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Note: this text file was created with a DOS text editor and contains ASCII characters most

Windows viewers and editors don't support. It is meant to be read from inside the CyberBox program itself. C O N T I N U I N G A D V E N T U R E S O F . . . . . ²²²²²²². ²². ²² ù ²²²²²². ²²²²²²². ²²²²²²²ù .²²²²²². ²²²²²²². ²² . ²² ²²±±±²²± .²² . ²²±. ²²±±±²²±. ²²±±±±±± ²²±±±²²±. ²²±±±²²±. ²²±±±²²± .²²±²²±. ²²±. ±±± ²²²²²²²± ²²±. ²²± .²²±ù . ²²± .²²± ²²± .²²± ù²²± ²²±. .²²²±. ²²±. . . ±±²²±±± .²²²²²²±. ²²²²²² ²²²²²²²± .²²²²²²±. ²²±. ²²± . ²±. ²²± . .²²±. . ²²±±±²²± ²²±±±±±. ²²²²²±. ²²±±±²²±. ²²± ²²± ²²²±. ²²±. ²² ù ²²± .²²± .²²±. ²²± .²²±±²²± ²²±. ²²± .²²± .²²± .²²±²²±. ²²²²²²²±. ù. ²²± . .²²²²²²±± .²²²²²²². ²²±.±²²± .²²²²²²±± .²²²²²²²±. ²²±.±²²± ù±±±±±±± . ..±±. ±±±±±±. ±±±±±±±. ±. ±± .±±±±±± ±±±±±±± ± .±±± . . . ù . ù ù . . ù . ù . ù ù ù. ù ù ù version 7.54 Copyright (c) 1994-2002 by Edward D. Collins (original concept by Doug Beeferman) T H E

ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³²²²²²²²²²²²²²²²²²²²²²²²² INTRODUCTION ²²²²²²²²²²²²²²²²²²²²²²²²³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Welcome to THE CONTINUING ADVENTURES of CYBERBOX - a game of planning, strategy, and thinking ahead! Your objective is simple: Escape from each of the 15 rooms using as few moves as possible ! The Continuing Adventures of CyberBox is not an "arcade" game; no manual dexterity is required. You are not timed in any way nor is the "speed" in which you act important. So slow down! You can afford to relax!

ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³²²²²²²²²²²²²²²²²²²²²²²²² REQUIREMENTS ²²²²²²²²²²²²²²²²²²²²²²²²³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ þ An IBM 286 (or better) with approximately 370K of conventional memory. (The deluxe version requires about 400k.) Note: If you do not have this much conventional memory available, or if you are having simple problems in loading the program, try running the program with the "no-doc" command-line switch. For more information, see the COMMANDLINE PARAMETERS section below. þ A VGA graphics card and a color monitor. þ A little bit of patience and a sharp mind!

txt . Within Windows.ICO file wherever it may reside on your hard disk.the solution file for the 1st set of rooms þ boxes-01.txt .the configuration file (this file will be created by the program if it doesn't already exist) þ cybericn. at the top of the screen in the middle of the room. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³²²²²²²²²²²²²²²²²²²²²²²²²² HOW TO PLAY ²²²²²²²²²²²²²²²²²²²²²²²²³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ You are represented in this game by your choice of several different cursors (a tree. Each room-volume contains 15 rooms to escape from.the Room Editor's documentation file If you've purchased the deluxe version. example. You will be placed at a predetermined spot inside of a carefully constructed room.dat .dat . ideally using as few moves as possible! The exit is always located in the same spot.the data file for the cursor-images 1 thru 9 Other Files Used Or Included ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ þ ca-cyber.the customary description file for BBS's þ revision. Once you reach this exit. you will immediately find yourself in the next room.this documentation text file þ v-edc-01. room-volume data files solution files box-image data files cursor-image data files (for (for (for (for example.diz .a Microsoft WINDOWS icon þ file_id. when setting up the program's properties.sol .. etc.sol) Room Editor program þ ca-edit.exe . I've included a custom icon for it. a snake. v-edc-02.cfg . then your disk or directory will have additional. click on "change icon" and then simply point to the CYBERICN.EXE requires ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ þ ca-cyber. .a list of all CyberBox rooms created so far þ ca-edit. example.ico .dat) v-edc-02.dat) For those of you who may wish to launch this game from Microsoft's WINDOWS.).the data file for the 1st set of rooms þ v-edc-01.dat . a man. Your objective is simply to get to the EXIT of each room.a few comments from others who've enjoyed the game þ roomlist. example.txt . a flag.txt .the data file for the box-images þ cursr-01.a list of the revisions the program has gone through þ reviews.ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³²²²²²²²²²²²²²²²²²²²²²²²² PROGRAM FILES ²²²²²²²²²²²²²²²²²²²²²²²³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Files CA-CYBER.txt .dat) cursr-02..

