22 March 2012, 23:06 | #21 |
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Very hard fast and chaotic shooter.
Space invader+ type ? including 2 bosses. not much info. version 1.0 is on aminet anyone know if the version 1.1 was ever seen ? Onslaught v1.0 (1994)(Moss, Carl)(PD).adf Onslaught http://hol.abime.net/5922 ---------------- Year of the first release : 1994 Number of disks (or CD) : 1 Number max of players : 1 Simultaneous max players : 1 Language : English Hardware : OCS-ECS Amiga original game : yes Have SPS release : no WHD install : no HD install : Copy exe to HD (no exit back to wb) License : PD Freeware Publisher : Developer : Category : Shooter Artist - coder : Carl Moss Artist - graphician : Artist - musician : Artist - misc : Notes : Coded with Devpac 2, Deluxe paint 3, Pro-tracker v3.108 and Amos needs 1MB of Chip Ram to run. no exit back to wb. http://aminet.net/package/game/shoot/OnSlaught PAL; NoAGA; NoQuit --------------------------------------------------------------------------------- from readme ------------ Onslaught v1.0* This program is Freeware, it can be copied and distributed by anybody. Version 1.0 has 20 attack waves including 2 bosses. Version 1.1 will (hopefully) be circulated soon. This should have more" attack waves and bosses along with some more sound fx. You need 1MB of chip RAM to run this version, sorry. I'll (try to) make" v1.1 run on a 512K chip + 512K fast configuration. --------------- Last edited by silkworm; 17 April 2012 at 15:49. |
23 March 2012, 17:56 | #22 |
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The Best Risk Clone on Amiga. Anyone not agree ?
written in AMOS 1-6 Players Found a page on Paulo Laurino santas. Interesting stuff. But I can't tell if it's true. he mentions total war 2 and other amiga stuff that doesn't exist. Unless I'm not getting to read it right because of the google translation. http://pls.mrnet.pt/memorias/as_infi..._passadas.html Google Translated into english http://translate.google.com/translat..._passadas.html TOSEC PD Total War v1.9 (1991)(Santos, Paulo)(SW).adf Total War v1.9 (1991)(Santos, Paulo)(SW)[h PD Underground].adf (Both these disks have "checksum error on disk block 124" so the file MUSIC.Abk is corrupt, but game still works with no music.) anyone have a disk with the music file not corrupt ? Total War http://hol.abime.net/5917 ------------------------ Year of the first release : 1991 Number of disks (or CD) : 1 Number max of players : 6 Simultaneous max players : 6 Language : English Hardware : OCS-ECS Amiga original game : yes Have SPS release : no WHD install : no HD install : Copy Files to HD and Assign TWAR: License : PD Shareware Publisher : Developer : Category : Board (Risk) Artist - coder : Paulo Laureano Artist - graphician : Francisco Cordeiro Artist - musician : Artist - misc : Notes : Coded in AMOS 1.3 ------------------------------ from TOTALWAR.DOC =================================================== TOTAL WAR 1.9 (c) copyright 1991 by Paulo Laureano Santos =================================================== The game was created using AMOS 1.3 (c) & Compiled with the AMOS COMPILER 1.0 (c) (a very special thanks to Francois Lionet and MANDARIN SOFTWARE for the best software I have ever used!) A game by Paulo Laureano Graphics by Francisco Cordeiro I wish to thank the following people for helping to make Total War possible: My family (for the patience and the million cups of coffee I've taken), Francisco Cordeiro (for the graphics!), Michael Santos and João Carvalho (for believing in my programing abilities), João Miranda and Jorge Carrilho (for not believing I could do it), Motley Crue (for the music I heard while programing), CNN (for the war coverage). ********************************************** USE CURSOR KEYS TO MOVE AROUND & ESCape KEY to EXIT! ********************************************** CONFIGURATION OF THE GAME (done with the pull-down menus): ---------------------------------------------------------- SPECIAL FX: If you want explosions during the game or not. CARD SWAP: You may have the computer swapping your cards without human intervention as soon as a player has cards to swap OR you may choose to swap cards manually in the game. Sets of cards have different values (in armies), 3 canons are worth 5 armies, 3 wood horses are worth 7 armies, 3 cavemen are worth 9 armies. There is a special bonus of 15 armies if you have 3 different cards! If card swapping is automatic, the computer will make the conversion of the cards as soon as a set is available; BUT if card swapping is manual, you are prompted if you want to swap cards... if you do swap the set of cards, everything will look and play as the "automatic option"; if you do keep the set of cards in order to get more cards you face some risks! Some cards may be lost if you do exchange the same set you decided to keep previously because you have reached the limit of 5 cards (which by the way is the maximum number of cards you may own...) INITIAL AP: If you choose the "automatic" option, the game will begin with 3 armies on every country. If you choose the "manual" option, every player places is own armies manually before the beginning of the game... FORTIFY: If the "limited" option is selected, you may do only one fortification per turn. If the "unlimited" option is selected every player can do as many fortifications as he may wish... (the computers will play A LOT better with unlimited fortifications...) PLAY FOR: if the option "world" is selected the game ends when a player owns all the countries. If the option "mission" is selected, the game ends when a player finishes is mission with the same number of turns as the other remaining opponents. If all human players are "out" of the map, the game will be over... NUMBER OF PLAYERS: This one is the only option that has to be selected if you like the defaults of the other options.... GAME: Starts the game... ON-GAME OPTIONS (selected with the buttons bellow the map) ---------------------------------------------------------- GAME STATS: Shows some informations about the game... useful to see how many cards each player has and to examine each player "power" in that moment... CARDS: Shows the cards owned by the current player (if the current player has no cards this button will not work). ATTACK: This option allows the current player to attack a country (this option will not work if you have already fortified any countries). REPEAT ATTACK!: If the player has enough armies to repeat the last attack, this option is just a shortcut to do it. It does not ask for the "source" and "destination" like the "ATTACK" option... FORTIFY: After you have attacked all the countries you wanted to, this option allows you to fortify a country with armies from another of your adjacent countries... QUIT TURN: This ends the current player turn to play... CREDITS: The address where to send the money to pay for the game and the name of the people who made if... QUIT GAME: Use this option to leave TOTAL WAR during the game. You can also use "CTRL"+"SHIFT"+"C" at any time. HOW "THINGS WORK" IN TOTAL WAR. ------------------------------- Attacks are made by 3 attacking armies (max.), if you have 4 or more armies in the attacking country... the defending country defends himself with all available resources. The computer "calculates by random" the result of the battle, taking in account the size of the forces and giving some advantage to the defending country. So, attacking a country with more armies then those you have for the attack is suicide (well some very lucky people might get away with it, just like in real life...). Each turn you have conquered one or more new countries you will gain a special card, which may be later on converted into armies... the system is rather simple but be warned: if you use the Manual Swap option, each time you refuse to swap cards you are in danger of loosing some of your cards. When you own 5 cards in your hand, the computer will swap the best set for you, if you end up swapping the set you had chosen to keep previously, you may(!) lose some/all of the two remaining cards. Available bonuses: South America ===== 2 extra armies Africa ============ 3 extra armies Australia ========= 1 extra army North America ===== 4 extra armies Europe ============ 5 extra armies Asia ============== 6 extra armies 10 countries ====== 2 extra armies 20 countries ====== 4 extra armies You can only attack adjacent countries, and move armies between adjacent countries that you own. Check the file EXTRA.iff for some info on adjacent countries and the limits of the continents in TOTAL WAR... ------------------------------------------------------------------------- TOTAL WAR (c) Copyright 1991 by Paulo Laureano Santos ------------------------------------------------------------------------- Humm... I think thats about all folks... I hated writing this manual but I hope it will get you "going" on TOTAL WAR. Anything I left out please ask when you register, I will answer your questions as soon as possible... Please do not upload TOTAL WAR to pirate BBS's (or BBS's with some dubious sections), BBS's that pay ANY sort of fee for the access, BBS's in USA or CANADA (this is a PAL version of TOTAL WAR, it will not work on those countries!!! I will probably make a NTSC version later this year.). Please upload TOTAL WAR to any good BBS without pirate sections, which does not charge users for access, in ANY country in the world (except USA and CANADA). You can place TOTAL WAR in ANY public domain library, as long as no more than the price of the diskettes is charged. You can GIVE AWAY as many copies of TOTAL WAR as you wish, as long as nothing is