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Hall of Fame Game Cube 1: DOS
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1995-04-10
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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 ────