           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.


            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
                 .      .         .              .             .
 .  .    .   .   ..   .   . 
  . . . .   . .   ..
 .     .  .   .   .   .   .  ..
 . .   .  ..       ..  .  .   .
   .      .. .   .  .   .       .
 .         . ..       .   .  . .  ..
 . .  . . ..  . . .. .
  .  ...    .   .  .     .         .
 .                 .         .               .             .        .
         .            .             .                             
                                 version 7.54

                          Copyright (c) 1994-2002 by
                               Edward D. Collins

                      (original concept by Doug Beeferman)



     Ŀ
        INTRODUCTION   
     

     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!



     Ŀ
        REQUIREMENTS   
     

       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 COMMAND-
            LINE PARAMETERS section below.

       A VGA graphics card and a color monitor.

       A little bit of patience and a sharp mind!



     Ŀ
        PROGRAM FILES   
     

     Files CA-CYBER.EXE requires
     
       ca-cyber.txt  -  this documentation text file
       v-edc-01.dat  -  the data file for the 1st set of rooms 
       v-edc-01.sol  -  the solution file for the 1st set of rooms
       boxes-01.dat  -  the data file for the box-images
       cursr-01.dat  -  the data file for the cursor-images 1 thru 9


     Other Files Used Or Included
     
       ca-cyber.cfg - the configuration file
                           (this file will be created by the
                           program if it doesn't already exist)
       cybericn.ico - a Microsoft WINDOWS icon
       file_id.diz  - the customary description file for BBS's
       revision.txt - a list of the revisions the program has gone
                           through
       reviews.txt  - a few comments from others who've enjoyed the game
       roomlist.txt - a list of all CyberBox rooms created so far
       ca-edit.exe  - my Room Editor program
       ca-edit.txt  - the Room Editor's documentation file


     If you've purchased the deluxe version, then your disk or directory
     will have additional...

            room-volume data files    (for example, v-edc-02.dat)
            solution files            (for example, v-edc-02.sol)
            box-image data files      (for example, boxes-02.dat)
            cursor-image data files   (for example, cursr-02.dat)

     For those of you who may wish to launch this game from Microsoft's
     WINDOWS, I've included a custom icon for it.  Within Windows, when
     setting up the program's properties, click on "change icon" and then
     simply point to the CYBERICN.ICO file wherever it may reside on your
     hard disk.



     Ŀ
        HOW TO PLAY   
     

     You are represented in this game by your choice of several different
     cursors (a tree, a flag, a snake, a man, etc.).  You will be placed
     at a predetermined spot inside of a carefully constructed room.  Your
     objective is simply to get to the EXIT of each room, ideally using as
     few moves as possible!  The exit is always located in the same spot;
     at the top of the screen in the middle of the room.  Once you reach
     this exit, you will immediately find yourself in the next room.  Each
     room-volume contains 15 rooms to escape from.

     Each room is a separate puzzle all its own.  You will never have to
     "pick up an object in one room", for example, to help you exit from
     another.

     You can move your cursor in any of four possible directions:

              up     (the UP arrow key or the HOME key)
              down   (the DOWN arrow key or the END key)
              left   (the LEFT arrow key or the DELETE key)
              right  (the RIGHT arrow key or the PAGE DOWN key)

     (You may also use the numbers 2, 4, 6, and 8 on the numeric keypad
     which will move you down, left, right, and up, respectively.  If you
     DO wish to use this keypad, your NUMLOCK key may be either on OR
     off.)

     Moving diagonally is not possible.

     To hinder your attempt to escape, "boxes" have been strategically
     placed throughout each room.  There are several different types of
     boxes, 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.  In either case, you must hit the "R" key to
     retry this room from the beginning.

     If you currently don't have the program loaded, 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.



     Ŀ
        BOX DESCRIPTIONS   
     

     PUSHERS
     
     PUSHERS are probably the easiest type of box to understand.  They
     are capable of being pushed in the direction of their arrowheads.
     These boxes can be pushed if there is nothing in their path to
     prevent this from happening.  All together, there are 11 different
     types of PUSHERS.  Some PUSHERS can only be pushed "left", some can
     only be pushed "right", some only "up" or "down" etc.

