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- ┌──────────────────────────────────────────────────────────────────────────┐
- ┌─┴────────────────────────────────────────────────────────────────────────┐ │
- │ C y b e r b o x II ......... A challenging MS-DOS puzzle game revisited │ │
- ├──────────────────────────────────────────────────────────────────────────┤ │
- │ by Doug Beeferman. August 1992. See end of file for distribution info. ├─┘
- └──────────────────────────────────────────────────────────────────────────┘
-
-
- O V E R V I E W
-
- The response to the original Cyberbox game that I released exactly a year
- ago well exceeded my expectations. This sequel is a completely rewritten game
- with a host of improvements, but with the same theme as its predecessor.
- There are twice as many logic puzzles and a far superior interface, but the
- keys to winning the game are still forethought and careful problem-solving.
-
-
- S T A R T I N G C Y B E R B O X II
-
- To run Cyberbox II from the MS-DOS command line, switch to the directory
- that contains the file C2.EXE and type "C2". If your display is monochrome,
- type "C2 /m" instead. The "/m" switch forces black-and-white output and
- will, of course, work on a color display. Regardless of whether you use
- the "/m" switch, your machine must have an EGA or VGA display adaptor in
- order for the program to run.
-
- The files C2-01.DAT through C2-04.DAT are level data files (described later)
- that I've included with the game. Be sure these files stay in the same
- directory as C2.EXE.
-
- At the startup screen, enter your initials, or three letters that will
- distinguish you from whomever else might play Cyberbox II on your machine.
- Use these initials each time you login.
-
- Now select a level to play. Select level 1 if you're new to the game,
- level 2 for a challenge, or level 3 for a REAL challenge. Alternatively,
- select "User-made" and type in two digits to load the level defined in the
- file C2-##.DAT; do this if you want to play a level that you've created
- (described later) or that you've added to the game's directory.
-
- Once you select a level, Cyberbox II will try to load the level and will
- report any errors that were encountered in the data file at this time. If
- no errors are encountered, the game screen will appear and play can begin.
-
-
- L E A R N I N G T O U S E T H E G A M E
-
- The screen you see is divided into sections. In the center is the view
- square, which displays a section of the level you're playing. Above this
- you'll find a line that displays the number of gems that remain for you to
- obtain in order to win, as well as a counter of the number of moves you've
- made. To the left are the keyboard instructions, showing you the various key
- commands that are available in the game and what they do. At the top right
- you'll find a miniature overview of the entire level you're playing, and below
- that, information about the current sound, scrolling, and size statuses.
-
- Acquaint yourself with the game by moving your game token (the dot that is
- initially in the center of the screen) by hitting the arrow keys. Experiment
- with the following keys as well:
-
- ┌──────────────────────────────────────────────────────────────────────┐
- ┌─┴────────────────────────────────────────────────────────────────────┐ │
- │ Slash (`/`): This key toggles the SCROLLING. When scrolling is ON, │ │
- │ your token is always displayed in the center of the view square, and │ │
- │ the background moves around it as you move. When the scrolling is │ │
- │ OFF, your token changes position, and the background changes only │ │
- │ when it goes outside of the view square. Note that the scrolling │ │
- │ status DOES NOT AFFECT GAMEPLAY, only your view of things. You may │ │
