
   Ŀ
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  C y b e r b o x  II ......... A challenging MS-DOS puzzle game revisited  
 Ĵ 
  by Doug Beeferman.  August 1992.  See end of file for distribution info. 
 

 Please ignore the program's end screen contact info!
 As of 1997, this software is distributed by Palmetto Bay Publishing
 WWW: http://www.cs.cmu.edu/~dougb/pb
 Email: dougb+@cs.cmu.edu


 O V E R V I E W

 August 13, 1992

 The response to the original Cyberbox game that I released exactly a year
 ago well exceeded my expectations.  This sequel is a completely rewritten game
 with a host of improvements, but with the same theme as its predecessor.
 There are twice as many logic puzzles and a far superior interface, but the
 keys to winning the game are still forethought and careful problem-solving.


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

 To run Cyberbox II from the MS-DOS command line, switch to the directory
 that contains the file C2.EXE and type "C2".  If your display is monochrome,
 type "C2 /m" instead.  The "/m" switch forces black-and-white output and
 will, of course, work on a color display.  Regardless of whether you use
 the "/m" switch, your machine must have an EGA or VGA display adaptor in
 order for the program to run.

 The files C2-01.DAT through C2-04.DAT are level data files (described later)
 that I've included with the game.  Be sure these files stay in the same
 directory as C2.EXE.

 At the startup screen, enter your initials, or three letters that will
 distinguish you from whomever else might play Cyberbox II on your machine.
 Use these initials each time you login.

 Now select a level to play.  Select level 1 if you're new to the game,
 level 2 for a challenge, or level 3 for a REAL challenge.  Alternatively,
 select "User-made" and type in two digits to load the level defined in the
 file C2-##.DAT;  do this if you want to play a level that you've created
 (described later) or that you've added to the game's directory.

 Once you select a level, Cyberbox II will try to load the level and will
 report any errors that were encountered in the data file at this time.  If
 no errors are encountered, the game screen will appear and play can begin.


 L E A R N I N G   T O   U S E   T H E   G A M E

 The screen you see is divided into sections.  In the center is the view
 square, which displays a section of the level you're playing.  Above this
 you'll find a line that displays the number of gems that remain for you to
 obtain in order to win, as well as a counter of the number of moves you've
 made.  To the left are the keyboard instructions, showing you the various key
 commands that are available in the game and what they do.  At the top right
 you'll find a miniature overview of the entire level you're playing, and below
 that, information about the current sound, scrolling, and size statuses.

 Acquaint yourself with the game by moving your game token (the dot that is
 initially in the center of the screen) by hitting the arrow keys.  Experiment
 with the following keys as well:

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     Ŀ 
      Slash (`/`):  This key toggles the SCROLLING.  When scrolling is ON,  
      your token is always displayed in the center of the view square, and  
      the background moves around it as you move.  When the scrolling is    
      OFF, your token changes position, and the background changes only     
      when it goes outside of the view square.  Note that the scrolling     
      status DOES NOT AFFECT GAMEPLAY, only your view of things.  You may   
      also find that the game is a bit faster when scrolling is off.        
     Ĵ 
      Equals sign (`=`):  Hitting this key toggles the SOUND.  If you find  
      the beeps of the game annoying, you may wish to turn this OFF.        
     Ĵ 
      Space bar:  Hitting the space bar toggles the SIZE.  Initially the    
      size is SMALL, but if you'd like to see more of your surroundings     
      you can increase the size of the view square by making it LARGE.      
      In LARGE mode, the instructions are not visible and the status line   
      (gems left and moves) appears undocumented above the miniature level  
      overview on the right of the screen.  You'll have to remember, then,  
      to hit the space bar again if you want to return to SMALL mode or     
      peek at the instructions.  Note that while both the size is LARGE     
      and the scrolling is ON, the speed of the game is quite a bit slower  
      and may be painfully slow on an 8 Mhz or lower machine.  Sorry!       
     Ĵ 
      The number keys:  Want to see your surroundings beyond what's         
      there in the view square?  Use the numeric keypad to look around a    
      bit without having any effect on the game:  2 to go down, 8 to go     
      up, 9 to go upper-right, etc.  When you hit any other key (5 is a     
      handy choice), the view will return to what it was initially.         
     Ĵ 
      ESC:  Hit this key and then "Y" at the prompt to quit the game        
      and go back to the login screen.  Hit ESC again at the login screen   
      to exit to DOS.                                                       
     Ĵ 
      Question mark (`?`):  This key will bring up a page that briefly      
      and oh-so-poetically describes what the game's various boxes do.      
     Ĵ 
      S, R, CTRL-R:  These keys are described in their own section below.  
     

