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Assassins - Ultimate CD Games Collection 4
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Assassins 4 (1999)(Weird Science).iso
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shoot-ups
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turbo_invaders
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ti.doc
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1997-03-06
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8KB
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248 lines
-----------------------------
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UU DDUUDDDD
UU DDUU DD
UU DDUU DD
UU DDUU DD
UU DDUU DD
UU DDUU DD
UUUUUUDDDDD
UNLIMITED DESIGN
-----------------------------------
-----------------------------
T U R B O - I N V A D E R S
version 0.41
(Version 0.40 completed March 8, 1996)
(Version 0.41 completed November 17, 1996)
SUPPORTS
----------
Non-AGA and AGA Machines
FastRAM and ChipRAM-only systems
NTSC and PAL displays
>> INSTALLING TO HARD-DRIVE <<
Simple. Just drag the 'TurboInvaders' drawer over to your Hard-Drive.
No ASSIGNs are needed as everything default-loads straight out of this
drawer.
>> STARTING THE GAME <<
Just open the 'TurboInvaders' drawer and double-click on the
'LaunchTIGame!!' icon.
>> CONTROLS <<
-----------------------------
| Press 'Esc' to Quit Game |
| Joystick Left/Right to Move |
| Firebutton... Fires!! |
-----------------------------
Please distribute this game!!
All the required files are in the 'TurboInvaders' drawer!!
*----> If ANYONE has Internet access then I would GREATLY APPRECIATE <----*
*----> SOMEONE taking the time to UPLOAD this ARCHIVE TO AMINET etc. <----*
Anyway, I would love to hear your comments, criticisms regarding
this game.
Really, it's purpose was just to make some contacts so I realize
it's nothing spectacular. I only spent FOUR WEEKS on the entire
project!
* Sunday, 11-10-96, improved graphics slightly
* Sunday, 11-17-96, improved graphics slightly and tweaked code a bit
So, actually, Version 0.41 represents ONE MONTH OF MY TIME.
This game was developed entirely by myself, so you know why the
graphics are so poor, right?!
***>>> WHAT IS IT ? <<***
This is a VERY SIMPLE shoot-em-up. You control the ship
at the bottom of the screen and attempt to destroy all the
aliens while avoiding their fire.
Every so often, an alien will release a power-capsule
which floats down the screen. Catch this and your weapon
will be 'powered-up' to the next level. There are EIGHT
levels of firepower available for your ship.
Each time you lose a ship, your firepower will be
decreased by two levels, so avoid the alien-fire!!
The object is simple: Complete all 22 stages and you
win the game!
***>>> YOUR ENEMY <<***
You will battle three different types of aliens.
Although they move the same, each have different armor
and firepower available.
The White Alien is the first you'll encounter. It requires
TWO hits to destroy. It can only fire
vertically and will drain 1 off your
ship's shield.
The Blue Alien will be first-ecountered at Stage Five. It
requires FOUR hits to destroy. It can fire
both vertically and diagonally. The diagonal
fire produces a different sound than normal
vertical fire. It's shots will drain 1 - 2
off your ships' shield.
The Red Alien will be first-ecountered at Stage Thirteen. It
requires SIX hits to destroy. It can also fire
both vertically and diagonally. Again, the
diagonal fire produces a different sound than
normal vertical fire. It's shots will drain
1 - 3 off your ships' shield.
In addition to encountering different types of aliens,
ALL aliens move a little faster with each new Stage. By the
time you reach Stage TWENTY, they're really flying!!
***>>> TECHNICAL <<***
The game provides smooth, SIXTY frames per second, action
on NTSC machines and FIFTY fps on PAL systems, IF you have a
stock A1200 system or better.
I must say that on a stock A500/A600, the frame-rate will suffer
as this was developed on an A1200 system and it was only after I
had compiled the latest version that I was able to see how it
looked on a stock A600!
Sorry about that but, the A500 was released ten years ago and
it is now 1997. You really should have AT LEAST an A1200 w/FastRAM
by now!! Of course, I'm quite sure, more people would own A1200s
if the prices had come down, rather than doubling!!
I've had a few people ask if this is written in Assembly or
if I'm using sprites....
NO!! TurboInvaders is written, entirely, in Blitz Basic 2
and EVERYTHING is being BLITTED. I am NOT using EVEN ONE SPRITE!!!!
The reason it is, reasonably, action-packed, without Assembler
or sprites, is that I have quite a bit of experience in code-
optimization.
Come to think of it, if I had used a little Assembler or a few
sprites...... Well, that will have to wait for another game!!
***>>> JOIN US <<***
I'm looking for talented/enthusiastic programmers,
artists, animators, musicians, and designers to join
Unlimited Design.
We are a new software developer, established earlier
this year, currently working on two AGA games due for release
within the next five months.
Currently, there are six of us, located in both the USA
and England (one designer, two programmers, two artists
and one musician).
If you:
1. Are willing to give Unlimited Design 30 hours, or
more, of your time each week, doing what you do
best: Programming, Designing, Composing Music,
Creating Still Graphics-Images, Animating, etc!
2. Would like to be involved in the development of some
of the best commercial software available for the Amiga,
then...
CONTACT ME AS SOON AS POSSIBLE!!!
I don't care if you are coding in Amos, Blitz, C or Assembly!
As long as you are willing to learn Blitz (or Assembly) you
will be able to contribute to the projects.
We are also looking for high-quality artists/animators
to work in our Graphics Department as well as superb musicians
for the Music Department.
Even if you don't currently program, create graphics or
music, but you have a STRONG DESIRE to be involved in
software development!
Just send a sample of your work to the following address:
(Programmers please specify the language you used!!)
GARFIELD BENJAMIN
309 THIRD STREET
TOWANDA, PA 18848 USA
717-265-6675
Looking forward to hearing from YOU!!!
On Behalf
of
Unlimited Design
Garfield Benjamin
November 24, 1996