Crunch Crumble Chomp; Crunch Crumble Chomp loosely based around the game Crunch Crumble & Chomp written in Applesoft Basic for the Apple II® computer, 1980. In this game, you control a B-type movie monster on a rampage through a big city, destroying everything in your path. The more you smash, the higher the score. It will be easy at first. But, The local inhabits will not stand by idly watching you destroy their beloved city. They will start to fight back. An idle monster is a bored monster. If you take your time in deciding what the monster should do, it will start acting on its own. This action might not be to its best interest or health as such monsters are very stupid. Currently, the game is programmed for Gonzilla, a generic type monster. Similar to the game written for the Apple II® computer, this version is keyboard control. Unlike the Apple II® game, there is a huge, 320x200 sector area to roam through, lots of color, an updated reference map, and plenty of digital sound. You have the following controls at your command; M for Move; Moves your monster forward a square. Actually, the monster stays centered as the landscape scrolls under you. You can move Gonzilla across roads, woods, and fields. Gonzilla can also walk through houses and small businesses thus flattening everything in its path. You can't walk through the larger buildings unless they are demolished first. Don't try to walk through high voltage lines. They pack a deadly wallop. Gonzilla can wade through water with no problems. C for Crumble; Gonzilla can use its great strength to tear down all buildings in front of it. But, Don't try to tear down power lines. You will get burnt. Crumble will also flatten anything in the way. L for left; Turns the monster 90* left R for Right; Turns the monster 90* right. H for Head; Turns your monster's head. A sub menu will then ask for which direction. Your monster then turns its head at a 45* angle. With its head turned, it can blast away at anything at the angle of travel. S for stomp; Useful for crushing things that get under your feet like those pesky tanks and jeeps. Stomp also allows you to grab those annoying helicopters that hover above you. F for Flame; With Flame, your monster can incinerate anything one square in front of its head. This includes flying objects, nuclear reactors, and power lines. If buildings or rubble piles are flamed, they will stay burning for a random amount of time. Fires next to buildings and rubble piles can spread out of control destroying whole sectors. unfortunately, you won't get any points for this. Your monsters cannot walk through a raging fires. So, be careful that you don't become trapped by them. T for takeoff; Only good for birdlike monsters. Once flying, you will travel in the direction you are pointing. In this test version, flying is available. You can go along zapping and flaming everything along your path. You can fly over power lines and other dangerous objects. Flying uses up a lot of energy, so, you will need to feed your monster more often. If a flying monster becomes injured, it will be grounded. D for descend; Used to land flying monsters. H for hide; Works for monsters that can hide underwater or in buildings. You cannot hide Gonzilla in this game. It is too big. Z for Zap; Zap is a destructive ray. Since it travels along the ground, zap only can explode on impact on a building or other object. If there is nothing to zap in front of the monster's head, zap will continue to the next square to explode upon anything that it hits. I for Immolate; Immolate is a weapon of desperation. With immolate, you incinerate everything in the sector including the section that you are on. Therefore, expect to be injured in the process. Immolate is useful for clearing away a screen full of tanks and helicopters. E for eat; Your monster will, over a period of time, get hungry. All of this crunching, flaming and zapping uses energy. If you get injured, your need for food will rise more quickly. If your monster fails to be fed in time, it will go berserk. You will have a difficult time controlling it. Berserk monsters in this game have a habit of wandering into power lines and immolate, thus causing more injury to itself. Your monster will happily eat people, police cars, tanks and chopper, but, they are of such small nourishment that for a very hungry monsters, your best bet is to consume nuclear energy. Feed your monster as follows. 1. Find a nuclear power plant. Just follow the power lines to a lake or river. 2. Destroy one of the reactors. Don't walk into the boiling reactor core, just stand in front of it. 3. now select e for eat. The monster will consume the reactor core and be replenished. It will now be safe to walk through the rubble. Don't eat up all the reactors at once. You may need them later for food. V for View map; New! The game map is displayed along with the mouse crosshair pointing to the location of your monster. You can see where you have been trashing the city as such damage shows up as red or as a darker color. Q for quit; Quits the game. Also, when you get killed, the game ends. This will return to a menu upon game completion. Currently, quit just exits the game. Data display. Score; You get a score for everything that you demolish as well as for how long you can survive. Hunger; gives a readout of your nutritional needs. Don't get too hungry or your monster can go berserk. (You lose control of it.) Health; How badly hurt you get. Monsters can be injured from high voltage lines, boiling nuclear reactors, and from gun and cannon fire. Some monsters are hurt more easily, but heal quickly. Others are tougher, but, heal more slowly. Your hunger status and injuries determine just how quickly you heal. A badly injured and hungry monster can end up dying from its injuries. Ow! Ow!! Ow!!!; You have been tagged by the Mad Scientist. If you are able to regain control you will have lost the ability to move or fly. You will still be able to fight until you are finally defeated by an ever increasing military force. Direction; The direction your monster is facing. Head direction; The direction your monster's head is facing in relation to direction of travel. When you change direction, the head returns to center. X,Y map pointer; This is just a reference number. It will read from 2 to 312 and 2 to 192. If the screen jumps back, you have reached the map edge. Go in another direction. Resistance that you may run into. People; They are defenseless and will flee the area. With a bit of planning, they can be herded into a corner where you can scoop them up by the dozens for a satisfying meal. Police: Armed only with rifles, their sting is just annoying. Make