3D MAZE - Try to get out of the maze. Use the arrow keys on the keypad to move. You can select maze levels from the menu and view an overhead map from there, too. Select DEMO mode from the menu to watch the computer zip through the maze. AMOS_COINDROP - Welcome to Amos Coin Drop Fruit Machine Professional, The following keyboard keys will only work while the machine is waiting for you to insert a coin or when the machine start button and/or the hold buttons are flashing only, except for 'C' which also works when the nudge buttons flash, Explanation of the keys and there uses are as follows ESQ. or Q Quits game in play & returns to player start screen D or P Puts machine in demo or pause mode, like a normal machine it has flashing lights attract feature, I Toggles instructions on extra features given when all bulbs on AMOSCOINDROP are all on, S or Space Lets you see what money has been won for other players, H or HELP Shows you the winning combinations & payments for each, C This is a Cheat Key which will show you all 5 reels combinations of fruits U PLAY KEY (scrolls number reel down a position) (also this will randomis the reel more) (Can also be in used the art of good skilful machine playing is knowing before you the reels; so being a caring person I have let you see them to start nudging learn more quickly, the reels) NOTE! The last 3 symbols or fruits in each row must be ignored they are exactly the same as the top 3 symbols or fruits in each row, they are there only for programming reasons!!, The Mouse is used for everything else Note pressing both mouse buttons together cancels cheat display screen, If you read the friendly instructions the machine gives you then you won't go far wrong Also note that on the player entry screen you have option to BYPASS INSTRUCTIONS Y/N Entering 'N' to this question will give you full instructions on features; which is recommended for first time users only, CAUTION ------- This machine is for amusement only! We accept no responsibility for any extreme financial lose that you may develop while playing this machine! If you cannot afford to lose your pocket money then we recommend you stay away from those machines & keep yourself & people around you happy! For those who are skilful fruit machine player who seem to gain a great deal from these machine; then we wish you luck, but please spare us a thought and don't WIN too much! AMOS_REBOUND - Welcome to Rebound, a game for one player. If you have played pong on the old Binatone video machines, you'll reconize this. Those that do remember it probably also remember the blocky black and white graphics and naff sound! You should find this version somewhat better (I hope!). The game is played in a large court, which takes up most of the screen. Bouncing around the screen is a fast moving ball. Bearing a striking resemblance to tennis, you have a bat on the left of the screen which you use to to keep the ball in play. On the right hand side of the screen is your opponent, the computer! The computer plays a tough game, but it can be beaten! You score points by deflecting the ball off your bat and you also pick up a few points each time the ball hits one of the boundaries. A bonus of 25 points is awarded if you defeat the computer. Finally, if you're finding this a bit on the slow side, you can use the fire button when you hit the ball to turbo charge it! This can prove useful in catching the computer out, but the computer will often hit it back at the same pace, so beware. That's about everything. By the time you've mastered it, you should easily be able to get to the top of the high score table. There's a handy keypress cheat too, if you can find it! AUTOMOBILES - Automobiles is a top-down car racing game for one, two or three players. The three player option is only available with 14mhz or faster amigas. Automobiles currently includes nine different tracks. Extra tracks can be installed easily into the game (when they are available,that is;) The Trackdata.dat file contains the information on the currently available tracks; do not alter this unless you have tracks to install. (Track data "disks" will contain more information on the installation procedure) Controls: Player One uses the joystick in the joystick port. Player Two uses the keyboard. Left Alt - Steer Left Left Amiga - Steer Right Right Alt - Accelerate Right Amiga - Brake Player Three uses the joystick in the mouse port. There are two different methods of acceleration available. Other uses the fire button to accelerate, the other method allows you to accelerate with pushing the joystick up. Braking is always done by pulling the joystick down (but who needs brakes anyway?) The two acceleration methods have no effect on keyboard, player two always accelerates with the Right Alt key. BALDERSGROVE - There are only 40 levels included in this package, but by using the level editor you are able to create 60 more (or replace the 40 original levels with new, better ones). Read 'BGLevEd.doc' for more information. THE TITLE SCREEN ~~~~~~~~~~~~~~~~ The first thing that appear is the menu. If you don't move your joystick for about 8 seconds, the menu vanishes and the top-ten list is dispalyed. After 8 seconds or when you move the joystick, it will switch back to the menu. Use the joystick to select from the menu whether you want to practice or play a real game, and choose a level to start at. If you decide to play you can start only from levels ending with a '0' or a '5'. When practicing you are able to start from any level, but you will only get one life and you won't proceed to the next level when you have finished your selected level. If your selected level doesn't exist, you will automatically start from level 00. The same thing happens when you have finished one level and the next is not to be found. LEVELS ~~~~~~ There are two types of levels. The first one is the ordinary level, or simply 'level'. It is 40×30 squares, and covers four 'normal' screens. The screen will scroll when you approach the edges. The second type is the intermission. This is one fourth of an ordinary level (20×15 squares) and covers only one screen. If you have an NTSC- amiga it covers a bit more than one screen and there will be some scrolling here too. While playing you will note another difference. You won't lose any life if you die, instead you will move on to the next level. If you find the exit, you get a bonus life. Bonus lives are also given for every 10000 points you reach. When you have completed a level you get 7 points for every remaining timeunit. THE GAME ~~~~~~~~ All objects and characters correspond to an object or a character in the original Boulderdash game. They don't look quite the same so I guess an introduction is appropriate. BALDER This is you! A young Nordic god who thinks everything is good. Use your joystick to make him move. If you keep the button pressed he will only touch the adjacent square. BUSH Has nothing to do with an American expresident. Just walk on it and it disappears. It keeps berserks and snakes away and stops falling rings and stones. RING Collect these, and you will see the exit open. RUNESTONE It follows the law of gravity just like the ring. Remove the object it rests on and it will fall down. Try to push it and it will move if there is nothing blocking its way. Use it to kill berserks and snakes. FENCE Looks like four plaited boards. You can't remove it simply by walking on it, but it will disappear by an explosion caused by a berserk or a snake. EXPANDING FENCE Looks like a fence but it will expand to the right and the left if it finds an empty square. Be carefull with this one! It blocks your way very easy. MAGIC FENCE This one transforms runestones into rings and vice versa. You start it by dropping a stone or a ring on it. It will only stay active for a settled time, and you won't be able to activate it again when this time is over. Make sure there is enough space below it for the transformed rings and stones or else they will be forever lost! STOCKS Two stocks together. All levels are surrounded by stocks. Stocks are the only things that are indestructible. EXIT Looks exactly like stocks until it opens. It is often placed in the border among stocks. Unlike stocks, the exit is NOT indestructible. An explosion will blow it out. THORSHAMMER This is the hammer that Thor, the god of thunder, carries. Now it helps Balder by destroying everything that is evil. Both berserks and snakes will explode when they touch a hammer. A hammer may multiply to an adjacent square that is empty or covered with a bush. BERSERK A viking running around the screen, following the edge of empty squares. If you touch him or drop a stone or a ring at him, he will explode leaving upto nine empty squares. If you are too close you lose a life. SNAKE Much the same as the berserk, except it will leave rings instead of empty squares when it explode. The last row of the game screen shows you some interesting and important information. It could look something like this: S: 001346 R: 023 T: 129 L:27 M: 2 You have probably already guessed what the letters denote, but I will give a short explanation anyway. S - Score R - Rings left to take before the exit will open T - Time left L - Level M - Men left including the one you are using right now Beside the joystick there are a few keys that effect the game. SPACE Pause the game ESC Suicide (if you get stuck somewhere) ALT ESC Collective suicide, you lose all you men Well, now I think you are fit for fight! Just one more thing. The program will save the highscore list in the current directory as 'BGHighScores'. BATTLECARS - Battle Cars is a one or two player game played inside an arena, with each player being equipped with an armour plated car and a big gun (an M61 20mm cannon). You start off with 4000 rounds of ammunition which lasts for about 40 seconds of continuous firing, but is more than adequate for the task in hand. The aim of the game is simple - destroy all of the armour on any side of your opponent's car. The cars are armoured on the front, back, left and right; hitting anywhere else on your opponent's car (e.g. the wheels) won't do any damage. There are two buildings in the arena to make driving more fun, although crashing into them (or into the walls) doesn't damage your car. The game is controlled using the joystick. Up speeds up, down slows down, left and right turn, and the fire button fires your cannon. Before playing the game, you will have to select your TV type (NTSC or PAL). Choose NTSC if you have an american amiga, otherwise choose PAL. ONE PLAYER GAME --------------- In one player mode, you battle against a computer controlled car. The computer will follow a set course around the arena, and will not fire at you. This might sound a bit too easy until you realise that you only have a limited amount of time in which to destroy the computer car. Both the computer's armour and yours (which won't go down) is displayed at the bottom right of the screen (yours in red, the computer's in blue). In each of the three levels - easy, medium and hard - the computer car will drive a different course, the level determining its speed and agility; at hard level it drives as fast as possible around the course. There is limited collision detection on the one player version, allowing you to pass right through the computer car, although hitting the walls and buildings still makes you bounce off in the opposite direction. The computer car does not cheat in any way i.e. it has the same turn rates, acceleration etc. TWO PLAYER GAME --------------- This is where the fun really starts! You play head to head against another human player via a null modem cable, battling it out in the arena. As in the one player game, both players' armour is shown at the bottom right of the display (yours in red, your opponents' in blue). An extra in the two player version is the RAMPLATES option. If this option is set, your opponent will lose armour if you hit him with the front of your car. If a head-on collision occurs, both cars will lose armour. If you are travelling very fast towards your opponent's car, you could pass right through it without colliding, especially if you are travelling towards each other. N.B. The RAMPLATES option is only selected on one computer and then passed to the other computer. Unlike the one player game, there is no time limit; the winner is simply the first to totally deplete the other person's armour on one side of their car. DATALINK -------- To play the two player game you must have two computers and a NULL MODEM serial cable. Make sure that both computers are switched off and connect the cable to the serial port of both computers. Then boot up the program and select "TWO PLAYER GAME" on both computers. If the program seems to slow down sometimes (or even stop), this could be because of transmission errors, although this shouldn't happen unless there is a very bad connection in your cable. HINTS AND TIPS -------------- 1 - In the one player game, try and follow the computer car around the course as closely as possible. 2 - Don't waste ammo by shooting across to the other side of the arena - you are very likely to miss. 3 - In a two player game, drive as fast as possible to keep out of your opponent's gunsight. 4 - Hitting walls is a good way to change direction. BATTLEZONE - Welcome to Super Battle Zone (SBZ) a 3D shoot-em-up but let's cut the talk short and get down to business. When you first load up SBZ you should be presented with a menu. All you have to do now is click required option. START - This will start the game but you will not be able to get back to this menu after you've done that, unless you reset your computer of course. OBJECTS - This should let you see all the 3D objects used in this game. You can advance to another one by clicking on next or see previous object by simply clicking on previous. If you get bored of this you can exit by clicking on icon under the same name. CREDITS - This is the second most important part of this game and if you haven't seen it yet you should do it right now. QUIT - Clicking on it will simply exit the game and return you the environment that this game that this game has been started in. T H E G A M E The main objective of this game is to kill as many objects as possible while avoiding their bullets. In the right hand corner you will see what we call radar and the small dot on it represents the enemy that you suppose to destroy. One way of doing it is to turn so he's in the middle of the screen (or right in front of you on the radar) and shoot by pressing fire. If you fail to kill the sucker for some reason (as it is possible as he moves, turns around and your bullets have limited range) you should repeat the above procedure. If you still can't get it then there's something wrong with you. If you destroy enough baddies you'll qualify for the next level which will look different and have different objects each with its unique speed, intelligence and the firing range and time. And now some explanations on what is going on on the screen. In the right hand corner is a score counter showing how many points you've got. Blow in the bottom right corner there is a speed display showing you how fast and in which direction you are going. If the indicator is positive then your moving forward and if it's negative then you're going backwards. On the other side in the left bottom corner, there's a damage indicator. When this baby hits 100 then you're history and you have to start the whole game from the beginning. This is done by pressing the fire button when the computer tells you to. Well that's about all you need to know to play this game but you probably figured all that out by yourself. BEE_BOP - OBJECT OF BEBOP 'N DROP BeBop 'N Drop has two modes of play: Tournament and Practice. You can play both modes as a single player or as a two player team. The object of Practice mode is to pick a level your not very good at and get better or to play a level you cannot normally reach or to just play your favorite levels. The object of the Tournament mode is to play all 50/27 levels in order and see the BeBop Bopper at the end. Each level is mastered when you successfully create and drop the number of horizontal rows noted on that game level or complete a row containing the treasure piece, if one exists. GETTING STARTED PLAYING THE GAME You cannot play BeBop 'N Drop until you install the game as per the "Installation" section. To begin the game, either boot the floppy disk you created or double-click on the "BeBop Demo" icon. The title screen will appear. Click the left mouse button to continue. You will now be presented with an advertisement screen for the final released version. This lists the features that are included in the final game as well as the address where you can send your order. Clicking again will place you on the Main Screen. If you use the left mouse button to click on the "Start" box, you will start on level one in one player tournament mode. If you wish to begin differently, use the pull-down menu above the "High Score" box to bring up the Options Screen. (See OPTIONS SCREEN later in this text) MOVING THE PIECES For one player: You can use either the left side of the keyboard or the numeric keypad, whichever works best for you! The chart below explains how the keys function. For two player: Use the both the left and right side of the keyboard, and use the space bar to drop both pieces faster. The chart below explains how the keys function. (Note: The keyboard only accepts one key at a time, so you have to share time, or you will steal the other player's key stroke.) KEYBOARD CONTROL SUMMARY: Two Player One Player Player 1 Player 2 Piece Left "4" or "A" "4" "A" Piece Right "6" or "D" "6" "D" Piece Rotate "5" or "S" "5" "S" Piece Down "2" or "X" "2" "X" Piece Diagonal, Left-Down "1" or "Z" "1" "Z" Piece Diagonal, Right-Down "3" or "C" "3" "C" Piece Drop Space Bar Space Bar Super Bonus "7" "9" or "Q" "E" "7" "9" "Q" "E" Show Next Piece "Alt-5" or "Alt-S" "Alt-5" "Alt-S" Pause Game "P" "P" Help! "Help" "Help" THE OPTIONS SCREEN The options screen allows you to choose which mode of play you desire for BeBop 'N Drop. You may select either a one player or two player game and when in a one player game you can select a starting level. Selecting level one will place you in the tournament mode, any other level will select the practice mode. USING THE OPTIONS SCREEN... 1. To select a level, use the left mouse button to click on the up or down arrow. If you click and hold, the numbers will cycle faster. 2. To change from one to two player, use the left mouse button to click in the "Players" box. It will toggle between one player and two player. 3. To play the selected game, click the left mouse button once in the "Main Screen box" and click "Start" to begin play. NOTE: ----- In this demo version any of the 25 one-player and 12 two-player games may be selected. However, if you select any level other than 1 which begins tournament play, the game will be limited to dropping 3 rows on that particular level. DIFFERENT LEVELS ARE DIFFERENT !!! The game board shapes are different. The piece sets are different. The special pieces and effects are different. Some levels contain treasure and others contain special pieces to help you on your way. Some levels contain secrets, and some contain traps. Some levels are fast--others aren't. So, Go For it! And yes, the treasure pieces look different. After all, if you are a poker player, extra chips are treasure, but if you are a car, a can of gasoline is treasure. BEBOP PUZZLE OPERATION Some levels contain a puzzle. Every time you drop two to four rows, you receive a few moments to work on the puzzle. This will be indicated by a red flashing bar above the picture puzzle. If you drop more than two rows, you get more time. The red bar will get smaller and smaller indicating your time is running out to work on the puzzle. Use the mouse to solve the puzzle by pointing to the piece you want to move. When you click the left button, that piece will move to the open spot (shown as a green square block). Finishing a puzzle alters the special effects, special pieces and Super Bonuses that are available for that level. (Note, we don't promise a helpful change.) TROUBLE SHOOTING AND HINTS 1. When a new board appears, you can hit the pause button and study it. 2. Watch carefully when a new piece appears and learn the different shapes it becomes in each rotation. 3. Play the diagonal keys. Some levels cannot be beaten without them. 4. Two player pieces can be merged to form a new piece. They must land simultaneously for this to work. 5. As you drop more and more rows, new piece shapes can appear. Sometimes the new shapes makes it harder to solve the level. BIGGAME - The main screen is one of a quite standard slot machine, but for the sake of clarity I will explain a little bit about the buttons etc. Like most fruit machines the two most important buttons are the START BUTTON AND THE GAMBLE BUTTON In this game the START BUTTON also doubles as the COLLECT BUTTON. and the GAMBLE BUTTON is used in all of the gamble features apart from the HIGHER or LOWER gamble when a win occurs.This option has its own set of buttons which will appear as required. The HOLD BUTTONS will light up when a hold is available and these also double as the NUDGE BUTTONS when any nudges are available. NOTE ALSO that there are both UP and DOWN NUDGE BUTTONS when this happens. _________________________________________________________________________ All reels score in the standard form of wins for two or three fruits Each reel of fruit contains certain special fruits that give you the chance of gaining access to either NUDGES or THE BIG GAME section. These are made up as follows.. FRUIT WITH RED BOXES... gives bonus towards nudges. FRUIT WITH YELLOW BOXES... gives bonus towards THE BIG GAME. FRUIT WITH BLUE BOXES AND (?) gives random bonus to one of the above mentioned features. example. Fruit with a RED BOX will give you bonus towards NUDGE FEATURE the amount of bonus depends on the number in the box. Fruit with a YELLOW BOX gives you bonus towards THE BIG GAME... again the amount of bonus depends on the number in the box. Fruit with a BLUE BOX gives you a random feature bonus and also random number for that feature. _________________________________________________________________________ NUDGES. If you light up all of the lights on the NUDGE feature, you will be given a random number of nudges with which to try to a win points. If the FEATURE HOLD is lit, any remaining nudges after a win, will be saved until you next gain NUDGES and will be added. _________________________________________________________________________ THE BIG GAME. If you are lucky or good enough to light up all of the Dark Red lights of THE BIG GAME feature you will be rewarded with a chance to gain more points from the SHOOTING GALLERY section with a random number of shoots with which to do so. BUT PLEASE NOTE THAT SHOOTING ANYTHING THAT IS NOT JUST A FRUIT WILL RESULT IN A MINUS SCORE... SO AVOID HITTING THE CREATURES.... When you have use all of your shots, you will be placed back into the main game and all winnings will be deposited in your bank. You will also get a chance to play the shooting gallery again by using the GAMBLE BUTTON to try and stop the flashing lights at the top.. BIGWILL - THE ADVENTURES OF BIG WILL AND STICKY TROLL PART 1 - THE PUB QUIZ This is the DEMO version of BSY's latest game, and as such contains only 3 levels. The full version will have 20+ screens, spread over five different zones, plus end-of-level guardians, bonus rounds, AND an official Plough Inn pub quiz, along with extra sound effects and music. Big Will and Sticky Troll - The story so far... ----------------------------------------------- For years, the unbeatable team of Big Will and Sticky Troll have reigned supreme at the Plough Inn quiz nite. However, somewhere, Dark Forces are massing against them, and a devious plot is being hatched... In a last-ditch effort to top the pub quiz league, the treacherous `Sunny Bluebirds' have kidnapped Sticky Troll, and scattered Big Will's precious beer tokens across the four corners of the globe... As Big Will, you must visit each of the four corners, collect the tokens, rescue Sticky Troll from the `Bluebirds' grasp, get back to the pub, and win the quiz - before 9:30pm... Each zone features it's own brand of nasties - along with the ubiquitous `Blubirds' ... along the way you will encounter Nora Bernardo's walking boots, possessed skiing penguins, the evil Doctor Whould's clockwork fez, cannibalistic snowmen, psychotic mummies, and many more... To complete each screen, you must collect 10 beer tokens before locating the finish sign, which will transport you onto the next level. You begin the game with 3 lives. A life is lost when either: i) Big Will falls into the water (he's not a very good swimmer!), or ii) all his energy (denoted by hearts in the bottom right corner of the screen) is lost through contact with the nasties. However never fear! A continue option allows you to restart the game on the current level when all 3 lives are gone. In the full version of the game, these continues will be limited to 3... BUT, due to our generous nature here at BSY Towers, in this demo they are totally limitless. Handy hints: Keep a look out for bouncy bits! Beware! Penguins and mummies like to push you off your perch! Wassocks can be quite useful! Plug yer joystick in Port 1, good luck, and ... SWING YER BEARDS! BILLIARDS - Basic Pool This is very simple. Every red ball gives one point. Player who gets 8 points, wins. Eight-Ball Little more complicated. Player, who first hits ball to pocket, will have balls of that colour. After all player's balls are pocketed, he/she must pocket the black ball. If player pockets the black ball before that, he/she will lose. 14.1 Continuous This is very much the same as Basic Pool, but now the game will continue, until 25 points are reached. Every time, when there is only one red ball on the table, others will be placed to starting position. You can change the 25 points limit by using menus. BLOB_A_BLOB - A great little addictive game from AMIGALIVE ============ -------------------------------------------- The aim of the game is to cover all the spaces on the platforms and thereby filling them in. Once all squares are coloured in the level is complete and you can go to the next harder level. Obviously it`s not that simple, there are nasties lurking to do rude things to you and your blob can`t handle much contact with the nasties and will die if the contact is prolonged, so it`s best to avoid them. Your blob also dies if it gets incinerated by one of the electric force squares, you can`t cross them so don`t try.. You can jump up (by pressing the button) to avoid nasties and transport around the platforms by pulling down on the transporter squares. Some of the squares have buttons (activated by pulling down) - these cause a variety of effects - some lethal, so keep an eye out for what happens as some of the levels cannot be completed without touching the right ones and some levels cannot be completed if you press the wrong button at the wrong time... Have fun! BOBSGARDEN - This game is for those of you old enough to remember the classic arcade game Mr. Do! which was around the arcades about ten years ago. I've tried to make it as faithful to the original as memory permits (It was removed from our arcade years ago) Instructions ------------ I can't remember the original plot (was there one ?), but following on from Digger (Bob 1), the story unfolds... After ridding the neighbourhood of aliens from the planet Graaf Pooky, Bob was looking forward to some relaxation time. Bob was enjoying himself. He was sat in a deckchair, sipping some strawberry cordial through a straw with a knotted hankerchief on his head, protecting his small bald spot. Suddenly, Bob heard a noise and saw a group of aliens from the planet Mord attacking his prized garden. They were attempting to steal all of his fruit! Back on their home planet, the aliens are running out of food, so they are attempting to borrow a cup of cherries off Bob, unfortunately they forgot to ask Bob first! This was too much for Bob, so he ran immediately to action, forgetting his flamethrower, Bazooka and even his bicycle pump. All he had was a machine for producing special balls, which he had invented yesterday. The balls are special, as they never lose momentum. You drop it from a high height, and it will bounce back to that same height, overcoming air friction in the process. The only problem was that the more the ball bounces, the colder it gets, and contact with a warm surface (26°C or above) causes the ball to violently explode. Bob isn't worried, as he was wearing Asbestos gloves while sunbathing. (His hands are very sensitive to sunlight) Bob has invented a wonderous fertilizer which he uses on his garden, this means that his apples grow to Bob size, and the cherries grow to the size of ...err...very large cherries. The fertilizer has a strange effect on the grass, causing it to grow two feet high, and a variety of different colours! The grass grows so thickly that his magic ball can actually bounce of an un- flattened patch of grass. Bob's garden is situated on a hill, so that if there is no grass below an apple, it will go rolling down the hill, killing anything in its path. Bob noticed three distinct type of aliens: 1) Worker aliens (Dinos and Diggers) 2) Extra guardians (Mr Crocs) 3) Extras The Extra aliens are the leaders, overseeing the collecting of the cherries by the worker aliens. The Extras get hungry doing their work, and are partial to the occasional apple. So if hunger strikes one will appear and chase after Bob, eating apples on the way (Apples make a nice appetizer, with Bob as the main course) The worker aliens emerge from a hole in the centre of the screen, and been the timid sort, will only walk on flattened grass, (They're afraid of standing on worms and other such creepy crawlies) and won't eat apples. (They don't like foreign food) Although if a worker gets annoyed it will turn a strange shade of pink and trample on everything in sight, heading straight for Bob. After all of the workers have appeared, a snack will appear in the centre of the screen. This belongs to the Extras, and if Bob eats it, an Extra will appear along with three Extra guardians, who all have the ability to eat apples. The workers enjoy seeing the guardians in action, and so stop work to watch. Bob has four different ways of finishing each level: 1) Collect all the cherries - The workers will give up and move onto the next patch of garden 2) Kill off all the aliens - Bob can collect all the cherries at his leisure 3) Kill off one of each of the Extra guardians - The workers will get so scared they will abandon the patch of garden (Bob also gets another life) 4) Sometimes a diamond will appear - If Bob finds this, the workers will be so amazed, they will vacate the area. The aliens can be killed either by dropping apples on their heads, or by throwing your magic ball at them. After the ball has exploded, your machine needs a little time to create a new one. Use a joystick to control Bob. P - Pause game (press P again to continue) Escape - Return to title sequence, or exit game if on title sequence Left Mouse Button - exit game On the title screen, move the joystick up, down, left or right to access the options screen. Then use up/down to change to a different option, and use left/right to toggle the selected option. You can change the number of players, turn the sound on/off/effects, change the number of Bob's you start with, and set difficulty to one of easy/normal/hard. BOMB_CLEAR - Try and find all the bombs hidden behind the blank tiles.Press theleft button to uncover a tile (which will explode if there is a bomb underneath it) or the right button to put down a marking flag if you think there is a there is a bomb under that tile. The game is over when all the bombs are found or your dead.