 Note that when you're viewing your surroundings with the number keys while
 scrolling is off, you can continue to move the token as long as it's in
 view.  When you approach a puzzle, you may want to turn scrolling off and
 make the size large if it is not already;  then adjust your view as
 necessary (to see the entire puzzle, for example) with the number keys.


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

 The original Cyberbox contained several small levels.  I decided it would
 be more interesting to have much larger levels with several challenges
 in each level for the sequel; to facilitate this, I needed to change the
 goal a bit.  Your goal is not to escape, as it was in Cyberbox;  instead,
 it is to find and obtain all of the GEMS on a level and then exit the level
 via an EXIT SIGN.  Finding the gems is the easy part.  To obtain each gem you
 will need to keep in mind the same three objectives that you did if you
 played the original Cyberbox:

              1.  Clear a pathway to the gem;
              2.  Avoid obstructing a needed pathway to the gem;
              3.  Avoid trapping yourself.

 You can move your game piece ("TOKEN") to a new space only if that space
 is FREE or if that space contains a BOX that can be pushed in the direction
 of motion;  you can push a stack of blocks if all blocks in the stack can be
 pushed in the direction of motion.  A space is considered to be free if it is
 LAND or ICE with no box on top.  (Land looks like nothing at all, while ice
 looks like diagonal blue lines.)  Invariably, you will obtain gems by pushing
 boxes around so as to fulfill the objectives above.

 The boxes in Cyberbox II are summarized below:

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     Ŀ 
      BLOCKERS:  These are the solid red "walls" that not only make up the  
      skeleton of a level but serve to restrict the motion of the token.    
      Blockers never move, and neither the token nor any block type can go  
      through them.                                                         
     Ĵ 
      SLIDERS:  There are three kinds of sliders (boxes with arrows):       
      there are yellow sliders, which move up and down; there are blue      
      sliders, which move left and right; and there are green sliders,      
      which move in all four directions.  Sliders in general can only be    
      moved in the directions which their arrowheads point.  The token, or  
      other blocks, can push sliders, but in the legal directions only.     
     Ĵ 
      PUSHERS:  Pushers (cyan boxes with large arrowheads) are like slider  
      that point in only one direction, but they're self-automated.  That   
      is, if at ANY TIME during gameplay one of these blocks CAN push in    
      its direction, it WILL.  It will push sliders and selectors (below)   
      if legal, but it will NOT push the token.                             
     Ĵ 
      SELECTORS:  Selectors (white X'd frames) are like green sliders in    
      that they can move in all four directions, but they CAN'T BE PUSHED   
      BY THE TOKEN DIRECTLY.  In other words, you will have to push a       
      slider into or cause a pusher to "fall" onto one of these in order    
      to get them to move.                                                  
     Ĵ 
      META-BLOCKERS:  These look like blockers (they're red but with        
      large white arrowheads or a white plus sign) and they act like        
      them, too, in that they never move.  They also prevent BLOCKS from    
      moving across them, but not the TOKEN.  They exist strictly to        
      transport the token to another position.  If the token pushes         
      against one of the four "arrowhead" meta-blockers, from ANY SIDE,     
      it will instead push against the square to which the meta-blocker     
      immediately points, and in that direction.  If the token pushes       
      against the "plus sign" meta-blocker, it will push against the        
      square opposite the square from which it's pushing.  The destination  
      square may be occupied, or it may be another meta-blocker; the same   
      rules apply.  If the destination square has a block that cannot be    
      pushed in the appropriate direction, the move is illegal.  Note that  
      meta-blockers can be stacked together to act as a single object that  
      moves you from one place to a possibly remote destination.           
     


 If some of these definitions sound confusing, you'll certainly get a better
 feel for the game by experimenting, particularly in level 1.  The concept
 of ICE is another thing you'll have to explore.  Ice is not a type of box,
 but rather a type of "terrain".  The token can exist on top of ice, as can any
 box type.  Consider ice to be "slippery":  when you step onto ice you slide,
 and you continue to slide until either you are no longer on the ice or you
 run into something!  More precisely, upon hitting ice the token (or any box
 type) tries to push forward in the direction of motion.  If this is illegal,
 it remains where it is-- on top of the ice.  Be aware that some blocks are
 initially at rest on top of ice.

 Mind the "Gems left" counter at the top of the screen in SMALL mode or above
 the level overview in LARGE mode.  When this reaches zero, you are done with
 the level and have only to reach the "exit sign" to win.  The exit sign looks
 like the word "EXIT" in white, and in all three levels it's pretty easy to
 access.