charged. C ya in the next game! PLS ------------- From FUTURE.TXT -------------- Well... the TOTAL WAR 1.x ends after 10 versions (from 1.0 up to 1.9) and to tell you the truth, I loved doing this game, love to play it and I think I will continue to do all this... Please reading what is next remember that there is a time gap betwen the time of writing and the now (the moment you are reading this...). By this I mean that what I am about to tell you may already be available!!!! ------------------------------------------------------------------------- 12-09-91 Lisbon, 6 a.m. I just finished version 1.9 of the TOTAL WAR game, I am beginning the new version TOTAL WAR II game right now... here is what I want it to do: * Full modem support (play with a friend or more, via modem in separate houses, citys, countries, etc) * Better opponents * Faster game (probably a lot faster since AMOS now supports supports assembler directly... meaning that I can mix the basic and amal parts with speedy code...) * Different variants allowed... something like optional planes, missiles, etc... and some mean ideas I got... * New graphics (with support for both pal and NTSC, but with totaly diferent data for both formats... I don't like NTSC graphics....) I really don't have a release date for all this since I am going to re-write 99% of the game... It will be crippleware (meaning, the game will not be available unless you register it... I will release somekind of demo, but as I said; a real cut-down version). Registered users of TOTAL WAR 1.x versions will be able to download a special shareware version, with the full game since its beta versions. I don't know how to thank you all for the support... so I believe giving you the 2.0 version in its full format is my way of doing it. If you have not registered this present version and like the game, please consider registering. I worked like a maniac to get the game done and as far as I can tell; bug free... believe me that is hard work! Hope to see you all in future releases of the total war saga, and believe me; the best is yet to appear!! Paulo Laureano ----------- From HDINSTALL.TXT ----------- To install TOTAL WAR on your Hard Drive just copy *ALL* the files in the root directory of the TWAR disk and assign TWAR to your HD directory! If you dont know a thing about AmigaDos you can do the following: 1- Make a directory for the TOTAL WAR files somewhere on your HD! Check how to create a directory in your Workbench manual that comes with the computer. 2- Open a cli (or shell window) and make your directory (the one you just created!) the current directory... that is achieved using the CD command. Something like this: "CD my_dir". 3- Now type the following; "Copy TWAR:#? :mydir"... 4- type dir and check if the program files are there... 6- type "ED s:startup-sequence" and place this somewhere before the "LoadWb" line: "Assign TWAR: DH0:mydir"... Now... total war should be installed on your HD... reset the system and check it out... if it does not work properly write me a letter, call the support BBS, register the program and I'll help you as much as I can... Sorry if this instructions are not as clear as you need them, but I really hate this manuals stuff. Paulo Laureano ----------------- From REGISTER.TXT ----------------- This program is ShareWare, if you like it, please send the following amount of money to me: $10 dollars for the copy you have $5 dollars for the latest version If I receive 10 dollars from you, you will become a registered user of TOTAL WAR. If you have a modem you will gain access to a special conference in BAT BBS (++351-1-705070 in Lisbon/Portugal, fidoNet address 2:36/6) and you can download the last version of TOTAL WAR. If I receive 15 dollars from you, besides all the aspects of a 10 dollar registration, I will mail you the latest version of TOTAL WAR, with a printed manual, and a written reply to your comments (if any) that may come along with the money. If I receive more than 15 dollars from you, besides all the aspects of the 15 dollars registration, I will spend your money mailing you more of my software as soon as it is available (please avoid this situation!). So, if you like TOTAL WAR send the money to: Paulo Laureano Last edited by silkworm; 17 April 2012 at 15:49. |
23 March 2012, 18:21 | #23 | |
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Quote:
From the translated page, I understand that if he was to remake Total War for PC, he would publish it as a freeware. Therefore I guess he could be asked if he would be willing to do the same with Total War and asked he still has a copy (probably). I don't seem to find a "contact me"/"mail me" form on his page. So perhaps the only way to reach him will be to post a comment in one of his article (by apologizing ofc to do so as you are not really commenting). Not sure which EAB members are from Portugal and could help with that. rkauer is from Brazil so I guess he could help. Akira is Brazilian too IIRC. |
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23 March 2012, 21:38 | #24 |
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Would be good if someone whose good at that type of thing would do that.
I don't know if it even uses the music, wouldn't Amos complain if a file was missing ? -------------- Next is the crème de la crème of evil games Coded In AMOS. maybe by the Devil Himself ! (you'll know what I mean if you've played this game) This is a cool game everyone must try, all the mini games play well, but if you lose one game you go right back to the start, so don't expect to ever finish it. ADF In the Zone if you need to try it. Screens are a weird size because of the overscan, even on the horizontal. Demons Domain http://hol.abime.net/5908 ------------------------ Year of the first release : 1992 Number of disks (or CD) : 1 Number max of players : 1 Simultaneous max players : 1 Language : English Hardware : OCS-ECS Amiga original game : yes Have SPS release : no WHD install : no HD install : Copy files to HD License : PD Freeware Publisher : Developer : Category : Multi type Mini Game collection Artist - coder : Roger North (Sarog) Artist - graphician : Artist - musician : Artist - misc : Notes : Coded In AMOS 1.3. Released on AMOS PD disk 386 ------------------- in the file Demons Domain.AMOS **** DEMONS DOMAIN v1.0 by Roger Nutter - 1992 **** ------------------- from AMOS PD CD APD386 Demons Domain Roger North (Sarog) This is the game that has kept the younger members of our household glued to the Amiga for hours at a time! Roger is the author of Crossfire, which was also very popular (APD110) and his latest offering is just as addictive. In this game, your character moves through a maze, but instead of meeting beasties, you are taken to one of seven subgames which you must complete before going further. These games are called at random, they are very simply presented, but very effective. They range from a car race, dodge the arrows, guess the letter before you get squashed to a pulp, centipede, minefield and a couple more besides! Get this one, it will get you hooked! Last edited by silkworm; 17 April 2012 at 15:48. |
27 March 2012, 10:18 | #25 |
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Okay another good one from Cynet
Real nice polished puzzle game for AGA with jesters and ducks. Only thing missing is some music. TOSEC PD Jinx (1994)(Cynet - 17-Bit Software)(AGA)(PD)(Disk 1 of 2).adf Jinx (1994)(Cynet - 17-Bit Software)(AGA)(PD)(Disk 2 of 2).adf JINX AGA http://hol.abime.net/5907 ------------------------ Year of the first release : 1994 Number of disks (or CD) : 2 Number max of players : 1 Simultaneous max players : 1 Language : English Hardware : AGA Amiga original game : yes Have SPS release : no WHD install : no HD install : Copy files to HD assign JINX: and JINX_2: License : PD Freeware (postcard-ware) Publisher : Developer : Cynet Software Development Category : Puzzle Artist - coder : Rebel Artist - graphician : Rebel, Ulysses Artist - musician : Ulysses Artist - misc : Kevin, Base II Notes : assign JINX: and JINX_2: Saves to Disk escape at title to return to WorkBench ------------------------------ From FILE_ID.DIZ on disk JINX (AGA) Is an innovative 25 level, diamond collecting puzzle game, incorporating superb graphics and original sound fx. With amusing storyline and end sequence and save game option. -------------------------- THE BALLAD OF JAKE AND JOBE --------------------------- It was three days before Winternight in Elmora fields. A special night. Every year a festival would be held, not just any festival, the Winternight Celebration. Townsfolk, Villagers and City people from the highlands, the rivers even the black hills gathered together in Elmora fields for a celebration so grand it would be talked about almost until the next one. Storytellers, Gleemen, Jugglers, Jesters and performers would travel from as far as the audiences themselves to entertain on Winternight. It was probably the highest honour an artist could receive, certainly the high point of their lives. Before a performer was allowed to participate he had to be vetted by King Elyas. Elyas was only 12, he gained the throne from his father, killed tragically in the lowland wars. Elyas was a stubborn child and threw more people into the dungeons than they could hold; so the dungeons were expanded at the Kings order, to twenty-five in all. The daunting possibility of being thrown into the deepest pit the King could find didn't outweigh the wonderous chance to perform on Winternight though, and the performers amassed regardless. Jake sat in the corner of the cell. His eyes fixed on a stone a few feet in front of him. His