(Im a doctor not a magican Jim).Clues as to if there is a bomb will be given on tiles that are turned in the form of a number.This number tells you how many bombs are in the surrounding squares,and from this a logical train of thought will deduce where the bombs are (no chance). BOMB_MANIAC - A two player game. You will need two Joystics to play this game. Push fire and move the Joystick to put down a Bomb. The purpose of the game is to kill the other player. (Not very Original, but fun). There is also an editor that is activated when you press 'e' on the keyboard. Move around one guy and press F1-F5 to choose between wall,stone,etc and then press fire on the joystick. Use arrow up and arrow down to change level and 'RETURN' to put level into the memory of the computer. BUBBLETROUBLE - Joystick is required. The player graphic is a little boy which can be moved from left to right by joystick control. Two or more bouncing bubbles appear. Press the fire button to send a harpoon straight up from the player position. Sometimes, striking a bubble creates two more smaller bubbles. Eventually, you can eliminate all the bubbles on the screen. Avoid being hit by a bubble. There are successive levels of difficulty. CAVEFLIGHT - The object of this game is to fly your space craft from one end of the cave to the other,whilst avoiding the baddies who will set out to destroy your chances.On completing a level you will be awarded a time bonus,and your total score will be displayed when you have lost all of your three lives. You only have three space crafts to complete 20 levels. COMMANDO_RAID - The year is 2067. The President of the United States has been kidnapped by terrorists, and is now being held for ransom. The US government has decided that rather than paying the ransom for the president, it will send a single special forces team to rescue him, thus saving them a great deal of money. You are part of the commando team that has been ordered to rescue the president. Your team will fly to the terrorist's base in a helicopter, descend into the base, and attempt to rescue the president. The terrorist base is actually a giant cave dug several miles deep into the ground. You will have to travel through four caverns to reach the place where the President is being held. The terrorists will unfortunately be aware of your presence, and will have resistance forces waiting for you. Additionally, due to the heavy demands made upon your helicopter for the descent, fuel will be consumed very quickly. You will have to refuel often by shooting or bombing the fuel tanks strewn throughout the base. CONTROLS You control your helicopter with a joystick in port 1. Move the joystick to move the helicopter in all eight directions. Pressing fire will shoot a laser horizontally, and pressing fire and down at the same time will drop a bomb. Press P at any time to pause. Press ESC at any time to quit. COPPER - The Game: Copper is similar to Arkanoid by Discovery. The objective of the game is to destroy all the bricks on the screen with the ball. Some bricks may take only one hit to disappear. Some may take as much as 8. The green brick is the weakest. It only requires one hit to be destroyed. The red brick is a little stronger. It requires two hits. The metal brick requires four, and the gold brick requires eight. The special brick, the gold brick with a small rectangle inside cannot be destroyed by a regular ball. Only the "power" (explain later) ball can destroy that special brick. To make the game a little more fun, I added some "fun" objects to help you complete the level. Opening Screen: + Press the LEFT mouse button to start the game. + Press 'P' to change player: Press SPACE BAR to select your desired levels. When you select NOVICE, the game will start at level 1. ADVANCE levels start at level 10. There are a total of 20 levels. + Press 'L' to load levels: Press SPACE BAR to select your desired level sets. INTERNAL levels are levels built inside the game. Other LEVEL SETS are available from the author. + Press ESC to quit COPPER. In the Game: + Press SPACE BAR to pause. + Press ESC to quit the current play. + Reject Objects: These purple popping objects are called reject objects. Every time the ball collides with the reject object, it makes the ball to go faster. There are a maximum of two reject objects. Try to avoid them if you can. + Fun Objects: Objects that sometimes appear and disappear during the game are called Fun Objects. When one of these objects appear, a LEFT TIMER, which appears on the right side of your screen (There are two TIMERS. The one I'm refering to is the one to the LEFT of the two TIMERS.) When this LEFT TIMER counts down to zero (in approximately 30 seconds), the fun object will disappear. When a ball collides with a fun object, the effect depends on the following fun objects: SHAKING BALL: This increases the ball power. SHAKING SHIP: 1 UP. SHAKING CIRCLE: It allows you to place the ball anywhere on your screen. When the ball collides with this object, move the ball with the mouse to a new location and press the left mouse button. The brick under the ball is destroyed when you press the left mouse button, and the ball starts from there. If you want the ball to move in a certain direction, move the mouse in direction that you want the ball to move, right after you press the left mouse button. THUNDER BALL: Gives the ball power to destroy everything in its path. LAZER WAVE: Gives your ship a lazer gun. TWO BALLS ROTATING: You now control two balls. When the ball collides with one of these objects, the object will disappear and the RIGHT TIMER will begin. When the RIGHT TIMER reaches zero (in about 20 seconds), your Fun Power is lost. COW WARS - An animal trajectory game by Chris Richards Okay readers, this one's pretty simple. Cow Wars is a two player game the object of which is to blow up your opponent before he or she can blow you up. Each player must lob 3 different cows (one glass, one real, and one styrofoam) over a mountain and land them on the other player. Which cow a player has to lob is a function of providence so don't go trying to select one cow over another. When all three cows have found their mark the game ends, but any cow in the air has a chance to land so ties are possible. Sound easy? There are complications. Wind can play a very nasty role in where your cows end up. A real cow is a pretty heavy beast and so the wind won't affect it much. Glass is affected somewhat more. And styrofoam -- forget it. Don't even bother launching a styrofoam cow into a strong wind. There's no telling where it will come down. Another obstacle is the Fire Penguin who floats above the playing field. He doesn't like people and gets a kick out of snatching their cows out of the sky. To aim your cows you use the joystick. Up and down changes the gun angle. Left and right changes the size of the powder charge. Cow Wars has lots of user definable options because that's the way I think games ought to be. Below is a list of options and their corresponding keys: W - Sets maximum speed of the wind and how often it changes. M - How high the mountain in the middle is. B - The borders of the cannon movement. Width is how far the cannon can travel and Center is the spot its movement is centered around. S - Speed of cannons. Very slow up to around 990. R - Stands for random. Press R and then any of the above keys to pick a random value. Pressing RR will randomly reset every parameter. Q - Quits current game. CROAK - This program attempts to simulate, as accurately as possible, one of the most facinating stages in the life-cycle of the Australian Cane Toad. As everyone knows, the eggs of the Cane Toad are laid within the carcasses of dead sheep. In this nutrient-rich environment the tadpoles quickly mature, and soon there are a multitude of young toads ready to begin their famous migration to the nearest creek or river bed. This journey frequently takes them across busy roads, and rivers whose erratic currents defy the bulky toad's best attempts at swimming. Okay, I give up. It's Frogger, basically. I like to think it's a fairly decent version, but it's still Frogger, nonetheless. Basic Gameplay: ~~~~~~~~~~~~~~ Press fire on a joystick in gameport two for a one-player game, or fire on a stick in gameport one (the mouse port) for a two-player game. The aim is to get seven frogs across the road and river to the homes at the top of the screen, avoiding traffic and using logs and turtles to cross the water. When the homes are filled, the difficulty is increased and you have to do it again (and again, and again). The game ends after five mortalities. The number of remaining frogs, not counting the one in play, is shown at the bottom of the screen. Each frog has a time limit to get to the other side. This is a two-digit number shown at the top of the screen. Features: ~~~~~~~~ * Simultaneous two-player action! Transforms the game into a vicious contest for homes and bonuses. It isn't over once you're dead - if your opponent completes the level, you get a new life for the next stage. * A demented killer chicken (Q: Why did the chicken cross the road? A: To give the frog a really hard time.) * An impatient crow who hates slow players. * Flies that can be eaten for bonus points, and spiders that give severe indigestion. * Ten different blood-smear designs that you can actually slip on! * Genuine sampled imitation animal noises. * Pause game (Hit "P", then hit fire or move the joystick to restart.) * Abort game (Hit "ESC" during play.) * Exit game (Hit "F10" on the title screen.) * Saving of high scores to disk (see below.) * Hard disk installable, reasonably stable, and multitasking (kind of). Scoring: ~~~~~~~ The score is a six digit number shown at the top of the screen. When a frog reaches home, the remaining time is multiplied by ten and added to the score. Jumping on a fly scores an additional 200 points. On the completion of a level, an extra fifty points is scored per frog home. An extra frog is awarded every 10000 points. Entering Scores: ~~~~~~~~~~~~~~~ Move the joystick left or right to change letters, and fire to enter each letter. Use the left arrow to make corrections, and the bent arrow to finish. Pressing the "F10" key will exit the program, saving the score tables. If the disk is write-protected, this will result in a requester. At this point, the write-protect can be disabled and the scores saved, or CANCEL can be selected. A file named "croak.scores" is maintained in the current directory to retain the scores. To reset the score tables, delete this file. CRUNCHMAN - When the program has loaded and decrunched, you will be confronted by a screen which asks you to align the corners. This is because then screen width used is wider than normal, and only just fits on a normal T.V. ( All the T.V.'s I've tried it on were slightly different in that the horizontal position of picture was different, so I decided to allow the user to set their own screen position.) If it doesn't quite fit, tough. Just try and get the corners as central as possible by moving the mouse left and right, then hit the left button. The screen will fade away and a requester will appear, showing the level of difficulty. Move your joystick left and right to select the level, then press fire. The levels are as follows:- EASY - Starting with 4 ghosts, at a slow speed. SO SO - Starting with 4 ghosts and 1 dot, a little bit faster. TOUGH - Starting with 5 ghosts and 1 dot, faster still. HARD - Starting with 5 ghosts and 2 dots, and even faster. ROCK - Starting with 6 ghosts and 2 dots, and very fast. If you're good enough though, it will get faster!! Following this, there are a couple of alternating intro screens. To start playing just press fire. Its basically the same as the old Pacman game, but with a couple extras. Just move your CRUNCHMAN (the YELLOW thing) around the maze, eating the pink spots, and avoiding the GHOSTS (the multi-coloured things with the moving eyes). Once all the spots are gone, you will advance to the next, more difficult level. The large spots in the four corners of the screen, when eaten, have a strange effect on the ghosts. They make the ghosts edible for a short while. During this period, the ghosts will flash blue-white. Just before they change back to normal, the flashing will speed up, so be careful when eating them. When a ghost has been eaten, it will return to the 'nest' in the middle of the screen and start off its journey around the screen again. It can be eaten again if you're quick enough! You will score 200 points for the first ghost, 400 for the second, 800 for the third and so on, the points doubling each time. After three levels, a new character will appear. A small dot will move around the perimeter, sparking every so often. This cannot be eaten at any time, and is deadly when touched. Every fourth level, another character will be added, up to a maximum of two dots and six ghosts. Every level, the speed of the ghosts will increase, except on the levels when a new character is added, when the speed will reduce a little. After a while on each level, an object will appear below the 'nest'. Eating this will give you bonus points,(indicated on the title screen) up to a maximum of 8,000 points. An extra life is awarded every 30,000 points, and believe me, you need them, so watch out for those bonus points and eat as many ghosts as possible. CUBUS - You've got to build complete planes out of the pieces falling in the playing space. If a certain number of planes is filled, you get to the next round (with increased difficulty !) The game is over when there's no room for another piece. You can move the piece in the current plane with the joystick (port 2) and rotate it about any axis in space with the numeric keypad. As rotating a piece is somewhat difficult in the beginning, we included a training mode. Sometimes it'll happen that a piece won't fit at all or that you can't rotate it in time. As a last rescue you can zap it (with numeric keypad 0). This will only work if you have some ZAPS left (shown at the left bottom) In the bonus round you earn an extra ZAP for each filled plane. After this there's the puzzle round, where you must build the solid shown at the right. The order of the falling pieces is fixed and the puzzle always can be solved ! No matter if you solved it or not, you advance to the next level. Each of the 9 levels has its own characteristic difficulties that you should explore by yourself ! Handling of CUBUS: ================== Select Page: (main menu) F1 Start game F2 Show Hiscore F3 Demo F4 Training mode DEL Return to AmigaDOS During the game: Joystick: Move piece in the current plane Fire button: Drop piece fast Num. keypad: Rotate piece Num. keypad 0: Zap piece ESC: Abort game (sorry, no score!) Hiscore page (if you are qualified): Enter your name (max. 4 letters and digits) and press ENTER Use BACKSPACE to correct typing errors. ESC: Return to select page Demo: Fire button: Show next part of text ESC: Return to select page Training mode: Num. keypad : Rotate piece Num. keypad 0 : Select next piece ESC: Return to select page Press F10 anytime to toggle music on/off. DIAMONDS - DIAMOND THIEF INTRO: Drive your little thief buggy (I don't know - call it whatever you like :-) around the screen and try to pick up the yellow diamonds while avoiding all the other nasties on the screen. When all the diamonds have been picked up, the gates at the sides of the screen will open and you must maneouver yourself through them to the next level. INSTRUCTIONS: Instructions are given in the game. DIGGERS - This game is for those old enough to remember the classic arcade game Dig Dug which was present in the arcades about ten years ago. I've tried to make it as faithful to that game as memory permits (It was removed from our arcade years ago), although I have not yet implemented the 'Joystick which will only go left or down when it was raining and you were chewing bubbly gum' feature. (Every arcade machine I have played on seems to have this problem) Instructions I can't remember the original plot, if ever there was one, so here goes with a totally believable story... Aliens from the planet Graaf Pooky have landed on Earth and are trying to colonise our planet. Not being the friendly sort of alien, they hate all forms of life, except for those who live in water. They have come up with a plan to rid the Earth of it's troublesome inhabitants, which involves cooking all the earth worms and replacing them with mutant forms which will destory plants. Eventually when all the earth worms have been cooked and replaced, no food will grow, causing all land based life as we know it to die out! The Aliens consist of Pookas and Fygars. The Pookas are sentries, who bounce about the place searching for intruders and protecting the Fygars. The Fygars wander around cooking all the worms with their firey breath, and you if the chance so arises. You play Bob, a lad who has discovered the aliens plot, and, not wanting to become a goldfish, has decided to destroy the alien intruders. Bob is a lad with extraordinary abilities in that he has a mining laser and an industrial strength bicycle pump. You have been employed by your neighbours to rid the gardens of the aliens. This is done by either dropping boulders onto their heads, or by inflating them with your bicycle pump! Use a joystick to control Bob. The mining laser will kick in automatically when burrowing through the earth. Use the fire button to extend the bicycle pump. If the hose hits an alien, it will start to inflate it. To 'pop' the alien, just keep the fire button pressed. Collect fruit for extra points. Extra lives are awarded at 20000 points, 60000 points and then every 60000 points. The rest, you'll have to figure out for yourself. (Part of the fun of the game. For example, there are 4 techniques for killing aliens!) P - Pause game (press P again to continue) Escape - Return to title sequence, or exit game if on title sequence Left Mouse Button - exit game On the title screen, move the joystick up, down, left or right to access the options screen. Then use up/down to change to a different option, and use left/right to toggle the selected option. You can change the number of players, turn the sound on/off/no digging tune, change the start level and set difficulty to one of easy/normal/hard. DOGFLIGHT - Dogfight Simulator is yet another version of that old game where each player controls a biplane and tries to kill the other players. BUT, there's a difference - up to four players can play at once! No more wimpy one-on-one dogfights! Once the game has loaded, simply press F1-F4 to choose the controls for each player (choosing "Out to Lunch" lets you play with less than four players), and then press F5 to start. Each player starts with ten lives, and the last player left alive wins. How to fly 1. Pressing fire starts your biplane accelerating down the runway. 2. Once you've picked up enough speed (when you're near the end of the runway), use the rotate left/right controls to take off. 3. Slowing down too much stalls your engine, so go upwards at a shallow angle at first. Once you've gained some altitude, powerdive vertically downwards to gain some speed. 4. If you do stall, the only way to restart your engine is to point your 'plane straight down, and wait until you've picked up enough speed. NOTE: During the game, pressing P pauses, and Q quits. Features 1. Up to four players 2. 50 frames a second animation! 3. Four channel sound 4. Extreme addictiveness 5. Very simple graphics 6. The obligatory annoying cloud 7. Twinkling stars 8. ...and many other trivial things DOODY - Keyboard Controls: P - Pause game Esc - Quit F1 - Start 1 player game F2 - Start 2 player game The scenario The two intrepid doods have gone and fallen down a sewer would you believe, 32 levels of sewer in fact and it's up to you to guide them out back up to street level. The only problem being the inhabitants who aren't too happy about the doods invading their privacy and try to knock the doods back when ever they can. The inhabitants Green Turtles These are the first inhabitants you will meet, they live in the lower regions of the sewer and are quite easy to deal with, simply jump up and hit the platform directly beneath them to turn them on their backs, them run around and kick'em off the screen by running at them. Be careful not to leave them on their backs too long though as they may surprise you by getting up and turning blue with rage. Blue Turtles Same as the green variety except they are a little quicker on their feet and will not lie around for long. Pink Turtles These are the meanest of the sewer turtles and have been know to run around at speeds reaching 15 MPH, beware they can recover from a fall with infuriating speed. Pink Crabs Another inhabitant of the lower sewers, these nippy little creatures require two hits to render them unfit for service, the first hit only making them angry. Not very fast on their feet though. Blue Crabs These are the hybrids of the crab community, again needing two hits for a kill but they are also the fastest of the creatures you are likely to be unfortunate enough to run into, BEWARE! Penguins In a sewer?? When the first reports of penguins came in we couldn't believe it ourselves but we were soon to change our minds, to this day Mr Greaves has the scares to prove what is the strangest creature ever found to inhabit a sewer. However fear not, although strange they may be, difficult to dispose of they are not. Use the same technique as with turtles but be careful as they sit around for no man. Ice Blocks Little is known about this strange phenomemon, we assume they are broken off larger ice formations by some of the more intelligent residents of the sewer but have never discovered where form, or who is responsible. These are best disposed of by hitting from a lower platform which results in them smashing into harmless ice powder. Ghosts Their are a number of reported sightings of mysterious ghost like creatures on all levels of the sewer, more so on high levels, all spectural phenomenon are best avoided at all costs. Treasures You may be fortunate enough to discover ancient lost treasure whilst down the sewer, in particular ancient coins, these can be collected in a number of ways, if you see any, grab'em while you can. Special Items Coke Cans These can be collected for a special points bonus, of little use otherwise. Pills These when eaten will make you invincible to all foe, but only for a few seconds. Skulls When collected they do nothing for the player but you opponent may find his control temporarily a little more difficult. Bubble Letters These are collected and when put together will spell the word BONUS, on completing the word the player will be awarded massive points prozes and an extra life. Extra Life Symbol When collected will give the player an extra life. N.B. You will have to be quick on your feet to collect the about items as they do not hang around for long. You may also notice a POW block in the sewers, this when hit will have a blanket effect on all creatures that are on solid ground (it may do more damage than good), use sparingly. Playing notes Be careful not to hit a paralysed enemy from beneath as this may give them just the push they need to get back on his feet. Extra Lives awarded every 10000 points. DOWNHILL_CHALLENGE - Skylar Mountain. Dangerous. Steep. Downright scarey. You were made for this mountain. Ski like the wind, picking up bonus flags as you go. Jump over rocks, branches, and bushes for extra points. Avoid hitting obstacles -- you can only fall five times before you are disqualified. The longer you stay up, the faster you ski and the more points you get as you travel. Bonus flags are worth 5,000 points each AFTER you reach the Finish Line. Good Luck! TITLE PAGE AND OPTIONS After the game loads, the title page will appear. Three options will be shown: INSTRUCTIONS, HIT THE SLOPES, and EXIT. INSTRUCTIONS Gives instructions for the game. HIT THE SLOPES Starts the game. EXIT Exits the game. (you can also press the key during gameplay to exit.) To choose between the options, move the joystick up or down. To make your choice, press the joystick button. GAMEPLAY You start the game at the top of Skylar Mountain. After the starter says "GO", the game begins. Control is employed through a joystick (in port 2). Moving the joystick left or right moves the skier in the same directions. Pressing the joystick button causes the skier to jump (over obstacles like bushes, logs and rocks). The object of the game is to get to the finish line without being disqualified. Falling 5 times results in disqualification. Flags can be picked up for extra bonus points. These points however, are not added to the player's score until he/she makes it to the finish line. FALLING DOWN (AND OTHER EMBARRASING MOMENTS) If the skier falls, the game will ask the player to POSITION SKIER. This is done by moving the joystick either left or right to obtain a good starting position for the skier. When satisfied, the player may hit the joystick button to continue play. SCORING The longer the skier stays on his skis, the faster he goes down the mountain. As speed increases, the increment to the players score increases. Jumping over logs, rocks or bushes results in a 500 point bonus added to the player's score. Initially, picking up flags has no effect on the player's score. Not until after the player crosses the finish line are the flags worth 5,000 points each. THE SCORING SYSTEM To the right of the game screen are 3 scoring devices. SCORE, BEST and BONUS. SCORE displays the player's current score. BEST shows the best score so far, and BONUS shows the number of flags the player has picked up in a given game. DISTANCE TO GO Under the scoring devices is a box which contains a representation of Skylar Mountain. A small skier shape represents the player's skier and the distance travelled so far. PAUSING THE GAME You can pause the game at any time by pressing "P". To unpause the game, press any key. DOZERDEMO - INSTRUCTIONS : The aim of the game is to return 'Mon' the red Spinosaurus to his cage. This is done by pushing blocks around the castle with the 'Dozer'. 'Mon' likes to follow walls so if the blocks are positioned appropriately he will return to his cage. Don't squash 'Mon', you need to catch him alive ! Complicating things somewhat is the fact that you must push a block on a green face (arrow) or it will not move. Gold blocks will slide when pushed and keep moving until they hit something. There are various types of blue floor tiles which will do curious things to any block that hits them. Red floor tiles act as barriers to blocks and some of them affect 'Mon' Watch out for the staircase, you lose if 'Mon' escapes down it. Not all tiles are bad. You can select any level from the castle picture on the level selector screen. Just point to the level you want to play using the mouse, joystick or cursor keys, and click once. If you complete the levels one by one starting from the first one then after each completion you will earn a password. Point at the shield symbol at the bottom left of the selector screen to view the current password. If you click on the shield or press P you can type in a new password. Once you have the passwords for all the levels you will complete the demo ! CONTROLS : Z Move Dozer Left Z+[Return] Push Left X Move Dozer Right X+[Return] Push Right # Move Dozer Up #+[Return] Push Up / Move Dozer Down /+[Return] Push Down OR use a joystick in port 2 (the usual one). Also : [Enter] or [Help] Store current position [Esc] Quit level. [Space] Activate/deactivate 'TURBO' mode S Speed up 'Mon' M Display map. The 'TURBO' mode is useful for getting quickly from place to place. Use 'S' to speed up 'Mon' when you are waiting for him to arrive somewhere before carrying out your plan. Your current position can be stored at any time during play by pressing [Enter] or [Help]. If you make a mistake then you can go back to the stored position. This is done by pressing [Enter] or [Help] when on the selector screen. Pressing [Ctrl] C on the selector screen will return you to the workbench. HINTS : Store your position often. Watch where 'Mon' goes and how he behaves. Think about where each block COULD get to. Solve big problems a small bit at a time. Also don't give up. The first two levels are easy but after that they get slowly harder. The last few levels are serious puzzles and you won't do them first time. None of them are impossible though and anyone can do them with a bit of cunning ! The final version contains levels ranging from very easy (for complete beginners) to even harder than the final level of this demo (for those who want a real challenge). DRIVE - IFF is basically another driving simulator, yes, I know how common these are, so deduct 10 points now if you wish! But where driveIFF falls down as an over exploited idea it makes up with its ability to incorporate IFF picture files as the courses you race over. The advantage is that you bypass all of those classic restrictions such as compromised speed for detail and track editors that limit you to using bits of geometrical road and genetically identical trees. Playing Instructions ~~~~~~~~~~~~~~~~~~~~ DriveIFF uses icons for input. Left to right they are... 1) Loading icon. Lets you load an IFF picture file as a track. Initially, click on the "Show Devices" heading. Then click on the appropriate device (DF0: RAM: etc). The program will search the path (displayed at the top) looking for directories and IFF picture files. If none are found the display will go blank. To load an IFF file or search further subdirectories, click on the appropriate item. 2) Track Editor icon. Presents 2 bar graphs, each allowing for its bars to be re-sized via the mouse while the left button is down. Each of the 8 bars relate to a colour on the track. Low bar values represent low ground level and slight inertia, while high values represent high ground level and strong inertia. 