SHOOT EM UP CONSTRUCTION KIT ------------------------------------ A) GETTING STARTED..(THE QUICK AND DIRTY GUIDE). Here`s our ~quick and dirty ~ guide to help you get a feel for the way SEUCK works, we`re going to walk you through each function to give you an idea of what you need to produce a game. The process is quite simple to follow, and all you need is the SEUCK Data disk. Okay, here we go; 1) To start with the best idea is to load one of the three sample games to tinker with-you can examine all the component parts and see how they bolt together. Also it means you can try out a game or two so you can see what`s really possible. To load a sample game select-LOAD EVERTHING from the LOAD DATA option on the STORAGE menu. When the list of the games comes up click on the file called slap`n`tickle.all, and it will load at once. For the purposes of this quick little demo we wont actually draw anything, merely tinker a little with the examples just to show what`s possible. 2) Select edit sprite from the EDIT SPRITE menu. A sprite is a frame of animation to be used in an object. Each one has a number and the first one you see is number 0. Click the + and - buttons on the Sprite Number indicator to step through the sprites and see how they are drawn. You can make sprites by choosing colours from the palette and painting them into the grid. Press the exit button to go back to the Main Menu. 3) Select Edit Object from the EDIT OBJECT menu. Sprites are combined to make animated `objects`. The objects are the things that you actually move around the screen. The current object is displayed on screen, as a series of frames of animation or sprites. under the animating picture window at the bottom right of the screen is a button marked DIRECT or ANIMATE, depending on the mode. DIRECTional animation is related to the motion of the joystick which you should have in PORT 2. if you have a joystick connected then kmove it to test the animation in the small preview window in the bottom right of the screen.(try different objects by click- ing on the + and - buttons to change the object number.) this changes the animation display to show you 18 possible frames of animation. Test the effect by clicking the last frame indicator up to a higher figure. When you`ve seen enough, click it back to DIRECT and click on EXIT. 4) Click on Edit Enemy Bits on the EDIT OBJECT menu. this shows you the strenght and ammo ect. available to each different enemy object Dont alter any of the setting`s. just click on EXIT to get back. 5) The map over which you can play is actually a long strip of square graphics called BLOCKS. Click on Edit Block in the EDIT BACKGROUND menu. click through the variuos graphic blocks using the Block Number indicator + and - buttons. When you`ve seen all of them, click the EXIT button to escape back to the main menu. 6) Select Edit Map. This shows you the map for the level you`re currently working on, and an unusual cursor. This is the block cursor and to stamp the current block (the number in green)onto the map, you position it and click your mouse pointer on the number.Pressing + and - signs changes the block number so you get a different graphic. the arrows fast forward you to another part of the map. To escape press the right mouse button. 7) Next select the EDIT IFF Sound effects option. Click the + and - buttons, and look at the sound numbers at the top of the screen and you can see all the sound names assigned to each number. IFF samples can be loaded from any source, even one`s you`ve made yourself, but to save you the hassle there are 72 high quality samples in the games disk included in this package. 8) Click on the PLAYER LIMITATIONS menu and select Player 1. Now you can see all the attributes for your player, including the area of the screen it can occupy. Notice the players can be switched in or out for choosing to design two or one player games. You have to be careful not to select a NO player game, however. 9) Okay enough noodling around. Test the game! try it in cheat mode first, just so you can see the whole game without getting waxed yourself.(by all means take a few potshots yourself) See if you can spot all the sprites and blocks you saw in the editing windows, and how they`re put together. 10) Now go back and change a few things willy nilly, Go ahead, enjoy yourself. you can`t break anything by changing any of the setting`s and who know`s you might be able to work out how some of the functions work. But set the write protect tabs! in case you try to save it by mistake!. right then here we go on the SEUCK!!!!! THE MENUS...(a. EDIT SPRITE) This is where you create the basic graphics which you will later animate into `games~ objects. The options on this menu selection are EDIT SPRITE,EDIT COLORS and ERASE SPRITE. EDIT SPRITES; Presents you with the sprite editor window. The 24 X 24 grid on the left represents a blank piece of screen on which you can draw your sprite characters.The small square to the top left contains an actual size representation of the sprite you are drawing The current sprite on the screen will have a number,shown in the sprite number indicator. clicking the + or - buttons changes the sprite. You can select any sprite in memory by just clicking until its number appears in this window. Simply click the colour you want on the palette down the centre of the screen,and then click the square on the grid you want to colour.