brother, Jobe, watched him and sighed an unnecessarily loud sigh. "Are you going to sit there until Winternight or are we going to get out of here?" he demanded. "Get out of here! We can't get out of here, no one can." "So you are just going to sit here are you?" Jake flicked at a bit of imaginary dust on his sleeve. "Sit here and rot are you?" Jake hummed a few notes of a song he always got wrong which earned him a sharp clip on the ear from the other. "Oww!", he squealed and glowered at Jobe who was now pacing up and down. "It's your fault you know!" Jobe muttered half to himself. "It's always my fault, so you say." Jake bleated. "Well it is!" Jobe had stopped pacing and spun to face his brother, the bells on his Jesters' uniform jingled loudly and made him wince. "This silly costume cost me my last few marks and now I'm going to die down here in this dungeon looking like a fool!" Jake sniggered "You are a fool." The other eyed him and tried to look as menacing as a man can wearing bright green and red spandex tights and pointy shoes. "I'm not a fool, I am a Performing artist" he sucked in his chest and tried to look grand. Jake sniggered again, earning himself another clip on the ear. "He's too young, you know." he said, rubbing his ear and grimacing. "Who's too young for what" Jobe started pacing again. "His Royal Highness, King bloody Elyas! That's who!" Jake's voice echoed down the corridor. "Shades! I heard that when he was eleven he decided he was too old for most of his toys so, you know what he did?" Jobe ignored him. "Instead of just chucking them away, he chucked them down here. Threw his own toys into the dungeon!..." "Look!" Jobe burst in, wheeling on his brother once more accompanied by the ringing of his ten little bells, he waited until they stopped. "This isn't getting us out of here, and it's still your fault" "What did I do to make the King throw us in here?" he squealed. "Your bloody 'sure-fire' bomb juggling act, that's what." "I did it really well" Jake retorted. "You blew a hole in the throne room wall!" Jobe's voice shot up an octave. "Well you got us thrown out of the Jesters Guild" Jake smiled triumphantly. Jobe's face was turning red. "Fire juggling as an act is always a calculated risk..." "Especially in a room with a straw roof!" the other cackled and rolled onto his side holding his stomach. "Okay, that one was my fault but remember if we can get out of his dungeons the King said he would let us perform at Winternight. And the first prize is to be the Royal Court Appointed Jester! Just think of it! we've always wanted to be Jesters, all our lives." "Only because father wanted us to be." "Well yes, he had us wearing make-up and tights even when we were little." "I told you, I don't like being reminded of that!" Jake scowled. Jobe stormed off, shouting back that he hoped that he rotted, as he turned a corner and disappeared into the gloom of the dungeon, a precession of tiny bells following. "He's right... we have always wanted to be Jesters. And we could get out of here if we put our heads together. Its not as if we're stupid, we just don't seem to have much luck." From early years Jake and Jobe's 'bad luck' branded them with the name 'the Jinxes'. Everyone called them it, but they soon turned it around by making it their performing name. Jake and Jobe - the Spectacular Jinxes. Just then Jobe came flailing up the corridor his gawky frame casting absurd shadows on the walls. He stopped short of his brother opened his cupped hands. Jake leaned forward. A huge diamond sat in Jobe's hands glistening seemingly from within, a cool white glow. Jobe looked up from his find smiling. "I think I know how we can get out of here!" he said, excitement whelling up in his voice. He bit his lip hard to calm himself down. ------------- GUIDE ------------ Can you help Jake and Jobe out of their latest predicament? The "Jinxes" have landed themselves in the Kings' dungeons, just three days before the start of Winternight, the largest communion of Jesters and the like in Elmora. In the deepest dungeon, 25 levels down Jake and Jobe have only the bombs they use to juggle and whatever they can find to help them to escape. They aren't completely alone, a selection of cast off toys, once belonging to the young King will either help or hinder them. Every object in the dungeons has special qualities and move in their own way. You will find teddy bears, exploding bottles, rockets and other strange objects scattered around. It is up to you to decide how to use them. The dungeons aren't locked as such, due to the Kings odd sense of humour. A varying number of crystals need collecting from each dungeon. Once collected, guide Jake or Jobe to the Exit. In the game you can swap control to either Jake or Jobe by pressing fire. Look out for rubber ducks that shoot across the dungeon, balls that bounce, teddies that can be pushed, rockets that can be lauched and explosive bottles. If an object hits Jake or Jobe or they are caught in an explosion, they lose a life and the level must be replayed. If an object hits an explosive bottle, BOOM. everything close is destroyed. The only thing that isn't vunerable are the walls, so don't go blowing up any diamonds or the exit! You need to collect ALL the diamonds before you can leave a level. For each level you are allowed a varying number of "steps" and these decrease every time you move, when you run out you lose a life and start the level again! Look out for blocks with arrows on, you and other objects can only pass though these in the direction of the arrows, either up/down or left/right. Above all, experiment. Have a play around pushing different blocks around and see what happens. Some crystals may be "trapped" by other objects and you will have to find a way of getting to them safely. When you complete a level you are asked if you wish to save your current position, if you have lost a lot of lives on the last level, you may want to just try the next level or so and come back later with a few more lives. During the game, you can set off one of the bombs you carry, (the number you have is displayed on the right of the screen.) Press space and an explosion will occur around you, you are safe from this but your other player isn't. So get him out of the way before you do anything drastic! If you find yourself "trapped" or have blown up a diamond or the exit or in anyway are unable to complete a level, you can press "Escape" to escape the level, this costs a life and you can try again. You can pick up extra bombs, lives, and bonus blocks which reset your "steps" to full. You must collect all diamonds to leave a level Only one player needs to walk through the exit Bottles explode when an object hits it Rockets travel up the screen and explode when they hit an object Press FIRE to toggle control of Jake or Jobe Press ESCAPE in the game to escape a level if you can no longer complete it Press SPACE to use a bomb Only use bombs when absolutely nessesary as they are in very limited supply. Think about what will happen before pushing something! Hope you enjoy the game! --------------------------- From http://www.nickbutton.co.uk/cynet/index.html (not available anymore) previous projects f you have read up on Cynet in the about section you will already know that we used to program Amiga PD games. Many of these games are reviewed here and you can even download playable versions too! Jinx The most successful game we have produced. The concept for Jinx was a direct step on from Masquerade. The puzzle elements are much easier to follow and plenty of other devices were added to create a very challenging game. There are 25 levels - each level is unique and contains mind-bending puzzles to solve. Push the ducks and collect diamonds - but don't get trapped! Jinx plays a bit like Boulderdash crossed with a Bomberman game, but the orignal docs are included if you want to find out more about the gameplay. The orignal idea is an evolution of a previous game Masquerade, which itself is a mash of loads of other ideas and gameplay. It has that unusual gravity thing like Boulderdash, where even though you seem to be looking down on the rooms, things still fall 'down' the screen, in those days weird twists like that didn't even make you blink, but today's youth would surely shun such blatant unrealism. There is even a cool early type of 3d sound, where if something shoots across the screen from one room and out again the sound follows them - you could even 'drop' an object when you knew that it could fall for several screen and wait for the faint 'clink' when it landed. Collect diamonds and push the rocket to blow up the blue block. The most fun part of designing this game was the characters Jake and Jobe, because the objects in this dungeon are so bizzare (plastic ducks, rockets and teddies etc) the two jester characters in their bright colours fit right in. We even developed a story to lead you into the game, to introduce you to the characters and give them some history. Jake and Jobe are still quite close to my heart and I still hope that one day I will be able to resurect them - But Jinx, as it was, would never survive the translation into 3d, partly because of that wierd gravity thing, and because there is no market for 2d games anymore. Time will tell. Last edited by silkworm; 17 April 2012 at 15:48. |
27 March 2012, 10:33 | #26 |
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some gameplay of Jinx:
[ Show youtube player ]
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27 March 2012, 12:18 | #27 |
uber cool demi god
Join Date: Jun 2006
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Reminds me of Eggstatic on the CPC.
