Crunch Crumble Chomp; Crunch Crumble Chomp is 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. Your monster has landed in the middle of the city under the disguise of a huge explosion. It is soon on the loose, under your guidance on its career of mass distruction. At first, it will be easy. But, The local residences 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. Similar to the Epox game from the Apple computer, this version is keyboard control. Unlike the Epox 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 your monster across roads, woods, and fields. Some monsters 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. Some monsters can wade through water with no problems. C for Crumble; Some monsters can use their great strength to tear down all buildings in front of them. Crumble will also flatten anything in the way or smash helicoptors in the air. L for left; Turns the monster 90* left R for Right; Turns the monster 90* right. H for Head; Turns your monster's head to aim its weapons 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. H can aim weapons of headless monsters 45* per move independent of travel. This is useful for blasting helicoptors and tanks that are chasing them. S for stomp; Useful for crushing things that get under your feet like those pesky tanks and jeeps. Stomp also allows you to smash 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 can also 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 monsters that can fly. Once flying, you will travel in the direction you are pointing. You can go along crumbling zapping and flaming everything along your path. You can fly over power lines and other dangerous objects. A flying monster will destroy most structures under its wings. 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. A hidden monster can move away from danger for up to 4 game cycles before it must surface for air. H is not currently available. Z for Zap; Zap is a destructive ray. Since it travels along the ground, zap can only explode upon impact on a building or other object. If there is nothing to zap in front of the monster's head, zap will continue on to the next square. 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. It takes four clock cycles to recharge after its use. P for Plaster; New, Jan, 95. Plaster zaps the sector with several blast at random. A very nasty weapon available to certain monsters such as the cloud and megatank. It takes four clock cycles to recharge after its use. 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 can 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 with crumble. 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; 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 a darker color. Q for quit; Quits the game. Also, when your monster is 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. 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 hit by the Mad Scientist. If you are able to regain control you will move a lot slower. If you are invincible, you can now be hurt. You will still be able to fight until you are finally destroyed 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. Head in another direction. Resistance that you may run into. Power lines; High voltage lines are very dangerous. If your monster wanders into them they will short out injuring your monster in the process. Should that happen, the power will be knocked out, for a while. You can fly over power lines or blast them out of your way. 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 to most monsters. They make easy targets and a tasty snack. National Guard, Jeep: Armed only with rifles. Are also easy targets and a tasty snack. Tanks: Have antitank shells that can injure most 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. They are not so tasty due to their iron content. 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. All of that flammable fuel can makes a very yummy snack. Navy Ships: Armed with missiles and 5" shells they are quite dangerous. Will quickly cause severe injury. Ships move slowly and make easy targets. Ships are too big to be eaten. Ships are not yet in use. 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 properly. The Mad Scientist often attacks in force and will start showing up in later stages of the game. 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. Future plans. Selectable choice of Monsters. *Some now available in version 0.6. *Gonzilla. Strengths, Can crumble, flame and zap. Flattens small buildings and houses. Can swim rivers and lakes. It takes a lot of firepower to injure this one. Can immoblate but will be burnt in the process. Weaknesses, High voltage electricity can cause great injury. So can walking into a melting nuclear core or using immoblate. However, it can eat this core safely for food. Gonzilla cannot hide from the military. If hit by the Mad Scientist, it will go berzerk. The Blob. Strength. Can travel through structures with the greatest of ease. Can squeeze under power lines. Has the ability to hide underground. 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 slowed down. 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, plaster, and crumble anything. Can fire at anything chasing it. Immune to all weapons used against it except for the Mad Scientist. Eats only nuclear power. Weakness. Difficult to keep fed. Plaster requires four clock cycles to recharge. Can be injured if it tries to crumble power lines. 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 without being injured. Has 360 ability to attack without turning. Can plaster a screen. 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. Test version of Megatank can also fly. Weakness. Can't swim. Can't heal any damage. Immolate and plaster requires four clock cycles to recharge all weapons except crumble or stomp. The Mad Scientist renders the monster vulnerable to damage. Choice of Cities 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, and River Rouge. Currently, this is the only choice available. Other improvements; Animation of monster movement. Also, animation of movement of people and other objects. 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. Difficulity level. (Currently, it is set at very easy.) 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. Version 0,3 Program now slightly smaller and faster due to simpler map variable calculations. Program directly edits iff map instead of a huge array. Version 0.5 Flame direction now tied into head direction. Code now allows for several monster types. Better sound samples. Better looking Gonzilla. Dramatic entrance for monster. Monster can now tear down or walk through power lines knocking out the power for a while, (Will be burnt in the process.) Code cleaned up. Added monster data files to customise program for monster types. Fixed a couple of nasty bugs and other non working things. Version 0.6 360* weapons for headless monsters. Fixed overshoot bug when flying. Added some monster types to test. More code cleanup to speed things up. Added info screens and choice of three monsters. 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 to the display screen. This makes possible the smooth scrolling of a 200x200 section in the game display. Programming has been done in modules to allow for testing and updating each feature.