easy targets. National Guard, Jeep: Armed only with rifles. Are also easy targets. Tanks: Have antitank shells that can injure all monsters. Tanks move slowly and make easy targets. They must travel on roads and open areas. Can cause great injury if they attack in force. Helicopters: Armed with antitank rockets. They are difficult to see near buildings and rubble. Can show up in large numbers and travel anywhere. They can cause great injury when attacking in large numbers. Navy Ships: Armed with missiles and 5" shells they are quite dangerous. Will quickly cause severe injury. Ships move slowly and make easy targets. Currently, ships are not used in the beta version. The Mad Scientist: Very dangerous. Once hit, your monster will go berserk. It will be unable to defend itself properly from an ever increasing attack by tanks and helicopters. Should you regain control, you will be unable to fly or move. Warning! what looks like one tank or helicopter may actually be a large numbers of them. You could be in for a nasty surprise. If you are shot 24 times by one tank it is not a bug in the program. It means that there are 24 tanks in that zone attacking you. When you zap, crumble, or flame a zone, you will automatically destroy everything that is contained in it. Tanks and helicopters can be eaten. But, taking the time to eat them can result in being blasted by others that have surrounded you. Future plans. Selectable choice of Monster types. Gonzilla. Strengths, Can crumble and zap. Great strength. Flattens small buildings and houses. Can swim rivers and lakes. It takes a lot of firepower to injure this one. Weaknesses, High voltage electricity can cause great injury. So can walking into a melting nuclear core. However, it can eat this core safely for food. Gonzilla cannot hide from the military. If hit by the Mad Scientist, monster will be immobilized. The Blob. Strength. Can travel through structures with the greatest of ease. Can squeeze under power lines. Has the ability to hide in large buildings. Can grab anything in any direction. Gets bigger as it continues eating. Weakness. Cannot destroy any structures. Easily injured, but can heal quickly. Must eat people it finds in the smaller structures or out in the open. Can't swim. If hit by the Mad Scientist, the monster will be frozen. Giant Octopus. Strength. Very tough creature, Can move quickly in any direction. Has Long tenciles that can reach anything in the sector. Great strength that can destroy any structure including bridges. Eats nuclear energy. Can hide under water. Weakness. Must remain in the water, therefore, has a limited range of destruction. Can't stay underwater for long. High voltage lines dangerous, but, can reach over them. If hit by the mad scientist, monster will go berserk. Flying Dragon Strength. Can fly over anything and hose an area with it's flaming breath. Can cover a large area quickly when flying. Can outfly all opposition. Eats nuclear power. Weakness. Gets hungry easily when flying and fire breathing. Can't land on water or it will drown. If moderately injured, it can't fly. Powerlines are dangerous. Can eat up all the nuclear power and then must spend most of its time catching people. Monster moves slowly when on the ground. Monster will be grounded if hit by mad scientist. The Cloud. Strength. Floats in the air all of the time. Flys over all dangerous objects. Can zap anything on any square. Immune to all weapons used against it except for the Mad Scientist. Eats only nuclear power. Weakness. Doesn't move very fast. Once zapped by the Mad Scientist, it will be easily injured by any weapon used against it. Megatank. Strength. Has zap, and flame thrower. Has great strength to crumble buildings. Can tear down powerlines. Has 360 ability to attack without turning. Can immolate a screen without any injury. Doesn't need to be fed. Not affected by fires. Immune to anything the military can use against it. Weakness. Can't swim. It's great mass will crush bridges. Can't heal any damage. Immolate requires three moves to recharge all weapons except crumble or stomp. The Mad Scientist freezes all movement and renders the monster vulnerable to damage. City maps Maps are created using any paint program that can use the 32 color EHB mode (Halfbrite, 6 bit plane). This allows for 64 different data values as CCC reads and modifies the color palette reference number. Map currently available; DETROIT A 320x200 area to roam. Includes the Detroit River, The City of Detroit, Wyandotte, River Rouge, Grosse Point, Winsor, Dearborn, and outlying suburbs. Map features blighted and abandoned areas of West Detroit, River Rouge, and Wyandotte. Other improvements; Animation of monster movement. Also, animation of movement of people and other objects. Now active. Raging fires. Fires started by monsters may start burning out of control and destroy a screen full of tightly packed structures. Choice of cities to destroy. Blast away Tokyo or smash the liberal paradise of Washington D.C. Save game high score. Compare your score to monster type. * City map editor. Instructions on how to Use D-Paint in EHB mode to Create your own custom city to wreak havoc on. Monster Editor. Create your own special monster to test on a city. CCC is written in AMOS and should run on any Amiga with 1 meg ram. History Version 0.1 Beta copy using 100x100 array for data. Requires a map editor program. Version 0.2 Updated to use iff Lo-Res EHB picture as the map data. Map has a 320x200 area with no additional increase in memory requirement. Now, more then 6 times the roaming area available. Long load time for city map now eliminated. Updated Map display now available. Program now slightly smaller and faster due to simpler map variable calculations. Program directly edits iff map instead of a huge array. You should be able to reach a score of 20,000 before it becomes impossible to fight off the resistance. That is, if the Mad Scientist doesn't get you first. Technical Information Graphics; edited from Aegis Artpack and created using D- Paint AGA Sounds; Edited from various PD sources. Map; Created with D-Paint AGA using EHB mode. Each color number corresponds to a graphic object used to create the map display in the game. This results in a huge map that loads quickly, is easily edited, and is memory efficient. The updated map can be used in the game as a visual reference of the game progress. Graphic display; Crunch Crumble Chomp uses a double buffered display with the actual map created on a virtual screen using the EHB map as the reference and then cut and pasted on the display screen. This makes possible the smooth scrolling of a 200x200 section in the game display. Have fun.