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27 March 2012, 16:30 | #28 |
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A nice tetris with a worms twist
if only it had some music it would be perfect. from Commodore_Amiga/Game/Worm Tris v1.2 (1997)(JBSoft)[WB].adf (to make a bootable disk this games just needs mathtrans.library in a libs directory) also Aminet http://68k.aminet.net/package/game/think/tbs-wtse also on Amiga Format Coverdisk 99b http://amr.abime.net/issue_255_coverdisks Worm Tris http://hol.abime.net/5909 ----------- Year of the first release : 1997 Number of disks (or CD) : 1 Number max of players : 1 Simultaneous max players : 1 Language : English Hardware : OCS-ECS Amiga original game : yes Have SPS release : no WHD install : no HD install : Copy folder to HD License : PD Shareware Publisher : The BrotherS Developer : JBSoft Software Development Category : Board Artist - coder : J. van den Berge (eNTiTy) Artist - graphician : Artist - musician : Artist - misc : Notes : WormTris ENHANCED v1.2 (Release version v1.2a) Aminet http://68k.aminet.net/package/game/think/tbs-wtse ------------------------------ From file_id.diz on disk ___________ ____________ \__ __\ \______ tHE . : | | | ( ___) BrOTHERz | An eL!7e | | | : \\__ \ | JBSoft | \| .____)______) PrEsEnTz |Production!| .- ------- ---- ------- --- - -' : | ··· WormTris ENHANCED v1.2 ··· .-o' | With PAUSE option and PITPURGE fixed! | Only 9 files in size! AmigaGuide doc! | : ----------- -- -----_._--------' | |eNTiReLy mADE bY eN|||y/tBs! `--------' From WormTris.guide : _-------------------_ : ··+·· -=_·W·O·R·M· ·T·R·I·S·_=- ··+·· : ------------------- : Release version v1.2a (C)1997 JBSoft Software Development This is another The BrotherS release! Those of you already familiar with the game only need to read this . Shareware - Shareware + Contacting me :. Disclaimer - Whatever happens ::. Requirements - Things you need :::. How to play - Only if you never played Tetris before ::::. Special stuff - Don't read this :::::. Installation - Put it on your HD ::::::. Bugs - All undocumented features :::::::. The coder - Who am I? ::::::::. Thanks - Thanks to certain people :::::::::. Future - What's in store THIS IS A STAND ALONE RELEASE, ALL OLD WORMTRIS FILES ARE NOW OBSOLETE AND CAN BE DELETED, EXCEPT FOR THE HIGHSCORE FILE, WHICH SHOULD BE RENAMED AS WORMTRIS.HSC AND BE PUT IN THE DATA DIRECTORY. What's new in this version of WormTris? · On popular demand (well, three people asked for it..) there's a PAUSE option included in this special edition. Just press 'p' to pause the game, and any key to continue. · NEW feature: The WORMUTATION, check it out! · File structure enhanced: Now there are only 4 datafiles, this doesn't add any real value to the game but it just looks pro! · BUG FIX: There was a problem with the PIT-PURGE feature, it would just result in an infinite loop. I hope this is fixed now. (or else I just release another fix version :^) · AmigaGuide documentation! :^) Oh, by the way: the flashing number under the 'press button to play' text when you just loaded the game indicates how much chipmem is used. It is only for developing purposes, to keep me from using too much mem (I have 2 meg Chip, and I wanted this game to run with 1 meg chip :^) Whatever happens: It's not my fault! :^) This is the SHAREWARE section (Oh, please, keep on reading!). This in my opinion quite well done game is SHAREWARE. That means: if you play it a lot (and you DO :^) then you are encouraged to encourage me to keep on programming by sending me the quite LOW shareware fee of just 10 (ten) dutch guilders. In return for the money you get the chance to play future games I develop. If you DON'T want to pay me, then so be it, but that is both immoral and illegal. You already have the FULL game, as this game is not crippled in any way, so I trust you pay for it. If I don't get much 'donations' then I *WILL* revert to crippling my games, (pay first, play later) as I will have lost the trust in the shareware concept. THINK about it, then decide my destiny :^). If you thought about it and decided to pay me after all, then you can do this in numerous ways: · For dutch users: Via de POSTGIRO. Stort het tientje op giro rekening nummer 5139305, Lees verder voor adres. · Via snailmail: Put the cash (no coins!) in a SEALED envelope to: J. van den Berge The Netherlands if you use this method, then 'shield' the money by putting it in a christmas card or something, or else it might not reach me at all! Also for bug reports · Give it to me personally, although this method is not very handy if you don't live in Zeeland! ;^) · Other ways to contacting me: - Try the TBS BBS systems, leave a messy to eNTiTy. - Mail networks: AGANET, FIDONET, AMYNET. - E-mail: THANKS: everyone who has contacted me about the game. sadly there were only 3, and I really think that figure misses atleast one zero at the end, given the widespread distribution of this game. Come on people, are you afraid to write me or is it just lazyness? I really need the feedback! WRITE! The BrotherS: For testing and distributing. Also thanks for the nice long chats which cost me a fortune (although that's probably my fault :^) SPECIAL THANKS: to R.G.A.M. de Witt who has been (the first) kind enough to pay the shareware fee. Much thanks dude! I'd wish there were more like you :^) To play this kewl game you need: · A working Amiga system with kickstart 2.0 (didn't test older kicks), · A joystick :^) · 10 dutch guilders ;^) It's Tetris... It's Worms... It's COOL! WormTris is, as its name suggests, a Tetris clone with a bit of Worms mixed in. It has numerous special features which can help or hinder you in your quest for the all mighty HighScore. Errm... Do I have to? ;^) You play this game with a joystick, A joystick is a usually plastic device with which you can use to influence the actions of a program supporting such a device. In this case you use the joystick to execute these actions: up : Clear pit if you have 25 cash (see below) *BUGFIXED* down : Perform a positive vertical translation on the current block left : Perform a negative horizontal translation on the current block right: Perform a positive horizontal translation on the current block fire : Perform a 0.5 Pi clockwise rotation on the current block the purpose is to make lines with the handed blocks, the game is really easy to play, even without this doc you can still play it.. You found the secret section! As a reward I'll explain things to you, but only if you can decipher this! Secret 1: deoeuedeiebeleeedeieseceoedeiereeedeiefeeeaedeieteuedeiereeedeie: seuedeiececeeedeieseseiedeieveeedeieleyedeie meaedeiekeeedeieoedeieneeedeieteweoedeietehereeeeedeieaedeienedefeoeuedeiere leiedeieneeedeieseaedeienedeyeoeuedeiereseceoedeiereeedeieweiedeielelebeeedeie deoeuedeiebeleeedeiede! Secret 2: teoedeieteaedeieleweoedeieremeaedeiegeeedeie: teoedeiegeeedeieteleoedeieteseoedeiefepeoeiedeienetesepeuedeieteteeedeiene weoedeieremeseoedeieneoedeieneeedeieleiedeieneeedeie! Aaaah, nice.. This is what makes the game fun! to 'get' a feature, make a line when a '?' appears above the block. If you don't make the line, then you don't get the feature. Here's a few cool features: UFO: The most irritating feature. It can do numerous things, but you have to find out yourself what it does... Extend: A unique feature never seen in any other tetris clone, this extends the bottom of the pit to hold an extra line! Bonus: The most dull thing in any game, a score bonus..... DUH! Revenge: Aah, you'd better not get this one when your kill ratio is a tad high! Suicidal: This detonates any sheep in the pit! Very not-nice when you have Sheep a few on screen... That's not all folks! There are quite some features in the game, and it would spoil the effect if I would tell 'm all! There are also some 'special' blocks, which can either help, or annoy you: Worm: You can make combo's with worms, they are affected by gravity, so if you would make a line, and a worm is above that line, the worm would fall down if the line dissapears, possibly making another line. you could also just dump