Category : A Collection of Games for DOS and Windows
Archive   : KRYKEE.ZIP
Filename : KRYKEE.TXT

Output of file : KRYKEE.TXT contained in archive : KRYKEE.ZIP
KRYKEE version 1.1
KRYKEE is a simple game which should not require instructions. You probably will not have to read this, except to register this game. Registration is $15.00 .
There can not be a second version of this program without your support since I cannot work two jobs at once. The Basic Basic compiler I used in creating this game was barely adequate to create the first version of the game, thus I must replace it, post haste.
My address is:
Robert Lee Coeyman
929 Long Cove Road
Glen Burnie, Maryland
(c) 1995 all rights reserved. Shareware, free to distribute, provided that the game is not tampered with or destructively altered.
To run this program requires the wbblib13.exe file which I cannot provide without breaking copyright law. I do not support the use of DLL or library files which must be distributed with software. They slow operation.
KRYKEE runs slowly, since it is constrained to MS WINDOWS and requires a runtime library to operate. The runtime library, if you are interested, was created with BORLAND's C++. I peeked into the files.
Krykee is a simple wargame. You command a battlestar against numerous opponents who would like to destroy you and will make every attempt to do so. You fight back using thorpedoes and phasers. You must move into position for thorpedoes to be effective, however phasers will pass through obsticles on the battlefield.
The only thing which you must understand in order to play this game is the 11 parsec cube in which the game is played. The dimensions of 0 and 10 are not available to any ship in the game, they are a buffer to the battle. The cube is set up with 3 axis, x-y-z, intersecting at specific coordinates in every square of the game board. Once you get the hang of it, it is quite simple.
1 ++++++++++
2 ++++*+++++
3 ++X+++++++
4 ++++++O+++
5 ++++++++++
6 +++++N++++
7 ++++++++++
8 ==++++++++
9 ++++++++++

In the grid above the * has an x of 2 and a y of 5. The X has an x and a y axis of 3. Try the coordinates of the O N and ==. O is at 4,7-- an x of 4 and a y of 7. The == has two sets of coordinates. I did that to show you that similar symbols can occupy adjacent grid squares. The N is at 6,6 for your records.
The hard part is the z axis. I could replace either axis above with the z axis, but you would not understand how to think of all three together. Imagine that you have 11 grids like the one above, each on its own page. Stack the grids, numbering the top grid as 0 on to the bottom grid as 10. Then the coordinates of 4,5,6 would mean page 6, fourth row, fifth square. It takes time, yet you can see it this way if you try the example.
I did something nonstandard in writing this game. The x axis is usually the column across the page and the y axis is commonly the row down the page. You may have a hard time seeing this, in the tacticle display, if you have studdied higher math. The rest of the game does not care how you see the space grid.
Other versions of this game, on my TI99/4A and Color Computer 2, used the compas setting for course selection. You chose two sets of degrees, 360 by 360 for foward at no slope, and your y coordinate would rise. This did not work out well since the relative smallness of the grids made the movement inaccurate. There was no need to use any degree measurement that was not a multiple of 45 degrees since the grid would not be large enough for the difference between angles to become visible below that.
The first command is move. The actual first command is open since entering that as your name causes the game to input the last game file you recorded. But I'll skip that for now.
Move is an important command, although I almost forgot to make it important. You must move to make your thorpedoes hit their targets since they cannot fly through objects in the game matrix. If your thorpedo hits a star, it will detonate and not hit the battlestar behind it.
Your movements will not scan for minefields before you move. You can order the KRYKEE to fly into a minefield where it will be hit. It might not, however, be destroyed. I just don't recomment it.
FIRE fires the KRYKEE's matter disrupters, or phasers if you like. They can firt through objects since they are energy and not matter. The power of energy weapons is limited. Remember that your target will return fire each time you fire at it.
COMPUTER is an interesting command. There is a command that allows the KRYKEE's computer to put a virus in the computers of the target's she is tracking. I'm not going to tell you which one. If you input no password or an unrecognized password, you get a list of three options. You can get the status of your ship or all the opponents being tracked. Option three is quit.
THORPEDO is the next option. I have given you most of what you need to know about the thorpedo command earlier. You should have enough thorpedoes for the entire game. If you do not, you are out of luck. There is no way in the game of reloading. I'm not saying there is no password for that, but it would be cheating.
TACTICLE is a command you must use in order to move. If you move to an occupied space, the viewscreen will show the object in that space. The coordinates of the object are printed in the upper right, just beside the viewscreen and above the object's name.
The tacticle printout is three grids. The middle one is the same z-axis page you are on. The one to the left is above you and the one to your right is below you. The beginning of this file tells you about the grid layout of these grids. The x axis runs down the screen, 1-9, and the y axis runs across the screen, 1-9. The y-axis is two screen spaces wide to allow for simple graphics. KRYKEE is the white X. I changed her color to allow her to be easily seen.
RESIGN means quit. The quit command on the bar, or the escape key, takes you back one game level. From the main screen, either option will end your game. You will be asked if you want to save the game in progress. Current games are stored as CURRENT.MRX. From the menu, which only appears when a mouse is detected, save saves the game using current.mrx or the last name the program received. Save as allows you to enter a name to save the game under.
Resign is the same as the exit command on the file menu with save, save as and open. OPEN allows you to open an MRX file to play a saved game. MRX files are transportable, thus you can share them over bbs lines.
HELP is limited. Help is a limited help file, just to refresh your memory. Whenever possible, the commands in the menu bar have the same names as those on the screen. Help gives you access to the help file or the games storyline. From the main screen, without the menu bar, the story file is command 0.
You will notice the limitations of my artistic ability. For this reason, you will be able to use your own BMP files in the game. Any 16 color bitmap file will work. The compiler crashed when I tried to allow for 256 colors. You will find the BMP file change command under select. It also allows you to access the MRX file command which is another open command. Unless I am in error.
EDIT puts you back to the computer command.
Now for a word about BasicBasic. The compiler does not support the FUNCTION commands, any of them, the <> comparison, the SGN() function or the end statement. You cannot create your own functions and, at least in this release, you cannot use multidimansional arrays. Your subscripts will not perform correctly.
SGN() can be replaced by the following lines.
IF n1%=0 then

for <> I used the following
IF N1%=N2% then
rem they're equal, do nothing?
REM UNEQUAL lines here?

Functions I could not define. You have no sub function command, thus you have to use gosub or goto.
I got around the array problem by defining my variables in a one dimensional array.
for an array of 10,10,10.
The formula I used is
I used 11 since the array used a zero subscript. 0-10 is 11 numbers.
the maximum was 1330.

for end, I just jumped to the end of the program. I put a REM statement there, like:
OVER: REM end game
Since it was the last line in the game, the game ended after that. Now this file ends.
P.S. Remember that your BMP file will be compressed in height when if loads. Streach it out, top to bottom, to allow for this. The best way of determining sizes would be to set up a gridline BMP, and examine the sixe and shape of the grid during game play. ANY BMP file will load, provided it is big enough.

  3 Responses to “Category : A Collection of Games for DOS and Windows
Archive   : KRYKEE.ZIP
Filename : KRYKEE.TXT

  1. Very nice! Thank you for this wonderful archive. I wonder why I found it only now. Long live the BBS file archives!

  2. This is so awesome! 😀 I’d be cool if you could download an entire archive of this at once, though.

  3. But one thing that puzzles me is the “mtswslnkmcjklsdlsbdmMICROSOFT” string. There is an article about it here. It is definitely worth a read: