LitterBusters Game and Level Editor Documentation ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Written by Tim Davis in AMOS Original PC version by Phil Stubbs Music by Teijo Kinnunen and 4-Mat of Anarchy LitterBusters ©1991 PATSOFT Shareware notice ~~~~~~~~~~~~~~~~ This disk and all the files on it are shareware and therefore subject to the following conditions. You are allowed to keep the software for a short "evaluation" period, but if you decide to retain it you must send a shareware donation of £5·00 to the following address Mr. T Davis, 44 Bracken Lane, Retford, Notts. DN22 7EX You may freely redistribute this disk and charge a small fee for media, copying, packing and postage etc., though all files must be left intact and unaltered. The files on this disk are :- Game.AMOS Level_Editor.AMOS [libs] Read me Icon.Library Ramos1.2 MathsTrans.library lb-title.iff Mathieeedoubbas.library lb-pause.iff [Amos-System] lb-man.abk Compact lb-gfx.abk Default.Font lb-samples.abk Default.Key lb-ditty.abk Mouse.Abk lb-song.abk Music lb-hiscores Ramos1_2.Env lb-levels Request lb-levels.bak [c] Game.AMOS.info onlypal1 Level_Editor.AMOS.info setpatch Read me.info status Disk.info break Strait_&_Narrow medplayer (v2.00) Strait_&_Narrow.info MuchMore_pp modpic Vilbm WalkOfLife run [devs] failat System-Configuration IconX [s] wait Startup-Sequence cd [l] loadwb Disk-Validator endcli Playing the game ~~~~~~~~~~~~~~~~ The object of the game and details of objects in the game are on the intermediate screens which appear after the high score screen (if you wait). The game is played entirely with a joystick (except for entering your name on the high score table or pausing it). You start the game with 3 lives and no bags. Each level has a different time limit and you lose a life if the time runs out. The high score table is saved to disk every time it is updated so the disk needs to be write-enabled. To pause the game press [P], to restart press fire. To abort a game press [Esc]. Your objective is to collect all the cans/bottles/newspapers lying around the town. When this has been achieved you can goto the bus stop to move onto the next town (There are five in total). You will find that doors ned to be opened to reach certain parts of the level. To unlock them you need all the keys. Rubbish tips can only be walked over safely if you have a bag (to put the rubbish in). Invisible man holes can be found on later levels. If you fall into one you lose a life. There are also invisible walls and hidden extra lives. Points can be collected as bonuses. Using the editor ~~~~~~~~~~~~~~~~ This allows you to alter the existing levels or design your own. Upon starting you are asked which level to edit. Use 0 to reload the default levels. To edit a level move around it using the cursor keys and press the correct key for an object to place it there. The codes can be accessed by pressing the [Help] key. To alter an object just type the new one over it. Crosses indicate empty places. You can only have one start but as many exits as you want. You can only finish if you have a start and at least one exit defined. When you press [Esc] you will be asked for a name for the town and a time limit in seconds for it. Just press [Return] to keep the existing ones. If you don't want to edit any others press [N] and the levels will be saved. History of LitterBusters ~~~~~~~~~~~~~~~~~~~~~~~~ Way back in May 1990, PATSOFT was approached by the Bassetlaw District Council Tidy Bassetlaw Campaign Manager to produce a database for a new club and a game for school children on the theme of litter awareness. The software was to written on a BBC B/Master. The database was completed by the end of July and fully bug-tested. But because we were now on school holiday, we hadn't access to a BBC to write the game. Instead it was produced on Phil's Amstad PC 1640. Then when we got back to school in September the game was converted to BBC Basic, new graphics designed, sound effects added and proper levels designed. This took us until November/December, by which time the database had been sold. By March we hadn't had any offers for the game (we heard that the Campaign Manager was on indefinite sick leave) so we carried on adding bits and improving it, though the fifth level still hadn't been designed. Then, when in June 1991 I got AMOS and was looking for something to program with it I decided to do an Amiga version of Litterbusters. The graphics were copied almost exactly from the BBC but increased from 4 to 16 colours, the sound effects are totally redesigned with a greater variety and the levels have ben left exactly the same. Background music, a permanent high score table, title screen and animation of the character have ben added. The basic structure of the central code has been kept but is a LOT more structured than on the BBC (which was written for speed not attractiveness). Maybe now we'll be able to get something out of this project. So send us your MONEY FOR NOTHING down the TELEGRAPH ROAD. WHY WORRY? Because IT NEVER RAINS in the WILD WEST END. Just SKATEAWAY, HAND IN HAND with your BROTHERS IN ARMS. P.S. The demo (Strait_&_Narrow) was added because I had some space on the disk and a lonely demo with nowhere to go. The picture was hand-drawn in Deluxe Paint II and the music written in MED v2.01. Tim Davis (the T in PATSOFT) August 1991