a worm in a long shaft, but that results a lower score that with the other method... Worms can get squashed by blocks, and your kills are noted. Sheep: This block is very handy to destroy other blocks which are in the way, the sheep explodes when you press the fire button while it is falling, or when it gets squashed. Sheeps behave, apart from their explosive nature, exactly the same as worms, thus you can also make combo's with sheeps. Be careful with sheep! If they explode, all other sheeps in range will also go (chain-reaction)! Laser: A bit overpowered block, it allows you to shoot away unwanted blocks, or, if you're fast enough, clear the entire pit.. press fire to shoot the laser. you can fire as many times as you can, until the block can't drop anymore. I am a 18 year old dude who prefers using Amigas rather than PCs, but this is probably normal :^) I can also tell you I worship the absolutely MEGA kewl Star-Trek (ALL series) and I really HATE school. My hardware: System 1: Amiga 500+ with 2MB chip, Kickstart 3.1 A590 with 2MB fast + Quantum 270MB HD MTec 68020i with 4MB 32bit 3 external drives Iomega ZIP drive 100MB Apple CD-Rom CD300 Microvitec M1438S Philips NMS1453 24pin printer System 2: Amiga 500 with 1MB chip, Kickstart 2.1 Grundig 15" monitor Star LC10 colour printer The brothers is a group of really nice guys and above all: AMIGA freaks, releasing quite some good software. The reason I joined is because they asked me ;^) and because my stuff gets spread much faster via BBSes and InterNet, I can't afford it to spread my stuff myself.. (have to watch the phone-bill! ;^) If you want to know more, then why don't you call one of these boards: The BrotherS: +31 (0)164-255288 TBS WHQ sTATIc cHAOs: +31 (0)113-613673 TBS EHQ We have more boards, call above boards for info. ALL TBS RELEASES ARE *FREE* *DOWNLOAD* !!! Bugs?! If you find one, tell me! See the SHAREWARE section. TO DO: · fix bugs found by users · nothing As you can see, it's quite much what I still have to do... NOT! This may change if you send me some cash and ideas! If you have really cool ideas for this game then please tell me. If I include YOUR idea in the game, then you will be credited for it in the thanks section. Just copy the entire contents of the WormTris drawer to your HD, or just drag the WormTris drawer icon to where you want it. This file should be exactly 11111 bytes large! :^) Last edited by silkworm; 17 April 2012 at 15:47. |
17 April 2012, 15:10 | #29 |
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Good Clone of the old Arcade game.
Tosec PD Depthcharge (1994)(Strotton, Neil)(PD).7z Depthcharge http://hol.abime.net/5923 ------------------------ Year of the first release : 1994 Number max of players : 1 Simultaneous max players : 1 Hardware : OCS-ECS License : PD Freeware ------------------------ From Depthcharge.doc 'DEPTHCHARGE' ------------- (C) 18.1.94 Neil Strotton Introduction: ------------- Depthcharge is based on an old arcade game that was around when I was a nipper (about 10 years ago!) You control a submarine destroyer and must destroy as many enemy submarines as possible by dropping depthcharges on them. The enemy subs have 2 means of defense :- 1. Mines - These are released from the subs and float slowly up to the surface. One hit from one of these and you're sunk! 2. Torpedos - These are only launched from subs which are directly beneath you. They move fast and are much harder to avoid. Controls: --------- Joystick controls - Left/Right to move destroyer - Hold fire button down and nudge joystick Left or Right to fire a depthcharge. Press SPACE to pause the game Press Left Mouse Button to quit Other Info: ----------- You can only fire 4 depthcharges at once - so the key is to be accurate rather than trigger-happy! Points are scored for each sub destroyed based on the depth of the sub. i.e. The deeper the sub the higher the score Small subs score double. Torpedos are more likely to be fired the higher the level you are on. Some torpedos fail to explode on contact with the destroyer (not many though)! Depthcharge was designed and programmed by Neil Strotton. It is public domain and may be freely copied but not hacked/altered or sold for profit. Neil Strotton 18.1.94 ---------- Last edited by silkworm; 21 April 2012 at 12:03. |
17 April 2012, 15:45 | #30 |
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Pretty sure this is the arcade game it is based on:
http://www.arcade-museum.com/game_de...p?game_id=7558 Added that to the notes, but if inaccurate feel free to remove/replace. |
17 April 2012, 16:00 | #31 | |
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Quote:
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18 April 2012, 14:51 | #32 |
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A good scramble clone
Tosec PD Squamble (19xx)(Skyline)[t +4 LGD].ADF Squamble http://hol.abime.net/5926 ------------------------ Year of the first release : 1991 Number of disks (or CD) : 1 Number max of players : 1 Simultaneous max players : 1 Language : English Hardware : OCS-ECS Amiga original game : yes Have SPS release : no WHD install : no HD install : Copy singe file to HD License : PD Freeware Publisher : Developer : Skyline software Category : Scramble Artist - coder : John Kennedy Artist - graphician : Artist - musician : Darren Irvine Artist - misc : Notes : exit game with mouse button Review http://amr.abime.net/issue_7 http://amr.abime.net/review_18746 ------------------------------ From readme Details Project: Squamble Version: 1.1 Language: 68000 Assembly language Author: John T Kennedy Date: 29th June 1991 Software used: HiSoft DevPack, CED2, DPaintIII, PixMate. Hardware used: PAL A500 1Mb Ram, 40Mb Trumpcard Harddisk Note: An earlier version of Squamble was on the coverdisk of UK magazine Amiga User International in July 1991. This version is slightly different (some bugs fixed) and is freely distributable. Mailing Address (We've had to exclude the source code for this game, but if you're interested in seeing it, drop the author a line at the address below. Remember to include a disk and a stamped addressed envelope.) I move around a lot, but my mailing address is: John Kennedy, N. Ireland, Conditions of Use As the code and source is in the Public Domain, I can't really make any conditions of use. However, I'd just like to hope that no-one will separate, butcher or make unnecessary changes to any of files. Any alterations should be clearly marked as such. Thank you. --------------------------------------------------------------------------- Thanks Many thanks to Darren Irvine for creating the music. The tunes he created were the first he'd ever produced on an Amiga (he doesn't even own one) and I think that if a software house were to give him an Amiga he'd be only to happy to write some of the best music they'd ever heard. I can pass on any messages/parcels to Darren. Of course, writing a module-play routine is way beyond me, so thanks also to the un-spellable chap who wrote MED. What a guy. Thanks to Craig Erskine for almost play-testing the game. Thanks to Green (GPz550) for letting me use his colour monitor to enable me to go overboggle on the copper lists. |||-) Thanks to Colin Turner (XJ600) for almost, but not quite, doing the graphics. He used to be a normal chap until he had to learn COBOL. Sad case. :-( Thanks to Database/Interactive/Europress or whatever their name is this week for (albeit unwittingly) supplying me with the hardware I needed. (You still owe me, boys ;-). Thanks to the little red haired girl for all sorts of nice things. --------------------------------------------------------- And now, the end is near... Thank you, good night, God bless, may your break callipers never seize and may your favourite Pink Floyd song go with you. |-) John Kennedy, Brixton, London, June 1991. ----------------------------------------- Last edited by silkworm; 21 April 2012 at 12:01. |
18 April 2012, 15:35 | #33 |
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Nice thrust clone (the gun turrets graphic is always messed up for me in version 3, anyone know how to correct it ?)
