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1992-09-02
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9-13-97 Version 1.5
Dungeon Explorer and Dungeon Editor copyrighted 1995-1997 by Curt Esser
Email camge@ix.netcom.com
** THIS GAME REQUIRES A JOYSTICK!! **
Dungeon Explorer and Dungeon Editor are Freeware and the entire
drawer may be distributed as you see fit as long as ALL of the files
in the drawer are included and unaltered.
I would appreciate an email or letter telling me what you think of
the game. Letters w/self-adressed stamped envelope included will be
answered, as well as all email.
The included med module "Med.East" is copyrighted by Steven Gane and
may NOT be distributed without this game!!!
This program is part of the EMS collection of Emailware programs
Visit our website at http://www.agima.demon.co.uk/emailsoft/
for more of the best in no-cost Amiga programs and utilities
The Game was written in Blitz Basic by me, as well as the Editor.
The graphics for the game and editor were done with D Paint III.
Sounds were taken from PD sources, as I don't own an audio digitizer.
The programs were created on an A1000 with 512k chip ram and
2 meg fast ram and should work on any machine with 1 meg memory
or more. Some programs don't release all the memory when they are
finished, so if the game acts strange (the sounds don't sound right,
the Load Requestor won't open, etc) try re-booting your machine.
If that doesn't help, let me know.
If you only have 512k chip and are having problems, try re-booting
then drag the game icon out of it's drawer, then close ALL open windows
including the one you pulled the game from before clicking on the icon
to start the program.
They also have been tested and work on:
A2000/512k chip/2.5M fast/wb 2.04
A2000/1M chip/8m fast/wb 3.1
A2500/1M chip/8m fast/wb 3.1
A1200/2M chip/wb 3.0
A1400T/2M chip/4M fast/wb 3.1
If you have any problems, please let me know. Also tell me what system
you are using.
The Game and Editor should run with no problems from your Hard Disk.
Just drag the entire drawer to any partition. DO NOT put the game icon
or the editor icon into different drawers. They share many of the
same files, and neither will run from a different drawer.
Fell free to write or call with any suggestions, bug reports, or
comments. All letters with stamped return envelope will be answered.
All Email will be answered if you indicate that you want a reply.
If you would like the source code (in Blitz Basic) you will find
it on Aminet in dev/basic.
Your friend is locked up somewhere in a dungeon filled with creatures
and your job is to find out where.
On the title screen, use the mouse to select your player. Just
click on the picture to select. The players differ only in their
special ability (activated with "/") as follows:
The male player can move faster
The female player can "freeze" monsters
Also, the player images and sounds are different.
When the game loads, use the mouse to select:
Play - Play the game
Load - Load a different set of rooms
Help - Shows brief instructions (click the button to exit)
Quit - Frees all memory and returns to workbench
Controls:
Joystick Moves your player in any of 8 directions
Joystick Button Swings your sword in a full circle
, fires blowgun (if you have it and ammo)
. fires raygun (if you have it and ammo)
/ special ability (if you have enough energy)
Spacebar drops a bomb (if you have any)
M or m turns music on/off
P or p pause/resume the game
Esc ends the game and goes to options requestor
select Play to replay the same game
select Load to play a different game
& test mode on - unlimited lives but no score
>> TEST MODE WORKS ONLY IF THE FIRST WORD IN THE AUTHOR'S NAME IS "TEST"
NOTE: The Weapons are magical. They DO NOT have to be aimed and they
will penetrate walls, doors, water and fire!
Press "/" to activate your special ability if there is a CREATURE in
the room. Be careful, doing this uses a lot of energy! If your
energy level is too low, you won't be able to use your ability.
The minimum energy level needed to activate your ability is marked
on your energy bar. Your ability will last as long as you remain
in the room unless you are killed. You CAN NOT use your ability in
the final room (the one with the jail cell) or in a room with no
enemy in it. (You don't need to)
Abilities:
Male: Makes you able to move twice as fast as normal. All other
characteristics remain the same.
Female: The creature will be immobilized. It is still alive, so
be careful! It will still bite if you get too close. All
other characteristics are the same.
To pick up an item, just walk on it and it will be used or added to
your inventory on the right side of the screen. If there isn't enough
room in the inventory for the item, it will not be picked up. If you
don't need an item, it will not be picked up either. For example, if
you have the gold key, blue keys and green keys are ignored.
Items left behind in rooms will still be there if you return, but they
are not replenished when you leave - if you pick up a bomb, for example,
and walk out of that room you will not get a new one by walking back in.
(Yes, life is tough, isn't it!)
You can carry:
2 Blue Keys (or the Gold key)
2 Green Keys
6 Bombs
1 BlowGun
1 RayGun
30 shots each for the RayGun and the BlowGun
1 Snorkel
1 Extinguisher
Items:
Blowgun fires a dart at the creature
Darts for blowgun (Green ammo box) 5 per box
Raygun fires a ray at the creature
Rays for raygun (Purple ammo box) 5 per box
Energy restores some energy if you are low
Potion one extra life (used automatically)
Blue Key unlocks one blue door
Green Key unlocks one green door
Gold Key unlocks all doors and the jail cell
Compass will show all the rooms in the game
Shield decreases the damage done by living creatures
Snorkel allows you to pass unharmed through water
Extinguisher allows you to pass unharmed through fire
Transporter takes you to another place
Your score is shown in yellow at the top right of the screen.
Just below, your remaining lives are shown in blue.
Your energy level is shown as a blue bar at the lower left of the
screen. The yellow line is your current maximum energy level.