     PUSHERS not only can be pushed by you, they can also be pushed by
     MOVERS.  (see MOVERS, below.)

     PUSHERS are represented by arrows which point in the direction they
     can be pushed.



     BLOCKERS
     
     Ok, so I was wrong.  BLOCKERS have got to be the easiest type of box
     to understand.  BLOCKERS never move at all.  Period.  They act as a
     "blocker" or wall, since they cannot be pushed and nothing can ever
     be pushed into them.



     ZAPPERS
     
     Since we've just mentioned BLOCKERS, let's next describe ZAPPERS,
     since these two boxes have one thing in common:  ZAPPERS also never
     move at all.  Ever.  What these boxes do though, is "zap" you forward
     when you "push" these from behind.   There must be an empty space in
     the front of the ZAPPER to be zapped.  (Or a non-closed SELECTOR.
     See SELECTORS below.)  You must be careful with ZAPPERS because they
     act like a one-way street.  Once you are zapped forward, you can't
     retreat the same way.

     ZAPPERS are represented by a solid purple triangle with a hole in the
     middle, pointing in the direction one is "zapped".



     MOVERS
     
     These boxes are neat.  MOVERS are always exerting a constant force
     in the direction they point.  These boxes are the only boxes that
     can move themselves.  As soon as a situation exists in which a
     MOVER can move, it will do so.  There are four different types of
     MOVERS:  MOVERS which move up, down, left, or right.  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).

     MOVERS can never move "you."  (You're too heavy!)  So you don't ever
     have to worry about getting squashed by a MOVER.

     MOVERS are represented by a solid blue triangle, which points in the
     direction they exert force and move.

     Note now, with version 6.0, you have the option of "animating"
     these MOVERS.  With this option turned on, the little blue arrow
     "moves" back and forth.  (Since this box is just dying to "move!")



     PULLERS
     
     Unlike PUSHERS, these boxes cannot be "pushed" at all.   However they
     are capable of being "pulled" but only in the direction of their
     "handles."  Just like PUSHERS, there are 11 different types of
     PULLERS, some which can be pulled just to the right, some just to the
     left, etc.  PULLERS may be annoying because, at times, you may not
     wish to pull them!  For example, let's say you've just walked up to
     a PULLER.  If you now reverse your direction and walk back the way
     you came, this PULLER will in effect, follow you!  Without possibly
     realizing it, you are now "pulling it!"  To quit pulling this box,
     you will have to either...

                change your direction by 90 degrees,
                get zapped forward by a ZAPPER,
            or  walk through a non-closed SELECTOR

     The only way EVER for a PULLER to move is for you to pull it.
     PUSHERS cannot move these boxes nor can a MOVER move it.

     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.



     SELECTORS
     
     And last but certainly not least are the SELECTORS.  These boxes
     cannot be pushed directly by you.  They can only be pushed by other
     boxes.  So if you wish to move a SELECTOR, you will have to either
     push a PUSHER against it or force a MOVER to move it.  It should be
     obvious you can't push SELECTORS because, if you look at them, this
     type of box does not have a full, solid wall for your cursor to push
     up against.  However, it does have a partial wall at the edges which
     the PUSHERS and MOVERS use to push it.

     There are 4 different types of SELECTORS.  The first type is "open"
     on all four sides and you can walk right through it.  (Pretend you're
     just small enough to squeeze through!)  The second type is only open
     from the north and south end.  The third type is only open from the
     east and west end.  The fourth and final type, represented by an "X",
     is closed, and walking through it is not possible at all.

        

     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.   As Doug in his
     original game said, "Experiment.  You'll get the idea."

     No boxes can ever be pushed through the exit passageway.  It's just
     a tiny bit too small!



     Ŀ
        MENU KEYS   
     

     <H>elp
     
     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
     
     This screen gives you some general information about the game, which
     data files are currently loaded, etc.


     <B>ox Review
     
     This screen is really just to help you get going the first couple of
     times you play.  It is just a quick review of each box, its name and
     how it moves.


     Read <D>ocumentation
     
     You can, now with version 4.15, read the documentation file from
     right inside the program.  While reading the documentation file, you
     can change the foreground or background color to suit your individual
     taste.  Hit F1 for a list of the keys available.