version 3.0 includes levels from versions 1 and 2 Tosec PD Fleuch v2.0 (1993)(Goetze, Karsten)(PD).ADF Fleuch v3.0 (1993)(Goetze, Karsten - Spreen, Andreas)(PD).ADF Fleuch http://hol.abime.net/5927 ------------------------ Year of the first release : 1992 (v1.0) Number of disks (or CD) : 1 Number max of players : 1 Simultaneous max players : 1 Language : English Hardware : OCS-ECS Amiga original game : yes Have SPS release : no WHD install : no HD install : Copy files to HD. needs fleuch font in Fonts: License : PD Freeware Publisher : Developer : Category : thrust Artist - coder : Karsten Goetze Artist - graphician : Artist - musician : Andreas Spreen Artist - misc : Notes : http://68k.aminet.net/package/game/shoot/Fleuch AmigaLibDisk932:Fleuch/ 2.0 AmigaLibDisk760:Fleuch/ 1.0 ------------------------------ From Readme Welcome to Fleuch 3.0! This is a version based on Fleuch2.0 by Karsten Goetze with some extensions by Andreas Spreen. ------------------------------- The game: You have to move the small space ship through the scenery without touching the walls. Look for a ball and try to fly in short distance to it, then hit space to pick it up. The level ends, if you climb to the top. If your ball is destroyed (but not the ship) enter ESC to get a new ball. Fleuch is based on Thrust from the C64. -------------------------------------- The controls: ESC - end level/game P - pause Keyboard mode: A - left turn S - right turn SHIFT RIGHT - thrust RETURN - fire SPACE - pick up ball Joystick mode: LEFT/RIGHT - turn left/right UP - thrust DOWN - pick up ball FIRE BUTTON - fire --------------------------------------------------------------------------- Music was made with Teijo Kinnunens great "MED - music editor V3.20". His playroutine is used in the game. The game looks for files in the subdirectory "data" which should be in the same directory as the main program. The font "fleuch" is used, so make sure, it's in the right place (fonts. Also the mathffp.library, the mathtrans.library and the diskfont.library are needed. Start game from CLI or Workbench. Hiscores are saved, so disable write protection on disk. While looking at the hiscores, you can press DEL to reinitialize all tables. I hope NTSC-Users will also have their fun with it and the game runs on every Amiga. If not, please send me a note. Bugreports, Suggestions and 'MoreLevelRequests' are more than welcome and should go to: Karsten Goetze Andreas Spreen Germany --------------------- Last edited by silkworm; 27 April 2012 at 18:53. |
18 April 2012, 16:43 | #34 |
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from website http://www.tilemap.co.uk/fm2.html
Vertically scrolling space shootemup with 6 long levels. This is more like it, but I went a bit overkill and the levels are about twice as long as they should be. Special mention goes to the really poor level 3. Just for you, I have removed the codesheet protection (took ages to find Devpac and my sourcecode) so you can play the whole game (whoopee). --------------- Fatal Mission 2 http://hol.abime.net/5928 ------------------------ Year of the first release : 1993 Number of disks (or CD) : 1 Number max of players : 1 Simultaneous max players : 1 Language : English Hardware : OCS-ECS Amiga original game : yes Have SPS release : no WHD install : no HD install : Copy folder to HD License : shareware Publisher : Developer : Category : vertical shooter Artist - coder : Robin Burrows Artist - graphician : Artist - musician : Artist - misc : Notes : released as freeware in 1998 Fatal Mission 2 Website http://www.tilemap.co.uk/fm2.html http://68k.aminet.net/package/game/shoot/FatalM2 ------------------------------ from original relase readme ** (C)1993 Robin Burrows. Additional graphics by Phiz and Alex Burrows. ** ** Compression routine supplied by Martin Davis, PACK_ICE by Axe of ** ** Superior (Atari ST, no kidding!). This game is ThreeQuidWare. ** Playtesting by Steven Huckle and Mark Wilby. ** Released on Wednesday 29th September 1993. This game may be freely distributed provided: 1) No more than 2 pounds is charged for disk and duplication. 2) No money is made from the distribution of the actual program, only the author can charge for the program. 3) The information in the files for this game are not altered in ANY WAY, except for archiving where the files can be unarchived into their original format (See later on for full list of files). 4) You understand that this program is provided 'as is' without any form of warranty, the authors cannot accept liability for damage caused directly or indirectly by this program, the user assumes full responsibility for any damage and/or loss of time and/or data. 5) If you like this program you are asked to send a small fee to the author at the address contained within the actual game, I will then send you a code sheet and some cheats allowing you to play the whole game. 6) You read all of this boring (but short) readme file. Sorry about all that, but I needed to straighten those points out. INDEX. ====== 1) What is ThreeQuidWare? 2) Why did you write this game? 3) Using Fatal Mission 2. 4) List of files. 5) Epilogue. What is ThreeQuidWare? ====================== Put simply, ThreeQuidWare is a system where you pay the author Three pounds because he was kind enough to write this program for you. The address to write to is contained in the actual game, along with lots of other boring texts. Why should you send me three quid? Because you won't see any more games/utilities released as ThreeQuidWare unless I get a reasonable response from you lot, I'm planning much better games in the future including AGA specific ones, and a much wider variety of styles. In return for your money I will send you a codesheet, and some cheats for this game. Why did you write this game? ============================ I am (still) unemployed, and was bored. Also, I wanted to try some new routines out and this seemed the best way to do it. Read the texts in the actual game for more info. Using Fatal Mission 2. ====================== Right. FM2 uses AmigaDOS to load things. This should mean that: A) YOU SHOULD NOT MUCK ABOUT WITH THE KEYBOARD/MOUSE WHILE IT IS LOADING!!! Because the workbench/CLI is still active underneath the FM2 screen, I have opened a big 'catch' window to catch key presses and this seems to be 100% effective at catching loose key presses. DO NOT try to multitask other programs as this will probably crash the machine. B) You should be able to run the game DIRECTLY from any standard Amiga device including: Hard Drive, CD-ROM (Inc. CDTV - CD32), floppy disk, smart card, ram disk and lots of others that haven't been invented yet. The game can be played entirely with joystick, keyboard, or a mixture of both. I recommend resetting after using FM2 as it is rather untidy, but the only program I found not to work after using FM2 is OctaMED. If you are worried about playing FM2 from hard drive, disable it and use the floppy, but I'd just like to say this: The game only READS from disk, so should NEVER corrupt it. FULL error checking is done while loading. Only OS legal code is used while loading. I've been quite happily playing the game on my Rochard52 and never had a single error, even when writing the game, but please bear in mind I cannot be held responsible if anything does go wrong. Always keep a backup, regardless what programs you are using. Drag the whole Fatal Mission 2 drawer to the destination device to Install. WorkBench: Double click on the games icon to start. CLI/Shell: 'cd' to the directory with Fatal Mission 2 in, i.e: cd df0:FatalMission2, then type: FatalMission2. Boot: Reset your Amiga with an appropriate startup-sequence. Epilogue ======== There is absolutely no point having an epilogue, unlike The Invaders. ------------------ |
18 April 2012, 22:30 | #35 |
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The best Simon Clone on Amiga ?