) Moving diagonally is not possible. If you DO wish to use this keypad. which are all described below. Every room has a solution! However if you're not careful you may trap yourself and may not be able to get to the exit or may render the exit inaccessible. BLOCKERS never move at all. BLOCKERS have got to be the easiest type of box to understand. BLOCKERS ÄÄÄÄÄÄÄÄ Ok.Each room is a separate puzzle all its own. PUSHERS not only can be pushed by you. To hinder your attempt to escape.) PUSHERS are represented by arrows which point in the direction they can be pushed. right. You will never have to "pick up an object in one room". You can move your cursor in any of four possible directions: þ þ þ þ up down left right (the (the (the (the UP arrow key or the HOME key) DOWN arrow key or the END key) LEFT arrow key or the DELETE key) RIGHT arrow key or the PAGE DOWN key) (You may also use the numbers 2. they can also be pushed by MOVERS. your NUMLOCK key may be either on OR off. Period. respectively. and 8 on the numeric keypad which will move you down. 4. since they cannot be pushed and nothing can ever . do so now! This entire documentation file is available to read from inside the program! The remaining documentation will probably make much more sense to you if you've already seen the game. There are several different types of boxes. to help you exit from another. If you currently don't have the program loaded. All together. (see MOVERS. They act as a "blocker" or wall. 6. there are 11 different types of PUSHERS. and up. some can only be pushed "right". below. you must hit the "R" key to retry this room from the beginning. They are capable of being pushed in the direction of their arrowheads. for example. some only "up" or "down" etc. Some PUSHERS can only be pushed "left". ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³²²²²²²²²²²²²²²²²²²²²²² BOX DESCRIPTIONS ²²²²²²²²²²²²²²²²²²²²²²³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ PUSHERS ÄÄÄÄÄÄÄ PUSHERS are probably the easiest type of box to understand. left. "boxes" have been strategically placed throughout each room. so I was wrong. In either case. These boxes can be pushed if there is nothing in their path to prevent this from happening.

some just to the left. get zapped forward by a ZAPPER. you have the option of "animating" these MOVERS. However they are capable of being "pulled" but only in the direction of their "handles. is "zap" you forward when you "push" these from behind. (Since this box is just dying to "move!") PULLERS ÄÄÄÄÄÄÄ Unlike PUSHERS. MOVERS are represented by a solid blue triangle. Ever. at times. (Or a non-closed SELECTOR. PULLERS may be annoying because. which points in the direction they exert force and move. you are now "pulling it!" To quit pulling this box. pointing in the direction one is "zapped"." (You're too heavy!) So you don't ever have to worry about getting squashed by a MOVER. or walk through a non-closed SELECTOR The only way EVER for a PULLER to move is for you to pull it. MOVERS are able to move PUSHERS or SELECTORS but never PULLERS (which can only be pulled) nor BLOCKERS or ZAPPERS (which never move at all). let's next describe ZAPPERS. these boxes cannot be "pushed" at all. the little blue arrow "moves" back and forth. If you now reverse your direction and walk back the way you came. With this option turned on. it will do so. let's say you've just walked up to a PULLER..) You must be careful with ZAPPERS because they act like a one-way street. These boxes are the only boxes that can move themselves. What these boxes do though. you may not wish to pull them! For example. As soon as a situation exists in which a MOVER can move. this PULLER will in effect. pushed into them. you can't retreat the same way. you will have to either. MOVERS ÄÄÄÄÄÄ These boxes are neat.0.. with version 6. Once you are zapped forward. some which can be pulled just to the right. There are four different types of MOVERS: MOVERS which move up. etc." Just like PUSHERS. change your direction by 90 degrees. ZAPPERS are represented by a solid purple triangle with a hole in the middle. MOVERS can never move "you. MOVERS are always exerting a constant force in the direction they point. See SELECTORS below. there are 11 different types of PULLERS. left. . or right. follow you! Without possibly realizing it. There must be an empty space in the front of the ZAPPER to be zapped. since these two boxes have one thing in common: ZAPPERS also never move at all. ZAPPERS ÄÄÄÄÄÄÄ Since we've just mentioned BLOCKERS. Note now.