     <?> Show Keys
     
     This will display a list of all of the available keystrokes.


     <I>nstant Replay
     
     Every valid move you make is saved and recorded in memory.  At any
     time while inside a room, hit this key to see a "replay" of all the
     moves you've currently made for this room, in the order you've
     made them!

     After hitting this key, the room will be temporarily set back to the
     way it originally was when you first entered.  You will then be
     prompted to hit any other key to begin the "replay animation."

     You can then sit back and watch the program replay all the moves you
     made for this room!  When finished, you will be right back where you
     were a moment ago, 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, in the Option
     Screen.  For convenience, you can also change the speed while the
     animation is in progress.  The "+" key will speed up the animation
     while the "-" key will slow it down.  For a good chuckle, set the
     speed on "very fast" and watch the cursor fly!

     While the animation is in progress, if you wish to pause it, simply
     hit the spacebar.  The program will pause until another key is
     pressed and then the animation will resume.


     <J>ump Screen
     
     This option, allows you to "skip" a room if you so desire.  If you're
     having problems with a certain room, you can "jump" to another and
     come back to this room later.

     For your convenience, when inside the Jump Screen, the rooms you
     have already completed during this session will be highlighted.

     In addition to the title of each room, this Jump Screen also displays
     the number of moves it took you in your shortest solution, as well as
     what "I" believe to be the shortest solution.  You may find a shorter
     one!!  If you do, I'd like to know about it!

     If you enter this Jump Screen and decide you do not wish to jump
     anywhere, just hit the ESCAPE key to exit back to the room you were
     currently in.


     <M>enu Toggle
     
     This toggle will display your choice of...

         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, the spacebar or ENTER key will also toggle the
     two menus.


     <O>ptions
     
     This screen allows you to set your own game colors, animation speed,
     cursor appearance and other options.  You can also load additional
     data files (room-volumes, box-images and cursor-images etc.) from
     within this screen.  These settings are saved to disk in the
     CA-CYBER.CFG file which is read when the program is first loaded.
     All of the options inside the Option Screen should be
     self-explanatory.


     <R>etry
     
     You will probably be using this key often!  When you find you've
     trapped yourself, made the exit inaccessible, or simply wish to start
     over in the room you are currently in, hit the "R" key.  You will 
     find yourself in the same room, the way it looked when you first
     started.  As mentioned above, when you use this key, the number of
     moves you used before you "screwed up" is reset to zero - you are
     starting this room over from scratch.

     Because you probably WILL be using this key more than any other, it
     doesn't make any sense to have a prompt come up each time to confirm
     you really DO wish to start over.  So don't hit this key
     unnecessarily!


     <S>ee the Solution
     
     Every single time you exit a room, 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, THIS solution immediately becomes
     "the one to beat."

     Once a room has been solved, you can "see" the solution again by
     hitting the "S" key.  This will display a little sub-menu, giving you
     the choice of seeing either YOUR shortest solution or the shortest
     known solution.  Upon choosing either, the room will be temporarily
     set back to its starting arrangement, and you will be prompted to hit
     a key to begin.  You will then see your cursor do what is necessary
     to exit this room.

     The speed the cursor moves is set in the Option Screen.  However,
     you can also change the animation speed simply by hitting the "+"
     and "-" keys.   To pause the animation while it is progress, hit the
     spacebar just like you would while "<i>nstant replaying."

     When the animation is finished, you are again prompted to hit a key.
     The room is THEN set back to what it was before you saw the solution.

     I included this feature for a couple of reasons.  One, because I
     myself enjoy not only simply EXITING each room but trying to do so IN
     THE FEWEST MOVES POSSIBLE.  Now my efforts are rewarded by recording
     my "record solutions" for posterity!   Two, if anyone is able to
     BETTER any of MY solutions, you would be able to prove it by simply
     sending me your solution file.  This would sure beat proving it by
     recording each of your moves by hand.  ("I went left - left - up -
     then right - then up - left - left," etc.)

