*************************************************************** * * * Class E: Lunar Module * * * * Copyright Eclipse Software Productions 1995 * * * *************************************************************** All files on this disk are (C)Eclipse Software Productions 1995. "Class E: Lunar Module" game may be distributed as SHAREWARE. This document must accompany this SHAREWARE. All rights are reserved. Registration fee is Two Australian dollars (One Pound Sterling) or an Amiga floppy disk with freely distributable material (ie music modules, samples, fonts etc). Please indicate that you are seeking registration for "Class E: Lunar Module". Please send registrations to: Sandy Earle PO Box 877 MARYBOROUGH 4650 QUEENSLAND AUSTRALIA Registration fees should be paid in Australian dollars. Please do not use methods of payment where fees apply to negotiate them for payment in Australian dollars. Given the relatively low asking price for registration, it seems silly that overseas users should have to pay many times the requested amount to effect payment. We will therefore accept cash payments, but recommend that they be concealed securely. Please do not send coins. We have also suggested a floppy disk as above in lieu of payment. Please do not send old worn out disks as we will not risk the wear on our drives reading them and we will not register you for this SHAREWARE accordingly. "Class E: Lunar Module" was developed in the Blitz Basic 2 Version 1.9 programming language. Graphics were created in Brilliance 2 and Imagine 3.1. Image processing performed with Art Department. Music was created in OctaMED Pro 5. The game was developed on an Amiga 4000/030. It has been tested on an Amiga 1200. As the game uses a large amount of CHIP RAM, it has not been designed to work on a standard Amiga 500. It may however run on the Amiga 500 if it has 2MB of CHIP RAM and at least Kickstart 2.xx. As I do not have such a test machine, I cannot confirm this or comment on the speed at which it would run. The intro disk uses AGA screen modes and therefore requires a 1200 or 4000. Both the intro disk and the game disk are self booting. You do not need to boot the game from the intro disk. So if you've seen the intro enough, you can go straight to the game. You can also install the game to hard disk. Just copy all the files from the game disk to a directory on your hard disk. The game can then be started from Workbench by double clicking the icon. Note that all the files need to be in the same directory as the icon and program file. The game will save the current HiScore information to a file on the game disk (make sure the disk is write enabled), or your hard disk if started from hard disk/Workbench, when you quit from the game. The game will automatically load the HiScore information if it finds this file when it is run on subsequent occasions. The game requires a joystick or CD32 type joypad plugged into port 2. You can quit back to the game options screen from within the game (during game action) by pressing the ESCAPE key (no CD32 equivalent - sorry I forgot to implement it. Use the reset button). The space bar or CD32 controller pause button can be used to pause the game. Occasionally, fuel and score bonuses are awarded when you land successfully. Further instructions are contained in the game. I hope you enjoy this game as much as we enjoyed developing it. We would like to see it included on a compact disc for CD32 owners and have tried to make it as CD32 compatible as possible - that's why you can't enter your name on the hiscore table using the keyboard. The system we've used for entering names is not too taxing though. Sorry CD32 owners, but I didn't know how to implement a hiscore save for you. Of course, it's difficult to know the system overheads on memory etc that the CD32 has, so if anyone is considering including this game on a compact disc and can't get it to work, please contact us for any assistance we might be able to offer. We are also interested in any suggestions, ideas etc, whether they be programming or design tips or even game ideas. We would like to hear from people who would be interested in testing any future games that we may develop (next one has been started). To date, our lack of experience has directed us to convert simple games from the past, but we have learnt a few things when developing this game which have made us eager to try new game ideas. If you would like to contact us, please send a letter to the above address. If you like this game you may want to check out our first game called "The Great Gold Raid" which is available from 17 Bit Software (disk # 3309). Although not quite as well presented as this game, I believe it offers more game play. Thanks to ACID Software for providing Blitz Basic 2. Not quite perfect yet but far more flexible than AMOS. I hope the new Version 2 compiler is available soon. I would like to take this opportunity to encourage anyone who is deciding whether to buy a game console or a computer to go for a computer. Although computers may be lacking the specs of some of the soon to be released game consoles, there is much more fun and personal satisfaction to be had in programming your own games. Anyone can play games, but very few can program games (including me) in comparison. The habit doesn't cost as much as buying a new game every month (especially those expensive cart thingos) and when you finish a game, you will have achieved more than just another hiscore. Only a computer will let you do this and only an Amiga will let you do it best, so forget the console - it is far too limited entertainment. We acknowledge that Amiga is (was) a trade mark of Commodore International, Brilliance 2 is (C)Digital Creations, OctaMED Pro 5 is (C)Teijo Kinnunen & Amiganuts United and AMOS is (C)Europress Software. Eclipse Software Productions Eclipse Software Productions is a software development division of Eclipse Group. Eclipse Group is Ken Richards & Sandy Earle.