It should be obvious you can't push SELECTORS because. this type of box does not have a full. you will have to either push a PUSHER against it or force a MOVER to move it. SELECTORS ÄÄÄÄÄÄÄÄÄ And last but certainly not least are the SELECTORS. it does have a partial wall at the edges which the PUSHERS and MOVERS use to push it. solid wall for your cursor to push up against. The third type is only open from the east and west end. So if you wish to move a SELECTOR. The first type is "open" on all four sides and you can walk right through it. is closed. . if you look at them. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ More than one box can be moved at the same time ONLY IF EVERY OTHER BOX IN THAT SERIES OF BOXES CAN BE LEGALLY MOVED. represented by an "X". (Pretend you're just small enough to squeeze through!) The second type is only open from the north and south end. There are 4 different types of SELECTORS. The fourth and final type." No boxes can ever be pushed through the exit passageway. "Experiment. <B>ox Review ÄÄÄÄÄÄÄÄÄÄÄÄ This screen is really just to help you get going the first couple of times you play. It's just a tiny bit too small! ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³²²²²²²²²²²²²²²²²²²²²²²²²²² MENU KEYS ²²²²²²²²²²²²²²²²²²²²²²²²²³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ <H>elp ÄÄÄÄÄÄ This key displays a little sub-menu screen revealing the following four options: <A>bout CyberBox <B>ox Review Read <D>oc File <?> Show Keys <A>bout CyberBox ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ This screen gives you some general information about the game. which data files are currently loaded. As Doug in his original game said. These boxes cannot be pushed directly by you.PUSHERS cannot move these boxes nor can a MOVER move it. its name and how it moves. You'll get the idea. It is just a quick review of each box. They can only be pushed by other boxes. etc. and walking through it is not possible at all. PULLERS are represented simply by a rather funny shaped box (you'll see what I mean) with the rectangular "handle" on the side of the box in which it can be pulled. However.

In addition to the title of each room. allows you to "skip" a room if you so desire. the rooms you have already completed during this session will be highlighted. The "+" key will speed up the animation while the "-" key will slow it down. set the speed on "very fast" and watch the cursor fly! While the animation is in progress. For your convenience. <?> Show Keys ÄÄÄÄÄÄÄÄÄÄÄÄÄ This will display a list of all of the available keystrokes.15.Read <D>ocumentation ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ You can. when inside the Jump Screen. the room will be temporarily set back to the way it originally was when you first entered." You can then sit back and watch the program replay all the moves you made for this room! When finished. simply hit the spacebar. as well as what "I" believe to be the shortest solution. . now with version right inside the program. For a good chuckle. Hit F1 for a list 4. you can "jump" to another and come back to this room later. <J>ump Screen ÄÄÄÄÄÄÄÄÄÄÄÄÄ This option. in the Option Screen. you will be right back where you were a moment ago. hit this key to see a "replay" of all the moves you've currently made for this room. you can also change the speed while the animation is in progress. can change the foreground taste. At any time while inside a room. if you wish to pause it. read the documentation file from While reading the documentation file. If you're having problems with a certain room. <I>nstant Replay ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Every valid move you make is saved and recorded in memory. both in terms of the way the room looked and number of moves made! The speed at which the cursor moves is set by you. just hit the ESCAPE key to exit back to the room you were currently in. You may find a shorter one!! If you do. this Jump Screen also displays the number of moves it took you in your shortest solution. The program will pause until another key is pressed and then the animation will resume. You will then be prompted to hit any other key to begin the "replay animation. in the order you've made them! After hitting this key. For convenience. you or background color to suit your individual of the keys available. I'd like to know about it! If you enter this Jump Screen and decide you do not wish to jump anywhere.

you are starting this room over from scratch. cursor appearance and other options. Upon choosing either. hit the "R" key. animation speed. So don't hit this key unnecessarily! <S>ee the Solution ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Every single time you exit a room. giving you the choice of seeing either YOUR shortest solution or the shortest known solution. The speed the cursor moves is set in the Option Screen. You will then see your cursor do what is necessary to exit this room.CFG file which is read when the program is first loaded. you can "see" the solution again by hitting the "S" key. 1) all of these menu key options or 2) the number of moves you've made for the room you're in the least number of moves it took you to solve it the least number of moves I can solve the room in For convenience. or simply wish to start over in the room you are currently in. the number of moves you used before you "screwed up" is reset to zero . As mentioned above. the program logic checks to see if the number of moves you made is lower than the previous known solution for that room! If so. hit the . These settings are saved to disk in the CA-CYBER. To pause the animation while it is progress.. All of the options inside the Option Screen should be self-explanatory. <O>ptions ÄÄÄÄÄÄÄÄÄ This screen allows you to set your own game colors. the spacebar or ENTER key will also toggle the two menus. Because you probably WILL be using this key more than any other.<M>enu Toggle ÄÄÄÄÄÄÄÄÄÄÄÄÄ This toggle will display your choice of. it doesn't make any sense to have a prompt come up each time to confirm you really DO wish to start over." Once a room has been solved. box-images and cursor-images etc. and you will be prompted to hit a key to begin. the way it looked when you first started. when you use this key. the room will be temporarily set back to its starting arrangement. you can also change the animation speed simply by hitting the "+" and "-" keys.) from within this screen. However.. You can also load additional data files (room-volumes. THIS solution immediately becomes "the one to beat. <R>etry ÄÄÄÄÄÄÄ You will probably be using this key often! When you find you've trapped yourself. You will find yourself in the same room. This will display a little sub-menu. made the exit inaccessible.