     IMPORTANT NOTE!  If you decide to purchase additional rooms
     (remember, the deluxe game is required to load these) I will send
     you, free of charge, MY solution file to all room volumes!!  So if
     you simply cannot figure out how to exit a particular room, the
     answer IS available.

     When you exit the program, the solution file will be re-written if
     any rooms have new record-lows.


     <T>ake Back
     
     This option allows you to take back a move if you so desire.  Upon
     hitting the "T" key, 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.  In every sense, it's as though you never made the move at
     all.  However you are only allowed to take back one move in
     succession.  (In other words, you can't take back two moves in a
     row.  If you try it no harm will result. You'll simply see an error
     message.)  After taking back a move, you must then make at least one
     more valid move before you are able to use this take back feature
     again.

     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.

     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
     
     This (along with the ESCAPE key) will exit the program.  The
     customary "Do you really want to quit?" message will appear, in case
     you hit this key without actually wishing to.


     ALT-R
     
     This key combination will <R>ecall the last saved position.  Your
     move total will be set back to the number of you moves you had when
     you initiated your save.  As with ALT-S there is no confirmation so
     be careful, since recalling your last position wipes out your CURRENT
     position.


     ALT-S
     
     This feature allows you to save the current position in memory.  It
     can be VERY handy and should be used often!  You are only allowed to
     save one position.  Each time you hit ALT-S, any previously saved
     positions are overwritten.  There currently is no confirmation, so do
     not hit this key combination unnecessarily.  Use ALT-R (see ALT-R
     above) to recall this position.

     If you decide to exit this room, the position is then lost, even if
     you decide to re-enter the same room later.


     ALT-D
     
     Although not listed on any of the menus, the key combination ALT-D
     will temporarily exit the program and shell out to DOS.  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, simply type EXIT to re-enter the program.  You will
     find yourself back in the room, the way you left it just a moment
     ago.

     The amount of memory you will have available after shelling will
     depend upon your own system configuration.

     Before typing EXIT and returning to the game, make sure you are back
     in the directory the program is launched from.  (Assuming you
     happened to change directories in the first place.)



     Ŀ
        DIFFERENCES FROM THE ORIGINAL CYBERBOX   
     

       The most noticeable difference is probably the room itself.  The
        original CyberBox game consisted of a room with an area only 15 by
        10 in size.  I chose to increase this playing area slightly, from
        15 by 10 to 19 by 13.  To do this, I made the boxes slightly
        smaller and used a little bit more of the video screen.  This
        increase in area, from 150 "square feet" to 247 "square feet",
        allows for much more intricate and complex room designs!

       I've introduced a brand new type of box - PULLERS which can only
        be "pulled".

       I added a couple of different types of PUSHERS.  (Note: In Doug's
        game and in my earlier versions these boxes were called SLIDERS.)

       Your original starting point in each room is not necessarily in
        the same spot.  In the original game you always started at the
        bottom of the screen directly in the middle of the room.  In this
        game, you might start anywhere!

       In the original CyberBox game, if you accidentally walked into a
        wall or attempted to move a box incorrectly, this was considered a
        "move" even though your man didn't actually "move" anywhere.  I
        didn't care for this feature only because, to me a move should be
        "a move."  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, this is a STRATEGY/PUZZLE type
        game, not one of manual dexterity!  In "The Continuing Adventures
        of CyberBox" only if your man MOVES is this considered a move.

       The original game did not have a "Jump Screen" or an "Instant
        Replay" feature.

       The original program only offered two types of SELECTORS.

       The original program did not have a Take Back feature.

       The original game did not allow you to set your own animation
        speed, text and background colors, sound pitch, etc.

       The original game did not save your solution to each room.

       The original game did not give one the option of animating the
        MOVERS.

       This game allows you to view, at any time, the number of moves
        you've currently made for each particular room you're in.

       The data for my rooms are read in from a data file and are not
        hard-coded in the program.  This ensures this program will always
        have "replay" value.  This also means others can create rooms for
        ME to solve.  I like playing CyberBox too!

       The data for the boxes are also read in from a file.  One can
        edit this box data file to change the appearance of each and
        every box to suit themselves.

       The MOVERS are represented as a SOLID blue triangle.  (I think
        it looks better.)

       The ZAPPERS are represented as a SOLID purple triangle.  (Ditto.)

