Invaders 1978 v1.0 ## The Invaders march ... #### Bom bom bom bom ... ###### Left, right, fire! ## ## ## Faster, faster they march ... ######## Suddenly you're 11 again! # # Dodge the bombs ... # ## # They're turning green ... # # # # Get them before they land! A version of Taito's original Space Invaders(TM) for the PC James Eibisch, June 1996 jeibisch@revolver.demon.co.uk http://www.revolver.demon.co.uk/ ********** BORING STUFF This game is mailware. That is, it's free to use and distribute, but I'd appreciate a quick email from you if you like it. This isn't so I can junk mail you later (believe me, I *hate* people who do that), but so I can gauge how well it travels. Feel free to distribute it anywhere you like, but only on condition that you keep the two files (INV78.EXE and INV78.TXT) together and that you don't charge any payment for it. ********** PLAY THE GAME Type "inv78" at the DOS command prompt. Left - Left CTRL Right - Left ALT Fire - Right SHIFT Stop program - Esc ********** INTRO Having tried a number of Space Invader 'clones' for the PC I decided to write one that was actually something like the original - most of the 'clones' are not! My interest in the game is just nostalgia - playing Taito's Space Invaders around 1979, aged 11, was my introduction to computers. It seemed magical to me, and I was fascinated from that point on in working out how an inanimate object comprising a bunch of electronics, some memory, a VDU, and some input controls could offer such unlimited possibilities. So, 17 years after first grappling with a computer game, here's my little tribute to it and to the company who made it. ********** REQUIREMENTS Requires: --------- DOS - tested with MS-DOS 6.22 and Windows 3/95. No known lower limit. VGA - tested with ET4000 and ET6000 cards (uses screen 13: 320x200x256) Supports: --------- Soundblaster - tested with AWE32 Uses ports: ----------- &H3DA - for vertical retrace &H388 &H389 - for Adlib sound &H3C6 &H3C8 &H3C9 - for palette setting Uses memory locations: ---------------------- &H417 - to read the keyboard Machine speed requirements: --------------------------- Should run at full speed on any x86 processor. When interpreted, rather than compiled, the program does all its work within 15% of the vertical retrace cycle on a 486DX/66. The compiled version should keep up with the vertical retrace on an 8086. There's a secret key (excitement!) that will display how much of the vertical retrace time the game takes up each cycle. Unknown requirements: --------------------- Base memory - tested with 479K free base memory Memory manager - tested with himem.sys and emm386.exe ********** NOTES 1. The program does not attempt to detect a soundcard; it assumes a Soundblaster is installed. I've tried it on one machine without a soundcard and it worked fine, but can't guarantee it'll work on yours. 2. The player's bullet fire and explosion sound effects are pretty dismal. I've found no information on how to use white noise on the Soundblaster, so the program approximates with the tone channels. If you know how to do white noise on the SoundBlaster, please let me know! 3. The attract mode is minimal. I might add the original attract and demo modes in the future. 4. The program does not use the original rules for determining saucer scores. 5. The program simulates a monitor 256 pixels wide, as per the original. The background colour for this is set to a dark grey to attempt to simulate a little bit of monitor wear and burn-in. I found the jet black of a modern PC monitor was not quite authentic enough :-) If you cannot see the grey background, try increasing your brightness and contrast controls. 6. Quake it ain't. It's just a nostalgia trip.