 S A V I N G,   R E S T O R I N G,   A N D   R E S T A R T I N G

 If, in your pursuit of gems, you accidentally trap yourself or cut off access
 to a particular gem, you can't continue play and expect to win.  You'll need
 to either RESTORE or RESTART.  If you're just starting to play the level and
 haven't yet SAVED a game, you'll have to restore.  Do this by hitting Ctrl-R.
 The level data file will be re-read, and you'll start from the beginning as
 though you had loaded up the game again.

 But what if you make some progress, and you don't want to start from the
 beginning if you make a mistake or quit the game for a while?  You should
 save your game by hitting "S" followed by a number of your choice between
 1 and 9.  Then when you make a mistake or come back later you can restore
 the game EXACTLY as it was when you saved it by hitting "R" followed by the
 slot number under which you saved.

 Games are saved in a file that's distinguished by your initials, the level
 you're working on, and the slot number under which you saved.  So you can
 save up to nine games per person, per level, assuming you have the disk space!
 (Each file runs about 6 Kbytes.)  When you first start the program and
 choose a level, the level starts from the beginning.  So if you want to
 continue a saved game from a previous session you need to use restore.

 Save your game often, particularly in level 3.  There's usually no harm in
 saving after each gem you acquire - unless, of course, you're trapped.  In
 general, the puzzles I've made are in enclosed "rooms", so if you can get a
 gem and then get out, it's unlikely that you'll affect something somewhere
 else in the level.

 Other keys available in the game are Ctrl-B, which switches between color
 and monochrome modes, Ctrl-N, which blanks the screen until another keypress,
 and backslash (`\`), which displays your token's coordinates.


 S C O R I N G

 The number of legal moves you've made is counted and displayed at the top
 of the screen or above the level overview, depending on whether the view
 square size is small or large.  This number becomes your score if you ever
 finish the level you're working on.  Lower scores are better, and you
 therefore want to minimize your moves while retrieving all of a level's gems.

 Low-score information for the three provided levels is shown on the login
 screen and is kept in the file C2.SCR.  My initials and the score 99999 are
 shown by default on the login screen, but they're just there to be beaten.
 My real low scores are as follows: level 1, 373; level 2, 1251; and level 3,
 2256.  In the Cyberbox documentation I challenged people to beat my score and
 was dismayed to hear from dozens of people who did it easily.  (The best
 score, incidentally, that's been reported so far for Cyberbox is 2648.)
 I probably shouldn't make the same challenge here, but I will.  Good luck!


 M A K I N G   L E V E L   D A T A   F I L E S

 Please see the file included in this archive called DATFILE.TXT.  It explains
 how to make your own levels for Cyberbox II.  If you make a level that you
 feel is interesting, please send it to me.  I'll distribute it to registered
 users as described below.


 D I S T R I B U T I O N   I N F O

 January 1, 1997

 This game can be distributed freely (with all and only all files included in
 the .ZIP archive).  If you enjoy the game, you are encouraged to
 register.  You can do so by sending a check for $7, $12, or $15,
 made out to Palmetto Bay Publishing to the following address:

                 Ŀ
                   Cyberbox II Registration  
                   PALMETTO BAY PUBLISHING   
                   40 Club Course Drive      
                   Hilton Head, SC  29928    
                 

 Registration at $12 or $15 entitles you to the following:

      1. Cyberbox II and its predecessor, Cyberbox.
      2. a game of visualization called Fiddle.
      3. a small puzzle game called Gripple.
      4. the source code in Turbo C to all of these programs.
      5. any level data files that I've received from users
         up to the point your fee is received (over 10 so far!) 
      6. Support for my software over the Internet and mail.

 Registration at $7 entitles you only to support.  The price
 of the package including the additional software is $12
 plus $3 materials and handling.  If you send only $12, you 
 will be mailed a World Wide Web URL on which you can download 
 the registered version.  If you send the full $15,
 you will be mailed the software on 3.5" diskette.  You
 can find a form for registering all of Palmetto Bay's software
 on its Web home page at http://www.cs.cmu.edu/~dougb/pb/

 I have changed addresses many times in the last few years.
 If you have sent me a registration to my pre-Palmetto Bay
 address and received no response, please let me know!  I
 will gladly have the software sent out to you or refund your
 donation.  Send me email at dougb+@cs.cmu.edu.  


 A K N O W L E D G M E N T S

 Turbo C++ is copyright (C) 1990 by and is a registered trademark of
 Borland International, Inc.  Thanks to Dale G. Shields for debugging help
 and the routine that turns on Num Lock, and thanks to both Dale and
 Glenn W. Ulrich for extensive testing and feedback.  Thanks as well to all
 the generous registered Cyberbox users for their suggestions and donations!

 11-Aug-92