       The original program did not allow you to read the documentation
        file from inside the program.


     In a nutshell, any enhancement or improvement I felt was needed, I
     incorporated!



     Ŀ
        COMMAND-LINE PARAMETERS   
     

     With some of these later versions, as I've continued to add features,
     some people have reported having problems loading the program into
     memory.  If you are having such difficulties, try loading the program
     WITHOUT the documentation file by using the "no-doc" command-line
     switch.  For example...

          ca-cyber no-doc

     will bypass loading the entire documentation file and free up about
     60K of conventional memory.

                  

     If you're having problems when you go into either the JUMP or the
     OPTION Screen, try loading the program with the "no-interrupt"
     command-line switch.  For example...

          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.

                  

     If you've purchased the deluxe version, you can, if you wish, specify
     which room-volume data file, which cursor-image data file, and which
     box-image data you wish to use, right on the command-line!  (You
     can also load these within the program in the OPTION Screen.)  The
     format is...

          ca-cyber "room filename"  "cursor filename"  "box filename"

     Note that if you don't specify any filename parameters on the
     command-line, the program will automatically load the files you were
     using the last time you played.

     The order of the above three files is irrelevant.  The program logic
     is "smart enough" to know which is which.  Just be sure to include
     one or more spaces between each filename.

     A few examples:

     To load the third set of 15 rooms (v-edc-03.dat) using the cursor
     images from the third set (cursr-03.dat) you could type either...

                    ca-cyber   v-edc-03.dat   cursr-03.dat
                                     or
                    ca-cyber   cursr-03.dat   v-edc-03.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...

          ca-cyber  v-edc-03.dat  cursr-01.dat  boxes-02.dat  no-doc
     or
          ca-cyber  no-doc  boxes-02.dat  v-edc-03.dat  cursr-01.dat

     or even

          ca-cyber  no-doc  boxes-02  v-edc-03  cursr-01

     etc.

                  

     By default, your cursor will automatically travel across the length
     of the screen if you continuously hold the appropriate cursor key
     down.

     If you wish, you can disable this option with the "no-auto" switch.
     For example...

          ca-cyber no-auto

     will require you to release each key after every move before your
     cursor will be able to move again.  This feature is most beneficial
     to people with cerebral palsy and similar conditions.

                  

     The deluxe version has the capability of not displaying the final  
     "Thanks for playing!" screen.  If you do not wish to see it, type

          ca-cyber no-final

     which will completely bypass this final screen when you exit.



     Ŀ
        CREATING YOUR OWN ROOMS   
     

     Starting with version 6.00, my Room Editor program now comes
     included with the non-deluxe version.  This is the program I
     currently use to create all of my rooms.  This editor will allow you
     to create, test and play a room you yourself create.  However, if you
     wish to actually load a room in the game, you will have to purchase,
     from me, the deluxe version.

     The Room Editor program comes with its own documentation file, so I
     won't bother describing it here.



     Ŀ
        BUG REPORTS   
     

     If you feel the game can use improvements in any area, or more
     importantly, if you find any programming bugs, I would appreciate it
     very much if you would let me know.  With a program of this size and
     complexity, there is always the possibility for a bug or two.  I
     apologize in advance if there ARE any.



     Ŀ
        REGISTRATION   
     

     None!  This game is free.  There is no registration fee or "trial
     period" whatsoever.  Keep it for as long as you want.  Feel free to
     make copies for friends, upload it to computer bulletin boards, etc.
     However, when archiving the game or when giving it away, PLEASE make
     sure the following thirteen files are all included:

          ca-cyber.exe   (the EXEcutable file)
          ca-cyber.txt   (this documentation TeXT file)
          v-edc-01.dat   (the DATa file for my 1st set of rooms)
          v-edc-01.sol   (the SOLution file for these rooms)
          boxes-01.dat   (the DATa file for the boxes)
          cursr-01.dat   (the DATa file for the cursor-images 1 thru 9)
          ca-edit.exe    (the EXEcutable file for the room editor)
          ca-edit.txt    (the editor's documentation TeXT file)
          cybericn.ico   (the Microsoft's WINDOWS ICOn)
          revision.txt   (the list of revisions the program has seen)
          reviews.txt    (a few comments from others)
          roomlist.txt   (a list of all of the existing rooms)
          file_id.diz    (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.

