Program Name: CROAK! ~~~~~~~~~~~~ Author: Selwyn Stevens ~~~~~~ Type: Simulation (Amphibian Migration) ~~~~ Requirements: Amiga with at least 512K RAM ~~~~~~~~~~~~ Joystick (two joysticks required for two-player game) Background: ~~~~~~~~~~ This program attempts to simulate, as accurately as possible, one of the most facinating stages in the life-cycle of the Australian Cane Toad. As everyone knows, the eggs of the Cane Toad are laid within the carcasses of dead sheep. In this nutrient-rich environment the tadpoles quickly mature, and soon there are a multitude of young toads ready to begin their famous migration to the nearest creek or river bed. This journey frequently takes them across busy roads, and rivers whose erratic currents defy the bulky toad's best attempts at swimming. Okay, I give up. It's Frogger, basically. I like to think it's a fairly decent version, but it's still Frogger, nonetheless. Basic Gameplay: ~~~~~~~~~~~~~~ Press fire on a joystick in gameport two for a one-player game, or fire on a stick in gameport one (the mouse port) for a two-player game. The aim is to get seven frogs across the road and river to the homes at the top of the screen, avoiding traffic and using logs and turtles to cross the water. When the homes are filled, the difficulty is increased and you have to do it again (and again, and again). The game ends after five mortalities. The number of remaining frogs, not counting the one in play, is shown at the bottom of the screen. Each frog has a time limit to get to the other side. This is a two-digit number shown at the top of the screen. Features: ~~~~~~~~ * Simultaneous two-player action! Transforms the game into a vicious contest for homes and bonuses. It isn't over once you're dead - if your opponent completes the level, you get a new life for the next stage. * A demented killer chicken (Q: Why did the chicken cross the road? A: To give the frog a really hard time.) * An impatient crow who hates slow players. * Flies that can be eaten for bonus points, and spiders that give severe indigestion. * Ten different blood-smear designs that you can actually slip on! * Genuine sampled imitation animal noises. * Pause game (Hit "P", then hit fire or move the joystick to restart.) * Abort game (Hit "ESC" during play.) * Exit game (Hit "F10" on the title screen.) * Saving of high scores to disk (see below.) * Hard disk installable, reasonably stable, and multitasking (kind of). Scoring: ~~~~~~~ The score is a six digit number shown at the top of the screen. When a frog reaches home, the remaining time is multiplied by ten and added to the score. Jumping on a fly scores an additional 200 points. On the completion of a level, an extra fifty points is scored per frog home. An extra frog is awarded every 10000 points. Entering Scores: ~~~~~~~~~~~~~~~ Move the joystick left or right to change letters, and fire to enter each letter. Use the left arrow to make corrections, and the bent arrow to finish. Pressing the "F10" key will exit the program, saving the score tables. If the disk is write-protected, this will result in a requester. At this point, the write-protect can be disabled and the scores saved, or CANCEL can be selected. A file named "croak.scores" is maintained in the current directory to retain the scores. To reset the score tables, delete this file. Technical Info: ~~~~~~~~~~~~~~ This game was written in C on a 2Mb Amiga 1000 with a Phoenix Motherboard and hard disk. It uses a sixteen colour screen, with a copper list to increase the number of apparent colours. The cars, logs and turtles use only three bitplanes (for speed) and the blood and ripples are drawn into the fourth. There is a slight flicker because the display is not double- buffered (double-buffering would slow the game down drastically, since the road and river strips are not necessarily updated every frame.)