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- Slinky Version 1.0 by Neo 02/03/97
- ----------------------------------------------------------------------------
-
- Disclaimer (hmm..)
- ------------------
-
- I assume no responsibility whatsoever for any effect that this program
- may cause apon your computer. You use this program at your own risk!
- You should always virus scan any executable files you may download.
-
-
- System requirements
- -------------------
-
- - Any 286 <cough> or higher.
- - About 35k of conventional RAM free.
- - MS-DOS or any v86 box.
- - Standard EGA or VGA.
-
- or
-
- - Pentium <or higher>.
- - About 1,024k of RAM free.
- - Windows 95/NT 4.0 =)
-
- The code is 100% assembler and should run at full speed on any 286+. Lowest
- tested was on a 386sx/16 without a glitch. Highest tested was a Amd586/133.
- A K5/100 crashed while running an early version of the code, but then
- again, it's an Amd =).
- I was going to distribute the source code, but seeing it's grown to about
- 200k, and wanting to keep the zip to a small size, I've decided not to.
- Contact me (see e-mail addys below) for the source + updates and stuff.
-
-
- What the hell is this Game?
- ---------------------------
-
- Just basically navigate your little 'Slinky' snake/worm around the
- screen eating the little green blocks and growing in size.
-
- Each 'Munchie' block is a random value between 1 to 9, while Slinky
- grows at DOUBLE this rate. The object is to pass the level by eating
- an amount of Munchies to accumulate a target score without hitting into
- your ever-growing tail.
-
- But, time's ticking. If you fail to eat the currently displayed munchie
- 2 more will appear, adding to the target to complete the level. If this
- target is *over* 25, then you lose a life.
-
- Once you eat enough munchies to reach the level's target you will proceed
- to the next level. As levels increase, so do the amount of munchies. But
- as it can get a bit monotonous, I've decided to make life tougher by
- the inclusion of wall obsticals which also get tougher as you progress.
-
- Also, you have the ability to switch external walls on / off. If on, then
- you can be killed by hitting into a wall. If off, then it's possible to
- wrap around the screen without dying. I consider this an advantage, even
- though it may be difficult to comprehend it in the game. Because of this,
- there is a penalty of 2 munchies per level (ie. instead of 15 to eat, you
- will have to eat 17).
-
-
- In Game Keys
- ------------
-
- Mainmenu:
- Up,Dowm - Select difficulty level / options
- Left,Right - Toggle options / difficulty menu
- Space - Toggle Walls or Sound on / off
- 1 or 2 - One or Two players
-
- In Game:
- Arrow keys - Control the Slinky head
- s - Toggle Sound on/off
- ESC - Get me outta here
- PAUSE/BREAK - Pause game (hit any key to continue)
-
- Note about keys:
- This game uses the ROM Bios keyboard handler, so try not to hold down
- a key during the game as this will cause the bios's buffer to overflow,
- beep and generally stuff up and choke the game. Couldn't be stuffed to
- write my own handler into the game (too fast, had bugs).
-
-
- Hey, can I run this game in Windows?
- -------------------------------------
-
- This wasn't programmed to be run in Windows. Havent you noticed the ansi
- graphics yet? If you *really* want to run it under windows, it seems to work
- ok in full screen. Because the way the program uses the screen, it won't run
- at the correct rate, the 50 line graphics are distored, and the fades dont
- work when run in windows (Run it in a dos box and see it go mental).
-
- * Update *
- Seeing that I've recently been messing about with windows, I'm currently
- working on a Win32/Win95 version of the game.
-
-
- Bugs
- ----
-
- Although there isn't many of these little buggers lying in the code, there
- is a few I've come across:
-
- - If you've got an EGA card you might have difficulty going into the 80x50
- screenmode. Contact me if you've got an EGA system (ie, laptop or pissweak
- PC) and tell me what happened.