- │ also find that the game is a bit faster when scrolling is off. │ │
- ├──────────────────────────────────────────────────────────────────────┤ │
- │ Equals sign (`=`): Hitting this key toggles the SOUND. If you find │ │
- │ the beeps of the game annoying, you may wish to turn this OFF. │ │
- ├──────────────────────────────────────────────────────────────────────┤ │
- │ Space bar: Hitting the space bar toggles the SIZE. Initially the │ │
- │ size is SMALL, but if you'd like to see more of your surroundings │ │
- │ you can increase the size of the view square by making it LARGE. │ │
- │ In LARGE mode, the instructions are not visible and the status line │ │
- │ (gems left and moves) appears undocumented above the miniature level │ │
- │ overview on the right of the screen. You'll have to remember, then, │ │
- │ to hit the space bar again if you want to return to SMALL mode or │ │
- │ peek at the instructions. Note that while both the size is LARGE │ │
- │ and the scrolling is ON, the speed of the game is quite a bit slower │ │
- │ and may be painfully slow on an 8 Mhz or lower machine. Sorry! │ │
- ├──────────────────────────────────────────────────────────────────────┤ │
- │ The number keys: Want to see your surroundings beyond what's │ │
- │ there in the view square? Use the numeric keypad to look around a │ │
- │ bit without having any effect on the game: 2 to go down, 8 to go │ │
- │ up, 9 to go upper-right, etc. When you hit any other key (5 is a │ │
- │ handy choice), the view will return to what it was initially. │ │
- ├──────────────────────────────────────────────────────────────────────┤ │
- │ ESC: Hit this key and then "Y" at the prompt to quit the game │ │
- │ and go back to the login screen. Hit ESC again at the login screen │ │
- │ to exit to DOS. │ │
- ├──────────────────────────────────────────────────────────────────────┤ │
- │ Question mark (`?`): This key will bring up a page that briefly │ │
- │ and oh-so-poetically describes what the game's various boxes do. │ │
- ├──────────────────────────────────────────────────────────────────────┤ │
- │ S, R, CTRL-R: These keys are described in their own section below. ├─┘
- └──────────────────────────────────────────────────────────────────────┘
-
- Note that when you're viewing your surroundings with the number keys while
- scrolling is off, you can continue to move the token as long as it's in
- view. When you approach a puzzle, you may want to turn scrolling off and
- make the size large if it is not already; then adjust your view as
- necessary (to see the entire puzzle, for example) with the number keys.
-
-
- P L A Y I N G T H E G A M E
-
- The original Cyberbox contained several small levels. I decided it would
- be more interesting to have much larger levels with several challenges
- in each level for the sequel; to facilitate this, I needed to change the
- goal a bit. Your goal is not to escape, as it was in Cyberbox; instead,
- it is to find and obtain all of the GEMS on a level and then exit the level
- via an EXIT SIGN. Finding the gems is the easy part. To obtain each gem you
- will need to keep in mind the same three objectives that you did if you
- played the original Cyberbox:
-
- 1. Clear a pathway to the gem;
- 2. Avoid obstructing a needed pathway to the gem;
- 3. Avoid trapping yourself.
-
- You can move your game piece ("TOKEN") to a new space only if that space
- is FREE or if that space contains a BOX that can be pushed in the direction
- of motion; you can push a stack of blocks if all blocks in the stack can be
- pushed in the direction of motion. A space is considered to be free if it is
- LAND or ICE with no box on top. (Land looks like nothing at all, while ice
- looks like diagonal blue lines.) Invariably, you will obtain gems by pushing
- boxes around so as to fulfill the objectives above.
