JEO 10/46
//// Native Demo Released
[this is the text (slightly edited) of the README file that
accompanied the Native demo release
]
- N A T I V E D E M O -
Copyright 1997 by Duranik
This demo does not contain sounds, level bosses, and the Native extra
weapon system due the low amount of available work RAM.
Remember: It is not possible to reload data with the current version
of the Jag-Server software, therefore we have to store all
the compressed Native data in memory. We have to divide the
memory into 1 MB work RAM and 1 MB compressed data. It was
simply not possible to include more data like all the sounds
and the 2 level bosses. Sorry.
//// General
Native is a horizontal 2D shoot'em up. Press the A, B, or C button to
get started.
//// Controls
Use the JagPad to move your spaceship. The weapons are controlled
with the B and C buttons of the pad. With the B button you are able to
shoot. It is only a shot with low energy. But be careful-- some
enemies need more than one low energy shot to blast. Therefore use the
C button to fire a shot with more energy. You can see the amount of
energy for your Power Shot on the left bottom of your screen.
//// Extra Weapons (not included in the demo!)
Native does contain two combined extra weapon systems. Some of the
destroyed enemies leave a coin or a star. Collect the money to buy
extra weapons in the shop in the middle of each level. You can buy for
example a satellite, lives, energy etc... The star is something
different. It contains a letter like for example a "O" or "X". Every
letter picked up will transform your ship completely. There exist five
different classes of ships. If you pick up the same letter again you
will power up the shot power of your ship (again 5 different power
classes for each ship). It is the same system used in the best ST
shoot'em ups-- Wings of Death and Lethal Xcess. Remember: The extra
weapon system is not included in the demo. You can collect the money;
the stars can't be collected in the demo.
//// Some Technical Details
[] 60 FPS (50 Hz PAL is not supported in the demo)
[] 16 Bit CrY mode
[] Up to 4 layers of parallax scrolling
[] Transparency and lighting effects
[] Up to 120 sprites (OP-Objects) on-screen
[] Scaling effects (OP)
[] Real time data decrunch (DSP)
[] Game engine running completely on the GPU
[] Rotation effects (not included in demo - not enough work RAM)
If you want to know something special about the techniques used write
us an e-mail.
//// Credits
Roland Graf - Coding
Johannes Graf - All graphics
- Level design
Gordon Gibson - ICE decrunch routine
Write your error reports, suggestions, comments or anything else to:
//// Publishing
We don't have a publisher for Native yet. If we don't find a solution
in the next 4 weeks we will stop any work on this game. As you can see
on the demo size it is not possible to make a 16 MBit (2 MByte)
cartridge out of this game. The complete level with the 2 bosses and
FX samples will take about 1.6 MByte (and still does not contain any
music). We are using a good compression algorithm but 2D graphics do
need a lot of memory. The only solution is a CD version but we don't
have a CD-devkit...
Native demo is freeware. You can copy it as long as no profit is made.
If you want to put this demo on your home page or do anything else
with it please ask us.
It is not allowed to put this demo on any kind of CD-ROM without our
written permission.
Attention: You use this program at your own risk. We are in no event
liable for consequential or incidental damages resulting
from this product.
Release date: Oct 24 1997
... There was a fish... in the percolator.
--- JetMail 0.99beta22
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* Origin: When Starlings Mate - Benton, TN (1:362/708.4)
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