if anyone is able to BETTER any of MY solutions. because I myself enjoy not only simply EXITING each room but trying to do so IN THE FEWEST MOVES POSSIBLE.up then right . in case you hit this key without actually wishing to. MY solution file to all room volumes!! So if you simply cannot figure out how to exit a particular room.spacebar just like you would while "<i>nstant replaying. When you exit the program. you must then make at least one more valid move before you are able to use this take back feature again. free of charge.then up .) IMPORTANT NOTE! If you decide to purchase additional rooms (remember. Your move total will be set back to the number of you moves you had when you initiated your save.left . it's as though you never made the move at all. This option often comes in handy if you happen to fumble with your keyboard keys and didn't mean to move your man in the first place. (In other words. <T>ake Back ÄÄÄÄÄÄÄÄÄÄÄ This option allows you to take back a move if you so desire. the solution file will be re-written if any rooms have new record-lows. However you are only allowed to take back one move in succession. the deluxe game is required to load these) I will send you. the room is set back to the way it looked prior to your last move. One move is then also subtracted from your move total. The customary "Do you really want to quit?" message will appear. You'll simply see an error message. the answer IS available. Now my efforts are rewarded by recording my "record solutions" for posterity! Two. As with ALT-S there is no confirmation so be careful. One. you can't take back two moves in a row. ALT-R ÄÄÄÄÄ This key combination will <R>ecall the last saved position.left . ("I went left . ." etc. you are again prompted to hit a key. This would sure beat proving it by recording each of your moves by hand. If you try it no harm will result. Upon hitting the "T" key.left." When the animation is finished. you would be able to prove it by simply sending me your solution file. In every sense. If you feel that in a game of this type taking back a move is "cheating" then my suggestion is simply not to use it! e<X>it to DOS ÄÄÄÄÄÄÄÄÄÄÄÄÄ This (along with the ESCAPE key) will exit the program. since recalling your last position wipes out your CURRENT position. The room is THEN set back to what it was before you saw the solution. I included this feature for a couple of reasons.) After taking back a move.

The original CyberBox game consisted of a room with an area only 15 by 10 in size. To do this. This can be useful if you are playing this game at work and see or hear your boss approaching! (Or if YOU are the boss and don't want your employees to see YOU playing games!) After shelling. Before typing EXIT and returning to the game. make sure you are back in the directory the program is launched from. (Note: In Doug's game and in my earlier versions these boxes were called SLIDERS. There currently is no confirmation. if you accidentally walked into a wall or attempted to move a box incorrectly. allows for much more intricate and complex room designs! þ I've introduced a brand new type of box . you might start anywhere! þ In the original CyberBox game. even if you decide to re-enter the same room later. In the original game you always started at the bottom of the screen directly in the middle of the room. (Assuming you happened to change directories in the first place. so do not hit this key combination unnecessarily. I made the boxes slightly smaller and used a little bit more of the video screen. I . from 150 "square feet" to 247 "square feet". ALT-D ÄÄÄÄÄ Although not listed on any of the menus. this was considered a "move" even though your man didn't actually "move" anywhere. any previously saved positions are overwritten. It can be VERY handy and should be used often! You are only allowed to save one position. þ I added a couple of different types of PUSHERS. You will find yourself back in the room.ALT-S ÄÄÄÄÄ This feature allows you to save the current position in memory. Each time you hit ALT-S. from 15 by 10 to 19 by 13. the position is then lost. The amount of memory you will have available after shelling will depend upon your own system configuration. Use ALT-R (see ALT-R above) to recall this position. This increase in area. the way you left it just a moment ago. I chose to increase this playing area slightly. simply type EXIT to re-enter the program. the key combination ALT-D will temporarily exit the program and shell out to DOS.) ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³²²²²²²²²²²² DIFFERENCES FROM THE ORIGINAL CYBERBOX ²²²²²²²²²²²³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ þ The most noticeable difference is probably the room itself.PULLERS which can only be "pulled". In this game. If you decide to exit this room.) þ Your original starting point in each room is not necessarily in the same spot.

some people have reported having problems loading the program into memory.. any enhancement or improvement I felt was needed. If you are having such difficulties. sound pitch.. text and background colors. I like playing CyberBox too! þ The data for the boxes are also read in from a file.) þ The ZAPPERS are represented as a SOLID purple triangle. For example. not one of manual dexterity! In "The Continuing Adventures of CyberBox" only if your man MOVES is this considered a move. þ The original game did not allow you to set your own animation speed.didn't care for this feature only because. þ The original game did not save your solution to each room. as I've continued to add features. þ The original game did not give one the option of animating the MOVERS. to me a move should be "a move. ca-cyber no-doc . try loading the program WITHOUT the documentation file by using the "no-doc" command-line switch. This ensures this program will always have "replay" value. þ The original game did not have a "Jump Screen" or an "Instant Replay" feature. This also means others can create rooms for ME to solve.) þ The original program did not allow you to read the documentation file from inside the program. (I think it looks better. I incorporated! ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³²²²²²²²²²²²²²²²²²²² COMMAND-LINE PARAMETERS ²²²²²²²²²²²²²²²²²²³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ With some of these later versions." At times I found myself fumbling with the cursor keys and didn't even mean to move my man anywhere in the first place! BOOM! Points deducted! Remember. þ The original program only offered two types of SELECTORS. etc. the number of moves you've currently made for each particular room you're in. þ The MOVERS are represented as a SOLID blue triangle. þ This game allows you to view. One can edit this box data file to change the appearance of each and every box to suit themselves. at any time. þ The original program did not have a Take Back feature. þ The data for my rooms are read in from a data file and are not hard-coded in the program. (Ditto. this is a STRATEGY/PUZZLE type game. In a nutshell.