-
- The boxes in Cyberbox II are summarized below:
-
- ┌──────────────────────────────────────────────────────────────────────┐
- ┌─┴────────────────────────────────────────────────────────────────────┐ │
- │ BLOCKERS: These are the solid red "walls" that not only make up the │ │
- │ skeleton of a level but serve to restrict the motion of the token. │ │
- │ Blockers never move, and neither the token nor any block type can go │ │
- │ through them. │ │
- ├──────────────────────────────────────────────────────────────────────┤ │
- │ SLIDERS: There are three kinds of sliders (boxes with arrows): │ │
- │ there are yellow sliders, which move up and down; there are blue │ │
- │ sliders, which move left and right; and there are green sliders, │ │
- │ which move in all four directions. Sliders in general can only be │ │
- │ moved in the directions which their arrowheads point. The token, or │ │
- │ other blocks, can push sliders, but in the legal directions only. │ │
- ├──────────────────────────────────────────────────────────────────────┤ │
- │ PUSHERS: Pushers (cyan boxes with large arrowheads) are like slider │ │
- │ that point in only one direction, but they're self-automated. That │ │
- │ is, if at ANY TIME during gameplay one of these blocks CAN push in │ │
- │ its direction, it WILL. It will push sliders and selectors (below) │ │
- │ if legal, but it will NOT push the token. │ │
- ├──────────────────────────────────────────────────────────────────────┤ │
- │ SELECTORS: Selectors (white X'd frames) are like green sliders in │ │
- │ that they can move in all four directions, but they CAN'T BE PUSHED │ │
- │ BY THE TOKEN DIRECTLY. In other words, you will have to push a │ │
- │ slider into or cause a pusher to "fall" onto one of these in order │ │
- │ to get them to move. │ │
- ├──────────────────────────────────────────────────────────────────────┤ │
- │ META-BLOCKERS: These look like blockers (they're red but with │ │
- │ large white arrowheads or a white plus sign) and they act like │ │
- │ them, too, in that they never move. They also prevent BLOCKS from │ │
- │ moving across them, but not the TOKEN. They exist strictly to │ │
- │ transport the token to another position. If the token pushes │ │
- │ against one of the four "arrowhead" meta-blockers, from ANY SIDE, │ │
- │ it will instead push against the square to which the meta-blocker │ │
- │ immediately points, and in that direction. If the token pushes │ │
- │ against the "plus sign" meta-blocker, it will push against the │ │
- │ square opposite the square from which it's pushing. The destination │ │
- │ square may be occupied, or it may be another meta-blocker; the same │ │
- │ rules apply. If the destination square has a block that cannot be │ │
- │ pushed in the appropriate direction, the move is illegal. Note that │ │
- │ meta-blockers can be stacked together to act as a single object that │ │
- │ moves you from one place to a possibly remote destination. ├─┘
- └──────────────────────────────────────────────────────────────────────┘
-
-
- If some of these definitions sound confusing, you'll certainly get a better
- feel for the game by experimenting, particularly in level 1. The concept
- of ICE is another thing you'll have to explore. Ice is not a type of box,
- but rather a type of "terrain". The token can exist on top of ice, as can any
- box type. Consider ice to be "slippery": when you step onto ice you slide,
- and you continue to slide until either you are no longer on the ice or you
- run into something! More precisely, upon hitting ice the token (or any box
- type) tries to push forward in the direction of motion. If this is illegal,
- it remains where it is-- on top of the ice. Be aware that some blocks are
- initially at rest on top of ice.
-
- Mind the "Gems left" counter at the top of the screen in SMALL mode or above
- the level overview in LARGE mode. When this reaches zero, you are done with
- the level and have only to reach the "exit sign" to win. The exit sign looks
- like the word "EXIT" in white, and in all three levels it's pretty easy to
- access.
-
-
- S A V I N G, R E S T O R I N G, A N D R E S T A R T I N G
-
- If, in your pursuit of gems, you accidentally trap yourself or cut off access
- to a particular gem, you can't continue play and expect to win. You'll need
- to either RESTORE or RESTART. If you're just starting to play the level and
- haven't yet SAVED a game, you'll have to restore. Do this by hitting Ctrl-R.
- The level data file will be re-read, and you'll start from the beginning as
- though you had loaded up the game again.
-
- But what if you make some progress, and you don't want to start from the
- beginning if you make a mistake or quit the game for a while? You should
- save your game by hitting "S" followed by a number of your choice between
- 1 and 9. Then when you make a mistake or come back later you can restore
- the game EXACTLY as it was when you saved it by hitting "R" followed by the
- slot number under which you saved.
-
- Games are saved in a file that's distinguished by your initials, the level
- you're working on, and the slot number under which you saved. So you can
- save up to nine games per person, per level, assuming you have the disk space!
- (Each file runs about 6 Kbytes.) When you first start the program and
- choose a level, the level starts from the beginning. So if you want to
- continue a saved game from a previous session you need to use restore.
