
- M. Pressing 'E' will exit the current game and return to the attract mode.
-
- N. Pressing 'Q' will exit the current game and return to the desktop
-
- O. See if you can get through all of the levels to reach the end game
- sequence. Good Luck!
-
-
- Monster Nickname
- ------- --------
- Skull Monster Skinny
- Ghost Monster Creepy
- Eyeball Monster Tuna Lips
-
-
- ***************************************
- ** 3. INSTALATION INSTRUCTIONS **
- ***************************************
-
- When the game is decompressed, it should pretty much be ready to run,
- with the files in their proper places. Here are the files
-
- Folder SKAMPY
-
- containing
-
- Folder LEVELS
- File READ.ME
- File SKAMPY.TOS
-
- Folder LEVELS
-
- containing
-
- File HISCORES
- File LEVEL.000
- File LEVEL.001
- . .
- . .
- File LEVEL.050
- File TOPPER
-
- You may need to run this from a minimaly configured system. That is to
- say, run it from TOS. If you have half a meg, run it from floppy with no
- hard drive active and no desk accessorys either. If you have more than half
- a meg, you can run it from a hard drive, but it probably won't run from any
- desktop or operating system other than TOS. If it does I'd like to know
- about it.
-
- Note that I've tried SKAMPY from the PC emulator WinSTon and it seems to work
- fine there.
-
- Bug: SKAMPY will run if booted up from low res, but when exiting, the screen
- will look funny, sorry, this is a glitch that I could not correct.
- Fault of the Forthmacs compiler. Boot up from medium res!
-
-
- ************************
- ** 4. MY STORY **
- ************************
-
- WARNING: This is somewhat technical, you can skip it if you like.
-
-
- I always had this dream of creating an Atari game, even when I was a little
- kid. It was something that stuck with me from the time that I first played
- Air Sea Battle, Combat, and others on the venerable old 2600.
-
- My first computer was an Timex Sinclare 1000, yech! I may have been barely
- into my teens when I bought it with very hard earned money that I aquired
- by picking strawberrys during the Summer. I remember the sales lady telling
- me that I should not buy it because it was not much of a computer. Probably
- should have listened.
-
- By using this computer I first learned what a programming loop was. I tried
- to learn about that on the TRS 80 at school, but the idea would not sink in.
- Then at home I tried to get a pixel/block to move from one side of the screen
- to the other. My BASIC program consisted of line after line of statements,
- all alike, which drew the block in a location, erased that block, and redrew
- the block in the new location ajacent to the preceeding one and so on.
- I ended up filling up the pathetic 1K RAM space before I was able to get the
- dot to move all of the way across the screen. Pretty frustrating for a little
- kid. 'So thats what a looping statment is for?!'
-
- Perhaps only the next year after that, my poor mom scraped up enough money
- to buy me an Atari 800XL computer, which was on sale at K-Mart, for $100, plus
- a cassette tape drive. Finally a real machine! I'd still say the nicest 8bit
- computer ever built.
-
- On this machine I learned Atari BASIC, which seemed nicer that the TRS 80 or
- the Timex BASIC. At the public library I found a very special book
-
- Dr. C. Wackos Miracle Guild To Creating Your Own Videogame
- ( or something like that )
-
- a true classic in my mind, which I still wish I could have in my collection.
- Very entertaining while being able to lay down the fundamentals of operating
- the Atari hardware, sound, graphics, joystick, all in the context of writing
- a game. Wonderfull.
-
- So, in order to test out my new knowledge, I tried to create something simple,
- which would not be too hard to build, for my first game. It was FRACK MAN,
- a PAC-MAN clone. This striped down version had no power pellets and only
- two ghosts. Well, much to my dismay, the game was so slow you could basically
- move your player in one direction, let up on the joystick, walk away to make
- some breakfast, and come back after you had eaten breakfast and still wait for
- the player to move a single pixel across the screen. Well, it wasn't that slow
- but it was most unplayable. And, I worked so hard on it. I didn't know it at
- the time, but interpretive BASIC is dog slow, and unless you have a really tight
- efficient program which can only be created through experience, a game in
- interpreted BASIC will be too slow to be playable.
-
- Maybe a year after that or two, I was talking to my friend at school, which
- happened to be the smartest kid in class. He had tried to write some games
- for another 6502 baised machine. He had this peice of line rule paper which
- had all of the machine language commands written on it with their hexadecimal
- and decimal values along with their nuemonics. This was the key!!! Machine
- language is the fastest language.
-
- But, too bad, our family was poor. So, I could not afford to buy an assembler
- cartridge, or a hard disk drive. Actually, I didn't even know what an
- assembler was. We were lucky to be able to buy two new 2600 carts a year
- though, so a Hard Drive was out of the question. It never really
- occured to me to get some real development tools.
-
- So, I proceeded to hack out a graphics exceleration subroutine by coping
- commands from the peice of paper my pal gave me, onto another peice of paper
- and then POKEing it into the memory of my 800XL from BASIC. There was a
- special command in Atari BASIC to call a machine language subroutine that way.
