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- C y b e r B o x .... A puzzle game for MS-DOS systems with VGA display
- ------------------------------------------------------------------------
- by Doug Beeferman. August 1991. See end of file for distribution info.
-
-
- O V E R V I E W
-
- CyberBox is a game of thinking ahead. Given the simple challenge of getting
- from one point to another, you will find yourself anticipating the effects
- of every move you make in between. There are 16 levels ("rooms") for you
- to solve. The object of the game is to solve each room in the minimum number
- of moves, so as to attain the highest possible score.
-
-
- S T A R T I N G C Y B E R B O X
-
- To run CyberBox from the MS-DOS command line, switch to the directory
- that contains the file CYBERBOX.EXE and type "CYBERBOX". If your display
- is monochrome, type "CYBERBOX /m" instead. The "/m" switch forces two-color
- output and will, of course, work on a color display. Regardless of whether
- you use the "/m" switch, your machine must have a VGA adaptor capable of
- 640x480 display in order for CyberBox to run. EGAVGA.BGI must be in the
- directory from which Cyberbox is executed.
-
-
- P L A Y I N G T H E G A M E
-
- CyberBox consists of sixteen (actually I lied; seventeen) unique "rooms." Each room is simply a 15x10
- layout of boxes and blank spaces. There are several different kinds of
- boxes; the title screen which you see when you run the program briefly
- explains the function of each kind of box.
-
- Press any key at the title screen to enter the first room. The robot which
- you're in control of appears at the bottom center of the screen. Ok, so it
- looks more like a small circle. It is a small circle. This circle can only
- make four distinct moves: up, down, left, and right. Make these moves by
- pressing the arrow keys (or 2,4,6, and 8 on the numeric keypad) in the
- desired direction.
-
- The object of each room is simply to get to the exit. The exit is the
- passageway located above the very top center tile. Once you reach the
- exit of a room, you immediately enter the next room. Invariably, you will
- have to maneuver boxes in such a way that you:
-
- 1. avoid trapping yourself,
- 2. avoid losing access to the exit, and
- 3. do what is necessary to make the exit accessible.
-
- Every room has at least one solution. However, it's easy for the actions of
- your robot to make winning the room an impossibility. If you trap yourself
- or lose access to the exit, you have no choice but to hit the "R" key to retry
- the level from the beginning. The computer will not tell you when you are
- trapped: this drawback is not only a hard thing to correct in the program, but
- it adds challenge to the game. When you discover that you cannot possibly get
- to the exit passageway during a level, hitting "R" will give you another shot.
- Be careful, though. You only have 5 attempts. The number of remaining
- attempts is displayed at the top of the screen.
-
- Experiment with the sliders and blockers in the first level to get a feel
- for the game. The boxes are described in detail below:
-
- SLIDERS: Sliders appear as boxes with arrowheads pointing in various
- directions. These boxes can be pushed out of the way by your robot if
- there's nothing preventing this from happening. There are three kinds
- of sliders: up/down sliders (yellow), left/right sliders (blue), and
- up/down/left/right sliders (green).
-
- BLOCKERS: Blockers appear as red X'd out boxes. These can not be pushed,
- and furthermore nothing can be pushed into them. The walls which surround
- the 15x10 room (except at the exit) act like blockers.
-
- PUSHERS: Pushers appear as cyan boxes with inscribed triangles. These
- boxes make the game more dynamic; they are the only boxes which can move
- themselves. They exert a constant force in the direction that they point.
- If it is possible to push the block to which a pusher points, it will do
- so. Otherwise, it will act like a blocker in that it cannot be moved nor
- pushed against by other blocks. Sound confusing? Pushers do not appear
- in the first few rooms. Once you've encountered them you'll understand
- how they work.
-
- ZAPPERS: Zappers appear as purple boxes with inscribed triangles with
- inscribed circles. These boxes act as blockers, except that when you
- approach them from behind (the base of the inscribed triangle) and push,
- you will be transported instantly to the square in front of the zapper IF
- IT IS EMPTY. These do not appear in the earlier rooms.
-
- SELECTORS: These are perhaps the most confusing boxes, but they're not
- that bad. They appear in the later levels as white frames. Selectors
- cannot be pushed by your robot, but CAN be pushed by other blocks. In
- order to move them, then, you will have to use sliders. Normal selectors
- can be walked through by your robot as if they were blank spaces, but
- others (X'd out white frames) cannot be walked through and act like
- blockers in this sense.
-
- You can move more than one box at a time only if every box in that series of
- boxes can be legally moved. Experiment. You'll get the idea. I hope.
-
- The following additional rules apply:
-
- 1. Boxes cannot be pushed into the exit passage. It's too
- small, see?
- 2. Only you (the robot) can be transported via the zappers,
- not other boxes. Similarly, only tokens can go through
- normal selector boxes. And remember, the space in front
- of a zapper must be free in order for you to be able to
- use it.
-
-
- S C O R I N G
-
- The game ends when you
-
- 1. finish the sixteenth (actually seventeenth) room,
- 2. run out of attempts, or
- 3. hit the ESC key to quit the program.
-
- At this time you will be presented with a score report. You earn 200 points
- for every room completed and 50 points for every attempt you had left when
- the game ended. For every single move you made during the course of the
- game, valid or invalid, a point is subtracted.
-
- You can therefore maximize your score by finding the absolute shortest
- path for each room. My highest score is 2492, but I think it's possible
- to score as high as 2500.
-
-
- S O R T A F R E E W A R E N O T I C E
-
- This game can be distributed freely and played free of charge. If you like
- it, however, I wouldn't mind a small donation for the effort I put into
- writing the program and (ughh!) in making the levels. I say "ughh!" because
- making the levels was by far the more time-consuming of the two projects.
-
- I'm going to be a freshman computer science major at the University of
- Illinois (Urbana) in roughly two weeks. A donation to the following
- address will make photocopying that much easier! :)
-
- DOUG BEEFERMAN
- 542 FOX GLOVE LN.
- BARRINGTON, IL 60010
-
- A donation of $3 or more will get you:
-
- 1. the latest version of CyberBox;
- 2. another, smaller, less significant VGA puzzle game I
- made called "Gripple";
- 3. the source code in C to each of these programs. This
- will allow you to edit your own CyberBox levels if you
- have Borland's Turbo C++;
- 4. a sheet with the shortest solutions to each of the
- current CyberBox levels;
- 5. information on how to cheat; and
- 6. notification of any other programs I write while at the
- U of I. Hopefully it'll be better than this.
-
- Please specify 5.25" or 3.5" disk format when you donate. If you don't want
- to donate, please consider sending comments to the address above or to my
- father's mailbox on GEnie, H.BEEFERMAN. Thanks!
-
-
- O T H E R S T U F F
-
- Turbo C++ is copyright (C) 1990 by and is a registered trademark of
- Borland International, Inc.
-
- CyberBox is not copyright (C) 1991 by Doug Beeferman and is not a
- registered trademark of anyone. Steal it freely. It's a stupid name.
-
-
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