(the current colour is shown in the PEN window) You can hold the button down and move the mouse or joystick to fill more than one square with the selected colour. The MIRROR buttons flip the sprite in the direction of the arrow. its probaly easier for you to try this rather than attempt to explain it. The SLIDE buttons are for moving the image around in the grid. clicking on any of the buttons moves the image one pixel in that direction. The UNDO button does just that. undoes the last click. if you make a mistake, then hold everything until you click the undo to go back to how it was before you goofed. if you`ve done more than one click since the mistake then you`ll have to correct it by hand. The FLOOD buttons flood-fills the grid with the selected colour, erasing all that was there, There is no FILL option, so if you want a large block of colour,its best to flood the screen with the colour you want and chip away at it to get the shape you want. The COPY button lets you copy one sprite`s graphics into another sprite. Just set the destination number to another number and click the copy button. Now that sprite will contain the same graphics as the current one. Handy if two sprites are to be similar but with small differences. Edit Colours; This is very similar to the edit Sprite window, but includes + and - gadgets for RED.GREEN.BLUE(RGB)going from 0-15. although you can only have eight(8) colours from the amiga`s palette of 4096. Simply click on a colour to select it,then use the + and - to adjust the selected colour to your taste. Basically your mixing the colours, adding or subtracting amounts of RED,GREEN,BLUE,to the colour, and 15 is a of it. ERASE SPRITES; Does just that, flushes the current sprite graphic from memory,leaving you with a clean slate. EXIT; Takes you back to the main menu. (b. EDIT SPRITES) Once you have drawn all your sprites you must combine them as `objects` for continous or directional animation during the game. The options open to you here are EDIT OBJECT, COPY OBJECT, and EDIT ENEMY ATTRIBUTES. EDIT OBJECT; Displays the object editing window. Now you can`t actually alter any graphics here,but you can combine them to make an animated object for use as a player,enemy,bullet or explosion. Clicking on the + and - buttons marked object number will let you examine the currently stored objects(if any have been loaded or drawn) Notice the names of the objects, like player 1, player 2, enemy explosion ect...are typed at the top of the screen as each object is selected. These objects always perform the same function in every game. But the shape and animation is up to you. Make sure that you place the right graphics in the right objects. You would`nt want to end up firing enemy ships at little bullets, now would you? To place sprites in the object,just select a sprite graphic with the + and - buttons on sprite number, then click the mouse pointer on one of the object frames and the sprite will appear there with its number underneath, In ANIMATE mode, the frames will be in rows, and in DIRECT mode the frames will be grouped in two`s at all eight (8) joystick directions. The DIRECT button with the little picture over it is a window for testing animation. In DIRECT mode the object in the window reacts to movement from the joystick. Notice that the graphics are arranged with down,centre,up-left,up-right,down-left,down-right. The reason there are two graphics at this point is that they animate between the two when the joystic is in that position. In the preset example the two graphics at each point are the same, so they stay still. try moving the joystick(in port 2) and check out the directional movement in the little window. Clicking on the DIRECT button alters it to ANIMATE.(and vice versa) and in ANIMATE mode you can do up to an 18 frame animation within the object squares. Step up the LAST FRAME + and - buttons to set the amount of frames you want to animate,bearing in mind the first the first frame is 0. Once again, in ANIMATE mode, you can preview the animation in the little window. The DELAY button sets the pause between sprites, less pause means the animation moves faster. The NO HOLD button is another toggle button like ANIMATE/DIRECT. This control sets, when you push an object in a direction, wether it stays pointing in that direction or resets to pointing forwards when you release the joystick. COPY OBJECT; You can paste one object`s graphics from the current number to any of the other numbers from 0-55. BUT...only if the object is of the same type, ie Bullet,Enemy,ect...This can save a lot of redrawing if some of the objects are going to be fairly similar. The NO HOLD and ANIMATE buttons wont work in this mode, by the way. EDIT ENEMY BITS; This is the same as `PLAYER ATTRIBUTES` menu, with special switches to set amount of hits the enemy can take, and various other personality traits like how many bullets it can have on' screen at one time,rate of fire,direction of fire,and so forth. The speed option sets the speed of the enemy object along its path, on a range from 0-10. Setting the speed to 0 means the object is stationery. Points sets the amount of points scored by the player when he blows this enemy up. the range is 0-10000. Hits to Kill is obviously the amount of times the player has to shoot and hit the enemy to blow it up. in a range from 1-10 Fire Direction describes the directions that the enemy fires in,and clicking on the box (no firing)it goes to four way(up,down,left,right) firing, four way diagonal firing,firing up only,down only, left only, right only,up-left,up-right,down-left,down right only,plus R for random firing and D for directional. In RANDOM the fire direction is randomly generated from all ofthe above. The enemy only fires in the direction of movement. Fire Rate; is the period between shots; 100 is equal to not much firing and 0 is very rapid firing, almost too fast. Bullet Speed; is the rate at which the bullets travel once released from the enemy. 0 is stationery, and 15 is fast. Use both these options to select a rate and speed suitable for your enemies. In the same way you can assign graphics to each bullet and explosion, you can also assign sound FX. The Explosion FX and Bullet FX do this for you. All you have to do is select from the sound effects 0-49 which you`d like to represent the sounds of the enemy blowing up or the enemy firing, and these will be stored ready for the game. The EXPLOSION OBJECT and BULLET OBJECT buttons let you select which bullet graphics and explosion graphics you want to assign to the current object. The eight (8) bullet objects lie between object 6 and object 13 and the eight(8) enemy explosions lie between 14 and 21. Collision detection for this enemy is handled on the remaining Enemy to Ship and Enemy to Bullet Buttons. ENEMY TO SHIP tells the computer if you hit an enemy with your ship, wether the enemy will blow up, you blow up or you both blow up, If you want the enemy to blow up, Click the ENEMY DIE box to yes, If you want your ship to blow up, Click the SHIP to DIE box to yes, If you want both to be blown up, Click them both to yes. Obviously if you want them both to be intact after collision, Click them both to no. Similarly, If you want the enemy to die on collision with a bullet, click the ENEMY DIE box in ENEMY to Bullet to yes, If you want the bullet to blow up too, Then click Bullet to die too. If you`d like the enemy to be invulnerable, However(and why not?), then click the Enemy to Die box to no. If the same goes for your bullet, then click Bullet die to no too. EXIT; Yep the same again,sending you back to the main menu. (c.EDIT BACKGROUND) This menu deals with the background map of your game. You can create the graphic `Blocks` which make up your `MAP` and place them in a long strip ready for your game graphics to dance over. The options here are SELECT BLOCK,EDIT COLOURS,and EDIT MAP. SELECT BLOCK : In this mode you have access to all the blocks you`ve drawn so far. This is a handy function when you know what graphic you want and you know and you know what it looks like,but you cant recall what number it is. Finding it is easy. Just plonk the big cursor over the block you want and click on the green number. The block is then stored in memory and the number appears in the green numbers. You can then go to EDIT BLOCK and alter it ,or you can place it on your map with EDIT MAP. The + and - signs on the cursor scan you back and forth sideways through four or five lines made up of all your currently designed blocks laid in a line from left to right. EDIT BLOCK : This window is very similar to the EDIT SPRITE window , except the grid is bigger at 32 x 32 dots. You are still limited to eight colours in the construction of your block,but fortunately it`s another eight colours rather than the same palette as your sprites. Phew! EDIT COLOURS : The Edit Colours setup is the same as the Edit Block screen, except you have the colour palette on screen, and the RGB buttons for you to mix the colours with. As before 15 is a lot of colour and 0 is none of it. EDIT MAP : This is where you plonk your blocks to make up the map. (what a plonker) The position on the map is always displayed on the centre of the Screen. To stamp the currently selected block (the number in green) onto the map, you position the large square cursor where you want to place a graphic and click your mouse pointer on the green number itself. Pressing the button on the + and - signs changes the block number up and down so you can select a different graphic. The arrows fast forward you up and down to another part of the map. To escape from map area just press the right mouse button. EXIT : Takes you back to the main menu. d. EDIT IFF SOUND. This menu allows you to load in and use IFF sound sample files to produce sound effects in your game. There are a total of three directories full of samples supplied with SEUCK. If this isn`t enough you can load your own disk of samples that you have created and work on effects with these. The options in this menu are EDIT IFF SOUND, New IFF Sound Directory,Load IFF Sound Files and Clear IFF Sound Files. EDIT IFF SOUND EFFECTS : This is the screen where you can take IFF sound samples,loaded into the SEUCK from data disk or other disks of your own samples, and manipulate them into effects (FX) for the sounds in your game. First you select the Sound Effect number at the top of the screen These can