.. your cursor will automatically travel across the length of the screen if you continuously hold the appropriate cursor key down. For example..dat or even ca-cyber no-doc boxes-02 v-edc-03 cursr-01 etc. ca-cyber "room filename" "cursor filename" "box filename" Note that if you don't specify any filename parameters on the command-line. ca-cyber ca-cyber v-edc-03. ca-cyber no-interrupt or ca-cyber no-inter will bypass the CALL INTERRUPT logic which is being used to display text characters in a smaller font in those screens.dat) you could type either.dat If you wanted to load this same third set of rooms using the cursor images from the first set along with the box-images from the second set all WITHOUT the documentation file you could type. which cursor-image data file. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ By default.) The format is. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ If you've purchased the deluxe version. if you wish.dat) using the cursor images from the third set (cursr-03.dat no-doc or ca-cyber no-doc boxes-02. A few examples: To load the third set of 15 rooms (v-edc-03.dat cursr-03.. and which box-image data you wish to use. The order of the above three files is irrelevant. The program logic is "smart enough" to know which is which. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ If you're having problems when you go into either the JUMP or the OPTION Screen.dat v-edc-03.dat v-edc-03.will bypass loading the entire documentation file and free up about 60K of conventional memory..dat cursr-01..dat cursr-01. try loading the program with the "no-interrupt" command-line switch. ca-cyber v-edc-03. right on the command-line! (You can also load these within the program in the OPTION Screen.dat or cursr-03. you can. Just be sure to include one or more spaces between each filename. . specify which room-volume data file.dat boxes-02. the program will automatically load the files you were using the last time you played...

ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³²²²²²²²²²²²²²²²²²²²²²²²²² BUG REPORTS ²²²²²²²²²²²²²²²²²²²²²²²²³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ If you feel the game can use improvements in any area. you will have to purchase. test and play a room you yourself create. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ The deluxe version has the capability of not displaying the final "Thanks for playing!" screen. or more importantly. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³²²²²²²²²²²²²²²²²²²²²²²²² REGISTRATION ²²²²²²²²²²²²²²²²²²²²²²²²³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ None! This game is free. For example. etc. from me. type ca-cyber no-final which will completely bypass this final screen when you exit. However. if you find any programming bugs.exe (the EXEcutable file) . The Room Editor program comes with its own documentation file. there is always the possibility for a bug or two. I apologize in advance if there ARE any. you can disable this option with the "no-auto" switch. This is the program I currently use to create all of my rooms. when archiving the game or when giving it away. However. upload it to computer bulletin boards. my Room Editor program now comes included with the non-deluxe version. the deluxe version. if you wish to actually load a room in the game. If you do not wish to see it. With a program of this size and complexity.00.. ca-cyber no-auto will require you to release each key after every move before your cursor will be able to move again. so I won't bother describing it here.If you wish. Keep it for as long as you want. Feel free to make copies for friends. There is no registration fee or "trial period" whatsoever. I would appreciate it very much if you would let me know. PLEASE make sure the following thirteen files are all included: þ ca-cyber. This editor will allow you to create.. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³²²²²²²²²²²²²²²²²²²² CREATING YOUR OWN ROOMS ²²²²²²²²²²²²²²²²²²³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Starting with version 6. This feature is most beneficial to people with cerebral palsy and similar conditions.

