C y b e r b o x v2.0 (TI-83) by Mr. I                            FEBRUARI 2000
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I M P O R T A N T   P O I N T S
	
	* You should better view this file using DOS-Editor or the TYPE-command 
		in DOS.
	* Cyberbox wasn't easy to create, which you will maybe understand after
		playing the game. Also 1250 bytes of the program contains level data. 
		This explains why this program is so large. (Sorry)
	* I DON'T like it when silly people are messing with my programs. That's
		why I included only parts of the sourcecode.
	* ASM-wizards: This was my first game. I made a lot of comments at some
		routines, please don't laugh to much about them.


C R E D I T S

* Doug Beeferman, he developed Cyberbox on the PC, I took his idea and 
	programmed it on the TI-83. Great idea!
* Joe W., thanks for SOS and ZLIB-routines.
* Ian Graff, I ripped a routine to center strings from on of your programs.
* Yannick Haacke & Gerdjan Jonker for testing Cyberbox.


O V E R V I E W

CyberBox is a game of thinking ahead. Given the simple challenge of getting 
from one point to another, you will find yourself anticipating the effects
of every move you make in between. There are 14 levels ("rooms") for you to 
solve. The object of the game is to solve each room in the minimum number of 
moves, so as to attain the highest possible score.


S T A R T I N G   C Y B E R B O X

You need SOS (v1.4 or higher). Send Cyberbox to your TI and start SOS. 
You can start Cyberbox then. You can use Cyberbox also on the new series
of TI-83 (other screens) and probably also on the TI-83+. I didn't test it
on the TI-83+. If you have one, please test Cyberbox and mail if the program
worked.


P L A Y I N G   T H E   G A M E

CyberBox consists of fourteen (actually I lied; fifteen) unique "rooms." Each 
room is simply a 15x10 layout of boxes and blank spaces. There are several 
different kinds of boxes; I will explain them later.

Press any key at the title screen to enter the first room. The robot which
you're in control of appears at the bottom center of the screen. Ok, so it
looks more like a big dot. It is a big dot. This dot can only make four 
distinct moves: up, down, left, and right. Make these moves by pressing the 
arrow keys in the desired direction.

The object of each room is simply to get to the exit. The exit is the 
passageway located above the very top center tile. Once you reach the exit of 
a room, you immediately enter the next room. Invariably, you will have to 
maneuver boxes in such a way that you:

						 1. avoid trapping yourself,
						 2. avoid losing access to the exit, and
						 3. do what is necessary to make the exit accessible.

Every room has at least one solution. However, it's easy for the actions of
your robot to make winning the room an impossibility. If you trap yourself
or lose access to the exit, you have no choice but to hit the DEL key to retry 
the level from the beginning. The computer will not tell you when you are 
trapped: this drawback is not only a hard thing to correct in the program, but 
it adds challenge to the game. When you discover that you cannot possibly get 
to the exit passageway during a level, hitting DEL will give you another shot.
Be careful, though. You only have 5 attempts.

Experiment with the sliders and blockers in the first level to get a feel
for the game. The boxes are described in detail below:

SLIDERS:  Sliders appear as boxes with lines inside showing the direction 
they can move. These boxes can be pushed out of the way by your robot if 
there's nothing preventing this from happening. There are three kinds
of sliders: up/down sliders (vertical line), left/right sliders (horizontal 
line), and up/down/left/right sliders (both horizontal and vertical line).

BLOCKERS:  Blockers appear as black blocks. These can not be pushed, and 
furthermore nothing can be pushed into them. The walls which surround the 
15x10 room (except at the exit) act like blockers.

PUSHERS:  Pushers appear as open triangle boxes. These boxes make the game 
more dynamic; they are the only boxes which can move themselves. They exert a 
constant force in the direction that they point. If it is possible to push 
the block to which a pusher points, it will do so. Otherwise, it will act 
like a blocker in that it cannot be moved nor pushed against by other blocks.  
Sound confusing? Pushers do not appear in the first few rooms. Once you've 
encountered them you'll understand how they work.

ZAPPERS:  Zappers appear as black arrows pointing to where you go. These boxes 
act as blockers, except that when you approach them from behind (the base 
of the arrow) and push, you will be transported instantly to the square in 
front of the zapper IF IT IS EMPTY. These do not appear in the earlier rooms.


SELECTORS:  They appear in the later levels as blocks with 2 diagonal lines 
in them. Selectors cannot be pushed by your robot, but CAN be pushed by other 
blocks. In order to move them, then, you will have to use sliders. Selectors 
cannot be walked through and act like blockers in this sense.  
	
You can move more than one box at a time only if every box in that serie of
boxes can be legally moved. Experiment. You'll get the idea. I hope.

The following additional rules apply:

						 1. Boxes cannot be pushed into the exit passage. It's too
								small, see?
						 2. Only you (the robot) can be transported via the zappers,
								not other boxes. And remember, the space in front
								of a zapper must be free in order for you to be able to
								use it.


E N D   O F   T H E   G A M E

The game ends when you

						 1. finish the fourteenth (actually fifteenth) room,
						 2. run out of attempts,
						 3. press the Mode key to save your progress, you can continue 
								later, when you start Cyberbox again
						 4. hit the Clear key to quit the program.


F U T U R E

If there are a lot of people who like Cyberbox and send me enthusiastic 
comments about it, I will maybe develop a level-editor.

First of all, I am going to find out how linking TI's and sending and 
receiving messages work. I also would like to create a file manager for the 
TI.

Recently Joe W. released Ion 1.4, which replaces SOS. Off course I will make a 
Ion-compatible version of Cyberbox. This version will be released in a few months.

This games was the first game I made! That's not bad, is it?


A D R E S S

Mr. I
Soesterbergsestraat 74
3768 EK Soest
The Netherlands

tel: 035-6026422 (if you live in another country you maybe have to dial a 0 or 
other numbers first)

You can sent comments also to yfhsoftware@haacke.demon.nl



														CU, 

																			Mr. I (= Rudolf Roos)