4) Drive icon. Returns you back to driving mode. Control of the car is by joystick. Left and right will turn the vehicle while forward/back will accelerate/brake - reverse. 5) Timer icon. Activates the stopwatch. Your current position will be marked by a grid which will also be the finishing point to end the race. Accelerate to start the clock. If the time taken to complete the race was faster than the record (shown on the right hand side) it will be acknowledged and the record updated. Failure is not rewarded! If at any time you wish to stop the clock, just click on this icon again. 6) Home icon. Returns your vehicle to the centre of the track. 7) Exit icon. Leaves the program. THE MAP: On the left of the screen is a VDU showing a condensed version of the IFF picture. On it will be a small flashing "blip" indicating your position. DIRECTION: Near the centre is a square with 4 arrows in the corners along with 4 lights which flash in relation to your bearing. Eg: the left light will be on if you are facing east. Tips ~~~~ You'll soon find out that you can explore outside the boundaries of the track into some wierd land where roads lead to nowhere and the ground changes. Don't fret, all you're looking at is the Amiga's memory contents. Yes, a monitor program you can drive through too! Be warned though, driving here can crash the machine. DriveIFF can only display 8 colour files, so those using more might look strange when loaded. If so, you can reduce the palette by replacing similar colours with a compromised colour (red, orange, yellow, compromise = orange) thus allowing, say a 16 colour file to be reduced to 8. Deluxe Paint owners can use the stencil function to perform this... 1) Access the Effects menu, select Stencil->Make then decide which colours can be replaced by one. Lock (select) all OTHER colours then click on "make" to return. 2) Access the palette, decide which of these similar colours makes the best compromise then turn the others black. 3) Select the compromised colour and paste a filled box over the whole screen. 4) Repeat from 1 until the picture uses only 8 colours. These further steps must be taken on remaining colours that do not lie in the first 8 palette boxes (first left column). 5) Copy the colour into one of the first 8 palette boxes. 6) Access Stencil->Make and lock all except these two identical colours then click on "make". 7) Select the copy then paste a filled box over the screen. 8) Access the palette and turn the original colour black. 9) Repeat from 5 until all 8 colours fill the first column. 10) Convert the screen format to 8 colours and re-save your picture as something new. DUNGEON_DELVER - Meredith the wizard has been captured from your home village and is being held deep within the snotlings lair.You control Garf a Dungeon Delver and must guide him through the 14 individually puzzling mazes. Move him left,right up or down using a jostick in the joystick port There are 3 difficulty settings: 1.Easy: A slow timer means the game is generally easier 2.Medium: Not so easy as the timer increases at a fair pace 3.Hard: Only for professionals! The timer increases at great speed! Snotlings: These roam the screens and can often stun you if you collide with them However rumour has it that these annoying creatures can thief your keys from you! Portals: The object of each level. You must enter these red squares in order to pass onto the next screen. Keys and Doors: Collect the yellow keys to open doors to allow you to reach the portal. However be careful as often there are more keys than doors or doors which do not need opening. Timer: The timer is represented on the left side of the screen and gradually starting at the bottom rises constantly until you either complete that level or it reaches the top of the scale (in which case it is GAME OVER). Score: If you succeed in completing the whole game you are given a final score, so even if you manage to finish all the 14 levels you can still play the game to beat your previous score. DYNAMITE_WARRIORS - is a multiplayer game with up to five player. If a four-player-adapter is connected, up to four player are able to play with joysticks. To win the game, a player has to desintegrate all other players using explosions of bombs planted. DynamiteWarriors is only a multiplayer game, so a soloplayer can't play it in a way that makes sense. After starting the game all possible Characters run into the screen. Then the main menu appears. This action can be shortend by pressing any key. This key can also chose immediately a menu item of the main menu. The game starts by pressing the key "S" in the main menu. To quit the program the key "Q" has to be used. To change the keymap for one (keyboard) player, the key "A" is needed. Then the player characted has to be choosen by pressing one of the function keys F1-F5. Further the program asks the keys for e.g. moving, plant bombs, etc. In the case that an other player owns one of the choosen keys, nothing will happen. If the old keymap is alright, the key jumps to the next action. The key "C" switches to a sub menu, where some start options can be changed. The first option can change the number of obstactles in the labyrinth. These obstacles can't be bombed away and blocks the players way. The next parameter changes the number of bombs available and after that the range of the explosions of any bombs at the beginning. The last option switches the monster off and on. These monster can kill the players and only be removed by the hot flames of explosions. By pressing the key the main menu will apear again. The kind of controlling the player can be changed in the main menu by selecting the player by pressing the respective function key F1-F5. If no kind of controlling is displayed, the character won't be drawn up. After the game has started, four characters stand in a edge of the playfield and one in the middle. The playfield consists of hard, bomb proofed material and of lose brick walls that can be bombed away. If a player has planted a bomb, he should leave the horizontal and vertical direction, where the explosion extend itself. Under some ruins of walls sometimes appear monster or different extras : Symbol of bomb The player is able to plant one bomb more, while the last ones aren't exploded yet. Symbol of circles The range of all bombs increases. Symbol of joystick Changes the left right controll of all opponents. Symbol of double arrow right The own player runs faster a shorttime. Symbol of double arrow left All opponents get slower a shorttime. Symbol of shield Creates a shield, making the player insensitive against fire and monster a shorttime. Symbol of crossed bomb All opponents are not able to plant a bomb a shorttime. Symbol of skull Kills the player immediately. Symbol of question mark causes one of the upper extras (also dead!) The game is finished if all players except for one (or none) are dead. By pressing the key three times at any time (not in pause mode). Locking the key will pause the game and releasing it will continue the game. I wish everbody nice explosions and might the most mean win! EGYPTIAN_RUN - It seems the pyramids have come alive and are out to take over the world ! You are the world's only hope ! Can you get past the pyramid missiles with the bumps to contend with and get in range to fire your guided missile at the control pyramid ? But even then your missile is damaged and hard to control. EOMS - Instructions for: Experts Only Mercenary Simulator Joystick controls: Forward Increase speed. Back Reverse. Left Turn left. Right Turn right. Back & left Fast turn left. Back & right Fast turn right. With button down on joystick changes view direction. Forward View normal. Back Rear view. Left Left view. Right Right view. The view will return to normal if the direction of travel changes or an object is hit. Mouse controls: Mouse controls direction of fire. Holding down left button fires grenade and rifle. The higher the cross hairs on the screen the further the grenade will be thrown. It is possible to kill yourself with your own grenade. Object of the game is to head east. Enemies do not communicate with each other. Enemies know the initial start location of the player. If the enemy can not see or hear the player then they are not sure where the player is. When play begins all enemies are to the east of the player. In the first 4 levels the enemies must kill you with their bayonets. Look out for secret passwords. Display: At the right side of the display are the following: 1. Health indicator. The player recieves 8 health points. When all the health points are gone the player is dead. 2. Player lives left. The player has 5 lives. 3. Level indicator. 24 levels total. 4. Move speed and direction indicator. The direction is given as a compass direction. The longer the line the faster the speed. 5. View direction indicator, also given as a compass direction. Special keyboard commands: q quit. Keys 1 9 modify how far to look. 1 means short. 5 is normal. 9 is max. ESCAPE_II - Have a good look at the option screen. You should see the choice of tiles allowed and some options. At the bottom of the option screen is a horizontal bar with raster time written above it. When you place any tiles onto the editor screen with animation, this bar will fill up. This tells you how much the computer is working (Every vertical blank interupt - 50 Hertz). If it gets totally full up, a warning box will light, this tells you that the game will jerk. To solve this kill some animations. I can not describe what the tiles do, you will have to test them yourself - sorry. I just can say that if you place a falling tile, exits's and doors you can activate them using the switch tile. To use the switch tile, place it on the editor screen and a notice on the left hand side of the screen will say "Change which square?", now move the mouse and click on the square you want to change. One last thing about tiles, there is a teleport tile, where you can jump to a differant part of the screen. To use this place it on the editor screen and on the left hand side of the screen, a notice witth appear saying "teleport to?", now click where you want to teleport to. Animation tiles that can be activated with switch: Horizontal Door V1 and V2 Vertical Door V1 and V2 Falling Tile (Cracked floor) V1 and V2 Exit up, down, left and right (Top left of option screen) Other Animation tiles: Extralife (3 Types) Teleport (Tile with a square inside) Bonus Tile (2 Types) Disk (Does not do anything) The rest should be obvious - try them! Other options on the option screen: Save level Easy enough to use Load level Easy enough to use Set man Sets the mans starting position, when you click on this, you will be asked to place the mans position using your mouse. Set time The time limit for the game - if not sure set to 100 Set bad Sets the enemy position. You are required to set how easily the enemy is to kill you (Just fill in the options) Set Ball You are asked to type in the left/right,up/down start and finish of the ball. Then you are asked the direction you want the ball to go in and the colour of the ball. For example Start Left/Right pos : 100 Start Up/Down pos: 50 End Left/Right pos: 200 End Up/Down pos: 50 Now you are asked for the direction (Right). THE END POSITION MUST BE POSSIBLE. For example: Start Left/Right pos : 100 Start Up/Down pos: 70 End Left/Right pos: 200 End Up/Down pos: 80 Is impossible!!! Set Music This is only used for the rastor time test Set Mouse Gives you a "autofire" option for the Editor screen! Clear screen - Watch out, the computer does NOT ask if you are sure. To Exit press the firebutton with your joystick in port 2 Advice When saving files save as level1,level2,...,level344 etc this will let you use the wildcard system on the compiler. If you try to switch an animation eg. extralife, and squashing wall you will stop the animation useful , you can use it to get past it. Try it Details Gameleveltester This is the gametester made by the level designer program. Just type in the level filename. Play with joystick in port 2, left mouse button to exit. Details Compiler This is such a user friendly program, instructions are not really required. Except for the scrolly - use notepad word processor or similar to type it in. The music can be made on startracker or compatible (Noisetracker, MED with save as st-module option). It can also be made by startrekker.NT chip music files. Quick summary: The compiler lets you: 1. Load the files in individually or Load the files in automatically using a "wildcard" system (easy to use!) 2. Load in your ASCII text scrolly. 3. Lets you choose your module pieces EWYS - GUIDE ERIC ACROSS A GRID PATTERN AND TRY TO AVOID ANY HIDDEN MINES THAT MAY BE ONLY ONE STEP AWAY. YOU ARE INFORMED AT THE BOTTEM OF THE SCREEN IF THERE ARE ANY BOMBS IN THE AREA AROUND YOUR CURRENT SQUARE, SO TRY AND FIND A SAFE PATH HOME.. ALL MOVEMENT ie. LEFT RIGHT UP & DOWN ARE DONE THROUGH THE JOYSTICK... FLEUCHII - You have to move the small space ship through the scenery without touching the walls. Look for a ball and try to fly in short distance to it, then hit space to pick it up. The level ends, if you climb to the top. The controls: ESC end level/game P pause Keyboard mode: A left turn S right turn SHIFT RIGHT thrust RETURN fire SPACE pick up ball Joystick mode: LEFT/RIGHT turn left/right UP thrust DOWN pick up ball FIRE BUTTON fire FRUITMACHINE - The numbers 1 to 9 will light according to the numbered fruits stopping on the win-line. If the numbers total more than 9 that is all the numbers are lit you will win nudges to the value of the total, minus nine. You can gamble your nudges a maximum three times. Exept for gold bars, which pay out in any position on any line, all pay-outs are on the win-line. In the event of a win position on the win-line and the gold bars on other lines, the payout is determined by the win-line only. There is a random SUPERNUDGE feature... A continuous bleep will sound and the nudge window will show a rapidly decreasing counter. You must nudge as many treasure chests onto the win-line as you can before the counter reaches zero in order to win the appropriate pay-out. To load or save, simply press the "l" or "s" key. When in nudge mode, you can see where on the reel you are by pressing the "r" key.... Press the space bar to return. PAYOUTS : CHERRIES x2 - 20p. x3 - 30p. x4 - 50p. x5 - 70p. APPLES x2 - 20p. x3 - 30p. x4 - 50p. x5 - 80p. LEMONS x2 - 20p. x3 - 30p. x4 - 50p. x5 - 90p. GRAPES x2 - 20p. x3 - 30p. x4 - 50p. x5 - 1 pound. PLUMS x2 - 20p. x3 - 30p. x4 - 50p. x5 - 1 pound. GOLD BARS x2 - 20p. x3 - 30p. x4 - 50p. x5 - 70p. TREASURE CHESTS x2 - 20p. x3 - 3 pounds. x4 - 5 pounds. x5 - 50 pounds. FRUITPANIC - Fruit Panic AMIGA is one of the classic Pacman Games; however, it adds some advances wich make it interesting in this so exploded theme. The purpose of Fruit Panic (of couse!) is to eat all the fruits scattered through the platforms. When we eat all the fruits in a level, we'll pass to the following one until we complete the 25 levels of the game. In some parts, the hollows of the platforms allow us to fall to a lower platform. If we want to reach a higher platform, we have to fall in one of the side hollows. We will find a wharf down wich make us to go up. Then, we can select the platform we want to go. In some of the levels, four phantoms will persecute us trying to kill us. Our exits are to run away from them, to let them a bomb or falling on them since a higher platform. These two last possibilities will let the phantoms out of combat for a moment. Falling on a phantom is a little dangerous, because wether we don't do it at the right time, we won't kill him or he will kill us. However, this is a way to get more points. In other stages, there will be only turning coins. These are bonus levels and we have a limited time to pick all the coins up. If we don't pick all the coins up, it doesn't matter, because we won't lose a life. Details to remember: The phantoms can kill us only when we are on a platform, not in the air. We can let an only bomb each time: if we let a bomb, we can't let another one until a phantom crash with it. We can't jump on a wharf all the time. When we jump on it, it changes its color. It is green at first. When we launch once on it, it gets yellow. If we launch twice, it gets red. If we jump on it when it's red, it breaks and we lose a life. The wharf gets its original colors again if we wait for a moment without jumping on it. The time we have to finish a level is unlimited, but, if we delay, a message will tell us to hurry up. If the message appears twice, one of the phantoms will run more than the others. If you finish the game, you will see a final animation. Scores: * 25 150 points each fruit. It depends on the level we are in. * 1,000 points for killing a phantom with a bomb. * 3,000 points for falling on a phantom from a higher platform. * 15,000 points in bonus levels minus the time you use to complete it. You'll get a life when you have 50,000 points and then you'll have one each 100,000 points. Controls: During the game: * Moving the joystick left or right, we control the pacman. * Pressing the button of the joystick, we let a bomb. * Left mouse button aborts the game. * Right mouse button, pauses the game. During the presentation: * The button of the joystick starts a new game. * Left mouse button quit game and returns to the WorkBench. GF2 - GF2 is BiTS version of the original Gravity-Force from Kingsoft. Some improvements to a fantastic game! (We think so.) The *original* idea is old, and many games like this exist, f.ex. "Thrust", "Mayhem", "TurboRaketti", "The Executioner", "Zarathrusta" aso. But we wanted our own, special version which should have what the other games hadn't. We concentrated on the 2 Player Dogfight Mode, with some special weapons and many other settings. The Race Mode was something we added later to make it possible to play on your own. How to play? or "How to get the most out of GF2" We have discovered that GF2 is funny even without the Cannon. :) For example "Knocking" the Sport where you never shoot your enemy, you crash into him! Experiment with the Special Weapons, each level has its ultimate settings, f.ex. "The Tower" and Non-guided missile. Even some Race levels can be interesting as Dogfight levels. If you play a Tournament on a Race level it will "become" a dogfight level. "Twisted" is a good example, it's fun with Non-guided missile. (Too...) We recommend that you use the Tournament mode as often as possible. You'll get some statistics about how good/bad dogfighter you are. GF2 contains some hidden menus, keys and modes. We don't guarantee that the hidden functions will WORK, but Hey! Why are they hidden? GX200 - This is a little game for you to try. Basically you are the pilot of a Gx-200 transport ship ,which you have to fly around ,destroying various alien types. The scrolling landscapes are in the form of mazes which you have to fly around to hunt down the aliens. It a very simple game to play as all you have to do is fly around shooting things. A game of Gx-200 will only take a few minuites to play. The game is freeware so feel free to copy it ,put it on bulletin boards etc ,but do not make any money out of it. This game is for PAL Amigas only. How to play After loading ,start game by pressing F1 as shown in menu. You control the red ship in the centre of the screen. You can move up, down , left & right. The playing area is larger than the screen and the screen will scroll as you move the ship. The idea of the game is to destroy all the aliens which inhabit the playing area - do this by blasting them with your gun ( which fires horizontally). A level is completed when all aliens (and missile guns are destroyed). When an alien is destoyed (it may take a number of direct hits) it will explode and the explosion will continue in the direction the ship was moving in before it exploded , so you must be careful when firing at aliens which are coming towards you. The playing area is constructed in the form of a maze - It is not possible to fly through the walls. Contact with alien ships , walls , missiles and any other objects will cause you to lose a life (you start of with five). Extra lives are awarded for the completion of certain levels. There are six levels and none of them are very difficult really - You need to get to know the levels and how the aliens behave. The characteristics of the various aliens are indicated by their appearance. None of the aliens will try to attack your ship - though some will fire missiles at you. There are no random elements in this game - all alien movements will follow a set pattern. HBALL - In H-Ball, you must clear each screen by knocking away all the bricks with your paddle and ball. The game itself is pretty much self explanatory. You must keep the ball from falling off the bottom of the screen by the moving the paddle with the mouse. Note that some of the blocks take more than one hit to be destroyed, and some blocks explode or hatch an extra ball. There are thirty different screens in all. KASEJAGD - The aim of the game is to control the mice so they get as much cheese as possible and bring it home. They climb every ladder and slide down every chute. When a mouse meets the "bad mouse", it is scared, falls down and runs away... However, there are some extra mice. When the cheese is flashing, it is mouldy and the mice don't like that either... There are some bonus items: numbers 50 or 500: extra score mouse: additional extra mouse scythe: the "bad mouse" jumps to another location yellow cheese: a normal cheese which is taken by the mouse crossed out cheese: the mouse looses its cheese (if it carries one) violet cheese: magic cheese, no mouse can be harmed for a certain time The game can be canceled by pressing the "Esc" key. If you have entered a new level and quit the program, this will be saved. When you restart it, you can choose this level as the start level. KASTLEKUMQUAT - In a far-off kingdom, long long ago, there was a little fairy princess, who had never heard of the game KASTLE KUMQUAT by TREE of NERVE AXIS. And she never would , because she didn't have access to an Amiga. But our Story is in a different place, a place so different that I can't be bothered to describe it. The story centres around a very greedy and environmentally unaware King, whose favourite food is the very rare Blue Kumquat. Now had there been a Greenpeace movement in this kingdom, the Kumquat would be safe from callous gluttons such as our kingy, but there wasn#t, and so the Kumquat is mercilessly harvested to fill the King's appetite. Now the fruit is so rare that it can be found in only one place, the Kumquat Kastle. Unfortunately the Kastle is very well-guarded by the legendary multicoloured Kubes of doom, who have been placed in the castle to wander around mindlessy killing all intruders. To make matters worse, a recent volcanic eruption has leaked into the Kastle, and so all the basements and sewerage channels in the Kastle are now full of red-hot lava. The king needs a brave and powerful warrior (with no particular concern for environmental matters) to enter the Kastle and harvest the last of the rare fruit. Unfortunately this kingdom has no brave warriors, and so the most eligable candidate is chosen, and that candidate is YOU. Hard-working blacksmith's son that you are, you set off toward the Kastle armed to the bare teeth with absolutely nothing (but the Kubes are indestructable anyway!). Gullible fool that you are, you believed the king's story about letting you marry his daughter should you get out (Prat!). THE GAME: General control: Joystick controls man's movement, fir cause him to jump forward in direction he is facing. Objects in the game: YOU: You are the scrawny little fella in the skin-tight white pyjamas and the worried look on his face KUBES: Are just that, spinning, multicoloured cubes. These move in regular patrols and are deadly on the slightest contact. These cannot be jumped. LAVA: the bright red stuff between the platforms, also flowing from burst pipes. With small gaps, these can be jumped, large gaps and its roasted feet. KUMQUATS: Bright blue pulsing objects, these are your goal. Collecting 20 of them gives an extra life. There are 220 to be found in total. GEM KEYS: these look like colored diamonds, in either red, green or blue. Possesing one of these will enable you to activate the GEM SWITCHES. SWITCHS: These vary in appearance. Some will be rocks in the floor, spome will be pressure plates. Look hard for them. Most are toggle switches, that is, if you step on it once, and a door opens, stepping on it again will close it. GEM SWITCHES: These are just like ordinary switches, but before you can use it, you must ahve a gem of the same colour as the switch. EXTRA LIVES: These look like little man-shaped objects, with a natty multicoloured copper effect in them. Collect for an extra life! PIT TRAPS: These look like ordinary floor. Walking on one will begin to open it up, and if your not off of it when it opens fully (i.e. very quickly!) then say bye-bye to another life! DOORS: these need to be opened by tripping the correct switches. No amount of swearing, cursing or other mental or physical abuse will open them Well, that's as much as needs to be said really, but to finish, here's the walk-through for the first three screens, as they are rather hard the first time round. Hint: Your man needs very little ground to stand on and can balance on very thin walkways. KILLER_TOMATOES - Micky the manic magic mushroom is being chased by the terrible tomatoes(what is this garbage) and its your job to stop him getting eaten.This is not a speed game and is controled by the mouse.You take it in turns to move around the screen(ah nice) and avoid being supper.You can kill the tomatoes by making them run into each other or into the piles of squashed tomatoes. The tomatoes always home in on you so you can guide them into each other with a bit of thought. beside the arrow buttons are the following L-Last stand -Custer would have been proud or im fed up and not moving again,to be used if you are hiding safe from harm. T-Teleport -One only per level use if you are about to be made into a mushroom pancake. O-Magic Fairy-Ring-Will blat any close toms also one only per level. N-No Move -Only for one turn. A bonus will be given for not using T or O during level.High scores are saved to disk.Will need tomhigh if on a hard drive. KUNGFU_CHARLIES - is a scrolling platform / martial arts type game with an injection of strange humour. Version 1 has 3 floors to battle through. Each floor contains 10 rooms full of trouble: FLOOR 1: The Way Of The Ninja FLOOR 2: The Shape Of Things To Come FLOOR 3: The Military Section Kungfu Charlies Instructions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Story ( Version 2 ) ~~~~~~~~~~~ ( O.K. So it's a rubbish story, but I'm making it up as I go along! ) Somewhere in time and space there once existed a small planet called Ik-ik-wigga-wigga-banana-six ( until it got eaten by an intergalactic space elephant who mistuck it for a tin of carrots ). On this planet lived Charlie and his twin brother Charlie. From birth they were trained in the martial arts ( by watching too many martial arts films ). Anyway, one day when they got out of bed they noticed something strange in the back garden - a massive building had been built among the begonias. The evil mind behind this was that of Jean Claude Van Tomato. Jean Claude was very nasty ( he sold his family to a cheese and tomato sandwich company ) and was using the building to conduct his twisted experiments. This made the Charlies mad, they couldn't watch this going on in their own backyard. They decided to enter the building and sort this bloke out. Unfortunately for the two Charlies, Jean Claude is hiding in the 10th room of the 10th ( and top ) floor. To get to him they must battle through all 100 rooms, each of which are filled with Jean Claude's nasty helpers and wierd lab creations. Below is a list of floors and an idea of what to find on each ( Version 2 only ): FLOOR 1: The Way Of The Ninja - various ninjas! FLOOR 2: The Wonders Of The Animal Kingdom - killer snails, frogs cute fuzzy things with massive teeth, e.t.c. FLOOR 3: The Shape Of Things To Come - robots, flying saucers, e.t.c. FLOOR 4: Jean Claude's Laboratories - hovering