sol boxes-01. which is not the case with many commercial games. There can ALWAYS be more rooms to solve.dat are NOT free. and may not be distributed.ico revision.00.txt v-edc-01. If you enjoy the game there are many more rooms to escape from! And with the CyberBox Room Editor.) .dat cursr-01. This is very inexpensive compared to the cost of many "store bought" or commercial games.dat" (my first set of rooms) and the cursor-image data file "cursr-01. That's why these rooms are read in from a data file and not "hard-coded" in the program.dat v-edc-01. (With many commercial games once you find the solution or "win". º º º º þ load and play all my other volumes (edc-02 thru edc-04) º º þ load and play volumes db-01.txt reviews.dat ca-edit.exe ca-edit. from me. and wcc-01 º º þ load any and all ADDITIONAL rooms that become available! º º þ load different cursor-image data files I've created º º þ load different box-image data files I've created º º þ avoid the annoying delay screens which appear at the end º º of the program º º þ view the solution to all rooms º º º ÈÍÍ» ÉÍͼ ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ The deluxe version and any room-volumes other than v-edc-01. you will have to purchase.diz (this documentation TeXT file) (the DATa file for my 1st set of rooms) (the SOLution file for these rooms) (the DATa file for the boxes) (the DATa file for the cursor-images 1 thru 9) (the EXEcutable file for the room editor) (the editor's documentation TeXT file) (the Microsoft's WINDOWS ICOn) (the list of revisions the program has seen) (a few comments from others) (a list of all of the existing rooms) (the customary description file used by BBS's) The configuration file will be created when the program first runs and does not need to be included.þ þ þ þ þ þ þ þ þ þ þ þ ca-cyber...dat". var-01.txt file_id.txt cybericn. mbm-01. And because the data for the rooms are read in from a data file.txt roomlist. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³²²²²²²²²²²²²²²²²²²²²² THE DELUXE VERSION ²²²²²²²²²²²²²²²²²²²²²³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ÉÍͼ ÈÍÍ» º The deluxe version will allow you to. this game will always have "replay" value. The non-deluxe version will only load the room-volume data file "v-edc-01. the deluxe version. or load additional cursor-images. the game is no longer fun to play. many more rooms will be created by others all the time.. uploaded to computer bulletin boards or any Internet site etc. or sold in any way. If you wish to attempt to solve additional rooms. The cost of the deluxe game is $3.

..00 1.. I lot of fun......... $ v-db-01.. I HATED it because it was over too quickly!!! I easily solved all 17 of Doug's rooms within the first DAY and wished there were more... etc...dat (rooms by various authors)..$ postage and materials ...dat (my 2nd set of rooms).... Please be sure to include your e-mail address. Even then.... v-edc-02....dat (Bill Collins' 1st set of rooms)..00 1..00 each.. It didn't require fast reflexes..dat (rooms by various authors)..) TOTAL. $ v-edc-03. CA º º USA 92870-3807 º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ All disks sent will be 3« inch in size unless you specify otherwise.dat (my 4th set of rooms).... ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³²²²²²²²²²²²²²²²²²²² HOW THIS GAME CAME TO BE ²²²²²²²²²²²²²²²²²²³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ When I first played the original CyberBox by Doug quickly fell in love with it.......... it was simple and yet at the same time..00 1.... etc..........00 1...... 3........00 free or edwardcollins@yahoo... I thought it was a mailing envelope.dat (Doug's first set of rooms)....50 ÄÄÄÄÄÄÄ $ 12..... $ v-edc-04... You can also e-mail me at either: ecollins@inficad...dat (Mike McKee's 1st set of rooms).. and was the type appeal to both male & female as well as the young Beeferman... Please mail all checks or money orders to the following address: ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Edward D.$ v-wcc-01.00 1.50 The postage and materials fee can be waived if you wish me to simply e-mail the game to you.... $ v-var-01...dat (my 3rd set of rooms)......... I'd also enjoy hearing where you got the game from and what version you currently have..... ..... $ v-mbm-01. At the same time.. cost to receive the deluxe game.. of game that could and the old. (diskette......$ v-var-02.. Be sure to include your return address......... It was challenging. Collins º º 1427-B Prospect Avenue º º Placentia.00 1..... I thought it wouldn't be too hard to write my OWN CyberBox game (being the master programmer I am! <grin>) but I was probably working on some other program or project at the time and never followed up on it.00 $ 2.....Each room-volume contains 15 rooms and are currently only $1...

Especially after I wrote the Room Editor Program so new rooms can now be created with ease..Several months later I noticed a note on one of the bulletin boards on PRODIGY. night. every single day. Well. .. And again. Granted. moving. I started writing this game during the fall of '92. Michigan to Mesa.. So. that took time (packing. I try to write well documented.The CONTINUING Adventures! ÄÄÄÄÄÄÄÄÄÄ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³²²²²²²²²²²²²²²²²²²²²² WHAT IS A 'CYBERBOX?' ²²²²²²²²²²²²²²²²²²²²³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Is CyberBox the name of the game? Is it the name of your little man? Wait! It's gotta be the name of the boxes you push and pull. right? Or is it the name of the ROOM you are trapped in? What the heck is a . In fact. Well. the same thing happened again! I got so burned out over this silly game I just had to put it away. So it really will be.. the more I thought about it the more I liked it. Many weekends I found myself working on it all night long. etc. the game was well done but the format had changed from the original version and I kinda preferred it the way it was. I've estimated the number of hours I've spent on this game and there is no point in even mentioning it since no one would believe me anyhow.. Ed's CyberBox? Deluxe CyberBox? MORE CyberBox? A friend suggested the games actual title and although it's a bit long. it took me a few days just to figure out what some of my coded modules were doing! Granted. I finally started working on it again and then finally. as I saw the program was nearing its completion. I started working on it a few weeks later and once again found myself working on it for several months straight. I was able to finish it. However after receiving it. That right there gave me the incentive to write my OWN CyberBox game. around January of '93 I was so BURNED OUT over this project I just had to put it up for a while. weekends. but most programmers do tend to get a little "sloppy" in their coding from time to time. etc. renting and loading my U-Haul Truck. Well.. I had a tough time deciding on what to call this game. the finished product of my endeavors is what you now see before you.) so I was once again forced to put the program on hold for a while. Arizona. structured code. that turned out to be a mistake because after putting it away I didn't pick it up again for more than six months! Also. I didn't pick it up again for almost another 6 months. I worked on it for almost 4 months straight.. He mentioned he enjoyed playing CyberBox II. unpacking. Then I moved from Royal Oak. once I finally did pick it up again.. I was very disappointed. CyberBox II ??? I wasn't even aware a sequel existed! I quickly made arrangements to get a copy of it. and to go back to something closer to the original format. once I put it up. (which I was a member of for a year or so) from a member who was looking for some strategy type games.