- I learned about page addressing, and registers X, Y, and the Accumulator.
-
- For this, I decided to create a new game, called RECOVERY. Here is the premise
- of it. You drive around a little armored vehicle. You are supposed to pick
- up canisters of radioactive material laying around the screen, one at a time
- and drive them back to a central disposal bin. While this is happening, there
- are three space ships trying to chase you down. You can shoot the space ships.
- There are mountains around the screen which you have to drive around while
- doing this, but the space ships can fly over them. There are three levels
- each with a different screen layout.
-
- Well, this game, while being much faster than FRACK-MAN, was also far too slow
- to be playable. It was neater, but still too slow to be playable. What was
- happening was that although the graphics routines were in assembler, the rest
- of the game was still in BASIC, and was being slowed down by such.
-
- And both of these games were littered with bugs and glitches.
-
- Threw in the towel for a few years.
-
- I got old enough to have a job and earn some money after school. So, I worked
- hard, 4 hours every night, and saved up some money. Then low and behold, the
- Atari ST came out. A decision had to be made, get a disk drive for the 800XL,
- or get the ST. I guess it was a toss up, but I decided to go for the ST. On
- this machine I knew that I was going to be able to create videogames for sure
- this time. So, I went to Toys R Us to get the ST.
-
- WRONG
-
- The included BASIC was worse than the 800XL one, and the LOGO was even worse
- than that, atleast from the perspective of writing games. What the heck is
- an operating system? Where are the player missle graphics?
-
- As I latter found out, this machine is mondo mondo harder to program than the
- 800XL I so foolishly left behind. You have to deal with things such as
- bit planes. And, you have to write and install a data package handling
- routine to access the joystick on an ST. On the good old 800XL, the sticks
- were just a PEEK away. I was flabbergasted. Even the sound chip is harder
- to use. You need to first tell the chip which register on it you want to
- use, and then tell it what you want in that register.
-
- Somewhere along the way, I heard about a language called FORTH, which seemed
- interesting. I went to the library and read up on it. It seemed like a
- really great idea. Here is a language that you can add any command to that
- you wanted. I could create a command called BANG, which when typed in, would
- make an explosion sound. I could create a command called DIE, which when I
- typed it in, would destroy a spaceship. Wonderful. And on top of all of this
- it was supposed to be fast !
-
- So, I tried a few commercial FORTH implimentations. The first was a FORTH put
- out by the Fly by Night Group. I was suprised at the total lack of
- documentation. How was anybody supposed to learn how to use this? Well,
- I tried hacking with it, and that is how I really found out about how much more
- difficult it would be to write an ST game than an 8bit game. But, it wasn't
- a very usable product anyway. One glaring fault was a total lack of a 68000
- assembler for writing assembly language routines. I wanted to create a wiz
- bang fast arcade game, and I knew I needed an assembler to do the graphics
- subroutines. The rest of the game could be in FORTH.
-
- Then I latter tried 4x4 by the Dragon Group. Ok, here is the key! Or so
- I thought. But, as it turned out, the assember package in this FORTH was
- buggy. I can't remember all of what was wrong with this system, but it was
- not good enough for my purposes. And I heard good things about 4x4 too.
-
- A few years latter on I decided to try Mitch Bradleys ForthMacs for the ST.
- Difference of night and day. It worked. The documentation was good. And it
- was shareware, only $50. By that time I was in college and used it to create
- a disk sector recovery utility, and another utility to flip a bitmap image
- for creating T-shirt iron ons with. But I didn't have time to write a game.
- I tried a little on and off, but I didn't really have all of the knowledge of
- the hardware to really do it right anyway.
-
- Ended up dropping out of school and joining the work force but thats another
- story.
-
- Until a few years ago, this dream of mine was lying dormant, but still viable.
- The dream to create a real videogame. So, I started to try again. Got online
- to get the rest of the information about the hardware I needed. Learned how
- to crank out decient assembly routines for the graphics. Learned how to
- create code that was elegant enough to not be bug strewn, and which was
- somewhat maintainable and developable. Followed the FORTH phylosophy of
- writing and then immediately testing one subroutine at a time, always. It
- started to come together at last.
-
- And here you have it!
-
- Game: Skampy
- Genre: Gobble Game
- Language: ForthMacs
- Graphics: OCP Artstudio
-
-
- *****************************
- ** 5. FINAL COMMENTS ***
- *****************************
-
- I hope you like the game. I think that it is a decient amature effort, not
- as good as Yak, maybe somewhat behind Munsies stuff, but better than a poke in
- the eye! Hey, it looks, feels, and sounds like a real videogame. And, yes,
- its fast enough to be playable! FORTH is fast enough to write arcade games
- in, I always knew that. And I guess I was always too headstrong to try STOS
- although I've seen stuff in STOS which was in the PD library which was still
- not as good as my game.
-
- Dream: Write an outstanding good RPG for Dreamcast or Nuon
-
- Take Care.
-
- Jason Damisch
- Forth Games Workshop
-
- "Games In The Future"
-