eyeballs, jumping heads, mummies, e.t.c. FLOOR 5: Nuclear Experiment Laboratories - walking bananas, helipigs, e.t.c. FLOOR 6: The Military Section - soldiers, tanks, missiles, e.t.c. FLOOR 7: Return Of The Ninja - more ninjas! FLOOR 8: More Weird Lab Creations - killer false teeth, jetpacking tortoises, e.t.c. FLOOR 9: Killer Geometrical Nasties - killer parallelograms, vicious circles ( what a joke! ), e.t.c. FLOOR 10: The Final Floor - killer carrots, insane onions, angry apples, Jean Claude Van Tomato, e.t.c. There are loads of monsters not mentioned here, you will have to discover them for yourself ( look out for end-of-floor guardians ). To complete each room you must defeat all the baddies that live there. You do this by giving them a quick dose of your martial art skills. How To Control A Charlie ~~~~~~~~~~~~~~~~~~~~~~~~~~ Player 1 must use the usual joystick port, Player 2 ( if you want two players ) must use a joystick in the mouse port. Joystick Move Action ------------- ------ LEFT or RIGHT Charlie walks left or right UP Charlie jumps up DOWN Charlie ducks FIRE Charlie does a front kick in current direction Whilst ducking: LEFT or RIGHT Charlie looks left or right whilst ducking FIRE Charlie does a sweep kick in current direction Whilst jumping ( or falling ): LEFT or RIGHT Charlie moves to the LEFT or RIGHT FIRE Charlie does a flying kick in current direction Jumping onto higher or lower platforms: --------------------------------------- Whilst standing up, press and hold FIRE. Pushing UP will make Charlie jump onto the platform directly above him ( if there is one ). Pushing DOWN will make Charlie jump onto the platform directly below him ( if there is one ). Remember to keep holding FIRE whilst pushing UP or DOWN. Once The Room Is Clear ~~~~~~~~~~~~~~~~~~~~~~~~ Once the room is clear, a 'GO' sign starts flashing in the middle of the screen. This tells you to make your way to the far right of the room and go through the door to the next room. In room 10 of each floor lurks a specially big and nasty monster who appears after all the small monsters have been cleared. This monster takes more than one hit to kill. After killing it, you may procede to the next room ( and floor ). Collecting Special Items ~~~~~~~~~~~~~~~~~~~~~~~~~~ At regular intervals a special item will appear in the current room. This item may give you extra points or extra weapons when collected. Extra weapons usually come in the form of a pod with a letter on it: S: A temporary shield giving Charlie invincibility, F: A temporary enemy 'freezer', K: A temporary shield that will kill any enemies that touch it, B: A smart bomb. You may collect a pod with an arrow on it. This takes you to the next room. Extra lives also sometimes appear. Lastly, you may also see a machine gun. Picking this up gives you a temporary chance to blast everything with bullets. This is my personal favourite ( I'm not a violent person, but there's something funny about shooting jetpacking tortoises and walking bananas! ). The Status Bar ~~~~~~~~~~~~~~~~ At the top of the display is the status bar. To the left of this is player 1's lives and score. To the right is player 2's. In the middle the number of credits remaining is displayed. To the left of this the current room and floor number is shown. To the right two gauges are displayed. The top one tells you how many enemies still exist in this room. The bottom one tells you how many hits the end-of-floor big enemy can take before being destroyed. Also kept a note of is the number of monsters you have whacked. This is displayed on the floor intermission screen along with the name of the next floor and the floor's password ( see later ). On the room intermission screen the name of the next room is displayed. When you lose a credit, your lives are replaced and your score and number of 'whacks' are reduced to zero. If you don't have any credits left it's game over I'm afraid! Altering game parameters ~~~~~~~~~~~~~~~~~~~~~~~~~~ Pressing fire during the title screen sequence takes you to the parameter selection screen. There are 4 options, each of which can be activated by first selecting it ( by moving Player 1's joystick UP or DOWN ) and then pressing FIRE. The options are: Credits: selecting this increases the number of credits that you are given. The maximum allowed is 9, the minimum is 1. If you select this whilst displaying 9, it will go back to 1. Player Speed: Selecting this toggles between fast and slow. The normal speed it fast, which seems the best to me.. Password: selecting this allows you to alter the password. The password allows you to restart the game on a specific floor, providing you have the correct password for that floor. If it is incorrect you will start on floor 1. The first letter of the password will be flashing. To change the letter you must push UP or DOWN on player 1's joystick. To alter one of the other 3 letters you must select it by moving the joystick LEFT or RIGHT. To exit you must press FIRE. Start: this starts the game! Initially, 'Start' is selected, so you can press fire straight away without messing about. the parameters are initially set to their default values. Entering Your Name In the Highscore Or Hiwhack Table ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ No matter how many credits you use, the best score or whack number you achieved using one of these credits is recorded. After 'game over' you may have got your name into the highscore or hiwhack table. Entering your name is easy, it is done using the password changing method which is mentioned above. Keyboard Controls ~~~~~~~~~~~~~~~~~~~ During the game press 'p' to pause the game. Whilst the game is paused you can press 'p' again to carry on or you can press 'q' to quit and return to the title screen. You can only quit whilst in pause mode. Also ~~~~~~ You get an extra life every 50000 points. I Thought I'd chuck that in for those of you who find it a bit too difficult. Oh yes, I nearly forgot, there IS a cheat mode. I'm not going to reveal what it is yet, though I guess someone out there will find out what it is. LAST_TETRIS - The purpose is to move the falling blocks around and to place them so that full rows are made, making these full rows to vanish. The following keys are used (always visible on the game-screen): cursor-left = moves block left cursor-right = moves block right cursor-up = rotates block space = moves block down L = rotates the level from 1-9 and then back to 1 N = toggles NEXT on/off P = start playing the game, or toggle pause on/off when playing Esc = Quit the game, when playing you will come back to the introduction-screens when at the introduction-screens you will get back to the system (Workbench or CLI). SCORING: Pressing the blocks down (using space) will give the following scores for every down-movement. If NEXT is ON these scores are subtracted with 2 p. level 1: 3 p 2,3: 4 p 4,5: 5 p 6,7: 6 p 8,9: 7 p completing X number of full rows with one block: 1 row: 50 p 2 rows: 100 p 3 rows: 200 p 4 rows: 400 p LEAP2 - game document for Leap V2.0 15-Oct-91 **HINT FOR BEGINNERS** The gaps are much easier to jump through, if you run in the opposite direction to the gap while you jump. Second hint: Unfortunately, this is one of those games that seems too hard to begin with. Keep trying till you get to the top of the first screen, and it all gets much easier. Also, the screen gets more interesting to look at as more and more sprites appear - twenty or more if you survive that long! You needn't bother to read the rest of this bumph until you've tried playing the game. (This doc is dead boring, but the game is quite fun!) You use a joystick to control a little man. He can go left or right, and jump (fire button for jump). If he runs off the left edge of the screen, he appears back on the right. The little chap's name is 'Bobby'. He has only one aim in life, and that is to get to the top of the screen. There are seven 'platforms' on the screen, which Bobby has to get past to achieve his aim. At the start of the game, there are just two 'gaps' in these platforms, through which he has to jump. One gap moves to the right and descends, the other moves left, and err.. goes up! At each successful jump, an extra gap appears at random. The first three extra gaps move right and down. The next three move left and up. Once there are eight gaps, no more appear. If Bobby tries to jump through a non-existant gap, he bumps his head, and is stunned for a few moments, during which time he cannot move. He can also be stunned by falling through a gap, or by colliding with a 'Baddie'. Normally, being stunned does not cost Bobby a life. If Bobby gets stunned on the LOWEST level (usually by falling from above) then he loses a life. Baddies start to appear when the first screen is completed. They always move to the left. Well thats about it really..... Have Fun! LOOTY - Ooh, arghh! (and all that), this 'ere Dark Armada, sailed the old stormy seas, lootin' and piratin' all over the world, dreaded by all good sailors everywhere - the scourge of the oceans. Left adrift in a small boat as a joke by his chums on a college sailing trip, Andy Linky awoke to find himself crashing against the dark foreboding planks of the Dark Armada. Having heard of the great amassed treasures stowed away on that dastardly vessel, (even he was not so socially inept as to not have encountered the tales), rather than following good sense, by swimming frantically away as fast as his lanky limbs could carry him, he decided to beat the sinister pirates on board at their own game, and recover all the lost treasures on board. Then he could really prove just what a brill chap an' all he was to those nasty people back at the ole Uni of Cowflood.. THE GAME === ==== Basically, you must run from hold to hold in the mighty Dark Armada, collecting all the treasure you can find. Simple, huh? Well, not quite. For a start there are mean, ugly, and distinctly green looking pirates gallavanting all over the shop, and they don't like stowaways very much. Nonetheless, they're pretty dumb, and won't harm you unless you get too close.. Then there are the locked partition doors, for which you will need the right keys, lying somewhere in each hold. And being completely uncoordinated, you can only manage to hold one key at any one time. There are also dislodged planks which, by some mystical fluke of nature, slide back and forth, or up and down, acting as lifts. Learn to use them, as you will need to master them quickly to advance anywhere in the ship. (HINT: they will "collect" you - if you stand in the right spot!" Watch out too for the crumbling platforms that vanish periodically. (They also reappear later, by some curious phenomenon..) Oh, and sometimes, the treasure will be booby-trapped... (if you see a bomb, run away as quick as you can..) Holds are interlinked by crap-looking wooden doors, that really outline the problems with a brown-dominated colour set. Pressing while standing in front of them, enters through them. (Presumably after opening them.) Flags, when collected, allow you to restart on the level in which they are found. They are naturally very rare. Little blue discs emblazoned with Andy's stupid face will give you extra lives GRAB THEM!!! You'll need them. ***** All twenty holds from the original are included. There are a few more to discover as well... The full game and designer has.. 50!!! As you collect treasure, your Loot counter will increase, and Treasure decrease. When the latter reaches 0.. you've won! Joystick in the Left port (1) controls Andy. Either Mouse button drops one life for those times when you get stuck by bad planning! HINTS ===== There are a few things different from the original speccy game, so don`t expect to just sail (groan) through it, because you finished the old version. Key collection is different, for example. And I`ve opted for NO Partition numbers, to force you to experiment and deduce what to do next.. You`d be surprised how much more involving the game becomes as a result!!! (Though there is a way to get the numbers up..) Multiple vertical platforms are best tackled by standing at the edge of one, and letting another one pick you up. Note that they only do this while they`re moving DOWNWARDS. Practise makes perfect.. Try to find the "Psycho" room. You`ll recognise it as the one with the weird background pattern.. This room acts as a sort of secret passageway to other rooms - if you can suss the bizzare door connections! MEGABALL - You all know how to play an Arkanoid clone, right? I don't have to explain that you have a paddle and a ball and you must bounce the ball into some blocks to score points, right? And I certainly don't need to mention that if you let the ball miss the paddle and drop off the screen you will die, right? And I also don't need to explain about how little bonuses can drift down from the blocks and if they touch your paddle they can do anything from giving you free lives to blowing you up, depending on the little pictures on the bonuses as they are drifting down, right? Good. I was afraid I'd have to put a lengthy explanation here! >> MOUSE CONTROLS DURING THE GAME: << Let's do this C= style!: If you move the mouse left, your paddle moves left! If you move the mouse right, your paddle moves right!! For pin-out diagrams of the mouse port, check the Technical Reference Section!! Long live C= Instruction Manuals!! By the way, sometimes the ball "sticks" to your paddle. A small blue force-field appears to hold the ball in place. You can press a mouse button to release it. Also, if you get Lasers (one of the bonuses), you use the mouse button to fire them. You may have Lasers and Catch at the same time, and in this case, the same press of the mouse button can both fire the lasers and release the ball. Both the left and right mouse buttons have the same effect. - - O O >> SOUND: << ) \_/ Awesome! Crank it up!! :-) >> MUSIC << (**** NEW FEATURE ****) There are now FIVE NoiseTracker music modules in the game. (There used to be none.) But, because of the music player I got (copyright info in the scroll with the rest) all of the songs must load into CHIP RAM. How lame. How REALLY lame. I'd really love to fix this. But I'm a little foggy on the details of how to buffer FAST RAM into CHIP RAM for instrument playing. So, if you have an older Agnus, you probably won't be able to get all the songs. But, if you have one Meg of CHIP, you should be able to get just about all, and if you have any FAST in addition to the Meg of CHIP you should get all 5 no problem. The game will tell you how many it was able to load. ALSO: If you catch the little bonus with the notes on it, music will start to play during the game. This cuts off sound effects, which makes it a little bit harder, which means you get one extra point per block hit while the music is on. So it's good to have the music on when possible! METOGRASP - SPACE GLIDERS 1. SCENARIO ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As Pilots of space-gliders, you and your partner are somewhere on a surface, which is equivalent to a torus. A dodecahedron, which is the center of gravitation, exerts a graviation force to the gliders and the torpedos. Destroy the enemy glider and do not smash at the dodecahedron ! 2. OPERATING INSTRUCTIONS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Player-1 ---> Joystick in port-1 Player-2 ---> Keyboard 2.1 THE REQUESTER ~~~~~~~~~~~~~~~~~~~~~~~~ After starting the program a requester appears. The three sections : a) Highscore b) Gravitation control c) Quit and start A selected gadget has a blinking border. With , , and you can switch between the gadgets. With and you can adjust the gravitation when the gravitation-gadget is selected : 0 yellow Blocks = no gravitation . . . . 5 yellow blocks = very strong gravitation Select the quit-gadget to finish or the start-gadget to start the game and press or . The winner is marked with a yellow and white blinking block in his row. By exceeding more than 25 points the counting starts again from 0. 2.2 THE COCKPIT ~~~~~~~~~~~~~~~~~~~~~~~~ The screen is divided in two cockpits. Player-1 uses the upper, player-2 the lower cockpit. CURSOR CONTROLS : ~~~~~~~~~~~~~~~~~ Cursor left ---> Rotate left Cursor right ---> Rotate right Cursor down ---> Thrust Cursor up ---> Fire torpedo JOYSTICK CONTROLS : ~~~~~~~~~~~~~~~~~~~ Joystick left ---> Rotate left Joystick right ---> Rotate right Joystick up ---> Thrust Joystick button ---> Fire torpedo ADDITIONAL CONTROLS : ~~~~~~~~~~~~~~~~~~~~~ ESC ---> Abort the game THE INSTRUMENTS FROM LEFT TO RIGHT : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1) The torpedo display shows the available number of torpedos. Only five torpedos can be active. After their time of activation has ended the stock will be refilled again. The result of a hit is a white window of the damaged glider. 2) The energy display shows the available amount of energy. The thrust control diminishes the amount a little, a hit much more. If a hit subtracts more energy as is available, the glider ex- plodes. 3) The red bar shows the distance from the center of gravitation. A high bar indicates small (!) distance from the dodecahedron. 4) This is the veloctity display. If the yellow bar exceeds the upper bound, the glider explodes. 2.3 FURTHER DIRECTIONS ~~~~~~~~~~~~~~~~~~~~~~~~ Other objects are only made for orientation. (You must find out in which sense !) Because of the little velocity of the torpedos you can be hit by your own if your veloctity is to high. To avoid this do not fire "forward". The range of sight is greater at the edge of the window. This has only technical reasons which I will not explain here. MINERUNNER - Yet Another Lode Runner Clone? Yes, but wait! Mine Runner is a special one! * Nearly original play feeling! * Nearly original graphics! * Nearly original sound effects! * Selected original levels! * Up to four player simultanous game! * Supports four player joystick adapter! * Supports two button joysticks! * Doesn't stop multitasking! * Saves highscores! How do I play it?› No problem! Simply collect all gold using your joystick and escape to the top of the level. Pushing the button enables your hero to dig in some walls. How do I use two button joysticks?›m Two button joysticks (e.g. the sega mega drive joypad) can be used in the standard mouse or joystick port. If you push the second button to start (instead of the standard button), you will be in the two button mode: standard button digs at your left side, second button on your right side. The pins for the second button are not connected on most four player adapter ports (at least, they're not at mine :^) and so, they're not supported, sorry. Special keys: · Del: Kills all players on a level. (If someone is in a dead end) · Esc: Quits the game. · F1-F4: Selects the number of players. · F5: Pauses the game. · F6-F9: Selects extra levels. (not included yet) · F10: (Re)start the game. MOOSEDRIVE - INSTRUCTIONS Moose Drive is a pseudo-isometric 3D racing game. It boasts a wide range of features: · Fast and exciting races · Silky smooth 50 frames a second scrolling · Pit your skills against 2 computer cars · Top-notch stereo music and sound effects · Instant action replays of the last 20 seconds at any time · Your opponents improve as you do · Spend your race winnings at the shop to improve your car From the main menu you can either mess with the settings or plunge straight into the race proper. Assuming you'd rather twiddle first, use the mouse or the joystick to do so. You can then save your settings to disk (providing the disk is write-enabled) using the appropriate option. Okay, time to race. The objective is to complete the six laps before at least one of the two computer opponents. If they both beat you it's game over. Winning a race earns you cash, and coming second does too, although considerably less than when you win. To control your car you use the joystick, with fire acting as accelerate and down acting as brake or reverse. At any time, pressing the spacebar or the left mouse button will pause the game and bring up the replay menu. Double-clicking on the leftmost button will return you to the main menu, and the other four buttons act as a video recorder would. Stop takes you back to the game. AFTER THE RACE ~~~~~~~~~~~~~~ Assuming you don't come last, after the race you can upgrade your car at the shop. Motors add to your top speed, batteries improve your acceleration, and tyres increase your grip. Once you have decided what to buy you will start the next race. As this is only a demo, there are only two tracks to compete on. The registered version, however, includes ten different tracks of varying difficulty. If you get completely thrashed, try altering the car set-up of the opponents. This is done from the main options screen. You can alter the top speed, acceleration, cornering speed and the amount they improve by each race. If you find the default settings a bit hard, then alter them, but be warned, you will then receive less money after each race. Once you have competed in four races then the game is over and you may be asked to type in your name for the high score table. If the disk is write-enabled then the scores will be saved to disk. Your score is calculated from the amount if money you won during the game and how much you have left. MOUTHMAN - Welcome to yet another PAC-MAN clone, but hopefully the best one that is available for free (or at least next to nothing) but I don't actually think that a full price version of the original has ever been written (?) It isn't strictly a clone, but the similarities are very similar. There are a few features which distinguish it from most versions : * Maze designer : Apart from the fact that a couple of mazes are almost identical to the arcade original, it has the potential for different mazes, and in fact embedded in the game is a level designer (more later). Most of the levels have been designed by myself (and/or a friend). * Extra Bonuses : A new feature, though almost an afterthought on my part, is the Extra Bonus. These give Mouth-Man extra, limited powers which are usually of benefit to the yellow thing. For example : Extra Life, Extra Power Pill etc... (see later.) * Sound Effects : Compared to many PAC-MAN games, my version has rather more, but not necessarily better, sound effects. Some I admit are slightly annoying, but I had to rely on my sample library, and as I don't have a sampler... The Game The game is pretty much identical in principle to the arcade version. But here's a description of my version : * The object is to gorge yourself on all the rather uninteresting dots, pills and bonuses while avoiding collision with the ghosts. What a dull life but someone thought it would be a good idea. * Dots are boring, just worth 1 point and do nothing. * Pills turn the ghosts into a nourishing edible form, where they appear blue, and score successively for each ghost 20, 40, 80 and 160 when eaten. There are only a few per level (none on some !) so eat wisely. Oh, and they are worth 5 points. * Bonuses usually score a few points (dependent on the level) but quite interestingly, often strange things happen. Here's a list (in order of probability of them happening) : (i) Ghost peeler - skins ghosts. (ii) Extra power pill. (iii) Ghost repellant. (limited time) (iv) Invincibility. (limited time) (v) Extra Life. (vi) Go to next level. (very rare) * Tunnels can be used to move from one place to another. This is useful since ghosts take 3 times as long to travel through them. They can be found almost anywhere, but usually at the sides. Another thing, some are 1-way, and not always logical ! * There are four ghosts, which I have named (not very originally) Swifty, Pink, He's the fastest. Brains, Red, He'll follow you always if he can, but is medium speed. Blinky, Cyan, He would rather not bump into you thank-you-very-much. Tardy, Orange, He tries his best, but is rather slow. On later levels, Swifty tends to accelerate (along with Tardy) so you'd better watch it ! * The game runs at one of 3 speeds, depending on the level, from 'painfully slow', to 'comfortable', to 'phew!'. Most levels are at speed 2. * There are only 12 levels in this version I'm afraid, I needed time to study, and maze designing does take time. The game can be run from CLI or WorkBench, on an AMIGA 500, with or without 1/2 Meg expansion - but I haven't tested it on other configurations. The controls are : Menu selection is via the joystick in port 2. In the game, movement is also via joystick. Fire quits the game. Maze Editor If you have already tried the game, and notice the 'Maze Editor' option on the main menu, you may be curious to know why you can't access it. Well, it is because you need to activate it first. But I'm not going to tell you how here ! You may get a hint from completing all the levels, or you could write to me, and I may just tell you. If you are a bit sneaky you may just hack the code, but surely that defies the object of completing the game ? If you do activate it, then here is brief summary of the options and limitations. MAIN MENU Edit As it says. Read Reads the maze number shown into the edit buffer. Store Opposite of read. Load Loads a custom set of levels into the buffer. Save Opposite of load. Clear All Clears all mazes (use with caution!). Clear Maze Clears the maze number shown. (caution!) Play level Allows you a chance to test the shown stored level. Quit Back to main menu. EDITOR The editor is split into 3 sections. Each section can be reached by pressing the right mouse button. Section 1 Maze designer. Select a piece from the left hand menu and click on centre area to place. The options on the top right do the following : Q Quit to Maze Editor menu. D Delete maze. G Toggle grid. M Toggle maze graphics. C Cycle through maze colour sets. Section 2 This facilitates : * Placing of dots, and up to 4 power pills. * Placing ghost home exit. * Placing ghost initial positions. * Placing of tunnels. * Placing Mouth-Man and the bonus. The first is obvious. The second needs some explanation. The ghost home MUST be self-contained and have ONLY ONE exit. Otherwise the ghosts become confused. The ghost home exit must be placed in the exit place, see pre-designed levels if you are not sure. All ghosts must start inside this ghost home, for similar reasons. Each of the 8 (1-way) tunnels have a start and a destination. Clicking on the tunnel icon, gives the next tunnel, or the destination. The start is placed when the icon reads Tx (where x is between 1 and 8) by clicking at the top-left of 16x16 pixel clear block. Click again on the icon, to place the destination. Here, an R, L, U or D appears by the tunnel number. (Standing for right, left, up and down). This is the direction Mouth-Man exits the tunnel. A tunnel can be deleted by clicking on D in the top right, while the tunnel icon is selected. Clicking on the bonus icon changes it to one of the 6 possible shapes. All rather bad actually, but I'm no artist. The D in the top right deletes all dots and pills if a space, dot or a pill is selected. The Q quits to main menu. Section 3 Various game parameters are defined here : * Bonus score. * Pill time limit (in seconds). * Speed of Mouth-Man (low value => high speed). * Acceleration probability (0-99) All are obvious, except the final one. A.P. refers to how likely Swifty and Tardy are to accelerate. 