-
- - I've revised the code over 40 times. I've tried to nut out every possible
- bug that can occur. But no code is perfect (mine far from it) so please
- contact me if any little stuff ups occur. There's lots of stuff I'd like
- to add, but I'd prefer to release something plain and stable rather than
- something cool and unplayable.
-
-
- Stuff to do
- -----------
-
- I must admitt, there's plenty missing in this version that'd I'd like to
- implement. But seeing that I wanted to release this before Uni began, I left
- a lot of stuff out (due to it not being finished).
- But anyway here's what Slinky 1.x is gonna look like:
-
- - Hi-score table (some incentive to play??)
- - Sounds. (Ahhh... thought something was missing...)
- Most likely only for SB16, as I dont own (or know anyone) with
- either a PAS, GUS or any other soundcard variant.
- - Simultanous 2/3/4.. player modes.
- - Next release will (hopefully) include pretty VGA 320x200x256 graphics,
- rather than the ansi screens. Essentially, it's the same game just with
- the spiffy/chunky graphics.
-
- Most of the above stuff is almost complete, so take a peek at some of the
- cooler stuff planned:
-
- - Imbedded external Zmodem protocol. Play it while leeching those huge
- files!
- - Windows 32/95 version in the pipeline. I've messed about with code in
- windows and it seems I might be able to pull it off (read: complete code
- re-write.. Arrrgghh!)
- - ZIP file loader and/or BBS game door (suggested by Fluff@CheeseFactory)
-
-
- Why the hell I'm doing this?
- ----------------------------
-
- I've just started to code in ASM so this is just a little project to get me
- learning more about the PC. My code is pretty secure, and yep, I do know
- what I'm doing :).
-
- The reason why I'm releasing it is because basically I haven't released any
- ansi's/vga's or anything for Apocalyptic Visions in about 4 months now.
- Come to think of it, I dont think anyone has released anything for AV in
- 4 months. ;)
- Seeing I've spent all my spare time doing this, I figured I'd actually
- contribute something for once. <g>
-
-
- Why call it "Slinky" ?
- ----------------------
-
- As you know, a slinky is one of those long spring/coil type animals which,
- when placed at an edge, will happily drop down step by step until he
- reaches the bottom of a flight of stairs (ie. Ace Ventura II). But our
- hero is more of a snake/worm, so why the hell slinky?
- My first contact with a snake game began way back when "Tapeworm" was
- released on the Atari 2600. The hero then was a fat, beeping black python
- named "Slinky". Ememies were known as "slippy" and "spanky" (oh gawd).
- Atticted with the game I immediatly started coding a better version
- on my c64. Since then I've begun to learn 80x86 code, so hey, what better
- and "simplier" <cough> game to make to explore the PC?
-
-
- Contacts:
- ---------
-
- Ok, so now you've played it I'd like to know what you though of it!
- I'd like to get plenty of feedback on this tiny project.
-
- Found a bug?:
- I've tried to nut out every little bug I can find, but hey, no-ones perfect.
- Comments like "The playfield's too large", "You've made it too hard/easy"
- or even "Hey, where's the spiffy hi-res DirectX gfx?" :).
-
- Are you a coder?:
- I'm willing to learn more code. 2 months ago, I didn't even know what MOV
- was! But there's only so much you can teach yourself, so if you've got an
- interest in Asm, C or Pascal and wouldn't mind sharing a bit of knowledge
- give me a buzz.
-
- E-Mail me at either:
-
- ------- ftr@arbld.unimelb.edu.au ------ neo@midian.apana.org.au ---------
-
- or while checking out these boards, gimmie a buzz:
-
- ------- neo @ Cheese Factory BBS ------ neo @ Midian BBS ----------------
- 9801-0614 9527-5873
-
- ------- neo @ Stargate BBS ------------ neo @ The Shed BBS --------------
- 9428-8011 9819-6825
-
-
- Why the hell are the docs so huge for such a small game?
- --------------------------------------------------------
-
- I can't shut up :)
-