range from 0-49. Thats 50 different sounds for your game. The twin Replay Rate counters always show the same number, but increment in different amounts - notice the x100 and x1 lables for coarse or fine adjustment. Using these counters you can play any sound back at a different speed, totally altering the effect. Once selected the effect stays assigned to the sound effect number untill changed. This is the tricky bit (I knew it!) You can assingn as many different replay rates (speeds) to your sound as you like, so you get a lot of different effects from the same sample! Fiendishly clever,eh ? Effect Volume changes the loudness of the effect in relation to the other sounds. The range is from 0 - 64, and clearly 0 means the sound cannot be heard,and 64 means it blows your hat off. Clicking on the EFFECT button plays the current sound being edited . Different sounds can be called up from memory by clicking on the box next to the Sample Name. The names come up in the box,and to them as an effect you must assign the one in the box to the current sound number, simply by clicking the USE button. Now you can twiddle its replay rate around and hear the effect by pressing the EFFECT button. The displays next to the SAMPLE button can`t be altered, but are the original settings for the sound, should you get lost and want to hear the original settings. The Free Sound RAM refers to how much memory is left for samples. Of coarse,Exit takes you back to the main menu. NEW IFF SOUND DIRECTORY : This option is purely to allow you to change directory to have access to other samples, but it doesn`t actually load it in: select the next option to do that. The default directory is always`sound 1`, but`sound 2` and `sound 3` are also supplied with SEUCK. If you have your own disk of samples put it in the drive and type in the name of the relevent directory , eg. DF0:seasounds. LOAD IFF SOUND FILES : This assumes the directory is `sound 1` unless changed (as above). All the files in the directory are listed on screen. Select the one you require with the cursor and load by clicking the left button. NB: You may only display up to 24 filenames in any directory. Adding another file to a full directory will result in your new file or an old file in the directory being lost. CLEAR IFF SOUND : Flushes the sound data from memory,leaving you with a clean slate. It asks you to confirm Yes or No, just in case you selected this option by mistake. EXIT : Takes you back to the main menu. e. PLAYER LIMITATIONS. In this menu you can edit the abilities and limitations of your player(s). Within the Player 1 and Player 2 menus are indicators to allow you to edit everything to do with the players. The option on the first menu are Player 1,Player 2 and Exit. On both Player 1 and 2 there are identical sub-menus of Edit Parameters. Edit Play Area and Edit Start Position. EDIT PARAMETERS : This is where you edit the attributes of your player as you did in the Edit Enemy Attributes screen. The settings are essentially the same as that menu, except that you can select Player Enable,Lives and Ship Speed. Player Enable allows you to switch the player in or out. This only really applies to player 2, because if both players are disabled you won`t have much of a game! If your ship doesn`t appear on screen , then you may have switched both players out! (silly plonker! Lives is how many times you can get killed before the game ends, and this goes from 1 to 10. Ship Speed refers to the speed of your ship, that is to say how fast you can move back and forth and side to side. (The speed of the scrolling of the background under your ship is controlled in the LEVEL EDIT menu.) EDIT PLAY AREA : Like the level selections, the player areas are selected and edited using the joystick. Edit Play Area lets you select the area your player can inhabit on screen. To move the top or bottom markers, push them up or down. To move the side markers in or out, push the joystick left or right, press and hold the button, and move them left and right. EDIT START POSITION : Lets you position a cross where you want your player to appear after each level or after a crash. Contrary to popular belief it`s much better to appear on the side of the screen and about a third of the way up. If you appear at the bottom and dead centre you`re a sitting duck! (you tit!) There is a built-in 3 second period of invunerability to help the player (or wally!). Make sure your start position is inside the play area. EXIT : Takes you back (yes you`ve guessed it,a quick learner eh!) to the main menu. PLAYER 2 : These are almost exactly the same menu options as Player 1`s menu,except that it`s labelled Player 2. Mind you don`t get confused by this (yes your only human ?) and check which one you`re on. By the way,Player 2 does`nt appear on screen until he presses the fire button.