0 means never, 99 means they are nearly always at top speed - this means Swifty is faster than you. Low values are often best, 2 - 10 seem to be good. A few notes : Be sensible with your mazes, placing Mouth-Man outside the maze is silly and may even cause the game to crash when playing (similarly with the ghosts.) If in doubt, check out a maze I defined. You cannot place dots over maze, or maze over dots. It warns you if ghosts, Mouth-Man or bonus are placed over dots or maze - this is not allowed. After designing a level, before you exit the editor main menu, or play the level, be sure to store the maze beforehand, else it will be lost. The maximum capacity is 24 levels. MUCUS - CONTROL YOUR LITTLE GREEN FRIEND AROUND THE SCREEN AND COLLECT ALL OF THE VARIOUS BLOCKS TO OPEN UP THE EXIT AND PROCEED TO THE NEXT LEVEL. ALL CONTROL IS THOUGH THE JOYSTICK.. NAUTILUS - It requires some reflection,a good joystick(to slalom some times!),and perhaps some training ... In each level,you must collect all the amphorae from your submarine. As you can't stop where you want,you must use the vegetation or the wall. If you can't pass,use one bomb.But be carefull not to use too much ! Each the 50 pots,you win some of bombs. All of this,would be very easy,but there are some fishes to avoid... There are also 3 big monsters in some level. Use the joystick to play. On the keyboard : P >>> PAUSE ESC >>> ABORT (When you don't have any bombs...) With 3 lives can you succeed this game ?. PACCER - I think everybody knows the original PacMan, so I need not explain how to play Paccer. It is just like the original Game. There are only a few things that differ from the original. If you collect a Mystery, one of four(!) different extras will be activated. You can identify them by watching the color changes of the ghosts. - If colors do not change means that you stop collecting points, but if you pass an empty field, you will set a point. (Please forgive me...) - If colors become yellow the four ghosts clear all points on their way, so they help you clear a level. - If colors become black you can pass through a ghost without getting killed. But remember that you can't eat any ghost. - If colors become grey and the ghosts stop, you can eat without being disturbed by any ghost. But do not cross their ways... From level to level the ghosts increase their speed. It will get rather impossible to clear a level if the ghosts are faster than your paccer,but a good player will manage such levels, too (I hope...). After five levels you get an extra live to survive. If you have found any bugs or if you only want to get in contact with me, please write to me. Please tell me how you like this game or how I can improve it. If there will be a great resonance, I will write a new Version with new features like big playfields, two player option ... PACMAN - The game is like this. Our yellow hero pacman must eat all of the pills in the maze to get to the next maze. But danger lurks in the maze. Four evil ghosts is looking for pacman, and they want to stop pacman from getting to the next maze. In the maze there are some power pills that pacman can eat, and now he can kill the ghosts for a limited time. There are also some fruits that popup from time to time, and pacman can eat these for extra bonus points. And sometimes some special tools will popup. When eaten they may effect pacman or the pills or even the ghosts. Some will speed up pacman, some will give random points and some will lead to extra levels. I hope you have got the plot by now because it's really simple, just survive in the maze as long as possible and get the highest score. Here are a short description of the tools: EXTRA.. When you have collected all of the five letters you will get one extra life and move you to the extra levels. SPEED UP.. This tool comes in two versions, one normal speed up and one hyper speed. SHIELD.. This will protect PacMan against the ghosts. The ghosts can not kill PacMan when he have the shield. GLUE.. This will slow down the ghosts. FREEZE.. This will freeze the ghosts for a short time. DYNAMITE.. This will make the ghosts explode, and give you 5000 points for each ghost. x2.. This will multiplay every point you get by two. x5.. This will multiplay every point you get by five. DIAMOND.. This will change all the pills into diamonds for a short time. PRESENT.. This will give you a high random score for each pill you take. Very good !! CLOCK.. This will give you some extra tool time. Each tool will last a bit longer. EXTRA LEVEL.. This will send PacMan to an extra level. There are five extra levels, and if you manage to clear the extra level you will get 50000 points. You will not loose any lives on the extra levels. If you have the extended version there will be ten extra levels. JUMP.. This will send PacMan to a random level. GUN.. This will make PacMan able to shoot the ghost and get a random high score for each ghost. TIPS: I+f a g+h+o+s+t i+s i+n t+h+e t+u+n+n+e+l, y+o+u c+a+n p+a+s+s t+r+u+e t+h+e t+u+n+n+e+l w+i+t+h+o+u+t g+e+t+t+i+n+g k+i+l+l+e+d. I+f y+o+u m+a+n+a+g+e t+o t+a+k+e 4 p+o+w+e+r+p+i+l+l+s a+f+t+e+r e+a+c+h o+t+h+e+r y+o+u w+i+l+l g+e+t t+o t+h+e e+x+t+r+a l+e+v+e+l+s. E+v+e+r+y t+i+m+e y+o+u g+e+t a+l+l t+h+e g+h+o+s+t+s i+n o+n+e g+o, y+o+u w+i+l+l i+n+c+r+e+a+s+e t+h+e c+h+a+n+c+e o+f g+e+t+t+i+n+g t+h+e m+o+r+e v+a+l+u+e+d t+o+o+l+s. (D+I+A+M+O+N+D,P+R+E+S+E+N+T a+n+d E+X+T+R+A L+E+V+E+L). T+h+e g+u+n c+a+n g+i+v+e y+o+u v+e+r+y m+a+n+y p+o+i+n+t+s i+f y+o+u u+s+e i+t c+o+r+r+e+c+t+l+y. PACMAN87 - Game Features: 1 PacMan 87 was designed to be played just like the original game. There are some MAJOR differences though such as Traps (Fire pits, Stabbing Knives, Electric Arcs and Flame Throwers) that must be avoided! 2 PacMan 87 has 3 different levels of difficulty: 1- Easy, 2- Medium, and 3- Hard. 3 The sounds can be toggled on or off. 4 The Game keeps track of the Top Ten scorers and automatically sorts and prompts for you to input your initials thru joystick movements. 5 All of the features are accessed thru Pull Down Menus. 6 The object of the game? Survive! The more points you get the harder this is. 7 There are 5 levels to play and you can go back and forth to and from these levels via the cycling stairways. You'll figure it out! 8 ALL pills must be eaten on ALL levels before you start over with full boards. 9 You do not have to eat all the pills on one level before proceeding to another level. 10 The different levels are different colors and you MUST remember where you are at as well as which levels have pills remaining on them. 11 Pause and Play is selected thru the Fire Button or PAUSE/PLAY gadgets at the bottom of the screen. 12 Place your joystick in port #2. 13 To quit the program select the QUIT gadget at the bottom of the screen. PENGO_II - In some silly way Pengo, has got himself up to the North Pole. Your goal is to get him back home to the Antarctic. To do so, you have to 'battle' your way through 10 different locations (missions) around the world, each consisting of 5 levels. Each mission has some sort of sub-story, always concerning getting diamonds together, and a picture of the place which will be shown when starting the mission. If you complete all 50 levels, you will get to see an end-of-game-sequence. (I hope you will see it.) To complete a level you have to make a specified number of LINES in a certain amount of time. The levels in each mission get increasingly more difficult. That is level 1 is the easist and level 5 the hardest. The next mission's level 1 will however not be harder than the previous mission's level 5. It will be just slighty harder than the previous mission's level 1. And so on ... You start with 5 lives, and you will get an extralife for every completed Mission. LINES: To make a LINE you have to push together at least 3 diamonds in a row (horiz. or vert.). If you get 4 diamonds in a row this will also count as 1 LINE, BUT if you get 5 diamonds in a row, it will count as 2 LINES. In some levels you will have to make these 5-diamonds-in-a-row. Notice that, whenever 3 or more diamonds are in a row they will magically disappear, so you will have to use a special tactic to get 5 diamonds in a row. Example (X=diamond) First get the diamonds like this XX XX X and then do this XXXXX Some examples of LINE-counting: XXX 1 line X 1 line X X XXX 2 lines X X XXX 2 lines X X XXXXX 2 lines XXXXX 3 lines X X I think you get it. BLOCKS: 'Pengo 2' has more blocks than the original Pengo (if you're familiar with that game). The blocks which are special are: Ice Can be pushed or melted. Diamonds Can be pushed and be made into lines. False Diamonds Can be pushed but can't be made into lines. Gravel Can be walked upon by Pengo and monsters but stops 'moving' blocks. Stones Can be pushed, and make a path of Gravel behind them. Water Is deadly for Pengo, but can be made to disappear by pushing a block into it. Snow Stops 'moving' blocks. Vanishes when walked upon. Any other blocks only function as walls. I don't think you will have any problems with which block is which, accept maybe for the false diamonds. The false diamonds have a small 'crack' in one side (it can be on any side (upper,lower,right or left)). STEERING: You move Pengo with a joystick. Pushing the joystick either way will make Pengo walk in that direction if nothing is in the way. To push a block you have to move against the block for a short period of time before it gets hurled away in the direction you pushed it. (ie keep the stick in that direction until the block moves). To melt iceblocks, do the same while keeping the firebutton pressed. Keep it pressed until the iceblock melts. Notice that you can't melt anything else but the iceblocks, and for example a diamond can't be pushed if you hold your button pressed. And don't keep pressing and releasing the firebutton when you're in the melting process. Releasing the firebutton will stop the melting process, so that you would have to restart the process. MONSTERS: Of course, there are monsters to avoid and kill. A lot of them, 8 different species, with different "AIs", some very stupid and others very clever. The one and only way to kill monsters is to push blocks on them. They won't stay dead for ever though, after something like 10 secs they will appear (flashing) again at same spot they were killed. They will flash for around 3 secs before they start moving. The monsters aren't deadly when they flash and they can't be killed either. The more difficult monsters will appear first in later missions. Monsters include: Joe Driller and his Drillabouts: Joe Driller, secretly hating penguins, steers his machines through remote- control, drilling holes through ice and snow, whenever he feels like it. Well, you will probably notice that he doesn't like your kind.... Meaning: 1 They can drill ice, snow. 2 They try to get you, most of the time. The Piranha brotherhood: They have no trouble sniffing Pengo out, but only go wild when they smell blood.... Meaning: 1 They try to get you all the time. SecuriCorp Spikes: If you hate needles don't get under one of these rolling spikedrums. Although, if you know what you're doing they should be no problem, since they are the most stupid security devices ever seen. Meaning: 1 They move back and forth. The Snowies: These newly discovered creatures, seem only to have three things on there mind, Rolling,Rolling and Rolling. Scientists have discovered that some favour the clockwise-roll and others the anticlockwise-roll. Meaning: 1 They roll, turning when they have to, or when it's possible. 2 They roll either clock- or anticlockwise (watch the eyes). The evil Frogmen: Fast moving bastards they sure are, turning without warning, always trying to slip the dagger in Pengo. Meaning: 1 They move fast. 2 They stop when they feel like it or when they have to. 3 When they stop they turn in the direction Pengo is. Firedevils: Wandering around aimlessly, these little buggers don't do much harm. Meaning: 1 They just move around randomly. 2 They often stay in a certain area. Snaky Hammerhead and his kids: Pushing things is one thing they like, another is frightening penguins. Meaning: 1 They can push blocks. 2 They try to get you most of the time. Bovini and his collection of rude crabs: These can a real pain in the arse, both literary speaking and in real life, since they always try to sneak up behind you and pinch you in your butt. And they sure move fast when they see that butt. Meaning: 1 They move fast and home in on you when you're not 'looking' in their direction. 2 They move slow, and try to get away from you when you 'look' in their direction. SCORING: Melting an iceblock 10 points Making a line of 3 diamonds 500 points Making a line of 4 diamonds 650 points Making a line of 5 diamonds 1000 points MONSTERKILL-SCORING: The more times you kill a specific monster the more score you will get. Score can range from 50-250 increasing with 50 everytime you kill that monster. If you have the killer-instinct and can kill 4 or more monsters so that they are dead at the same time, goldcoins will appear at random in the 'maze'. The goldcoins will stay for 8 secs, so get 'em fast because they will get you 1000 points. BONUS-SCORING TIME left when level completed 10 points per sec. left FORMATION (diamonds left) 5000 points per diamond WARP if you start on level 1-9 20000 points per startinglevel Other silly bonuses concerning different statistics might appear if you do something special. HINTS: A monster that has nowhere to go will commit suicide. Try to learn each monster's movement-pattern. Use Pause when you decide where to put your diamonds. Be logical. More or less all levels can be solved in many different ways. PIPELINE - The idea of the game is to let the oil flow for some time which will increase per level.If the oil can still flow if the clock has stopped you will reach the next level, if the oil can not flow but there is still time left you lose the game. PLAYING THE GAME: Pass the intro with the left mouse-button. On the title-screen, press either the fire-button to start the game or the left mouse-button to quit. On the 'Get Ready'-screen use your joystick left/right to select the level of difficulty. Novice : You can replace a piece two times (see below). The oil will start flowing late and will flow slow. Normal : You can replace a piece one time (see below). The oil will start flowing at the normal time and will flow at an average speed. Champ! : You can not replace any set pieces (see below). The oil will start flowing early and faster than on any other levels. Your playfield is on the right - a raster of 16*10 squares (I think).You can controll a white cursor with your joystick.On the lower left corner the clock will count the time - when the 'Pipeline' is fully released and the oil can still flow you have finished the level.On the top five pieces are displayed. If you press the fire-button you will set the piece on the bottom of the five on the cursor-position on the playfield.The 4 pieces above will fall down and a random piece will appear on the top. After some time has passed, the oil starts flowing.You must build with the random pieces a pipeline where the oil can flow through without interruption. Never lead the oil into a wall - the game would be lost.But you can lead the oil over some special symbols on the screen. B : 500 Bonus points. Hourglasses : The oil will delay its flowing for some time. \ : The clock will stop for some seconds. ? : Something will happen randomly. Try to build crosses because this will give you an extra bonus. In the first two levels of difficulty (Novice and Normal) you are able to de- lete a piece from the playfield.Just hold the fire-button some seconds on the piece, and the next piece will replace the old one.This gives you a penalty of 250 points.You can use it once per level on the normal mode, on the novice level you may use it twice. Press left mouse-button to pause game and again to continue playing. Press ESC to switch on fast-mode. THE SCORE: Score is the most important thing in Pipeline II.The main goal is to beat the high-score, so real Pipeline II-players use the '/'-symbol to get time to build longer pipelines.The score-table: Every piece the oil flows through adds 15 to your score. Every cross flown through gives you a bonus of 100 points. Every time you use the 'replace'-possibility will drain 250 points from your score. Every special symbol used will give you at the end of the level a level*50 bonus. END OF THE GAME: If you have made a high-score you will enter the Pipeline II hall of fame. The ten best players of all time are saved to disk - I did not released the version with my high-score because it was too high to believe - play-testing while programming gives experience ! So write-enable your disk when you want your scores to be saved.If the disk is write-proteced they are not recorded. (By the way, if you send me a letter please include your high-score - if it will be higher than mine I will restart playing this game !) PIXIE_KINGDOM - Storyline: in such instances you must defend a pixie in some cases or just yourself with your trusty old broadsword. Aim of the game: The aim of each level is as previously mentioned to take any captured pixies and show them the way to the exit individually N.B. you can only guide one pixie at a time to the exit and another cannot be undertaken until the present pixie is safe and home! Whilst puzzling of each level you must deal with beasts, doors and keys, Energizors or Pentragrams of life, Acid, Holes and harmful plants and treasure spots each of which is briefly described on the opening message. y may be carried at once. Also you must realise that some doors are stiff and require and extra barge to open with your sword. Energizors or Pentagrams of life: properties exchange gold for health! Not that if you have no money you cannot be healed so select the levels in a careful order! Acid, holes and harmful plants: ...and other harmful stationaries harm you immensly on contact so watch out for suspicious looking background. Treasure spots: d is shown on the inbetween level screen. Gold is also gained by finishing a level but in smaller amounts then treasure spots. Energy: de you are dead and it is game over. Also be careful as energy stays the same as it left off on the previous level so as stressed before keep an eye on the meter and the amount of gold you have for healing. Time: l is finished early. The earlier the greater the bonus score. Score is incidently shown on the inter-level screen. Time is reset to minimum at the beginning of each level unlike energy so no worries there. POPCORN - Popcorn is a scrolling "maze-game" that consists of 25 levels. You play the role of Jill, famous space-heroine. The objective of the game is to collect popcorn for your popcorn-powered rocket. The popcorn are spread out all over the planet,and are popping slowly on the hot surface. Jill also has to look out for the three types of creatures that live on the planet. If Jill gets hit by a creature, she will lose one life and and float up in the air for a couple of seconds. During that time, you can still move Jill and for instance move her away from the creature (just a bright idea). You'll get 100 to 500 points for each popcorn taken, depending on how much they've "popped". If you wait for too long time, the popcorn will burn, and then you won't get more than 50 points for them. Some popcorn may become bonus gems. A red gem will transform Jill into "Super-Jill", which simply means that she will be able to run double as fast as she could before. This effect will last until she gets to the next stage. An orange gem will give Jill an extra life. A light blue gem will warp Jill three levels forward. Gems will also, if left too long, become burnt popcorn. When playing this game, you might be surprised of a thing. When you've played level 3,you will jump directly to level 5. That's because level 4 is a bonus level, which can only be reached with a warp from level 1. Levels 8,12,16,20 and 24 are also bonus levels, which means you can only get there with a warp from level 5,9,13,17 or 21. On the bonus levels, there are at least two extra lives hidden somewhere. Apart from all this, there's also a time limit to keep track of. When the countdown has gotten down to zero, every popcorn will burn quite rapidly. The rules aren't as complicated as they may seem. You can happily forget most of them and simply play this as a 25-stage scrolling Pacman-clone. The criticism I've gotten about this game is mainly about the joystick control, since all joystick directions have been "shifted" 45 degrees. You may need 20 minutes to get used to it. You may also need a good joystick. It shouldn't be THAT complicated, though, since games like Clown-O-Mania have exactly the same way of controlling the main character. Anyway, pull the joystick UP-DOWN-LEFT-RIGHT and NOT along the diagonals. To exit the game, simply push left mouse button. (Does only work when playing, not from the title screen.) RACINGMANIACS - This game lets you race around a track against either the computer or another player. You also have the option to pick up tokens on the track and drop mines out the back of your car to hinder your opponent Getting the program running is simple enough, you just click on the icon if from the workbench or type in racingmaniacs from the cli. If you have one of the newer amigas (i.e. the A1200 or A4000) then you will have to change to the enhanced chip set when you run the program. The first thing you will come to when you run the program is the intro screen with the theme music playing in the background. If you press the fire button on the second joystick (or left mouse button) you will now arrive at the main menu screen. To select an option all you do is use up and down on the joystick to highlight the option you're interested in and then press fire. Heres a description of what each option does: PLAY AGAINST COMPUTER:This lets one player race against a computer controlled opponent. Once you're chosen this option you will come to another menu letting you choose the track. Once you've chosen the track the race begins. See below for information on how to control the car. TWO PLAYER GAME:Lets two players race against each other. ONE PLAYER PRACTICE:Lets one player practice any track. KNOCKOUT COMPETITION:Lets you set up a knockout competition between any number of players. First of all you will come to a screen looking something like this: CHOOSE NUMBER OF PLAYERS: Competitors:2 Human competitors:1 DONE This tell you the total number of competitors in the tournament and the number of those competitors which are controlled by humans. The remainder are controlled by the computer. To change one of these numbers you use up and down on the joystick to highlight the number you want to change and then left and right to alter it. Once you are happy with the number you choose done. Obviously, you can't have more human players than the total number of people in the competition so if you try and do this you will not be able to continue. After finishing this bit each player can put in their name. To alter a letter in your name, all you do is use the joystick to highlight the letter you want to change and then hold down fire while using left and right to change it. Once again, once a player is happy with his name he selects done to exit and let the next player put in his name. Once everybody has put in their names, the tournament begins. At the beginning of each game, a screen will come up telling you who is to play and the round it is. The concerned players then take their joysticks and the game begins. The player given at the top takes joystick 1 and the other joystick 0. If a game is between two computer controlled players then the computer will figure out the race internally and tell you the result. GAME PREFERENCES:This option lets you choose the number of laps in a race and various other things. The screen looks like this: GAME PREFERENCES LAPS PER RACE:1 REVERSE RACE?:NO SCENERY?:YES TOKENS?:NO WEAPONS?:NO SKILL LEVEL:8 To change one of these options you just highlight the one you want to change using the up and down on the joystick and then use left and right to alter it. Once you happy you select DONE to exit. The meanings of the options here is as follows: LAPS PER RACE:This is just the number of laps in a race. SCENERY:If this is YES then the program draws scenery by the side of the track. If its is no, it just draws the road and the opposing car. TOKENS:If this is YES then you will find various tokens lying on the track to pick up. See below for an indepth description of them WEAPONS:When this is YES, you will find you car armed with a mine dropper. See below on how to use it. REVERSE RACE:When you choose YES here, the cars will race round the track in opposite directions as opposed to the same direction SKILL LEVEL:This controls how good the computer opponents are, it ranges from 1 to 8. 1 is the easiest to beat and 8 the most difficult. The effect of pressing fire depends on your speed. If your at zero speed then it changes you from forward gear to reverse and vice versa. If your moving then it drops a mine out the back of your car (provided you have one). On your control panel you will find the following information: SPEED:This is the number next to the S LAPS COMPLETED:This is next to the L GEAR:This is next to the letter G. F=forward gear, B=Backward gear. RACE POSITION:This is given next to the P. Below this lot comes information on damage to your car. There are four icons and on each side of them four strips. The strips give the damage to the different sides of your car. The one on the right gives the damage to your right side, the one on the left the damage to your left side, the top one the damage to your front and the bottom one the damage to your rear. When a strip is blue it means that that side is undamaged. When part of its is red it is partly damaged and when it is completely red it is destroyed. When a side is completely destroyed any damage occuring on that side goes directly to internal components of the car. This is represented by the icons in the middle. When an icon is blue, the system it represents is undamaged, when its red its damaged. The meanings of these icons is as follows. The top left icon is the cars suspension. When this is damaged your car won't corner so well. The top right icon is the engine. When this is damaged you won't be able to go as fast. The bottom left icon represents damage to the breaks. If you damage your breaks then you will experience intermittent break failure This means that ever so often your breaks won't work. The bottom right icon is your weapons system. If this is damaged then you won't be able to drop any mines. Below the information on car damage comes four indicators telling you how many mines you have left. Each indicator represents a mine. When it is blue you still have that mine, when it is red you have dropped it. Here is a description of the different tokens you can pick up: CUBE WITH RED CROSS ON IT. This is first aid. If you pick it up, any damage to your car will be repaired. YELLOW THING:This is a booster. If you pick it up you will improve your acceleration but the effect will only last for ten seconds. RED AND BLACK THING:This is a mine. Driving over it will cause damage directly to the internal components of you car. BLACK RECTANGLE:This is a warp gate. Driving through it will transport you a random distance further around the track. All these tokens except the mine can be used twice. RATTLESNAKE - rattlesnake helicoptor, was first used in GIVE `EM HELL, v1.3. It was used as a simple collecting chopper, and it did not fire. Now, comes the revised edition. The Rattlesnake mkII. With its high powered shielding, and Infra-Dead missiles, it can send an LHX to hell. It can send an APACHE to Pluto, and a COBRA to Betelgeuse. Rattlesnake, is a 2 player BLAST game. But, you can fiddle with options, to suit your tastes. On loading, you`ll be presented with a simple menu. Giving you the option to CHANGE THE PLAYER NAMES, VIEW THE BEST PLAYER, OPTIONS, START THE GAME or QUIT. I advise you not to select quit right now. 1. Changing the player names Quite simply enough, you`ll be asked to input an ID or name for each player. Whatever the length of the name you put in, it will all be kept, but only 8 chars are displayed during the game. 2. View the Best Player Shows the player who has had the most kills, and the number he killed, and out of how many games he won! 3. Options Here, you can tailor-make the game for your own tastes. You can turn WIND On and Off ( Initially off), turn background animations on and off ( Initially On ), and Sound FX On and Off ( Initially On ). Also, you can set how many fights will take place. The least is 1, and the most is, well, anything! 4. Start Game Starts the game, utilising the current settings. 5. Quit Exits out from Rattlesnake. When the game starts, you`ll see 2 helicoptors, 1 yellow, 1 blue, in the top-left corner, and the bottom right respectively. At the top of the screen, is the status panel, depicting the names, scores and damage levels of both players. Player one uses a joystick in PORT 2, and Player two uses the cursor keys, with SPACE for fire. The game begins when either player presses fire. Controls Controller Up - Accelerate Controller Down - Decelerate, and reverse Controller Left - Rotate helicoptor Left Controller Right- Rotate helicoptor Right Controller FIRE - fires the Infra-Dead missiles. You can`t fire another, until the old one has left the visible screen. Damage Every time a player gets hit by a missile, or they hits the other helicoptor, is damage increases. If it goes over 15, then their helcoptor explodes in mid-air, leaving the rotor behind! Wind ( Optional ) When turned on, a random force will buffet the helicoptors in all 4 directions. This can be awful, and when gale force, almost un-controllable. The wind occurs for a set-length of time, at set points during the fight. Mystery Crates Every now and again, a mystery crate will float down. A player must shoot it, to find out its contents. It can either increase or decrease your score and damage, or give you a brilliant SHIELD which stops all incoming missiles for a set amount of time. Background Scenery ( Optional ) Not important, but cars move along the road and a train goes along the tracks. Something for watchers to look at! Background also includes the shadows of the helicoptors... Please note, having this option, up to 9 extra bobs are displayed and moved. Sound FX ( Optional ) You`ll get the sound of missiles, explosions and the rotor blades! Please note: Sounds and Background Animations, slow the game down a little. Its up to you whether you want it flashy and slow, or simple and quick. REVOLUTION - These are the rules of the game in a nutshell: You Have to guide a bouncing ball(!?) on a platform consisting of various types of tiles(!) resting on a floating mass of ice(!?). You have to bump into energy cubes(!?) in order to charge them. These cubes slowly discharge and while doing this you must collect the batteries(YES Batteries!) which lie on the platform by bumping into them.