     The non-deluxe version will only load the room-volume data file
     "v-edc-01.dat" (my first set of rooms) and the cursor-image data file
     "cursr-01.dat".  If you wish to attempt to solve additional rooms, or
     load additional cursor-images, you will have to purchase, from me,
     the deluxe version.



     Ŀ
        THE DELUXE VERSION   
     

         ͻ
      ͼ                                                           ͻ
                  The deluxe version will allow you to...              
                                                                       
           load and play all my other volumes  (edc-02 thru edc-04)   
           load and play volumes db-01, mbm-01, var-01, and wcc-01    
           load any and all ADDITIONAL rooms that become available!   
           load different cursor-image data files I've created        
           load different box-image data files I've created           
           avoid the annoying delay screens which appear at the end   
               of the program                                          
           view the solution to all rooms                             
                                                                       
      ͻ                                                           ͼ
         ͼ

     The deluxe version and any room-volumes other than v-edc-01.dat are
     NOT free, and may not be distributed, uploaded to computer bulletin
     boards or any Internet site etc., or sold in any way.

     If you enjoy the game there are many more rooms to escape from!
     And with the CyberBox Room Editor, many more rooms will be created
     by others all the time.

     The cost of the deluxe game is $3.00.  This is very inexpensive
     compared to the cost of many "store bought" or commercial games.
     And because the data for the rooms are read in from a data file, this
     game will always have "replay" value, which is not the case with
     many commercial games.  (With many commercial games once you find
     the solution or "win", the game is no longer fun to play.  That's
     why these rooms are read in from a data file and not "hard-coded"
     in the program.  There can ALWAYS be more rooms to solve.)

     Each room-volume contains 15 rooms and are currently only $1.00 each.

          cost to receive the deluxe game................  $  3.00
          v-db-01.dat  (Doug's first set of rooms).......     free
          v-edc-02.dat  (my 2nd set of rooms)............  $  1.00
          v-edc-03.dat  (my 3rd set of rooms)............  $  1.00
          v-edc-04.dat  (my 4th set of rooms)............  $  1.00
          v-mbm-01.dat  (Mike McKee's 1st set of rooms)..  $  1.00
          v-var-01.dat  (rooms by various authors).........$  1.00
          v-wcc-01.dat  (Bill Collins' 1st set of rooms)...$  1.00
          v-var-02.dat  (rooms by various authors).........$  1.00

          postage and materials ........................   $  2.50
              (diskette, mailing envelope, etc.)           

          TOTAL.........................................   $ 12.50


     The postage and materials fee can be waived if you wish me to simply
     e-mail the game to you.  Please be sure to include your e-mail
     address.

     Please mail all checks or money orders to the following address:

                    ͻ
                        Edward D. Collins             
                        1427-B Prospect Avenue        
                        Placentia, CA                 
                        USA              92870-3807   
                    ͼ

     All disks sent will be 3 inch in size unless you specify otherwise.
     Be sure to include your return address.

     You can also e-mail me at either:

          ecollins@inficad.com  or edwardcollins@yahoo.com.

     I'd also enjoy hearing where you got the game from and what version
     you currently have.



     Ŀ
       HOW THIS GAME CAME TO BE   
     

     When I first played the original CyberBox by Doug Beeferman, I
     quickly fell in love with it.  I thought it was a lot of fun.  It was
     original, it was simple and yet at the same time, challenging, etc.
     It didn't require fast reflexes, and was the type of game that could
     appeal to both male & female as well as the young and the old.

     At the same time, 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.  Even then, 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.

     Several months later I noticed a note on one of the bulletin boards
     on PRODIGY, (which I was a member of for a year or so) from a member
     who was looking for some strategy type games.  He mentioned he
     enjoyed playing CyberBox II.  CyberBox II ???  I wasn't even aware
     a sequel existed!  I quickly made arrangements to get a copy of
     it.  However after receiving it, I was very disappointed.  Granted,
     the game was well done but the format had changed from the original
     version and I kinda preferred it the way it was.  That right there
     gave me the incentive to write my OWN CyberBox game... and to go back
     to something closer to the original format.  So, the finished product
     of my endeavors is what you now see before you.