(you have a joystick,dont you?) f. EDIT ATTACK WAVES. The Attack Waves menu lets you place enemies on the map,and create their attack paths using the joystick. (oh,you bought one!good.) The options are insert Enemy,Join Enemies,Delete Enemies,and Flush Enemy List. INSERT ENEMY : In this option you place the current enemy object on the map. You will see the graphic of the object, like the Edit Object screen. You select the object you want to place with the Object Number buttons,then click the PLACE button. First you coarsely adjust its position with the joystick,making sure you stop just before the part of the map you want. Then you click the joystick button,and you are asked to `fine place`the map position on the screen. ( WARNING: you can only push the map up at this stage, hence the bit about stopping before the section you want the enemy to be on. Dont worry about this too much. You`ll suss (twig)the situation as soon as you use it.) Then you click the joystick (hope its a good one!)button again. You now see the object you want to place on the screen. Place it on it`s starting position,and click the joystick button again. Now you can input the path the ST. oops Enemy will take, using the old joystick to move it along that path. If you press fire on the joystick the enemy will pause at that spot in the game. Easy,huh?...(bloody brilliant!) Then click (no not the camera) the right mouse button to finish. Then you`ll be asked (who said that?) to store the path you just created by pushing the stick left,or rejecting it by pushing the stick right. The screen will confirm your selection. NOTE : If you place an atari,oops I mean an enemy and make him walk up the screen he might not appear,(good) as he will be walking at the same speed as the scrolling screen. You could walk him in from the side of the screen,but avoid ipward movement unless you`ve gone down first. JOIN ENEMIES : This is a very interesting feature in the SEUCK, and thet is being able to join two or more enemy objects together to make either formations of enemies or big enemies. The only drawback (naughty) with making big enemies is that when you shoot one bit of them,only that bit will explode,so each bit of the big enemy must be independent or it will look a bit funny. To join enemies,select the option,select your object using the object number button,then click on the PLACE button. You`ll be asked to place the enemy coarsely by using the joystick, just like the last option. Press fire. Then you`ll be promted to select a fine position using the joystick,again as before. Press fire. Now a big cross with arrows on the points will appear, and the prompt to `Join to which enemy?`. Use the joystick to place the cross on the one (good mag)you want the new object to follow. Click the joystick button. The object will now appear on the screen and follow the selected other object. WARNING : If you have joined set of aliens and you delete the lead object,all the objects joined to it will become stationary. DELETE ENEMY : This will delete the currently selected enemy`s position and movements from the game. You can now replace it if you wish. FLUSH ENEMY LIST : This clears all the enemy movement and positions out of the game,allowing you to place them all afresh. The computer prompts you to confirm yes or no,in case you select this position accidentally!(or cocked it up!) The Enemy units and Path Units free give you a running total of how much memory you have left to play with. EXIT; oh dear do we really have to tell you again? g. EDIT LEVELS Here is where you edit the areas of the map that your levels occupy and how each section behaves in play. There is also a small section devoted to your players starting position and the amount of the screen it can move around in. The options here are Edit Level Parameters, Edit Current Level Map and Player Limitations. oh yes, and exit again. EDIT LEVEL PARAMETERS; The level editor is surprisingly small and efficient ,considering what it must do. its here that you adjust the level number, scrolling speed (if any) the duration of the level,level type and what happens at the end of the level. Level;is the level number, and pushing the buttons selects the current level to work on, from 1-22. Speed; refers to the speed the background scrolls, if any scrolling is being done. This is short range from 1-4, but sticking to 1 or 2 is best for most things, unless you really want to be mean. Duration: selects the duration of the level, if you want it to be time limited, that is, if you want no limit on the time, and want to give to give the level time to play out to the end, select the duration to 255. (NB; clicking the - sign from 1 gets you 255,in case you were about to click it 255 times!) Level Type: toggles between scrolling,push scroll and still. still means its a one screen level, and doesn`t scroll. Scrolling means it does scroll, and at the speed set by speed before. Push scroll means the screen only scrolls when the player pushes against the top edge of his movement area on screen.