(Warning! You cannot collect the batteries if not even a cube is charged!).After collecting all the batteries you have to charge a cube and then another before the previous discharges completely. But the task isn't so easy.You have a strict time limit and there are hazards in the way.For instance, there are TV Aerials(we must be mad!),which when bumped into,decrease your power;four hits and you're one flat ball!.There are Death Tiles(red with a curved arrow on them),which kill you as soon as you thread on them.There are also Magnetic Tiles(sky blue with a magnet on them),which keep you stuck for a short time(remember the time limit!).Then there are Conveyer Tiles (orange or violet with an arrow on them),which move you in a certain direction and can waste precious time.You are not alone; there are other stationary balls to block your way. On every level there are two energy cubes,four batteries to collect and three other balls to block your path.Since the ball bounces you can move or stop only when the ball touches the ground so beware. You have a total of four lives and fourtheen levels to complete. If you find that you are not going to complete a level and want to loose a life immediately to resume as soon as possible press [K] If you want to restart the game press [Esc] and to pause it press [P].In pause mode,press fire to resume. To play the game,stick a joystick in Port 2 Control: Since the game is in Isometric 3D you view the playfield from an angle so: UP moves the ball NorthEast Down moves the ball SouthWest Left moves the ball NorthWest Right moves the ball SouthEast [P.S. Try for yourselves to understand better] ROACHMOTEL - The bottom of the first title screen has some options for you. Pressing the space bar takes you through the high score table, instruction screens, and back to the title screen. M toggles music. You can use the joystick up & down to select the start level. If you have a 1 or more megabytes of chip ram you may select a set of larger levels by moving the joystick left or right. Pressing ESC during the game will allow you to exit. After pressing it, press it again, then press any key or move the joystick to go back to the game. Only then will the game end and you will go back to the title screen. Pressing ESC any other time will exit the program entirely. Space bar puts the game in pause mode, any key or joystick movement exits. By the way, when Get Ready is being displayed, you are invincible for a few seconds or until you move. Bonus lives are awarded after completion of each level and at every 100000 points. The object of the game is to collect all the spray cans to complete the level. If you touch any creatures you will lose one life except when stomping on a roach or hitting a roach or boyd with your head if you are wearing the toupee! Sound weird? It is. ROBOULDIX - There are over 500 different objects in the game. Where we use the word "object" to refer to almost anything in the game. That is a monster is an object, and so is a wall, a diamond, a door, or whatever. A great many of these object have several animation frames. Requirements Most likely you have already tried the game, since few read the manual first. But here are some explanations of differents things. First of all lets go over the controls. The joystick: Up, down, left and right does what you would expect :-) The button have a couple of uses: If you press the button and pull the joystick in a direction one of two things will happen. 1) If the object you "point" Rob (the main character) at is a solid, non takeable object, then Rob will try to push the object away from him. If the object is pushable, and not to heavy it will be moved. This is also the way you operate certain things, such as switches. 2) If the object is something that Rob may pick up it will disappear. And if it is not just a valuable it will appear in Robs inventory. If you hold down the button without pulling in a direction and arrow will start to flash on the scoreboard. It will move about the three icons that are located on the left of the scoreboard. If you release the button while the arrow is over the first icon you will trigger whatever object you have choosen as the "Fast choice" in the inventory meny. The same thing happens for the second icon, only that you trigger the "Second choice" from the inventory. If you release the button over the "i" icon you will enter the inventory. The keyboard: M & S Displays an option screen for the SFX and music. You may select; "Music & SFX" if you want both music and soundeffects. And "Music", "SFX" or "Silcence" if you prefer to hear only one type of sounds, or none at all. P Pauses until you press your joystick button. Left shift Brings up the inventory menu. Left alt Triggers whatever object you have choosen in the "Fast choice" from the inventory Left Amiga Triggers whatever object you have choosen in the "Second choice" from the inventory Esc. Brings up an option menu, where you may; "Restart level" which lets you start over a level if you are having difficulties. "Visit DOS" which pauses the game and returns you to the workbench screen where you may go about your business as usual, and once you want to return to the game you just click on the close gadget of the window that says "Close to play Robouldix." Or you may choose "Exit to intro" which brings you back to the intro screen, where you may select another level to play. And last but not least, you may choose "Change Level" which enables you to skip to any of the six levels that are included in the demo version. The main object of the game is to collect enough valuables to open the exit so that you may proceed to the next level. Only certain valuables counts towards the opening of the exit, and certain of these are worth more or less exitpoints. The number of exitspoints that you need to collect before finish the current level is displayed in the counter left of the ":D" on the scoreboard. Certain exits may open or close on other occations. And there exists hidden exits which leads to bonus levels. For each level you have a certain amount of time to collect the valuables and get to the exit. The time is displayed to the right of the "T:" on the scoreboard. Note that the timer counts at different speeds on different levels. Hints and descriptions about some of the things you will encounter Since this is in many ways a game of exploration we will not reveal the purpose of every object you may encounter. But we will tell you a little bit about a few of them... The different diamonds you find will give different scores and exitpoints. The basic blue diamond give five points towards your score and decreses the exitpoint counter with one. Diamonds of other colors give more or less points. The switch on level one manipulates the direction of the yellow arrow in the wall below the skulls. The arrow in itself is a directional doorway. On level one the exit is obstructed by a box with green bars in it. To remove this you need to lure monsters into it. Once two monsters have entered the box it will explode. There are two hidden blue diamonds on the first level. There may be more on other levels... Pushing the right object on level three will give you a shower of diamonds. There is a exit to a secret level on level three. There is another on level four. RUNNINGGAME - Running is a classical maze and puzzle game. You run around in a maze and try to catch the ghosts or spiders. Of course do not forget to collect some bonus points. 'Running' requires both speed of reaction and logic thinking. In fact, you can play this game with two aims in mind. One is to collect as many bonuses as you can. This is called 'The struggle for the highscore'. The other aim is simply to solve each level. Passwords --------- What I hate very much in some games is that you have to start them all over again when you are dead. In 'Running' some levels have passwords. Once you got to a certain level, you can restart there. Features -------- 'Running' has a built-in field editor, so you can design your own games and give them to your friends. There is a simple online help available in the menu. You can play this game with joystick or keyboard. Start running from the workbench or the cli (Note that if you start 'Running' from the cli, you must first set the current directory. This is because 'Running' requires some extra files). Robustness ---------- When I wrote this game I was especially concerned that it reacted well in bad conditions. Everything is nicely being allocated and checked. In some cases it is almost impossible to resume when there is not enough memory. If that happens, 'Running' simply quits and no harm is done (except that you can loose some game information :-( ). However, these conditions should be rare. In most cases you get a nice requester telling you there is a problem. You can then continue with something else. 'Running' will fail to start if something is wrong. If, for example, you have started another game or program that uses sprites, 'Running' will not be able to allocate any sprites for himself. When that happens, you must quit the other program or don't start 'Running'. Available keys in this menu: Space : Start the game. You will be asked for a password. Simply press enter when you play this game for the first time. You will start at level 0. F2 : Start the field editor. The keys for the field editor are explained below. F3 : Show the current highscore list. When you don't like the current highscores, you can delete the highscore file 'Running.highscores'. 'Running' will automatically create a new one. F4 : Load a new set of fields. When you have designed your own fields, you can load them with this key. The default fields are located in the file 'Running.fields'. HELP : Brings you to the simple online help. Press F1 to leave this online help, or any other key to go to the next page. ESC : Quit 'Running'. If I were you I should not use this key :-) Available keys for the game. Space : Drop a bomb. The aim of each level is to kill all ghosts and spiders. You will automatically advance to the next level when you have done this. Of course, this means that you must hesitate to kill a ghost or spider when you still want to collect some bonuses in this field. To destroy a ghost or spider you must drop some bombs. After a while these will explode. With any luck some ghosts will explode with them. Shift : Drop a bomb. The shift key is completely the same as the space key. The only difference is that your hero won't stop moving when you hit this key. It's a pity, but I haven't been able to do this for the space key. Maybe in a future version... (Note: This feature only works in AmigaDOS 2.0, in AmigaDOS 1.3 or 1.2 the shift key is the same as the space key.) JoyStick button : Drop a bomb. (Another one :-) Note that you must plug the joystick in the right port (port 1). This is not the port where the mouse resides. Arrow keys : Move the hero in the indicated direction. JoyStick : Move the hero in the indicated direction. P : Pause the game. Use this key if you want to do something else (like multitasking something). F1 : Go to the main menu. ESC : Quit 'Running'. Keys in the field editor. (Note that at the top left of the screen you can read the current field number. In the top right is the total number of fields.) I also explain all the game objects in this section. Note that there are maximum 1000 fields in one game file. ESC : Quit 'Running'. F1 : Go to the main menu. Shift+F1 : Copy a field from an other game file. The field editor will first ask for the name of the other file. Then it will ask for the field in the other file that you want to copy to the current field in memory. Note that this function does not insert a new field for the field from the other file. The current field will be overwritten with the new field. F2 : Swap the current field with another one. The field editor will ask for the other level. If you change your mind and you decide you do not want to swap two fields, simply press enter. This practice is the normal behaviour for all requesters that ask for something. F3 : Delete all fields. Use this key if you want to start a new set of fields. Note that all destructive commands ask for confirmation. F4 : Update the current field parameters. This key is only necessary for old fields. When you have made a new field, you can use the space key (see below). The field editor asks for the following information: - The number of ghosts in this field. There must be at least one ghost, and at most three. - If they react clever or not. If you answer yes to this question, the ghosts will be aware of bombs. This does not always make them really more clever. - If the bombs drop automatically or not. If you answer yes to this question, the hero will automatically drop bombs wherever he walks. - The maximum number of bombs the hero can drop. If you press enter in this requester you get the default value of 7. This means that the hero can drop 7 bombs, and then must wait until at least one of them has exploded before he can drop another one. - An optional password for this level. If you do not want a password, clear the stringgadget and press enter. F5 : Go to a level. F6 : Remove the current field. F7 : Insert a new field before the current field. This field will be empty except for the walls arround the field. Note that you must press space (see below) before this new field is really added. F8 : Append a new field at the end of all fields. (See F7) F9 : Load a new set of fields. This key is equivalent with F4 in the main menu. F10 : Save the current fields. DEL : Clear the current field except for the walls around the field. Note that you must always provide walls or other hard things around the field. Otherwise you could simply walk out, and no one knows what can happen there :-) HOME : Go to the top left position with the cursor. (The HOME key is the '7' key on the numeric keyboard). END : Go to the bottom right position with the cursor. (The END key is the '1' key on the numeric keyboard). N : Go to the next field (or to the first if you are at the last field). Shift+N : Go to the previous field (or to the last if you are at the first field). Space : When you change things in the current field, these changes are not directly reflected upon the real current field. This only happens when you press space. This key really adds the field on the screen to the current field. Before you use this key, it is still possible to restore the previous contents of the current field. (Press 'n' for next field, press 'y' to say that you are sure, press Shift-'n' to go back to the current field). If the current field is a new field, this key will automatically press F4 for you (see F4 for details). Note that you must press this key before you can go to another field. Also note that this command will complain if you forgot to set the startlocations for the hero and the ghosts. Arrows : Move the cursor (in the image of the hero). Shift+Arrows : Put a yellow arrow on the current position. The hero cannot move against the direction of the arrow. He can move in all other directions. Ctrl+Arrows : Put a red arrow on the current position. A red arrow is the same as a yellow one, except that it rotates to the right if a bomb explodes in its vicinity. 3 : The startlocation for the hero. 4 : The startlocation for the ghosts. 5 : The optional startlocation for the spider. The spider can only move up and down. He is sometimes hard to catch, because he is rather smart about bombs. 6 : The optional startlocation for the watermonster. Note that the watermonster only swims in water and below bridges. Don't make him too uncomfortable and give him some water to swim in. The hero can't kill the watermonster but the watermonster can kill the hero. He will shoot the hero if there is no obstacle between him and the hero and if he is above water. B : omb. This bomb will explode when the hero puts another bomb near it. Shift+B : Horizontal ridge. The watermonster can swim here, but cannot rise above water. You and the ghosts can walk over it. Ctrl+B : Vertical ridge. E : Watr. This is room for the watermonster to swim in. It is also deadly for our beloved hero. Note that you can use water without a watermonster. Shift+E : Horizontal invisible bridg. This bridge is initialy water, but will become a real bridge when a bomb explodes in its vicinity. When it is still water, the watermonster can rise here. Ctrl+E : Vertical invisible bridg. W : all. Ghosts and the hero can't move through this. S : oft wall. These are walls that you can explode into nothingness. Shift+S : Almost blown oft wall. These soft walls are already half exploded. 1 : Left soft wall. 2 : Right soft wall. Shift+1 : Almost blown left soft wall. Shift+2 : Almost blown right soft wall. C : oin. When the hero takes this, he gets 10 points. Shift+C : offin. When the hero takes this, he gets 100 points. Make this object very rare, and difficult to obtain. I : nvisible wall. This object acts completely as a normal wall, but it is not visible. Z : Really soft wall. ('Z' is for the dutch acht :-). The hero can simply walk through this, but the ghosts cannot. D : oor. When the hero enters a door, he will randomly reappear in another door. If you use only 1 door, this object does nothing. The hero will never appear in the same door he went through. If you have more than 30 doors, they are ignored. M : oving object. The hero can push this object and it will move (if there is nothing behind this object). If a bomb explodes next to this object it will move also. BS : (backspace). Delete the current block. > : (or ':' if you have an AZERTY keyboard). These are the only keys that do not look to the current keymap. This command puts a monster looking right on the field. This monster shoots and is deadly for the hero. Use the tab key to enable all the fields where the monster must shoot. It is not required for the hero to kill this monster. He can kill it if he explodes two bombs in its vicinity. If you have more than 30 monsters, they are ignored. < : (or ';' for AZERTY keyboards). Monster looking left. TAB : Toggle a monster-shooting field on or off. A Monster (with '<' or '>') will only shoot when you are on a monster-shooting field. You can put monster-shooting fields on empty blocks (with BS) and on the moving object ('M'). SCORCHED_TANKS_V1.75 - INTRODUCTION: Scorched Tanks is a tank warfare game where 1 to 4 human players or computer controlled opponents, take turns at buying fancy weapons and shooting them at each other. The more damage a player causes another, the more money they get. The more money a player receives, the larger the weapons they can buy. This is a very simple concept, but extreemly addictive! Scorched Tanks is related to a very popular game called Scorched Earth on MS-Dos machines. I've only played Scorched Earth maybe five times ever. But it impressed me so much that I decided that the Amiga needed a version too. Scorched Tanks is very similar yet VERY different to the MS-Dos game. 'Tanks innovates where 'Earth and other look-a-likes leave off. It's simple to understand, yet complex enough to be challenging. The gameplay and interface are so easy to understand, an 8 year old can pick it up in no time. It was tested on a group of little kids. They spent two hours screaming and jumping around as they blew-up each others computer tanks. Basically it's simple to learn and the interface's layout doesn't take away from the game. The graphics and music try to add the, all important, Amiga feel to the game. It draws people that hate computers. (Only if you can force them to look at the screen!) (* Anytime during game, hit [CTRL]-C to Quit game or [LEFT AMIGA]-A to toggle between Workbench and Scorched Tanks.) START OF GAME: In the beginning....... There is the new front end. If you have enough Chip Ram, some really great music comes on and a panal of buttons and gadets slide onto the screen. Each player has its own 'box' to edit the way it plays the game. Human player: Icon of person running Panal to edit players name Slider to change the amout of money there is to start with Computer player: Icon of computer chip. Also a panal to edit players name. Sliders to change Computer players IQ: -Stupid or Smart -Offensive or Defensive Load Game - Loads game on the registered version. Options - Loads option screen for customizing Scorch'. Wind: Off, Light, Medium, Strong Different wind levels to make the game more challenging. Terrain: Random, Hills, Flatlands, Gorge, Cliff DIfferent terrain types with new colors to add more variety. Exp. Size: Small, Standard, Large Small for the die-hard sharp shooters and Large for the mass-destruction maniacs. Gravity: Low, Medium, High Pla. Order: In Order, Losers, Winners, Random In Order- Player1, Player2, Player3, Player4 Losers- Losers of previous round go first Winners- Winners of previous round go first Random- A random shuffling of the player orders every round Interest%: Ten%, Twenty%, Thirty%, Forty%, Fifty% Amount of interest gained every round. Screen Size: Small, Long, Tall, Full-size Adjust the playfield to a desired size Note: 512k Chip RAM users can not access Full-size playfields Info - Displays information about current version of game. Rounds - You the arrows to select the number of rounds to play. Note: Only the registered version allows for more than 5 rounds of game play. Start Game - Starts the game. Quit - Exits game to workbench or otherwise. GAMEPLAY: Buying weapons & Shields- WeaponsLink is how each player buys and sells weapons, shields, and other items of use. Choose the desired item and select buy or sell. To switch from Shields to Weapons mode, select or and either click [Buy] or the name itself. Make sure to select Initial Defence before entering the battlefield. Click on [Initial Defence] to select your starting shield option. Select DONE to go to the next player. Playfield- Each player must fire at the other tanks until there is only one tank left. Before Fireing weapons, remember to set angle, power, and desired weapon before clicking FIRE. Other options available during a players turn are: Scanner- Click in scanner window to adjust view screen or to checkout currently off screen areas of the playfield. Stats- Click on a players name to read individual stats of the player. SH-Shields(0 to 99) DA-Damage(0 to 50) when hit, player first loses shields, then receives damage. If damage drops to zero, player is removed so to say. Help- On-line help is available buy clicking [Help]. Clicking [Help] toggles the help option from on to off. Use- Only seen when in shield selection mode. Click [Use] to select the sheild options you have bought. Save- Saves game in the registered version Quit- Exit that game and return to main screen. Switching from Shields to Weapons Selection- Click the up arrow to the or choice. If you have no shields to use, No Shields is displayed and the program will keep you in Weapons mode. End of round- At the end of round, Bonuses are awarded and ranking for the game is given. At the end of the last round the winner of the game will be announced and the game will end. (The tie breaker is - who has the most money -) Good-Luck and have fun beating on your computer buddies! (Computer controlled or otherwise) *************************************************************************** * * * Weapon and Shield options manual * * for Scorched Tanks * * * * revised 2-21-94 * * * *************************************************************************** Total weapons available: 60 ********************** Weapons- Single Shot: Small weapon that does very low damage. Unlimited supply. Big Shot: Larger weapon that has large explosion and offers more damage. Trishot: Three warheads with small but destructive capability. 5 Shot: Five warheads with large explosions and a very destructive explosion. Deadly if used properly. Skipper: Warhead that bounces 3 times, leaving an explosion with every bounce. Skips are 1/2 the original vertical velocity. Super Skipper: Like original skipper except it bounces 5 times with larger explosions. Handy on the flatlands. Dirtball: Covers area with loose dirt. Big Dirtball: Covers area with LOTS of loose dirt. Mountain Mover: Explosion removes dirt from area without directly causing damage to surrounding tanks. Zapper: Warhead shoots a laser at tanks that it comes within 40 pixels from. Roller: Weapon hits ground and rolls down hill until it reaches an incline. Large Roller: Like Roller but with MUCH larger explosion. Cruiser: Weapons hits ground and glides over land until it hits a tank. Mega Cruiser: Same as Cruiser but with a very large and dangerous explosion. Dirt Slinger: Defensive weapon that throws dirt up into the air to cover tanks below. Laser: Guidence system for SDI space satilite. Fires 5 shots in the area where the tracer landed. Big Laser: Big guns version of the laser. 10 shots rain from the heavens causing much more damage. Pile Driver: Causes a very deep hole to be formed in the earth. Morph Wall: Defensive weapon that causes wall to morph from the ground right before your eyes. Isn't technology great! Nuke: Baby version of an extremely fatal nuclear warhead. Mega Nuke: Very large, Very fatal, Very devistating. Imediate death. Sound Blast'er: Sonic attack. Spreads out horizontally or attacks on flat land or through small hills. Parachute: Defensive system used to reduce damage by falling. Homing missle: Weapon stops in mid-air over the first tank it flies over. Very little damage but a sure hit. Lava: Causes a pool of molten lava to spread out over the land. Lava hardens to form rock. Liquid Nitrogen: Same as lava but evaporates when finished. Scatter Shot: On impact, warhead splits into five balistic warheads that spread out over the surrounding land to cause local damage. Firecracker: Weapon set off a series of small explosions in the general area of impact. Supper Zapper: Weapon that sends out a deadly laser to any tank that it comes within 80 pixels from. Very dangerous! Chain Reaction: Big brother to Firecracker. Larger explosions and a little more damage. Dirt Mover: Vertical blast that removes dirt from overhead. Cruiser Mine: Anti-Cruiser and roller system. Places a mine in area that will detonate any oncoming cruisers or rollers. Teleport: "Picks up" a tank and randomly places it somewhere else on the playfield. GroundHog: Warhead burrows into the ground and explodes on hitting the bottom of the playfield or in an attempt to resurface. Good for attacks through hills. Weasel: Upon impact, warhead burrows into the ground and digs upward in the ground. Weasel will self-destruct if it passes under a tank. It also explodes when hitting the bottom of the playfield of when it attempts to resurface. Move Tank: Allows for tank movement to the left or right of current position. Laser Beam: Fires a straight Laser beam from the tank. Great for upclose battles with other tanks. Timewarp: Weapons fires from tank three different times. Large explosion but small damage. Dome Protect: Creates a dome around the tank that issues it. Crimson Flood: Fire and molted brimstone erupt from the ground five times. Causes wide-spread destruction. Grab Bag: Ramdomly picks a weapon that is worth more than $4000. The big question is "Which one?" That's the chance you take. Field Medic: Fixes all damage caused to tank. Tank Displacer: Teleports the tank that is hit with this warhead. Slingshot: When the warhead lands, it begins rolling in the opposite direction it was fired. It's like a reverse Cruiser. Cruball: A Cruiser that explodes like a Dirtball. My favorite "Dirty" weapon! Homing Weasel: It's a Weasel that stops below a tank and flies up threw the ground at it. Dirt Inverter: A warhead that picks up the ground around the general area of impact and throws it down. Good for putting tanks 'underground.' Self-Destruct: Destroys your tank before another tank does and gets the money. Molten Plastic: A Lava style weapon that leaves reflective plastic on the ground. The reflective plastic will bounce warheads back into the air. PlastConverter: Turns the surrounding area of impact into reflective Plastic. Defense Wall: Builds a wall of plastic. Used to protect your tank or to goof-up someone else's shot. Smart Bomb: This weapon is the only bullet that will explode on contact with Plastic terrain or with Reflective/Feedback shields. Crater Maker: Large explosion that clears away all the dirt with its explosion. Flash Blast: A small weapon that releases an electromacnetic blast that causes damage to tanks but doesn't damage the terrain. Big Blast: A bigger Flash Blast. Mega Blast: A huge Flash Blast. Mole: A tunneling device that digs a hole in the selected direction. Good for getting under your opponents and firing up at them with Groundhogs, Weasels, or Homing Weasels. Mega Move Tank: Moves the Tank much farther than the standard Move Tank. Cascade: Warhead that fires a spray of bullets into the sky and throws them down to the ground in a shower of destruction. (Can you tell I love this weapon!) Tracer: A device that sets off a light where your warhead would land if you fired it there. After firing a tracer, it's the same tanks turn again. ************** Shields- Absorb 1 - Standard issue shield system. Absorb 2 - Absorbs 25% of damage. Absorb 3 - Absorbs 50% of damage. Reflect 1 - Reflect 50% of all bullets. Reflect 2 - Reflects 75% of all bullets and absorbs 25% of damage. Reflect 3 - Reflects 100% of all bullets hitting the shield and also absorbs 50% of damage caused. Magnetic 1 - Pushes away incoming bullets. Magnetic 2 - Pushes away (much harder) incoming bullets while absorbing 25% of damage. Magnetic 3 - Seriously forces away incoming bullets while also absorbing 50% of all damage. X-tinguisher- In a direct hit, shield neutralizes incoming weapon and places it into current tanks weapon inventory. Absorbs 50% of damage. Detonator - Anti-nuke shielding system. Explodes Nukes and other dangerous warheads before they get close enough to damage tank. Absorbs 50% of damage. Displacer - Teleports warhead to a random location. Feedback - Sends warhead back in the direction it can from. (Often right back to the person who fired it) :) SICKBALL2 - Basically, Sickball2 is Pong with big balls and a lot of colour. Instructions: Sickball2 can be played in many different ways by altering the setup on the options page (found by pressing fire on the title page). 2 player game: The 2 player game is activated by changing the "Players" option so it has a "2" next to it. The 2 player game can be played in 3 ways - the type of game can be altered by the option "Game style": Style1: Game style1 is specifically for 2 players- The score for each player is kept beneath his or her bat. Player1 controls the bat on the left with the mouse, and player2 controls the bat on the right with the joystick. The aim of this game is to get 9 points- A point is rewarded by hitting one of the septagonal "pins" which appear and disappear regularly on the screen. (The maximum number of pins which can appear at one time are 6 and the minimum is zero). The point is awarded to the last person to rebound the ball. If the ball hits the small ball which moves about in the centre of the screen, the score of the last person to hit it will reset to five- This can be both beneficial or detrimental to the score involved. If the ball goes off the screen, the person whose side the ball goes off will reset to zero (not A Good Thing). As well as controlling the bats, the mouse and joystick can change the speed of the ball (only in "fast" mode), this is done by holding down fire on the joystick to speed it up, and by holding down the left mouse button to slow it down. At the start of the game, the players can either agree to not use the buttons at all (yeh right) or desperately try to put off the other player by speeding up or slowing down the ball at inoportune moments. To exit the game to the title page during play, press the right mouse button. Style2: The ball and bats act in the same way as in style1 but the score is controlled differently. Instead of 2 scores, there is only one positioned at the centre of the bottom of the screen. As before, you get 1 point for hitting a pin (it does not stop after 9 points), but if you hit the small ball, the score is resetted to the last 10, ie. if you had 23 points and then hit the small ball, your score would then be 20 points etc. You can stop the ball from hitting the small ball by speeding up or slowing down the ball when it moves close to it by using the fire button and left mouse button to accelerate and decelerate. It takes a lot of practise to get this right (and by the way, if that last piece of information did not make the slightest bit of sense, then don`t worry, it will all become clear when you are playing it!). As before, if the ball goes off the screen, the score is resetted to zero. To exit from this game, again, press the right mouse button. Style3: Ball and bat control as before, but this time no scoring system at all (The game is a lot faster without having to keep score). 