. maybe he wouldn't!) CyberBox can be used as a noun.. Several rooms are rather easy to solve."CyberBox?" I've decided it is... This is the way Doug spelled it on his opening screen in HIS CyberBox game and. "Don't CyberBox me!" or. since Vulcans don't have "fits". Don't forget to read the name of each room in the upper right hand corner of the screen.. "Ahhh! I've been CyberBoxed!" or. If the room is good enough I'll include it in my next room-volume.. what one might consider easy. it's often easier to solve if you mentally work BACKWARD. "That is one CyberBox of a room!" Or as a verb... So now it's official! ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³²²²²²²²²²²²²²²²²²²²²²²² HINTS AND TIPS ²²²²²²²²²²²²²²²²²²²²²²²³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Generally.... This can be faster than making each move one "square" at a time. Of course. just takes awhile to do it. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³²²²²²²²²²²²²²²²²²²²²²²²² MISCELLANEOUS ²²²²²²²²²²²²²²²²²²²²²²²³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ The author's name whose designed each room is displayed vertically on the right hand side of the screen. Figure out what needs to be done around the EXIT and then work your way backward from there. . "I hope CyberBox can make it out of this room safely!" Or as an adjective... If you send me a room YOU yourself design. I kinda liked it that way.. you get the idea!! Please note CyberBox is always spelled as one word. this may be the only "illogical" thing about it! AAGGHH! Mr.. with the letter "B" in "box" capitalized. you can hold your cursor keys continuously down if you so desire.. Sometimes the name of the room will actually provide a small clue to help you in your goal of exiting it. the LOWER the room number the EASIER it should be to solve. in each volume of rooms.. Spock would have a fit if he heard this! (Actually. well... When traveling across the entire screen. please let me know how you want YOUR name to be displayed... planning.. and strategy. But in general you should find this to be true... another may consider quite difficult. so don't take this too literally.. Usually when first presented with a room.... The number of moves required to exit does not in any way reflect the difficulty of the room....... all of the above! And more! In a game of logic.. "Let's play CyberBox!" or..

00c. would require over 107 pages! When I compiled the program. Remember. Doug wrote his program in "C" but I don't know C (yet) so I decided writing it in BASIC was better than COBOL. believe it! Even if I HAD seen the code. In fact. If it doesn't work on YOUR system. it wouldn't have helped me much anyway since I don't know "C". you may wish to see if you can load anything in the upper memory area thereby freeing up more conventional memory. (The name of the VGA graphics card & monitor. I generated code to specifically check for the presence of the 80286 (or better) CPU. I'd be interested in knowing what type of setup you have. I'm sorry to the few of you remaining who may still have an old 8086/8088 processor since the program won't run (it shouldn't run!) but it would probably run too slowly to be enjoyable anyway. I've been writing and testing it on my 486 (with 33 MHz) and when I first saw it on a 286 (with only 12 MHz) I was surprised and disappointed on how slowly it ran (i. but with each subsequent version. I'm keeping in memory such things as: þ þ þ þ the data for all 15 rooms the graphic image for all 9 cursor-images the graphic image for all 35 boxes the solution to every room (a possible 3000 keystrokes x 15 rooms x 2!) þ this entire documentation file If you do not have enough memory to load and run the program. Well Craig. etc. since COBOL and BASIC are the only two languages I'm currently proficient in. operating system.). some of the screen writes). at 60 lines per page. any TSR programs you may may have installed (such as DOSKEY." I mean. I can't even IMAGINE what it would look like on an old XT! And since it requires a VGA graphics card and monitor anyway. A complete list of all rooms created so far. . I don't think I'm keeping too many people from seeing it by compiling it with the "286 code generation. try removing such things as your mouse driver.The program now takes up a rather large amount of memory (this wasn't always the case. For those of you who are curious. along with the number of moves for the shortest known solution.EXE. version number.e. A friend of mine (a non-programmer) couldn't believe I could create and write this game without ever looking at the original source code. can now be found in the enclosed ROOMLIST. amount of conventional memory you have available. This program was written and compiled using Spectra Publishing's PowerBASIC version 3. I added more and more code) but it's still not too bad. the source code for this program contains 6. Also. is all my own. the entire code. computer brand. Nope. how many people have a color VGA monitor hooked up to an XT?? I've tested this program on several different types of systems and I've experienced no problems.939 statements! To print out the entire listing. SMARTDRIVE. every line. I decided I just HAD to go back into the program and re-write the portions of my code that ran too slowly.420 lines of code and 5.TXT file.