Toesc PD Simon (19xx)(Buraglio, Claudio).ADF Simon http://hol.abime.net/5929 ------------------------ Year of the first release : 1993 Number of disks (or CD) : 1 Number max of players : 1 Simultaneous max players : 1 Language : English Hardware : OCS-ECS Amiga original game : yes Have SPS release : no WHD install : no HD install : Copy Folder to HD License : Shareware Publisher : Developer : Category : Simon Artist - coder : Claudio Buraglio Artist - graphician : Artist - musician : Artist - misc : Notes : ------------------------------ 2 different doc files in folder with : ------------------------------ Italian Bad Boys (IBB) presents: SHAREWARE by C L A U D I O B U R A G L I O P.O. Box 12 39012 Merano (BZ) 19-Apr-93 ------------------------------ 4-WARD presents: SHAREWARE by C L A U D I O B U R A G L I O P.O. Box 12 39012 Merano (BZ) 10-Jun-93 ------------------------------ --Instructions ---- To control the game use the Joystick pluged in port 2, or handle cursor keysand spacebar or use the numeric keypad. Use the mouse to change the following parameters: -- Wait -- It is the break in seconds between two pressions of keys. If you set this value to Zero the timer will disable itselfs. -- Beep -- It is the length of beep in 50/secs. N.B. If you have loaded a sample this value increase or decrease the execution time of the sequence. -- Space -- It is the time in 50/secs. betweens the beeps in the execution time of the sequence. N.B. See above. -- 8 16 32 64 -- With these icons you may select the length of the sequence, that otherwise you can change step by step clicking with the mouse in the icon standing on the right (when the programm starts this icon shows the number 8). -- Load -- Showing a File Requester used to substitute the Beep with another Sample. -- Beep -- Force the sound to Beep! --Cutshorts keys F1 - Set sequece length to 8. F2 - Set sequece length to 16. F3 - Set sequece length to 32. F4 - Set sequece length to 64. F5 - Sub sequece length -1. F6 - Add sequece length +1. F7 - Sub Space value -1. F8 - Add Space value +1. F9 - Sub Beep Value -1. F10 - Add Beep +1. 1/0 - Choosing the keys from 1 to 0 you can set the WAITing time. L - Show the File Requester for the load sample. B - Force the sound to Beep! Esc - Quit. To send me any bullshit (this game is Shareware) my address is: Claudio Buraglio , Italy. ------------------- Last edited by silkworm; 21 April 2012 at 11:55. |
20 April 2012, 20:21 | #36 |
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2 good text adventures from Scotland.
(type COLOR to change between 5 colour schemes) Tosec PD Golden Fleece, The (1989)(MacBrayne, Jim)(PD).ADF Holy Grail, The (1989)(MacBrayne, Jim).ADF The Golden Fleece http://hol.abime.net/5931 The Holy Grail http://hol.abime.net/5930 ------------------------ Year of the first release : 1989 License : PD Freeware Category : Text Adventure Artist - coder : Jim MacBrayne ------------------------ Welcome to The Fellowship of the Grail. This game is in the time-honoured tradition of text-only adventures, the concept behind which being that your mind is capable of painting far more vivid pictures than mere computer graphics could achieve. YOU are the central figure in the story, and you will be presented with a series of problems & puzzles in your course to the final solution. These problems will frequently require you to possess certain items obtained from elsewhere in the game and to use them in a particular way. It would be unwise to assume that any single item has only one use! As an indication of how you are progressing, you will be presented with a regular update of your score and the number of moves made so far. This, however, is only a general guide, and should not be taken too seriously. Points will be awarded for obtaining certain items and for solving some problems, but remember that the final objective is to complete the game - you will be in no doubt when this has been achieved! At the risk of stating the obvious, you would be well advised to draw a map. Read all text carefully, and examine all objects, as in many cases the information you receive will be helpful in indicating your way ahead. There are often clues in the descriptions of locations and objects which can provide valuable pointers as to how you should proceed. Please note that the game requires MORE than 512K memory to run. Greetings to the Swedish and Danish contingents, and many thanks, Claus for your flattering write-up in `Adventure Posten'. I'll try to keep it up as long as there are individuals out there to play the things! Finally, (and I've kept the biggies to the last), eternal gratitude to The Grue, Ted, Maureen and Nic for their invaluable help in playtesting `The Holy Grail' and for their suggestions which have hopefully contri- buted to making this a `better game'. Jim MacBrayne. (1989) --------------------- Last edited by silkworm; 21 April 2012 at 11:51. |
21 April 2012, 10:10 | #37 |
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2 more good ones with not much info.
Mad Bomber II. A very simple game from the Super Obliteration man. I am looking for the original version called just Obliteration. found this info from somewhere "Obliteration (david papworth) was published by CLR Licenceware: cat. no. CLG6." anyone know where to find it ? Tosec PD Mad Bomber Version II (1991)(Papworth, David)(PD).ADF Mad Bomber II http://hol.abime.net/5932 ------------------------ Year of the first release : 1991 License : PD Freeware Artist - coder : David Papworth -------------- Don't have a year for this one (no docs or anything) Tosec PD Cave Runner (19xx)(Dickson, G.)[cr Disarm].ADF Cave Runner http://hol.abime.net/5933 ------------------------ Year of the first release : 19xx Number of disks (or CD) : 1 Number max of players : 1 Simultaneous max players : 1 Language : English Hardware : OCS License : PD Freeware Category : Boulderdash Artist - coder : Rudi Martin Artist - graphician : Neil Cooper Artist - misc : Gaz Dickson Last edited by silkworm; 21 April 2012 at 11:56. |
21 April 2012, 11:47 | #38 |
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Good Amos Platformer
Tosec PD Roach Motel (1993)(Scott, Ryan)(PD).ADF Roach Motel http://hol.abime.net/5934 ------------------------ Year of the first release : 1993 Number of disks (or CD) : 1 Number max of players : 1 Simultaneous max players : 1 Language : English Hardware : OCS-ECS Amiga original game : yes HD install : Copy PLAYFIELD! folder to HD License : PD Freeware Category : Paltform Artist - coder : Ryan Scott Notes : Coded in AMOS ------------------------------ From ReadMe! on disk Welcome to Roach Motel! (C)1993 Ryan Scott This game was created by Ryan Scott for PLAYFIELD! AMOS Newsletter providing all the best AMOS specific information you'll find anywhere. Roach Motel was created to show that AMOS can be used to create commercial quality software - with a little work and a lot of know-how. PLAYFIELD! aims to provide routines and techniques the AMOS programmer can use and learn from to create the games or utilities of their dreams. The shell of Roach Motel originally appeared in the Dec92 issue and was subsequently refined, enhanced, and expanded to produce the game you now have. I sincerely hope you enjoy it. The bottom of the first title screen has some options for you. Pressing the space bar takes you through the high score table, instruction screens, and back to the title screen. M toggles music. You can use the joystick up & down to select the start level. If you have a 1 or more megabytes of chip ram you may select a set of larger levels by moving the joystick left or right. Pressing ESC during the game will allow you to exit. After pressing it, press it again, then press any key or move the joystick to go back to the game. Only then will the game end and you will go back to the title screen. Pressing ESC any other time will exit the program entirely. Space bar puts the game in pause mode, any key or joystick movement exits. By the way, when Get Ready is being displayed, you are invincible for a few seconds or until you move. Bonus lives are awarded after completion of each level and at every 100000 points. The object of the game is to collect all the spray cans to complete the level. If you touch any creatures you will lose one life except when stomping on a roach or hitting a roach or boyd with your head if you are wearing the toupee! Sound weird? It is. The instruction screen forgets to mention that you may fall any height IF you land on top of a roach. There are a few cheats in the program which I'm not going to reveal here. The game can be copied to hard drive simply by dragging the PLAYFIELD! directory icon to wherever you want it to go. You may erase the highscores by deleting the file 'highscoredata' in the PLAYFIELD! directory. I leave the execution of this task up to you! Refer to a manual or something! Roach Motel works equally well in PAL as NTSC mode, the only difference being that in PAL mode you can see more of the playfield at one time. You may find you need to adjust your screen position and size (dials at the back of most monitors) to get see the entire screen with its borders. This game is (C)opyright 1993 Ryan Scott. It is released into the public domain. You may freely copy this program. Go ahead and upload, download, or overload this game as long as all files are included intact and unaltered. This game may not be sold for profit under any circumstances. It may be sold as public domain for no more than the cost of the materials and mailing. You may not alter any of the graphics, sound, or coding of this program under any circumstances whatsoever. Thanks! Please spread this game everywhere. Special thanks go to Michele Eileen, Sajid Awan the Techno God, for extensive testing. Also to Saj, LAB BBS (305) 456-0126, Jose Velez, Eric Rankin, Michael Cox for distribution, encouragement & support. And thanks to you for getting a copy and redistributing it! If you want a sample copy of PLAYFIELD! please send a request to: PLAYFIELD! 