     I started writing this game during the fall of '92.  I worked on it
     for almost 4 months straight... every single day, night, weekends,
     etc.  Many weekends I found myself working on it all night long.  In
     fact, around January of '93 I was so BURNED OUT over this project
     I just had to put it up for a while.  Well, 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, once I finally did pick it up again, it took me a few days just
     to figure out what some of my coded modules were doing!  Granted, I
     try to write well documented, structured code, but most programmers
     do tend to get a little "sloppy" in their coding from time to time.

     Then I moved from Royal Oak, Michigan to Mesa, Arizona.  Well, that
     took time (packing, renting and loading my U-Haul Truck, moving,
     unpacking, etc.) so I was once again forced to put the program on
     hold for a while.  I started working on it a few weeks later and once
     again found myself working on it for several months straight.  Well,
     the same thing happened again!  I got so burned out over this silly
     game I just had to put it away.  And again, once I put it up, I
     didn't pick it up again for almost another 6 months.  I finally
     started working on it again and then finally, as I saw the program
     was nearing its completion, I was able to finish it.

     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.

     I had a tough time deciding on what to call this game.  Ed's
     CyberBox?  Deluxe CyberBox?  MORE CyberBox?  A friend suggested the
     games actual title and although it's a bit long, the more I thought
     about it the more I liked it.  Especially after I wrote the Room
     Editor Program so new rooms can now be created with ease.  So it
     really will be...

                        ...The CONTINUING Adventures!
                               



     Ŀ
       WHAT IS A 'CYBERBOX?'  
     

     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
     "CyberBox?"

     I've decided it is... all of the above!  And more!  In a game of
     logic, planning, and strategy, this may be the only "illogical" thing
     about it!  AAGGHH!  Mr. Spock would have a fit if he heard this!
     (Actually, since Vulcans don't have "fits", maybe he wouldn't!)

     CyberBox can be used as a noun...... "Let's play CyberBox!"
     or...... "I hope CyberBox can make it out of this room safely!"

     Or as an adjective......  "That is one CyberBox of a room!"

     Or as a verb......  "Ahhh!  I've been CyberBoxed!"
     or......  "Don't CyberBox me!"

     or...... well, you get the idea!!

     Please note CyberBox is always spelled as one word, with the letter
     "B" in "box" capitalized.  This is the way Doug spelled it on his
     opening screen in HIS CyberBox game and... well, I kinda liked it
     that way.  So now it's official!



     Ŀ
        HINTS AND TIPS   
     

     Generally, in each volume of rooms, the LOWER the room number the
     EASIER it should be to solve.  Of course, what one might consider
     easy, another may consider quite difficult, so don't take this too
     literally.  But in general you should find this to be true.

     The number of moves required to exit does not in any way reflect the
     difficulty of the room.  Several rooms are rather easy to solve...it
     just takes awhile to do it.

     Usually when first presented with a room, it's often easier to solve
     if you mentally work BACKWARD.  Figure out what needs to be done
     around the EXIT and then work your way backward from there.

     When traveling across the entire screen, you can hold your cursor
     keys continuously down if you so desire.  This can be faster than
     making each move one "square" at a time.

     Don't forget to read the name of each room in the upper right hand
     corner of the screen.  Sometimes the name of the room will actually
     provide a small clue to help you in your goal of exiting it.



     Ŀ
        MISCELLANEOUS   
     

     The author's name whose designed each room is displayed vertically on
     the right hand side of the screen.  If you send me a room YOU
     yourself design, please let me know how you want YOUR name to be
     displayed.  If the room is good enough I'll include it in my next
     room-volume.

     The program now takes up a rather large amount of memory (this
     wasn't always the case, but with each subsequent version, I added
     more and more code) but it's still not too bad.  Remember, I'm
     keeping in memory such things as:

                 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!)
                 this entire documentation file

     If you do not have enough memory to load and run the program, try
     removing such things as your mouse driver, any TSR programs you may
     may have installed (such as DOSKEY, SMARTDRIVE.EXE, etc.),  Also, you
     may wish to see if you can load anything in the upper memory area
     thereby freeing up more conventional memory.


