Mutant
Xpiders

Download it now!
After the experience of re-building my 1983
game for the BBC Microcomputer 'Mutant Spiders' to work with a
PC-based emulator (read about it here) my interest in writing computer games was
rekindled.
I decided to create a PC-based update of
that game.
I initially thought of trying to achieve
this in DOS, but eventually decided that the Windows environment
was the only way to proceed.
Microsoft's DirectX interface for the PC offers the best route
into this.
I looked into the available literature and
decided upon 'Window's Game Programming For Dummies' by
Andre LaMothe - which I can highly recommend.
This book explains the DirectX interface, and supplies an
easy-to-use API that encapsulates much of its functionality.
Not being someone who enjoys re-inventing wheels, I thought I'd
get to grips with this.
Being quite conversant in C/C++
I was able to write a simple shoot-em-up in only 3 weeks
- that's from receiving the book to finished product.
You won't find any fancy 3D graphics here
I'm afraid - it's all 2D action.
Another thing is that I can't do, to be honest, is to draw decent
graphics. Consequently it all looks a bit basic.
But it's the gameplay that's important
here :-)
Game principles:
- Remember those old games where you
could only have 1, or maybe 2, shots on-screen at any
time. Doesn't that suck big time because it
reminds you that you are running a computer program
rather than taking part in a game environment?
Well in 'Mutant Xpiders' you can have as many shots
on-screen as you want, and it all works using a sustained-fire
system which doesn't require you to repeatedly pound the
fire button (see next point).
- Question. Why, given this, would you ever
want to take your finger off the fire button?
Answer. Because you are in a gravity world, and
firing up, and unused shots have a nasty habit
of returning back to Earth where they are just as lethal
to you as your enemy - that's why.
- You fire directly up, but the sideways
movement of your Base Cannon can be used to give your
shots a little sideways momentum.
The Xpiders can do this as well same, so keep your eyes
peeled to either side at all times.
- Xpiders start their existance
descending on a web. During this time they are unable to
fire - so pick 'em off while you can.
Then, with a scream, they detach themselves from their
tether and proceed to fly around the screen (well they
*are* mutants after all) dropping lethal web-shots from
their, er, undercarriage.
Hint - you just might want to wait until they
detach, for more points (see later).
- You can disable their shots
with your shots, and vice versa.
- Hey - it's not all bad news.
Xpiders have very small brains and quite often take out
each other in their enthusiasm - which is great except
that you don't get any credit (i.e. points) for it.
- Which brings me to the points system:
- 50 for a descender,
- 200 for a flyer,
- and a bonus of 500
is awarded for completing a wave.
- You get an extra life every 'x' number
of points (this figure varies depending on your chosen
starting level - see further down for details).
- There's a demo mode
that kicks in if no selection is made from the title
screen after 20 secs - watch the 'dots' countdown at the
lower-right.
- Press 'P' at any time to pause
the game - and press it again to continue.

Installation (latest version 1.5):
Starting, or difficulty, levels:
On the title screen you be presented with 3
difficulty starting levels.
- For your very first play you might
want to start at Trainee level, which
allows to you play around with the movement of your Base
Cannon and it's sustained firing mechanism. You get an
extra life every 10K points - but frankly it's very
boring starting here.
- Regular level starts
at Wave 3, allowing newer players to live for a while.
Extra life every 15K points.
- Pro level is for real
Arcade Gamers. It throws you in at wave 7 where it's
starting to get a bit more interesting. Extra lives come
every 20K points.

Controls:
To control your Base Cannon you can use the
Keyboard (Z=left, X=right, K=up, M=down,
SPACE=fire) or a digital Joystick.
There is also support for using the Mouse -
which is a superior mode of control as
it gives a far more immediate 'analogue' response - you'll see
what I mean if you try it.
Ideally it should really
be played with a trackball, like 'Centipede' or 'Missile Command'
- but the PC doesn't have one :-(
Press ESCape to quit the
game at any time.
STOP PRESS.....STOP
PRESS.......STOP PRESS.....
I entered 'Mutant Xpiders' in
the Gameswire.com Games Development Awards 2000
competition.
The game was nominated for an award in the Single-screen
category at the awards ceremony at the ICA in The Mall, London on
24th October 2000.
Technical Specs:
- I developed this game on a Pentium I @
233 Mhz with a 4Mb Matrox Mystique graphics card.
It will run at the same speed on any faster machine and
will probably be OK on a slower machine (a P133 is
reported as working fine) - I'd be interested to hear of
your experiences with this.
- Operating System: Windows 95(b)
- Language: C++ (you wanna
see the code?)
- Compiler: Borland C++ 4.52
- 3rd-party software: Microsoft DirectX5
SDK and the GPDUMB games programming library
- Graphics: Paint Shop Pro 5
- Sound: Whatever I could find,
modified/converted using GoldWave v4.02
Feedback:

Hi-Score update (27th April
2002):
Congratulations
to John McConnell on beating Wave 64 at Trainee'
level (with no 'continues'):-

Can you do better?