-
- Save your game often, particularly in level 3. There's usually no harm in
- saving after each gem you acquire - unless, of course, you're trapped. In
- general, the puzzles I've made are in enclosed "rooms", so if you can get a
- gem and then get out, it's unlikely that you'll affect something somewhere
- else in the level.
-
- Other keys available in the game are Ctrl-B, which switches between color
- and monochrome modes, Ctrl-N, which blanks the screen until another keypress,
- and backslash (`\`), which displays your token's coordinates.
-
-
- S C O R I N G
-
- The number of legal moves you've made is counted and displayed at the top
- of the screen or above the level overview, depending on whether the view
- square size is small or large. This number becomes your score if you ever
- finish the level you're working on. Lower scores are better, and you
- therefore want to minimize your moves while retrieving all of a level's gems.
-
- Low-score information for the three provided levels is shown on the login
- screen and is kept in the file C2.SCR. My initials and the score 99999 are
- shown by default on the login screen, but they're just there to be beaten.
- My real low scores are as follows: level 1, 373; level 2, 1251; and level 3,
- 2256. In the Cyberbox documentation I challenged people to beat my score and
- was dismayed to hear from dozens of people who did it easily. (The best
- score, incidentally, that's been reported so far for Cyberbox is 2648.)
- I probably shouldn't make the same challenge here, but I will. Good luck!
-
-
- M A K I N G L E V E L D A T A F I L E S
-
- Please see the file included in this archive called DATFILE.DOC. It explains
- how to make your own levels for Cyberbox II. If you make a level that you
- feel is interesting, please send it to me. I'll distribute it to registered
- users as described below.
-
-
- D I S T R I B U T I O N I N F O
-
- This game can be distributed freely (with all and only all files included in
- the .ZIP archive). If you enjoy the game, I'd appreciate a small donation
- for the effort I put into writing the program and making the levels.
- My mailing address is:
-
- ┌────────────────────────────┐
- │ DOUG BEEFERMAN │
- │ 904 W. GREEN ST., RM 506 │
- │ URBANA, IL 61801 │
- └────────────────────────────┘
-
- If you send $7 ($5 plus $2 to cover postage and materials), I'll return the
- following: (Registered users of Cyberbox or Fiddle, or those who send a
- self-addressed stamped mailer with disk, need not send the extra $2.)
-
- 1. Cyberbox II on disk with its predecessor, Cyberbox.
- 2. a game of visualization called Fiddle.
- 3. a small puzzle game called Gripple.
- 4. the source code in Turbo C to all of these programs.
- 5. any level data files that I've received from users
- up to the point your donation is received, if any,
- and possibly one of my own.
- 6. notification of any other programs I write while at
- university.
- 7. hints on specific areas of level 2 or 3 if you need them.
- (To easily identify an area for me, go to the area and
- hit the backslash ('\') key; its coordinates will be
- displayed. Give me this info as well as the level number.)
-
- Please specify 5.25" or 3.5" disk format when you donate. Please note that
- Fiddle, Cyberbox (not the sequel), and Gripple require VGA display. If you
- don't want to donate, please consider sending comments to the address above
- or to dougb@uiuc.edu on Internet, H.BEEFERMAN on GEnie, or DougB5 on America
- Online. Due to the larger nature of this game I can't make a step-by-step
- solution sheet, but I'll provide such a solution to a specific puzzle if you
- ask nicely and with the coordinates as described in (7) above.
-
-
- A K N O W L E D G M E N T S
-
- Turbo C++ is copyright (C) 1990 by and is a registered trademark of
- Borland International, Inc. Thanks to Dale G. Shields for debugging help
- and the routine that turns on Num Lock, and thanks to both Dale and
- Glenn W. Ulrich for extensive testing and feedback. Thanks as well to all
- the generous registered Cyberbox users for their suggestions and donations!
-
- 11-Aug-92
-