     A complete list of all rooms created so far, along with the number of
     moves for the shortest known solution, can now be found in the
     enclosed ROOMLIST.TXT file.

     This program was written and compiled using Spectra Publishing's
     PowerBASIC version 3.00c.  Doug wrote his program in "C" but I don't
     know C (yet) so I decided writing it in BASIC was better than COBOL,
     since COBOL and BASIC are the only two languages I'm currently
     proficient in.

     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.
     Well Craig, believe it!  Even if I HAD seen the code, it wouldn't
     have helped me much anyway since I don't know "C".  Nope, the entire
     code, every line, is all my own.

     For those of you who are curious, the source code for this program
     contains 6,420 lines of code and 5,939 statements!  To print out the
     entire listing, at 60 lines per page, would require over 107 pages!

     When I compiled the program, I generated code to specifically check
     for the presence of the 80286 (or better) CPU.  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.e.
     some of the screen writes).  In fact, I decided I just HAD to go back
     into the program and re-write the portions of my code that ran too
     slowly.  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, I don't
     think I'm keeping too many people from seeing it by compiling it with
     the "286 code generation."  I mean, 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.  If it doesn't work on YOUR system, I'd
     be interested in knowing what type of setup you have.  (The name of
     the VGA graphics card & monitor, computer brand, operating system,
     version number, amount of conventional memory you have available,
     etc.)



     Ŀ
        REVISIONS   
     

     Starting with Version 6.25, the list of revisions is being kept
     in its own file, appropriately called REVISIONS.TXT.  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.



     Ŀ
        THANKS   
     

     I'd like to thank the following people for helping me test the
     following versions of the game:

     Version 6.51:
                Martin Kirlow of Yorkshire, England
                Ken & Peggy Miller of Covington, Georgia

     Version 6.0 / 6.16 / 6.25:
                Petr Simon of the Czech Republic
                Mike McKee of Webster City, Iowa

     Version 4.35:
                Lyle Engle of Mesa, Arizona
                Brent Bowers of Phoenix, Arizona

     Version 4.23:
                Brian Kurth of Gilbert, Arizona
                "PJ" Salley of Phoenix, Arizona
                Jerry Giacinto of Mesa, Arizona

     Version 1.0 thru 3.0:
                Kelly Collins of Santa Ana, California
                Judy Collins of Placentia, California
                Bill Collins of Durango, Colorado


     Thanks to Terry Donn of Detroit, Michigan for coming up with the name
     of this program.

     A special thanks goes out to William G. Hall of Springfield,
     Illinois for being the first person to purchase the deluxe game.

     A hearty "Congratulations" goes out to Ernie Longway of Parker,
     Colorado who discovered shorter solutions to more than 27 of my rooms
     in the first four volumes!  More than 27 SHORTER SOLUTIONS!  Good
     work, Ernie!

     Thanks to Petr Simon of the Czech Republic for his own "CyberBox
     Forever" game.  Several of the ideas he had in this game influenced
     a few of the changes I made in version 6.0.  And his ideas on the
     way the MOVERS should move, has been invaluable.

     Thanks for Mike McKee of Webster City, Iowa for his CYBER-02.ICO
     icon, as well as for the 15 rooms he created which you can find in
     Volume V-MBM-01.DAT.

     Thanks to Michael Donn of Lakebay, Washington for several shorter
     solutions to many of the rooms as well as for pointing out a couple
     of bugs.

     And last but certainly not least, I'd also like to give a big "thank
     you" to Doug Beeferman, who wrote the original CyberBox game.
     Obviously, if it weren't for him I would never have written this
     program in the first place.  Thanks Doug, wherever you are!

     Feel free to drop me a line!  I really would like to hear your
     comments.

     Happy CyberBoxing to you all!

                                             Edward D. Collins
                                             ed@edcollins.com
                                             edwardcollins@yahoo.com
                                             October 3, 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












                is Copyright (c) 1994-2002 by Edward D. Collins
                              All Rights Reserved

                        ( Documentation Version 7.54d )
                              end of file 
