=========================================================================== Title : Cyber Purge Version : v1.11 Filename : CYBERPRG.ZZT Release date : February 16, 2021 Author : The Green Herring Description : In this action-packed cyberpunk shoot-em-up, take control of Takami Bluesky, hacker by night, and save the virtual reality of Beachfront from a lethal virus before it can spread to the rest of the network! Find the four keys to the Core, fight your way to the evil Darkscythe, and stop the virus in its tracks! Additional credits to : Playtesting by Snorb, Agent Orange, Bluey and Zephyr. Special thanks to : The Discord of ZZT for their input, especially that of Lancer-X, Agent Orange, WiL, kkairos and asie, without which I would not have accomplished some of the more out-there parts of the game. Engine required : ZZT 3.2 and derivatives (CleenZZT recommended) =========================================================================== * Content Warning * This game contains content that may not be suitable for all players, including references to the regime of Nazi Germany and its crimes against humanity. By default, these materials have been filtered out of the game, and it can be played and understood without them. However, if you would like to see intense and objectionable material when playing, you can enable them from the opening menu, or enter "?-filter" during gameplay. You can then enter "?+filter" to reenable it. * Difficulty Warning * This game may be a little tough! You may have to fight fast-firing foes in tight spaces, and shoot out their bullets with your own. You may reduce the game speed to get through a difficult part of the game if you have to, but please return to normal speed when you're through! * Construction * Build Time : July 7, 2020 to February 16, 2021 Editor(s) used : ZEdit2 Tested With : Zeta Runs on DOS? : Yes (though you may need a 486 to run the game at full speed) * Changelog * 1.00 (February 16, 2021) - Initial release. 1.01 (February 16, 2021) - Fixed a programming oversight allowing part of Sector Gamma to be skipped (reported by Lancer-X) 1.02 (February 17, 2021) - You can no longer skip triggers in Sector Gamma, Delta and P by pause-moving through transporters (reported by RT-55J) - Sectors Delta and P had their structures altered to facilitate the above change - Fixed an imperfect reset in Sector P that would make one of the puzzles unwinnable (reported by Zephyr) - Fixed an unclued item in Sector P (reported by Zephyr) - Sector P boss updated - Optimizations and typo fixes 1.03 (February 18, 2021) - Simplified the coding of Sector Beta boss fight to reduce likelihood of the boss getting hung up on invisible objects - Sector Beta boss and graphics updated - Sector P now supports weird edge cases when resetting - Fixed remaining pause-teleport bugs - Minor writing revisions throughout the game 1.04 (February 18, 2021) - Fixed softlock in Sector Delta which would occur if you left the first room without collecting the first key 1.05 (February 19, 2021) - Fixed mysterious exit glitch on story boards 1.06 (February 20, 2021) - Fixed softlock via programming error in Sector P (thanks kkairos) 1.07 (March 5, 2021) - Revised art boards (story boards and ending) to fix fatal DOS compatibility issues (thanks asie) - Fixed minor graphical inconsistencies - Minor writing revision in secret area 1.08 (March 14, 2021) - Added content warning and filter, which should have been there from the beginning - Added minor dialog check to Sector Delta to see if all centipedes were stomped by the end of the level - Fixed a wall tile disappearing in Sector Delta (thanks Dr. Dos) - Fixed text running too quickly during an ending board (thanks Dr. Dos) - Secret pamphlet changed to a paginated booklet 1.09 (March 14, 2021) - Fixed a missing black-on-black tile in the cavern which allowed you to walk outside the playable area and softlock yourself - Fixed logic for dialog check 1.10 (March 21, 2021) * Fixed performance issues partway through Sector C * Fixed unintentional skip in Sector P * Foolproofed the boss fights of the four beginning sectors * Optimized conversation dialogs * Strengthened filter * Revised cavern and ending text 1.11 (September 19, 2021) * The game's conditional checks and other processing-intensive ZZT behaviors have been heavily optimized, enabling weaker machines to run the game with few hitches (a 486 is the minimum best for this game) * Fixed a continuity error in Sector Beta's dialog * Fixed a softlock in the Labyrinth that would occur while playing in ClassicZoo (or any engine other than [Cleen]ZZT 3.2) due to memory layout differences (thanks Agent Orange, asie) * Small progression change in Sector C (you now collect a cyan key but progression is otherwise identical) * BBS-style FILE_ID.DIZ added (with fancy code page 437 ANSI art) * Minor text edits * Copyright / Permissions * This work is (C) 2021 The Green Herring and is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit https://creativecommons.org/licenses/by-sa/4.0/. * Where to get the file that this text file describes * The Usual: https://museumofzzt.com/