1Player: The three styles above can all be played with one player controlling both bats with the mouse. (the joystick fire button still speeds up the ball and the left mouse button slows it down). To exit again press the right mouse button. Other options: "Speed"- This, strangely enough, alters the speed of the ball. Choose between "Fast" and "Slow". NB. You can only change the speed of the ball during play with the mouse and joystick if the speed mode is set to "fast". "Screen scroll"- To feel seasick, simply turn this option on, the back- ground moves left and right in a soothing, dizzying and sickening manner. NB. The foreground sprites do not move with the background. This option can slow down the update of the screen and can sometimes be a bit jerky. "Background"- There are 5 exciting(!) backdrops to play on- some of them alter the colour of the sprites, but that doesn`t really matter, my favourite are the third and fifth screens- try them all out. Some look better when the "Screen scroll" is turned on. Extra stuff: * To start the ball rolling at the beginning of a game and after it has gone off the screen, press the fire button or the left mouse button. When the ball has started to move, it shouldn`t set off any pins until it has rebounded off one of the bats (although it occasionally does- I don`t know why) * To exit the game completely and go back to workbench, press "ctrlC" * During play, when the small ball has been hit, it will explode- this explosion can set off the pins and give extra points to the last person to hit the ball. The ball also speeds up for a short time when the small ball is blowing up- so beware! * The pins that appear and disappear on the screen are in set positions and do not move, if all 6 are shown at one time you can see where these are- remember that the ball bounces off the pins and can go directly back to the bat it came off. * To pause the game during play, move joystick left, to resume, move it right. Insanity: If you are feeling particulally sadistic (or drugged), you might want to try this setup whilst holding down the fire button during play: `Players` - 1 `Speed` - Fast `Screen scroll` - No `Game Style` - 3 `Backdrop` - I defy you to keep the ball on the screen for longer than 15 seconds without it flying off- my record is around 25 seconds The End: Thats it really, I hope you have fun playing it SKIDMARKS - Instructions: At all times, "F10" will advance you through the game, and "ESC" will quit you back out. Title Screen: Press F10 to enter the game Clicking on the middle box, marked "ATDT" allows you to enter a command to the modem, it is sent when you press enter Clicking on the box marked "ANSWER" will tell your modem to answer your phone. (By sending "ATA" to the modem) Pressing "Return" on the keyboard at any time will send a carriage return to the modem. This is useful to "hang-up" the phone if you cannot dial correctly. Once you have made a connection, hit the box marked "LINK", if all goes well the background will flash purple briefly, then the bottom panel will dissapear. Whatever you type will appear at the bottom of your opponents screen. As normal, press "F10" to enter the game Race Screen: You should see a white box, overlapping the map underneath. At the top of the box, you should see 4 cars, and their chosen control method underneath. To change the control method of a car, press the labelled function key. Only two local players may be chosen at a time, so you may have to change one of the cars back to "COMP" in order to choose a different colour. If a car is a "LINK" car, you may not change it's control. (press F10 to start) Champ Screen Pressing "F8" toggles between "Race" and "Champ" modes. While in "Champ" mode, you may only choose the white car. Instead of the 4 laps in a race game, you only play one. The aim is to beat your best lap time (the red car) Collisions are turned off for this mode so that you can not interfere with the other cars. Each time you enter Champ mode, your times are reset, and the other cars are now controlled by the computer, so you will need a lap-time of better than 30 seconds or so. There is also a limit to the maximum time you may spend on a lap in champ mode, probably around 1 minute. Control Methods: KEYS: Use the arrow keys, up, to accelerate, down to reverse and left/right to steer. CTRL: Use the brown keys on the left of the keyboard, CTRL to accelerate, shift to reverse, and Alt/Amiga to steer. JOY1: Use a joystick plugged into the second joystick port. n.b. The fire button will accelerate you even if you are pushing back on the joystick. JOY0: Use a joystick plugged into the mouse port. COMP: The computer will take control of this car. LINK: The other computer (modem or cable) controls this car. Champ Mode: BEST: The best lap-time your car has done since entering Champ Mode. GOOD: The second-best lap-time your car has acheived. LAST: Repeats your last lap, exactly as you drove it. Hints: At all times, stay away from the edges, even if it means slowing-down to avoid them. Try and line yourself up for the final jump. If you can't, just drop over the edge. The lap-clock is seperate for each lap you do, and is started as you cross the start line. If you get off to a bad start, go back and cross the start again. The computer-cars are very bad drivers, DON"T FOLLOW THEM. In Champ mode, try and complete the whole track so you're good at all of it, not just the beginning. Remember, a lap time of 18 seconds is pretty good. Don't worry if you have a slow machine, Skidmarks was carefully designed to run exactly the same on every configuration. SNACKMAN - WHAT IS SNACKMAN? SnackMan is a game based on PacMan, the once so popular arcade game. It's not a direct port, SnackMan is a relatively simple game, as it is my first attempt to write one. GAMEPLAY Playing SnackMan is easy. Just try to eat all the small yellow dots (cheese) without getting caught by the ghosts. If you eat one of the vitamin pills, the larger yellow dots, you get an energy boost that lasts for a few seconds. This gives you a speedup and the ability to eat the ghosts. You will notice that the ghosts' colour will change from red and green to blue. When the energy boost is close to running out the colours will flash. Points are given according to the following table: 1 cheese eaten = 10 points 1 vitamin pill = 100 points 1 ghost = 500 points Level completed = 1 000 points You get 3 lives to start with, and no extra lifes is given at all. Left mousebutton exits game at any time! SNAKE - SNAKE! is based on the on the old centipede type game, where you move around the screen collecting mushrooms and avoiding your tail, which grows longer with every mushroom you eat. Snake applies a twist to this idea: instead of collecting mushrooms you collect bombs, bombs which, if left for too long will explode leaving a hole you can fall down. Control Eric the snake in his quest to collect 100 bombs! good luck and watch out for that ever growing tail! Snake is controlled with a joystick in port 2, press fire to start. In the game, any key pauses and un-pauses, and on the title screen SHIFT and Q together quits back to WorkBench/CLI. SNAKEPIT - SnakePit is a simple and yet addictive game in which you must get the snake (you) off of the screen. There are, however, some rough spots and some obstacles that may need to be overcome. Overview: SnakePit is a simple action game in which your character (the snake) must be maneuvered out of the various screens. You must, however, realize that a snake can not backup nor can it bit itself. There are a few objects on the screen that can cause problems during your attempt to exit the screen. The Main Screen: At the main screen, also known as the title screen, there are a few menu options. Project Menu: - This menu contains the following options: PLAY (AMIGA-P) This starts the game. At which point a requester is brought up to let you select the starting level. DEFINE KEYS (AMIGA-K) This brings up the keyboard definition requester. EDIT (AMIGA-E) This puts SnakePit into the LEVEL EDIT mode, at which point the level select requester will ask which level you wish to edit. DRUMS ON/OFF This lets you turn off the drum sounds. SOUND ON/OF This lets you turn off ALL sounds. QUIT (AMIGA-Q) Exit SnakePit and save any changes to the screens, keyboard, or high scores. HIGH SCORES This is for information only. When you are on this item, the high scores are display to the right. If you highlight a score that is displayed at the right and release the menu button, the full high scores requester will come up for display only. Speed Menu: This menu contains items 1 to 9 with AMIGA-key 1 to 9 to select from the keyboard. This selects the starting speed of the Snake. Edit Menu: This menu is disabled except when in edit mode. It will be described in the edit part of this manual. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Game Play After selecting the PLAY menu item from the main screen, you will be asked to select the starting level. The level is the screen number at which you wish to start. There are 50 screens in a SnakePit "game." You may select the screen by typing the number of the screen (with a leading zero for screens 1 to 9) and pressing RETURN or ENTER. You may use the LEFT or RIGHT arrows to make the number go UP or DOWN. And you may use the mouse and click on the left and right arrows. After having selected your starting level, the screen will blank and the game will start. Starting a level: The level will fade onto the screen and your snake will be in the edge of the screen somewhere. It will not move until you press one of the directional keys on the keyboard. (As defined in the DEFINE KEYS requester. The default to the ARROW keys.) Object of the game: The object is to get the snake off of the screen. This may sound easier than it is. One many screens, the way out is blocked by what looks like a solid brick wall. In these cases, all you have to do is eat all of the "grow" food pellets and suddenly one or more bricks will vanish. The "grow" food pellets (the light coloured round objects) have one major side effect. Each one makes your snake one segment larger. When you exit the screen, you get points based on how long your snake is. The longer the snake, the more points. But, with a longer snake you are more likely going to get yourself into a position where you can not move or where you bite yourself. Both of these mean death. In order to help, some screens will also have darker food pellets that will make you shrink by one segment. While this will reduce your final score, there are times when you must make your snake smaller in order to finish a part of the level. One warning, though: If your snake still is very small, you could shrink out of existence. For each "shrink" pellet you eat, you must have eaten one "grow" pellet. Also on some screens are some lighter coloured bricks. These "pink" bricks are not fixed in place and can be moved by the snake. However, the snake is not strong enough to move one of those bricks if there is anything on the other side, including another movable brick. Another obstacles is the POP-UP brick. These bricks are level with the ground and are not visible until the snake goes over them. After the snake has traveled over the brick, it pops up and is like any other brick. This can may for one-time paths and are used in many of the more complex screens. POP-UP bricks are also the entrance to the level. After each level, you receive another life and the next level is presented. If you finish level 50, you are restarted at level 1. As long as you are playing, however, the speed of the snake slowly gets faster and the second time around (if you can make it the first time...) will be more difficult. If at any moment, the snake is stopped and you do not select a new direction for the snake to go, the snake will pick, at random, a new direction. Pausing the game: During game play, pressing ESC or the MENU button will pause the game and display a requester. Pressing RETURN or ENTER will restart the game. ABORT will kill the current life and QUIT will quit the current GAME. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ High Scores If your score well enough to have your name on the high score board, the score board will be displayed with a cursor in the line where you are to enter your name. You may type in your name or use the character gadgets to enter your name. When done entering your name, just press RETURN or ENTER or click on the DONE gadget. When you want the requester to go away press the ESC key. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Defining the keys After having selected the DEFINE KEYS option from the PROJECT menu, a requester will come up to let you define the keys. The requester will have the four arrows on it and a box by the arrows telling what key that is. Since this requester lets you define the keys, you will need to use the mouse to select which one you wish to define. Just click on the direction you wish to define. The box will the display ??. Now, press the key you wish to define as that direction. The box will now show the code for that key. (If it can find one.) When you are happy with the selection, click on the continue gadget. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Edit Level After selecting EDIT from the PROJECT menu, you will be asked to select the level. This is the same requester as in the game play part of the program. Editing a level: The level selected will be drawn onto the screen and your mouse pointer will become a BOX. At this point the EDIT menu will become active. The EDIT menu contains the LEVEL (save,load,clear) commands, the EDIT tools, and the END EDIT command. The LEVEL menu item has three sub-items: Load, Save, and Clear. The LOAD item will load a level into the editor. The levels are all stored in memory and thus this will be fast. The SAVE item will save the current edit level into the level selected. The CLEAR item will clear the edit level to a "default" empty level. The edit tools are the different drawing items. They are: BRICK - This is the standard brick. PINCK BRICK - This is the pushable brick. DROP BRICK - This is the DROP brick that will vanish after the last "grow" pellet is eaten. POP-UP BRICK - This is the brick that will appear after the snake has travelled over it. GROW PELLET - This is the GROW food pellet. There should be atleast one on the screen. SHRINK PELLET - This is the SHRINK food pellet. ERASE - To draw blank areas. You draw the item much like in a paint program. You can erase an item by just drawing it again or using the ERASE tool. Levels are saved and loaded from the in-memory storage. If you make any changes to the levels, they are stored on disk when the program exits. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Level Design Rules and Hints #1 When designing a level you *MUST* have one POP-UP brick along the edge of the level. This is the place where the snake will start the level at. It is important that it be in place. #2 If you have a level in which the exit is a DROP brick, you *MUST* have atleast one GROW pellet. The DROP bricks drop when the last GROW pellet is eaten by the snake. #3 It is rather easy to make a level impossible. Make sure that you play-test the levels as much as possible. If you can not finish it, maybe it needs to be changed. #4 Try to make the levels interesting, with little puzzles that need to be solved. Things like PUSH bricks are very useful in these cases. Also, areas that the snake can go into and solve only if it is small enough. Take a look at some of the levels that come with SnakePit. #5 Remember that if you change a level that it is saved only when you quit the program. #6 Remember that if you run SnakePit from the PROJECT icon or via the CLI without a data file, all changes will happen in the executable. You could end up losing the screens that come with the program. #7 Share your new levels with your friends. Just give them your data file and they will be able to use the new levels. #8 If you come up with some levels that you think are good, please send the data files to me. I hope to be able to put together a set of data files for those who get hooked. SOLAR_LORDS - THE GAME IN PROGRESS To get past the title page press a mouse button. You will then be presented with a screen from which you select the number of players. When this has been done you will be allowed to continue. The players are always assigned the following colours : 1-Red 2-Yellow 3-White (sometimes also represented as dull grey) 4-Green After you have selected the number of players you will be presented with the status screen for warlord 1 (the screen is basically the same layout for all players). THE STATUS SCREEN It is here that all the most important information about your player is found. Each element will now be explained. PLANETS UNDER CONTROL Quite simply tells you how many planets out of the six you have under your control. PERSONAL RATING This is a measure of your warlord's personal charisma. The higher it is, the more successful he/she will be at negotiating, fighting etc. INCOME PER TURN Starts at zero, but increases when planets are taken over. Each planet has a maximum potential income of its own which is dependant on the planets tax level and when they are taken over their income is added to their conquerors income. For instance planet 1 (Aurana) has an income of 4000 CR so if you were to take it over and tax at 100% you would get 4000 credits added to your credits every turn until you lost control of the planet. CREDITS How many you have at the present time. Starts at 5000. MILITARY POWER Defines your attack and defence skill. For the purposes of attack every time you fire a missile it will cost you 1 military point. These points can be increased by buying weapons. You start with 1 point (i.e 1 missile). LUCK RATING Luck plays an important part in many game events. You begin with 100 points. It is usually this combined with your personal rating that decides the outcome of anything you do during the game. STRATEGIC POWER Starts at zero. This is increased each time you take over a planet. SCIENCE RATING One of the items of special equipment (see later) requires a certain amount of technical knowledge. Your scientific rating is a reflection of your technical knowledge on a scale of 0 to 10. Begins at 0 (zero). CAPITAL SHIP STATUS Starts at 50. This is the armour level of your capital ship. Your capital ship is the single most important thing in the game as it is your only means of carrying out your game plan. You can only perform actions at some planets if you have a capital ship and losing it can be disasterous. SPY RANKINGS Each warlord has a spy representing his/her interests on each of the six planets. These spies are ranked on a scale of 1-10, 10 being the best. If a warlord gets his spy to rank 10 on a planet and then communicates with that planet (see later) the planet will be taken over. Any other spies that reach rank 10 on the same planet will not take it over until the first conqueror is toppled. Basically it is a first come first serve system. A spy with a ranking of zero can be considered dead. So a new one will have to be hired in such cases (see later). If your spy for a planet has taken it over you will see a 'C' written in addition to the rank number. The 'C' stands for 'Conquerer'. EQUIPMENT There are a number of items of special equipment that you can purchase during the game. If you have any they will be listed here. The status screen also shows how many moves you have been allocated (1-8). Pressing a mouse button here will take you to the turn screen. THE TURN SCREEN This shows the basic options available to you each move of your turn. They are : Communications Travel Tactics Attack & Defence Give Up Each will now be explained COMMUNICATIONS The communications menu is all the options that are controlled from your warlord's space station. Initially you will be offered the following : 1..Capital Ship 2..Planet 3..Others CAPITAL SHIP These are all the station to ship instructions. 1.. Repair This instructs your ship to carry out repairs to any damage. This will cost 2000 CR and will take you back up to 50 hits. You can only repair your ship when you are in your station. 2.. Return to station This will call the ship back to the station. In the station the ship is safe from all forms of attack. It can also be repaired here. PLANET These are all the station to planet instructions You tell the computer which planet you wish to communicate with. If you have access (i.e your spy on that planet is rank 3 or higher) you will be shown information on the planet : Planetary income Strategic value Level of unrest (as a percentage) State of defences Current tax level Who rules the planet and who is the chief spy on the planet As stated earlier communicating with a planet in this way is the only way to confirm a takeover and gain the extra income. When a spy reaches rank 10 communicate with the planet and the take over will be complete assuming that no one else has control of the planet. The current leadership is represented in pictorial form The best rank spy will be shown in appropriate robes The king will be shown in blue robes if he is still neutral, or in the appropriate colour robes if the planet has been taken over. If a spy who controls a planet is toppled from rank 10 the player concerned will still receive the planetary income until another spy takes over. This take over is not automatic, all takeovers must be confirmed by communicating with the planet concerned. OTHERS These are miscellaneous actions 1.. Hire new spy Spies are the only means by which you can take over a planet. It is therefore vital that you keep them alive. If one should be killed it will be necessary to hire a new one. They cost 15,000 CR to hire and will be dispatched to the planet of your choice to begin at rank 4. 2.. Hire Assassin These cost 40,000 CR a go but can cause havoc. If you can afford it and you name a planet you will be presented with an assassin. The assassin's skill is rated 1-10 (10=best). If you get one with a rating less than ten you can train him/her to make him/her better at a cost. The assassin will then go to the stated planet and kill one of the opposing spies which you define. The success is entirely dependent on the assassin's skill but even one rated 10 can fail. 3.. Build new capital ship This will cost 30,000 CR but is essential should your first one be destroyed as it is impossible to win without one (unless of course everyone else gives up). 4.. Use equipment This will bring up a list of any techno equipment that your warlord possesses. Selecting one will allow you to put that invention into use. What each invention does is explained later. 5.. Destroy Orbital Guns If you have orbital guns in position around any of the planets, you may destroy them with this option. You may only destroy YOUR guns. This option will only appear if you have orbital guns. TRAVEL Selecting this brings up a map of the solar system and shows the position of all the space stations and your (only your) capital ship. You can then select a planet to travel to. It will not allow you to proceed here if your ship is destroyed or your shields are up (see attack & defence). When you select a planet a warp sequence will initiate and one of two events may befall you : 1..Lost in wormhole This will be a familiar term to Star Trek fans, it simply results in a loss of 1 point from your personal rating and a loss of hits from your ship armour. 2..Hit by meteor shower This will result in your ship taking 10 hits. If you travel to a planet where hostile (upward) orbital guns are positioned, expect to be shot at. TACTICS This menu controls all your ship to planet instructions and therefore cannot be utilised if your ship is destroyed. 1..Gain trust 2..Extract funds 3..Damage Opposition 4..Sabotage defences 5..Cause unrest 6..Alter tax level The seventh option is dependent on the planet and will be discussed later. GAIN TRUST If your spy on the planet is alive and less than rank 10 then his /her rank will be incremented by one. Alternatively you can increment a spy by more that one point at a time but each extra point you add will take one move off of your current quota. EXTRACT FUNDS If your spy is of sufficient rank and your personal skill is high you will succeed in stealing 10,000 CR from the planet's banks. If you are unsuccessful you will have to pay 2000 CR compensation. This compensation will be paid to the player that rules the planet if one does. Naturally you cannot steal money from a planet that you control. DAMAGE OPPOSITION Again if your spy is powerful enough selecting this option will reduce all the other spies on the planet by one point in rank. SABOTAGE DEFENCES If your spy is powerful enough you can reduce the planetary defences to make the planet vulnerable to alien invasion. However, this is a double edged sword because a planet's defences can never be increased when depleted except by terraforming. So once open to attack, always open to attack. If the planet is attacked the current ruler will be deposed. CAUSE UNREST If you want to shift a ruler from a planet then you can cause unrest in the population by spreading damaging rumours. The current unrest level of any planet can be found out by communicating with it. When the unrest gets to a certain level it is possible that an organised uprising will take place. In which case the current ruler will be deposed. This has the effect of making the planet neutral again. More importantly the unrest level will be reduced to zero after an uprising. ALTER TAX LEVEL This can only be done if you control the planet in question. You will have noticed that each planet has an income. This is the amount of credits you will earn from the planet if you set the tax rate to 100% At the start all tax rates are set at 50%. If you increase them for a long period of time the population will get restless and may even depose you. If you make the tax rate really low you can reduce the planet's unrest level. As stated earlier the seventh option is always dependent on the planet. Planet 1 : Aurana The option for this planet is to buy weapons as Aurana is the only planet that produces weapons. The cost is usually 2000 CR but it is dependent on your personal skill and luck. Each time you buy weapons it will add 2 to your military value. If a player rules Aurana then all weapons proceeds will go to that player. Planet 2 : Minerayta Here the option is to gain control of trade. In a sense this is the stock market game. If you are successful you will add 5000 CR to your credit level. If you fail you will have to pay compensation to the planets' ruler. Planet 3 : Orgaty Orgaty is a pleasure planet so the option here is shoreleave for your ships' crew. I leave the effect this has for you to find out. If a player rules this planet it is up to them whether they allow visitors to have shoreleave or not. Planet 4 : Beta 12 Beta 12 is a prison planet. The option here therefore is to free political prisoners. Again I leave the effect this has for you to discover. If your attempt fails and the planet is ruled by a player you will have to pay them compensation. You will also lose a large amount of your personal rating which could be disasterous. Planet 5 : Rowani Rowani is the scientific research planet. The option here is to increase your scientific knowledge. Your scientific knowledge level is increased in the same manner as your trust levels (see earlier) If a player rules this planet the laboratories will only be open to him/her. Planet 6 : Chrijoal Chrijoal is the the techno equipment planet. It is here that all the most powerful (and expensive) items are made. If you take over the planet you can decide whether to allow other players to buy equipment from here or not. In contrast to other planets, the proceeds from any sales on this planet will not go to the planet's ruler (as that would result in the player get very rich too quickly). The equipment you can buy here is as follows : Planet terraformer (20,000 CR) This, when used on a planet, will completely wipe it clean. It will knock all spies down to rank 2 and set tax levels back to 50%. It will also re-boost a planets defence level. Chemical weapons (30,000 CR) When these are used on a planet the population of the planet get severely poisoned and restless with it. Thusly use of chemicals on a planet is likely to cause an instant planetary uprising. Capital ship power armour (10,000 CR) This is the cheapest of all the options and as soon as you buy it it is active. This armour is the only way to prevent damage to your ship when a solar system explosion occurs. If your capital ship is destroyed you will lose the power armour. Orbital guns (20,000 CR) The most useful piece of technology that there is. When you elect to use these on a planet you can make them point up or down. Once your choice is made it cannot be reversed. Guns