1*********race Cape Coral FL 3**** please let me know where you got a hold of this game and how you like it! TURBO EXTENSION Contact PLAYFIELD! for information on the TURBO EXTENSION! This excellent package is avilable for both AMOS & AMOS Pro & offers many many new super fast commands such as: 96 SMOOTH scrolling zones (can be interrupt driven) Hundreds of individual stars (can be interrupt driven) Individual bitplane shifting, rotating, and manipulating Many powerful MAP DRAWING commands - faster than TOME!!! smoothly scroll through huge playfields with ease! An extremely easy to use MAP Editor! Creates AUTOMATIC mazes & maps of any size! Color text commands with a collection of beautiful color fonts! Accellerated Drawing routines (Point, Plot, Circle, Box, etc) Faster Block & Icon routines 3D line drawing commands Lightning quick vector object commands Optimized Zone commands -and more! Write to PLAYFIELD! to find out more! --------------------------------- |
21 April 2012, 13:04 | #39 |
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Join Date: Oct 2004
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4 player bi-planes (no cpu controlled players though )
Tosec PD Dogfight Simulator v1.2B (1994)(Rhodes, Dan)(FW).ADF Dogfight Simulator http://hol.abime.net/5935 ------------------------ Year of the first release : 1994 Number of disks (or CD) : 1 Number max of players : 4 Simultaneous max players : 4 Language : English Hardware : OCS-ECS Amiga original game : yes License : PD Freeware Category : Biplanes Artist - coder : Dan Rhodes ------------------------- from Dogfight.doc on disk. ------------------------- DOGFIGHT SIMULATOR v1.2b Program and graphics ©1994 Dan Rhodes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THIS GAME IS RELEASED AS FREEWARE - IT MAY BE COPIED FREELY, SO LONG AS THIS DOC FILE ACCOMPANIES IT AND NEITHER THE EXECUTABLE OR THIS FILE ARE MODIFIED. NO WARRANTY IS GIVEN - USE AT YOUR OWN RISK! ------- What is it? ------- Well, Dogfight Simulator is yet another version of that old game where each player controls a biplane and tries to kill the other players. BUT, there's a difference - up to four players can play at once! No more wimpy one-on-one dogfights! Once the game has loaded, simply press F1-F4 to choose the controls for each player (choosing "Out to Lunch" lets you play with less than four players), and then press F5 to start. Each player starts with ten lives, and the last player left alive wins. ------- How to fly ------- 1. Pressing fire starts your biplane accelerating down the runway. 2. Once you've picked up enough speed (when you're near the end of the runway), use the rotate left/right controls to take off. 3. Slowing down too much stalls your engine, so go upwards at a shallow angle at first. Once you've gained some altitude, powerdive vertically downwards to gain some speed. 4. If you do stall, the only way to restart your engine is to point your 'plane straight down, and wait until you've picked up enough speed. NOTE: During the game, pressing P pauses, and Q quits. ------- Features ------- 1. Up to four players simultaneously 2. 50 frames a second animation! 3. Four channel sound 4. Extreme addictiveness 5. Very simple graphics 6. The obligatory annoying cloud 7. Twinkling stars 8. ...and many other trivial things ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ v1.0 First public release (on the Amiga Computing coverdisk). v1.1 Slightly wider display using overscan. A few small bugs fixed. v1.2 Support for four player joystick adaptors (at last!). Fixed the sound effects to work on the A1200. v1.2b Sigh, v1.2 had a new bug in the sound effects. ------- Compatibility Problems ------- Dogfight Simulator has been tested with Kickstart 1.3 and 2.04 and various memory configurations on various Amigas, and works fine, but: On AGA amigas you must select "enhanced" from the boot-up menu. A couple of people with A500+'s reported a bug in v1.0 which prevented some players from taking off. I'm not exactly sure what caused this, and I would like to know if this bug still remains in v1.2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------- Future Improvements? ------- Feel free to contact me with suggestions, bug reports and any other comments. My Address: Dan Rhodes, England Email: M.D.Rhodes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PS. If anyone has the game CRobots, and foolishly thinks that their robot can beat mine, then get in touch... ----------------- |
21 April 2012, 15:55 | #40 |
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Join Date: Oct 2004
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Posts: 221
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Good platformer if you like manic miner types.
a remake of blagger from c64. Some places call it "Jonas Fulstrand" and some "Son of Blagger". Aweird thing. I have tried 4 different sources for this and they are all the same. none show the intro picture and I can't get it to show. can anyone help to get it to view it .? I can see the picture with a memory viewer but only in 2 colour. If someone could get the archive from Aminet and have a go to see what is wrong. the file is intropic the startup of most disk versions is :- mus jonas can't find any info about the date either? on ASSASSINS #087 PDSOFT DISK3162 Jonas Fulstrand (19xx)(Gunnarsson, Marcus)(PD)[h?sassins - ALE][KS2.04].ADF (I couldn't get this one to work.) Jonas Fulstrand ------------------------ Year of the first release : 19 Number of disks (or CD) : 1 Number max of players : 1 Simultaneous max players : 1 Language : English Hardware : OCS-ECS Amiga original game : yes Have SPS release : no WHD install : no HD install : License : PD Freeware Publisher : Developer : Category : Platform Artist - coder : Markus Gunnarsson Artist - graphician : Markus Gunnarsson Artist - musician : Daniel Falk Artist - misc : Daniel Falk Notes : source code included in archive http://aminet.net/package/game/misc/SonOfBlagger coded using SEKA v3.2 Assembler http://pouet.net/prod.php?which=47999 ------------------------------ hello. this game was written by marcus g. and the music was made by daniel f. using "noisetracker" from hallonsoft. the face on the intro-picture belongs to jonas sjostrand. this game is intended for people like me, who think that the most enjoyable computer games were those designed for the c64 before 1987, and especially for people who liked "manic miner" and "son of blagger". this game does not contain any beautiful graphics, mainly because i'm dso bad at drawing, but i hope that you will like it anyway. "jonas fulstrand" is, of course, public domain!. there will be no greetings to any hacker-groups, because there is no longer anyone who deserves it. a little hello though to the following persons - mattias f, stefan g, christian, jocke, hans f, mikael w, per o, joakim r, jonny b, fredrik f and others. - be-bop originalaskkopp !!!! ',0 ----------------------------- from ReturnofMrBoing file on disk ---------------------------- Jonas Fulstrand - The Game ========================== Detta spel är definitivt PD (Public Domain) och får, dvs bör spridas så mycket ni orkar. Källkoden till spel och intro (i assembler, SEKA v3.2) finns även på disken för de som är intresserade. Om ni vill kontakta oss (vi tycker om brev!!!) så banka ner några rader och skicka dem till: Markus Gunnarsson (kod,grafik) Kongo Daniel Falk (musik,debug) Sweden For Not-Swedish-Talkning-Humans (NSTH's ???)... This game is Public Domain. If you like it, then spread it!!! The sourcecode for the game and intro is on the disk too. If you want to contact us then write to any of the above addresses. (Hint: Markus does NOT live i Kongo, he lives in Sweden too...) / Signed, Daniel Falk alias Mr Bap of Tetragon ------------------------ Last edited by silkworm; 27 April 2012 at 19:54. |
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