(see PLAYER LIMITATIONS). End of level: refers to what happens when your player reaches the end of the level. Again this box toggles through various options, continue, loop and redraw. Redraw means that when the level is finished the first screen of the next level will automatically appear. Continue means that the next level will scroll down, Continue means that the next level will scroll down Loop will return the player to the beginning of level one. EDIT CURRENT LEVEL MAP; Having selected the level type and speed, you can then select the area of the map that makes up the level, Pushing the joystick up takes you to the finish of level marker, pushing down takes you to the start of level marker. Pushing and holding the joystick button allows you to move the level markers up or down the map, so they cover the areas of the map you want. As soon as you`ve placed the markers , you can exit from this option by pressing the right mouse button. EXIT; oh yes you know what I mean! h. TEST GAME You can now test the game. The options are for a proper game or a cheat mode. PROPER TEST; This gives you your first glimpse of your game as it will look to someone who plays it. all the movements, sounds and graphics you designed will be combined. After you`ve basked in your wonderfulness enough, you can press both mouse buttons to return. CHEAT MODE; The same as a proper test, except you have infinite lives try the cheat mode first, so you can see how the game is put together without getting waxed before you reach the end, If the game does`nt work for some reason, then you can go back and fix it, then test the game again, before you save it as a finished game. When you select the cheat mode, The game will begin at the currently selected level in EDIT LEVEL PARAMETERS. The FREE MEMORY COUNTER on this menu will tell you how much chip memory you have got left in your computer. Obviously this will be a larger amount on a 1 meg amiga. EXIT; Aw come on! i. DISK STORAGE To save your work (effort) or load bits you`ve worked on before,you must use one of these options,Load Data,Save Data,Erase Data,and of course eveyones favourite option,Exit. LOAD DATA : This brings up a sub menu asking if you want to Load BACKGROUND,SPRITES,OBJECTS,ATTACK WAVES,LEVELS,SOUND EFFECTS,or EVERYTHING. SAVE EVERYTHING is the option that will allow you to make a stand-alone game (see chapter 5)The EVERYTHING file is an entire game,and will wipe any data you already have in memory The EVERYTHING file is what you operate on to make a bootable finished game. SAVE DATA : Selecting this option brings up an identical menu to Load, but with Save Background,Sprites,Objects etc. ERASE DATA : This option allows you to free up space by junking files from your data disk. The computer prompts you with `Confirm Erase` yes or no,so you can get out of it if you select it by mistake. NEW DRIVE : This option allows you to change the default disk drive eg, DF0,DF1,DH0 etc. EXIT : you must know what this is by now? j.EXIT SEUCK. And whoever said there was no way out?.....Yes this is the way out of SEUCK,and you are given the option to Go Ahead And Quit,or Cancel . This is just in case you selected this option by accident. MAKING A FINISHED GAME FROM SEUCK In order to make a finished game from one of your pathetic efforts you must make a data disk or SEUCK Game Disk. This will be the disk you use for storing the crap you just done,oh well practice makes perfection,pitty Jeff Minter didn`t practice enough,sheep shagger. plus it will contain everything you need to boot your game from scratch,or allow it to be started from an icon on workbench. MAKING a GAME DISK. Load your workbech disk,(cant find it?) and format a new disk, After the disk is formatted select Rename from wokbench menu bar and rename it SEUCK Games Disk at the promt. Now insert the master games disk into your drive and open it up. Double click the Make Games disk icon with the left mouse button .Follow the on screen prompts until all relevant files for making the stand alone game are in the computers ram. You will then be prompted to insert the blank formatted disk you have named SEUCK Games Disk and all the files will be transferred to this disk.This is a good time to make several spare copies of the SEUCK games disk.It can be copied with workbench and will save you going through the preparation stages each time you need a new disk but be sure to rename each copy SEUCK games disk. DEFAULT GAME To make a stand alone game you will have by now created players and objects with sound effects,on screen start position and movement paths etc. As you create each part, save out the file to your SEUCK games disk using the same name for all the different types of data. When you are happy with your design work,ensure all separate parts are in memory (check that it works by selecting test game).Now you can save out all this separate data as one file; so that with your SEUCK Games disk inserted, select Save Everything and use the name you have chosen to give your game. Boot up your workbench and then insert your SEUCK games disk.You can prepare your loading screen by using any utility that saves to IFF format.Make sure you save to the EDIT_FILES directory.This will automatically be included as part of the game when you click the icon .If you have not included a loading screen there will be a message indicating that this file has not been loaded and the name of the game will be displayed instead Autobooting In order to autoboot your game when you insert the disk at an inssert workbench prompt,you must use the notepad facility in your utilities drawer on workbench to alter a file called startup-sequence in the S directory on your master games disk. (Startup sequence is a text file which the Amigas operating system looks at when it starts up. It then executes any commands which are that file.See your Amiga manual for details of startup sequence). You can replace LOADWB command with the name of your game.