that point down will bombard the planet that they orbit. This will cause unrest in the population and may even cause an uprising. Guns that point up will protect the planet that they are around by shooting any capital ships that attempt to remain in the planets orbit. They will not shoot the player that placed them there. The guns are only experimental and if you are extremely unlucky they can just burn up in orbit. Energon Device (50,000 CR) This expensive piece of equipment when bought and used is despatched to the sun. Whenever a supernova occurs it will be charged with energy. When it gets sufficiently charged it can do one of two things : a) It can and will unleash its energy, destroying all orbital guns that are damaging planets ruled by its owner. or b) It will destroy one of the opposing players' capital ships outright. The reason that this is so expensive is that the device is indestructable. And once bought and deployed can do you many a service. General note : You will always need a certain level of scientific knowledge to purchase each of these devices. ATTACK & DEFENCE This option is very straight forward. Upon selection you will be asked if you wish to attack or defend (i.e. press A or D and [RETURN]). ATTACK Selecting attack will bring up a list of all the people playing (including yourself) and, assuming that you have a ship and the necessary military power, you will then be requested to pick someone to fire at. If you pick yourself you will have to re-select. When you pick a target your choice will be hidden so that your potential target does not expect your attack. Firing a missile will cost you 1 military point. Important to note : Missiles are very unreliable as they are prone to malfunctioning and thus losing a fix on their target. Further note : You may only fire one missile per turn. If you attempt to fire more than one then any previous missile commands will be ignored. However you will still lose military points each time you launch a missile. Also missiles may not be fired when your shields are raised. They will automatically be lowered if you attempt to do so. Firing and then raising your shields is perfectly acceptable. DEFENCE This option does not cost you anything to activate. If your shields are down this option will raise them and vice versa. Shields vary in reliability but they are guaranteed to stop at least one missile. You may find that they collapse after a direct hit but all you need to do in that instance is to re-raise them. It is possible that you may not get the chance and suffer damage but that boils down to all your warlord's personal attributes. One very important thing to note is that, due to the large amounts of energy that shields consume, your ability to move will be stopped. That will always mean that you have to lower your shields in order to move. GIVE UP This is the fifth option available to you on the turn screen. It will display a new screen of instructions : PRESSING THE LEFT MOUSE BUTTON will pass play to the next warlord but leave you in the game. PRESSING THE RIGHT MOUSE BUTTON will remove you from play but the amount of cash you had will be stored. This is important because, should all the players decide to quit, the winner will then be decided in terms of who has the most credits. You will notice a countdown going on at the top of the screen, if you have clicked on give up by mistake simply wait for this countdown to reach zero and you will be returned to the turn screen with no loss of moves. NEWS AND INFORMATION SECTION After every player has finished their turn the news section will appear. This is similar in purpose to the random event section on one of my other games (Stewards' Enquiry, £5 to register). There is a selection of completely random events and a number of events that are dictated by your actions. For example the occurrences of planetary uprisings, assassinations, alien invasions etc. This section will also inform each player of any urgent occurrences such as the loss of a spy or capital ship and whether or not the player can afford to replace them. BEST AT THE MOMENT After the news a small screen will pop up showing little trophies, one for each player, the trophy belonging to the player who is winning will bounce up and down. WINNING THE GAME If all players give up, the winner will be decided in terms of credits. If some players remain in the game then the first to gain complete control of all six planets will be declared the victor. At this stage pressing a mouse button will begin a new game. To quit at any time and return to AmigaDOS/Workbench press Ctrl-C. HINTS AND TIPS SHEET There are a number of excellent strategies that can assist you to win. If you register I will send you the hint sheet. However, any reasonably intelligent person should be able to work them out themselves. SPACE_RESCUE - Space-Rescue is some kind of answer to Anders Bjerins 'Mini-Blast'. Your task is to maneuver an helicopter throughout a cave without getting to touch anything. Several obstacles make it difficult to get through all the caves. Some of them can be shot using your build in weapon, others can't. Further you will have to watch your fuel. Your Helicopter has an limited amount of fuel (unleaded of course :-) which can be refilled at the marked, white places. In higher levels, there can be several ways to go. Watch out which way you choose, for there are some ways, you can only complete, whe you refilled your fuel at the right time (not too late, and not too early). Nevertheless you can normally get more points when flying the more dangerous ways. During the title-picture ist displayed, you can choose the level of difficulty by pressing [F1] to [F3], which will determine the helicopters size. You can pause the game by pressing [P]. Pressing the left mouse-button during the title sequence or in the game will get you out of 'Space-Rescue'. In order to let you get an better overview about the cave and all what's in it, your helicopter features an short-range scanner (placed in the upper right half of the screen). When a level is done, a notice will be displayed at the same location. You now have to land at the nearest refuelling-point and press the fire-button to proceed to the next cave. If you think the game is to hard, try finding the cheat-mode :-). In general: If it moves shoot it, if it doesn't move blast it. SPACE_TAXI - This is a clone from the old game on the C64. There can be up to three player simultaneously. The third player can control his taxi via keyboard (Cursor and LeftALT for Fire) or by another joystick plugged into one of these 4-Player-Adapters. Keys in the titlescreen: F1 - 1,2,3 players F2 - choose Level SPACE - begin game ESC - quit F10 - clear hiscores InGame keys: ESC - abort game P - pause game SPITFIRE - You must fly from Germany to england in your spitfire. The rest of youw sqwadron has been destroyed so you alone must fight for your life & your country. Use Normal joystick controls for aircraft. You must fly avoiding the enemy targit site behind you. Destroy enemy planes if you can, if you do bonus energy and a little extra ammo will be awarded as it is quite difficult to hit them. STEWARDS_ENQUIRY - BACKGROUND Long ago (and I mean long ago) in those days when the 8 bit computers (BBC Micro, Sinclair Spectrum and Commodore 64) ruled the gaming world, there were a few games based around horse racing. On the Spectrum there was `Derby Day' and on the BBC there was the imaginatively titled `Horse Race'. Both of these games involved betting on little horses which would then run on a track and have you jumping up and down yelling at them to get a move on. I really liked these games and when I got an Amiga I set about trying to find an Amiga version of either of these games. Alas, I had no luck so one day I decided I would write one using AMOS. What you have on disk now is what I came up with and I hope you like it. STARTING PLAY After the title page you will be presented with a prompt asking you how many races you want. You can have any number from one (1) to twenty (20). The program will not progress any further until you enter a valid number. Once this has been done you will be asked for the number of players. The number of players can be from one (1) to eight (8). When you have entered a valid amount you can begin the game proper. BUYING A STABLE The stables screen is presented here. It is here that each player may purchase a stable for 1000 pounds (£). A player who purchases a stable therefore begins the betting with only £2000 as opposed to £3000. Purchasing a stable is not compulsory. The advantage of buying a stable is that if the stable you buy has the largest number of winners at the end of each game then you net a prize bonus of £5000. Also stable owners will occasionaly receive an income from their stables. Players are offered stables in numerical order. There is absolutely no advantage to be gained by being the first to purchase a stable. THE RANDOM EVENT SCREEN Before each race you may be presented with the random event screen. As the name implies there are some random events which can occur. Some helpful, some not but any of them can make a difference to the outcome of the game. BETTING ON A RACE It is here that all the most important information is shown : a) The number of the race and the total number of races selected in the format : Race number / Total number of races selected. b) A list of the horses, their numbers, their jacket colours and their odds. Each player will then be asked, in numerical order, which horse they wish to bet on (1-8) and how much out of their money they wish to bet on it. Obviously each player can only bet as much as they have got (Players who have gone bankrupt in previous races are excluded from the betting section). If a player makes an invalid entry the computer will wait for a valid one. More than one player can bet on the same horse and there is no place betting. When all the bets have been made the race will begin. THE RACE The race track will be shown with the horses on the starting line. The track is two screens long so you cannot see the finishing post. The horses are displayed in numerical order with number 1 at the top and 8 at the bottom. After a short delay the race will start. When one of the horses passes the finishing post the screen will fade to the results screen. THE STEWARD'S ENQUIRY SCREEN If at the end of the race two or more horses are judged to have reached the finishing line at the same time a steward's enquiry will take place. This basically means that the computer will decide, at random, which horse has been judged to have won. Furthermore the enquiry may decide that a jockey was maltreating his horse in these cases the jockey is assumed to be acting under the owner's instruction and therefore the owner will be penalised. THE RACE RESULTS SCREEN This screen displays the following : a) The name of the horse that won and on what odds. b) A list of players who were able to bet on the race and how much money they won or lost. When ready pressing a mouse button will continue. If all the races are not yet finished you will be returned to the betting screen. Alternatively you will end the game if either of the conditions below are met : a) All the races are finished b) All the players are bankrupt THE END OF THE GAME If the above (a) condition is true then the following happens : After the results screen for the last race you will be presented with a summary which displays how many races each stable has to its name. After that the owner of the stable that owns the most winners will be informed and awarded his/her £5000. Finally a summary board will be displayed showing the total amount each player has and the winner will be announced. If the above condition (b) is true then the following will happen : The game will immediately end with no winners. Regardless of which condition applies, pressing a mouse button will now start a new game. To quit back to Workbench / Amiga DOS at any time during the game press Ctrl-C. CUSTOMISING THE GAME Due to the way that this version of Stewards Enquiry has been written, you can invent your own horse names to be included in the game. There is an ASCII file held in the game's directory for each stable. Simply adding horse names to these files will allow them to be accessed by the game during play. The files are laid out as follows (One per line) END OF FILE for example : Daisy Chain Whiskey Bottle Grape Vine END OF FILE It is most important that the `END OF FILE' is written at the bottom just as it has been shown here (i.e UPPER CASE) otherwise the computer will not know where the end of the file is and this will cause the game to crash. I have supplied eight stable files but feel free to add to or alter these. It is important to note that no horse name may be longer than 15 characters (including spaces). STRIKEBALL - Strikeball is a version of baseball with a few rule changes. To play the game first set the number of innings to be played. (1-9). On the options page the player and computer skill are not yet working but I am working on a 1 player game at the moment. When the game commences you will see a normal baseball pitch and players positioned in the relative positions as in baseball. Controls are as follows: Player #1: Joystick port 2 Player #2: Joystick port 1 Player Pitching/Fielding: When Pitching: UP+FIRE - Slow ball DOWN+FIRE - Fast ball FIRE - Medium ball When Fielding: Directions + NO Fire = Run in relevant direction. Fire = Throw ball in direction. Fielders on the bases CANNOT run, but only throw. Player Batting: Fire = Swing bat. When hit the strength of the ball will depend on the speed of the throw, so if a slow ball was thrown, when hit the ball will go a shorter distance. To make it so a pitcher not wanting to concede too many runs has no advantage, I have it so when batting if your joystick is pushed in the same direction as the pitcher, an extra fast ball is thrown, therefore a greater chance of a home run. When the ball is hit by the batter, he will automatically attempt to run through all the bases. For each base that is run through a run is given, and an extra run is also given for a `home run' ( four base runs + one extra ). If the fielder tags a base before the runner then that runner is out,but any runs scored are counted. While fielding to make it more skilful I have made it so a NON BASE fielder CANNOT tag a base, but must be THROWN to the player on the base. When three players on each team are out then that inning is over. When all innings are complete the team with the highest score wins.(As if you couldn't work that one out your self.) Let me just take this opportunity to apologise for a few things. 1. My spelling 2. The non sampled speech in the program (access to a sampler was difficult) 3. The ONE bug that I have found 4. My explanation of the rules 5. No greetings etc. (or I think you should be thankful of that one!!) 6. The music, I know its terrible but its due to too much exposure to Erasure on the radio. 7. Not being able to think of any thing else to say. IF NOTHING ELSE,HAVE FUN!!!! SUPER_OBLITERATION - The object of the game is simply to destroy all the asteroids, destroying all the asteroids on a level will move you to the next one. The level must be completed before the time limit expires, in the last 20 seconds a alert siren will sound to warn you. In total there are 30 levels. When an asteroid has been split, it will usually drop a pickup. The left mouse button is used as a pause key. Hold down fire to continually fire your gun. If you have the spray weapon, you can tap the fire button - to just fire a forward burst. The longer you hold jump, the higher you will go. The game is best played with a two button joystick (like a SEGA one), using the DIRECTIONAL LOCK system. If you have a Mega Drive joypad, the B button is used for firing and the C button is used for jumping (remember to select TWO BUTTON for the joystick type on the title screen. The score line displays the following :- SCORE LIVES LEFT TIME LEFT STAGE ON HIGH SCORE If you want a harder challenge, then press the left mouse button on the title screen - a message will then be displayed and when you start the game no extra life pickups will be given. There are separate high scores for each mode. ONE BUTTON SYSTEMS DIRECTIONAL Move the joystick in the direction you want the gun to point. Hold down fire first, to prevent jumping. DIRECTIONAL FLICK The same as DIRECTIONAL but the gun flicks into position. DIRECTIONAL HOLD The same as DIRECTIONAL but holding down fire when stationary will prevent you from moving left or right. DIRECTIONAL FLICK HOLD The above two systems combined. DIAGONAL Pull the joystick down-left or down-right to rotate your gun - pulling down first will prevent you from moving. This is the best one button system, if you can master it. TWO JOYSTICKS Use a joystick plugged into the mouse port for controlling and firing the gun. Just move the joystick in the direction wanted to fire and your character will fire in that direction. Remember not to use fire on this joystick as it is used for the pause mode. TWO BUTTON SYSTEMS DIRECTIONAL, DIRECTIONAL FLICK, DIRECTIONAL HOLD, DIRECTIONAL FLICK HOLD, DIAGONAL and TWO JOYSTICKS are used the same as the one button versions accept that the second button replaces up for jumping. DIRECTIONAL LOCK Move the joystick in the direction wanted to point your gun then holding down fire will lock it in this position, until fire is released. This is the best system to use if you have a two button joystick. DIRECTIONAL FLICK HOLD The same as DIRECTIONAL LOCK but the gun flicks into position. VERTICAL Use up and down to rotate your gun. TANKHUNTER - INSTRUCTIONS TH is a game for two players. Please insert a second joystick in port one of your AMIGA. When starting TH you are on the options screen. Use the joystick in port two to move the cursor. In the first row you can select the level, move your joystick left or right. You can optionally enter the level using the keyboard. Pressing the joystick button in the second row or pressing the 's'-key will start the game. In the third row you can toggle the music. If music is disabled, sound effects can be heard. Select 'Quit' to exit TH. The game itself is quite simple. Player one uses the joystick in port two, player two the one in port one. Player one controls the tank in the top left edge of the screen, player two the other one. Drive your tank around and try to hit the other player. The player whose energy is out first loses. That's all. If you want to interrupt the game, press the SPACE-bar. THUNDERTRON - Thundertron is an incredibly simple one player light-cycles game. You have to use the joystick to keep the speeding trail going until the timer at the bottom runs out. Don't touch anything, not even your own trail! Stick to the black background and you'll be alright! You have 5 lives and others are awarded as you progress. If you ever reach level 10 in this game, you're a very smart player! On the title screen you can press F1-F4 for a variety of levels of play. Look out for the reverse mode - thats the hardest level of all. You can also press 'M' for music on, or 'S' for sound fx only. TOYBOX - Tidlearse ted is haveing a nightmare,he is in his toybox and all the toys have come alive,help him kill all the nasty toys and wake up.To complete a level run round the maze and line the three balls up in a straight line or kill all the baddies by pushing blocks at them. Controls joystick left-up-down-right strangly enough they move you left-up-down and right weird eh. Fire button pauses the game. Collect the items around the maze for bonuses,there is 100 levels to this game and it needs the mswiss font if installed on your hard drive. TUMBLING_TOTS - The game may be started by typing the filename on the CLI or preparing and then clicking on an icon. It will immediately go into a demo or "attract" mode. When ready to play, depress one of the numbers 1 through 9 on the ALPHA-numeric keypad. This begins the game and sets the level of play. The Firemen are moved across the screen to save the falling babies either by hitting the 1, 2 and 3 keys on the NUMERIC keypad on the right side of the keyboard, or, for the highly skilled, by hitting the 4 and 6 keys on the said keypad. Either way, this is a good game for one person. The upper levels can demand some finger-reflex dexterity. UGGO - WHAT IS THIS GAME CALLED 'UGGO!' Well, it's got a !-mark in the title so it must be fun. It involves moving a space ship back 'n forth across the bottom of the screen with the joystick and shooting down waves and waves of ugly aliens. A shield is activated when the joystick is held down, but if you hold it down too long you will blow up! (standard stuff). The Uggos won't kill you if if they are in their 'POD' form, but after awhile they will start to jiggle and eventually become dangerous. A new ship is automatically granted every 5000 points. Bonus capsules will fall at various times: S New Ship (nuff' said) B (kills all onscreen aliens) F Freeze (stops all onscreen aliens) L (aliens will only move horizontally) A word of warning about the last two, if you freeze or lateral an alien when it is at your level, you may not be able to blast it any more and you might as well end the game (this might be considered a bug but I prefer to think of it as a royal screw-up). If you get stuck remember that the Left Mouse Button will get you back to the main menu in flash. USA94 - This game is the sequel to "SOCCER CARDS - FA Cup Championship" (better known as simply SOCCER CARDS), which I wrote early last year. Those who have played SOCCER CARDS, should have no problems getting into this new version, based on the 1994 World Cup. GETTING STARTED Once the game has loaded, you will be presented with a world map, and a list of MENU items, which appear at the top right of the screen. Here is a brief description of those items:- ONE PLAYER/TWO PLAYER: If you click on the first item shown, you can toggle between a ONE, or TWO player game. Player 1 will always be displayed in blue, with Player 2 in red. US 94/SOCCER CARDS MIX: By toggling the second item, you have the choice of using the groups for the 1994 World Cup, or a SOCCER CARDS MIX - which will scramble all the countries, so creating random and unique groups. LETS GO!: This option takes you into the country selection mode. Here, you simply click on a flag for the country that you wish to represent. When you have done this, you will be presented with the groups for the World Cup. PLAYING THE GAME Before each match is played, you will always be presented with a fixture list for that stage of the Cup. After this (and provided you are still in the Cup), you can start playing your game. When all the matches have been played, you will be shown all the results - and if you are playing in the First Round - you are shown the Group tables as well. SOCCER CARDS Those who have played FA Cup, will notice a dramatic change in appearance and presentation to the main playing screen. The countries to play are displayed at the centre of the screen. Each player takes it in turn to select a card, which are displayed at the top and bottom of the screen. You select a card by clicking on the one you wish to draw. The upper-most country displayed will always draw first, and will place their chosen card to the left hand side of the screen. The second country therefore places their card to the right. THE SHOOT OUT As there can be no draws in the knock out stage of the Cup, drawn games are decided by a SOCCER CARDS SHOOT-OUT. When such a game ends in a draw, the cards are re-displayed, and both countries must select one card. If one player draws a GOAL card, while the other a NO GOAL card, the player with the GOAL card wins the game. Simple as that! Any ties will mean selecting another card each. NOTE: THE "FINAL WHISTLE" CARD IS REMOVED DURING THE SHOOT-OUT STAGE, AND IS REPLACED BY A "NO GOAL" CARD. QUALIFICATION The top 2 countries of each group will qualify for the Second Round, along with the 4 best 3rd place countries. The chart below gives you an idea of how each World Cup round is created:- HELP: WHERE FOR EXAMPLE "B3" IS DISPLAYED, THIS REFERS TO THE GROUP # AND GROUP POSITION. FIGURES IN () REPRESENT NEXT ROUND CODES. SECOND ROUND QF SF FINAL B1 V a3,c3,d3 (a)\ (1)\ A2 V C2 (b)/ \ (a) C1 V a3,b3,f3 (c)\ / (2)/ D1 V b3,e3,f3 (d)/ F2 V B2 (e)\ (3)\ A1 V c3,d3,e3 (f)/ \ (b) E1 V D2 (g)\ / (4)/ F1 V E2 (h)/ NOTE: LOSERS IN THE SEMI-FINAL WILL MEET FOR 3rd/4th PLACE PLAY-OFF. FIFA certainly don't do things the easy way - but that's what you get when you seed 6 (so called) top countries, so they don't risk the chance of being drawn against each other, until the very final stages of the competition. WACKMAN - Do I really need to tell you how to play this game ??? Oh well ok then. You walk along and eat these pill things !!! The universe is doomed !! The four dreaded re-generating ghosts of wack world have spread their wrath upon this world ( wack world of course ). The only way they can be stopped is if someone eats all their deadly pills - and the only person who can do this is the famous (?) superhero . .. . WackMan. Guide wackman around the ten dangerous levels to eat all of the pills and save the universe !!! Eat the power pills in the corner of the screen and you can eat the monsters too.(You can eat the ghost when they're orange, but watch out they turn back to white with no warning.) When wackman first loads, use up and down on the joystick to select the game type of your choice and press fire. WARHEADS - Well it's just a Tron-clone and everybody knows what to expect then (if not your sad!).You and your opponent control a moving dotted line and object of the game is to keep clear of any contact with your opponent and the walls. Use the joystick in port 2 or the cursorkeys (the right shift-key acts like the fire-button) to control the cursor in the options menu. As a standard joystick 1 (=mouseport) is selected for player 1 and joystick 2 (=joystickport) for player 2.However you are free to change the controls for both players to your own taste The speed of the game can also be set and varies from slow to med(ium) to fast.As a standard the gamespeed is set to med. As Warheads is a game where you'll have to score points to win the game (wow!! I bet you have never seen that before! - Yes I do Infiltrator it was called , I believe) there is also an option to state how many points are needed to win the game. Up=Up , Down=Down so just use the selected control. During play (in the heat of the action) you can quit the game by pressing the ESC-key. You can also pause the game by pressing the P-key (surprise!!!!) I hope you enjoy the game!!! WIZARDS_DOMAIN - CONTROLS: JOYSTICK UP-moves the car up JOYSTICK DOWN-move car down JOYSTICK LEFT-moves car left JOYSTICK RIGHT-i'll leave that one to you JOYSTICK FIRE-Fires bullet from car to destroy sensors P-Pauses game(press any other key to go on) Ctrl+c-quits game The idea is for you to get to the princess.By collecting four tablets on each level this will enable you to transport to the next level.If you manage >(IF)< to get throught seven levels the princess is in your hands. Only one problem remains,you have to get back out.The wizard uses his power to speed up time and re-arrange the hallways.Once you have the princess time will speed up at every level(7 each way)........good luck. TIPS: Collect the tablets as soon as possible,the more you have,the faster you go.Also shhot any sensors even if they're not in your way(they slow you down). If you cant move when your at the edge of a screen,shoot at the wall,it may be a sensor blooking your way. Do your best ha ha ha ha ha ha ha ha . ZERBERK - is inspired from the arcade game "Berzerk". The object of the game seems quite simple: Destroying all Centurion Robots and Elexerion Robots in an electricity maze and finally destroying the Neuronic. Every time a Neuronic is killed the robot speed increases! The electricity maze: ›Don't leave a room before all robots are destroyed, or you will enter the same level again. All walls are deadly. Keep distance! Centurions: ›Normally they're standing around and are doing nothing... But if they ›scan an intruder, Centurions will decrease distance or fire a deadly energy shot. Keep distance and fire diagonally! Elexerions: ›They are not moving around, but watch their energy beam! Otto: ›Appears if you stay too long in a maze room. Don't try to fire at him, your only chance is to escape. Try to flee to the left or right! The neuronic: ›The brain of all robots. Totally harmless, but guarded by Elexerions. Mystery: ›Don't touch! Be carefull in multi-player mode: · Don't shoot your partners at the beginning of a level! · All players must use the same exit! Features:› · ›Up to four player simultanous game! ›(Supports the four player joystick adapter for the parallel port, so be sure that you are not currently using your parallel printer, if you select more than one player: the output may get scrambled.) · ›Soft stereo! ›(Uses one left and one right channel for each sample. A sound gets different volumes at the two channels - depending at the horizontal position of the sound causing object.) · ›Saves highscores! ›(Does not if your Disk is write protected.) Special keys:› · F1-F4: Selects number of players · F5: Pause · F6-F9: Selects startlevel · F10: (Re)Starts the game · Esc: Quits the game ZOMBIEII - WARNING: This game contains graphics and language that may offend some people. (aaahhhhh!) HOW TO PLAY: Use the mouse to move the cursor. Point it at a zombie and press the left button to shoot it with your machine gun. Use the right mouse button to fire a missle and both buttons to use a grenade (which is a smart bomb thing). Power ups will drop from the top of the screen, shoot them to collect them. SPECIAL BONUS COMBO SHOTS: There a quite a few special bonuses to be found. Try using a grenade when there are a lot of zombies on screen. Better yet, hit zombies in the head with a missile (wait until lots of them are all overlapping!) CHEAT MODES: There are a few cheat modes to be found, so start looking!