A special thanks goes out to William G. A hearty "Congratulations" goes out to Ernie Longway of Parker. California Bill Collins of Durango. Illinois for being the first person to purchase the deluxe game. Arizona Jerry Giacinto of Mesa. the list of revisions is being kept in its own file. California Judy Collins of Placentia.TXT. appropriately called REVISIONS. Michigan for coming up with the name of this program.16 / 6.25: Petr Simon of the Czech Republic Mike McKee of Webster City. . Colorado Thanks to Terry Donn of Detroit. Arizona Version 4.0. has been invaluable. This means the documentation file is considerably shorter and allows the program to run on systems where the amount of memory available is a factor. England Ken & Peggy Miller of Covington. Arizona Version 1.etc. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³²²²²²²²²²²²²²²²²²²²²²²²²²²² THANKS ²²²²²²²²²²²²²²²²²²²²²²²²²²²³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ I'd like to thank the following people for helping me test the following versions of the game: Version 6.35: Lyle Engle of Mesa. Iowa Version 4. Ernie! Thanks to Petr Simon of the Czech Republic for his own "CyberBox Forever" game.23: Brian Kurth of Gilbert.51: Martin Kirlow of Yorkshire. Hall of Springfield. Georgia Version 6. Arizona Brent Bowers of Phoenix.0: Kelly Collins of Santa Ana. Arizona "PJ" Salley of Phoenix.0 thru 3.0 / 6.) ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³²²²²²²²²²²²²²²²²²²²²²²²²²² REVISIONS ²²²²²²²²²²²²²²²²²²²²²²²²²³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Starting with Version 6. Several of the ideas he had in this game influenced a few of the changes I made in version 6. Colorado who discovered shorter solutions to more than 27 of my rooms in the first four volumes! More than 27 SHORTER SOLUTIONS! Good work.25. And his ideas on the way the MOVERS should move.

if it weren't for him I would never have written this program in the first place.Thanks for Mike McKee of Webster City. Thanks to Michael Donn of Lakebay. Collins ed@edcollins. I'd also like to give a big "thank you" to Doug October 3. And last but certainly not least. Collins All Rights Reserved ( Documentation Version 7. wherever you are! Feel free to drop me a line! I really would like to hear your comments. who wrote the original CyberBox game.DAT. Washington for several shorter solutions to many of the rooms as well as for pointing out a couple of bugs. Obviously. as well as for the 15 rooms he created which you can find in Volume V-MBM-01. Happy CyberBoxing to you all! Edward D. 2002 T H E C O N T I N U I N G A D V E N T U R E S O F ±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±± ±²²²²²²²±±±²²±±±²²±±±²²²²²²±±±±²²²²²²²±±±²²²²²²²±±±²²²²²²±±±±²²²²²²²±±±²²±±±²²± ±²²°°°²²°±±²²±±±²²°±±²²°°°²²°±±²²°°°°°°±±²²°°°²²°±±²²°°°²²°±±²²°°°²²°±±±²²°²²°± ±²²°±±°°°±±²²²²²²²°±±²²°±±²²°±±²²°±±±±±±±²²°±±²²°±±²²°±±²²°±±²²°±±²²°±±±±²²²°±± ±²²°±±±±±±±±°°²²°°°±±²²²²²²°±±±²²²²²²±±±±²²²²²²²°±±²²²²²²°±±±²²°±±²²°±±±±±²°±±± ±²²°±±±±±±±±±±²²°±±±±²²°°°²²°±±²²°°°°°±±±²²²²²°±±±±²²°°°²²°±±²²°±±²²°±±±±²²²°±± ±²²°±±²²±±±±±±²²°±±±±²²°±±²²°±±²²°±±±±±±±²²°°²²°±±±²²°±±²²°±±²²°±±²²°±±±²²°²²°± ±²²²²²²²°±±±±±²²°±±±±²²²²²²°°±±²²²²²²²±±±²²°±°²²°±±²²²²²²°°±±²²²²²²²°±±²²°±°²²° ±±°°°°°°°±±±±±±°°±±±±±°°°°°°±±±±°°°°°°°±±±°±±±±°°±±±°°°°°°±±±±°°°°°°°±±±°±±±°°° ±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±± is Copyright (c) 1994-2002 by Edward D.54d ) ÄÄÄÄ end of file ÄÄÄÄ . Thanks Doug. Iowa for his edwardcollins@yahoo.ICO icon.