Watch you energy, for if it gets to 0, you lose your life! If
you have any extra lives left, you and the creature will go back
to your original positions in the room and play will continue.
If you are on your last life, your energy bar will turn red.
When you have used up all your lives, the game is over.
-------------- The Editor -------------------------------------------
Uses the same basic screen as the game with control buttons on the right
instead of the inventory.
All rooms will be shown on the map section.
Press left mouse button to set the block(the one shown in the yellow box)
Press right button to erase the space the cursor is on
Click on the option buttons on the right to use the option:
>Arrows Select next/previous shape (Current shape is in yellow box)
>Yellow box Click to bring up shape page - click on shape to select
>Load Loads a room file
>Save Saves the room file you are working on
>Quit Exits to workbench
* You don't have to use all the rooms
* Don't put anything in the title bar area in the first room. (The bottom
3 rows). Anything placed here will NOT be seen.
* You may put more than one creature in a room, but only one will be used
at a time. Creatures are used starting from top left. The first one
will be used until it is defeated, then the next, and so on.
* The final room (the one with the jail cell) will use a team of the top
creatures, no matter what other creatures you put in that room.
* Only doors or bombproof blocks can be used on the outside wall areas.
The editor will not allow anything else to be placed there.
* The editor does NOT check for logical errors such as placing a block in
front of a doorway. Make sure you leave enough room for the player and
creatures to get through the room!
* The editor also does NOT check for playability errors! It is up to you
to be sure to provide enough keys and bombs for the player to finish
the game.
* Transporters and Landing Pads are automatically linked. To save
confusion, it is best to place them in sets. The editor displays
Transporters and Pads with the link numbers on them. The Transporter
(The one with the "T" on it) shows the destination room number and
the Pad shows the room number where it's Transporter is located.
If a Transporter or Pad is shown with a "?", it is unlinked and
will be linked to the next Pad or Transporter that is placed. You
can have only ONE Transporter and ONE pad per room. You can have
a Transporter and its Pad in the same room if you wish. To move
a Transporter or Pad in the same room DO NOT ERASE IT first. Just
click with the left button in the new location and the old item
will be erased when the new one is placed. If you erase the Pad
or Transporter (or place another item in the same block) its
coresponding unit will be unlinked.
* Games may be saved to and played from any directory, but for ease of
use it is suggested they be stored in the rooms subdirectory when
you have them ready for play.
* The program automatically adds the ".rms" suffix to your saved
room files. You may change the room file name if you wish, but
make sure you leave the ".rms" suffix, or the game and editor
will refuse to load the file!
* To enable the test mode in the game, the first word in the Author's
name must be TEST (capital letters required). Once the game has
been tested and completed, remove the 'TEST' word to disable the
test mode.
Have fun and if you come up with a good set of rooms, send them to me
and I will include them in the distribution with your name on them if
you wish.
The default module included with the game, "Med.East" is copyrighted
by Steven Gane and MAY NOT be distributed separately!
If you would like to use a different module, you may select it before
you play, using the excellent Music Selector program, which was
written by Alvaro Thompson. The Music Selector program requires at
least 2.0 workbench or better. If you are still using 1.3 I have
included the old version of the selector in the 1.3 drawer.
The music selector program is very easy to use. Click on play to hear
the song, stop to stop, select to pick another song. Click the filter
button on or off, whatever sounds best on your system. And press
save to save your selection. It will then be played every time you
start the game.
The game needs to have a 4 channel Med module, but if you aren't sure,
just try to load the song. If it won't work, the program will let you
know and it will go back to the last song.
If you have a song that won't work and you have any version of
OctaMed you can convert a Soundtracker/Noisetracker song to an OctaMed
song just by loading and re-saving it.
If your song sounds funny when the sound effects are played, you may
need to re-arrainge the 4 channels to make sure the basic rythmn and
melody tracks keep playing even when the sounds are played.
The program masks off two of the channels when sounds are being played,
but this is pretty much un-noticable as long as the rythmn and melody
tracks keep playing.
If your machine has only 512k chip ram, you won't be able to use a song
much longer than the one provided. If you have 1 meg chip ram or more,
of course you can substitute a longer song. If in doubt, try it and see.
If it doesn't work, you can always go back to the original song.
If there is a creature in the room, it's energy level is shown
in green just to the right of yours. When it gets to 0, that
creature is dead, and will not be back if you re-enter the room.
Be careful, however, as you might find another creature when you
come back! Creatures can not go through walls, doors, fire or
water. They also can't use transporters.
When you swing your sword, there is a delay until you can swing it
again. The more experience you gain (by defeating creatures), the
stronger your sword becomes, and the less the time you have to wait.
Your sword strength is shown as a red bar at the top of the inventory.
The more shields you collect, the less damage the creatures do to you.
Shield strength is the purple bar just below the sword strength.
Shields DO NOT protect you from the storm or the whirlwind.
Darts and rays are unaffected by your sword strength.
Certain creatures are resistant to some weapons. Experiment to find
which weapons are best for which enemies.
The bomb will destroy anything except bombproof walls, Teleporter pads,
fire, and water. It will destroy any normal wall blocks as well as
creatures, items, and YOU, so get out of the way when you drop one.
When you find the locked cell, you must defeat all of the creatures
before you can unlock the cell to win the game. (I'm assuming you
brought the gold key with you!) Don't forget: Your special ability
WILL NOT work in this room. Also, the creatures in this room move
faster, so be on your toes!
Good luck and I hope you enjoy the game!