4-GET-IT - Hello and welcome to the strange world of 4-Get-It. This is a puzzle game, but one with some bizzare and mean twists to it. You will have to work your way through over 200 levels of maddening puzzles before you have exhausted this game (and we are already working on new levels and an editor). The object of the game is simple -- just match up all the tiles on the screen and you will move on. However, this is NOT as easy as it may seem. Matching two tiles is easy, but how about three? And what if you can't GET to one of them? What if you accidently match two of the three? What do you do with the last one? And we aren't content with just using the tiles to make the game challenging, we also have special tiles that explode, form walls, match with anything and more. The walls themselves don't even play fair at times, some walls have trapdoors, or are covered with goop that stops tiles from moving. There are many other strange effects, but you will just have to see them for yourselves. To play the game, you will need a Joystick, Mouse or Keyboard. (If you don't have any of these, I can't help you...) All you do is move the cursor (the flashing square) around with either the mouse, joystick or cursor keys, postion it over a tile, hit the button (or spacebar) and slide the tile left or right. That's it. When two or more matching tiles are adjacent to one another (either horizontally or vertically) they will vanish. The more you match at once, the higher your score will be. ASOKOBAN - HOW IS ASOKOBAN PLAYED ---------------------- You control a strange pair of eyes through the maze of each level . Your purpose is to push all the pieces of money into the safe , which is the colored (blue) area of the maze . You can ONLY push the money ; you cannot pull it, pick it up, or anything else. There is no time limit (you sit all day trying to solve a level ) . If want a better highscore you can try to solve a level with the minimum pushes and moves. The eyes can be moved using the cursor keys (best way) or by pressing and holding down the left mouse button . Once you have gathered all the money packets in the safe, you can proceed to the next level. GADGETS ------- The playfield is surrounded by several gadgets. These are: New : Starts a new game at the current level (useful when you've stuck). Undo : Undoes the last push (not the last move!). Set Level : Lets you choose the level to play. Actually, it works only backwards, giving you the chance to replay previous levels. High Scores : Displays the high score list. About : Easy... Backup : "Saves" temporarily your position (before a risky step). Restore : Restores the previously "saved" position. Name : Pops up a file requester to select the name of the file you want to save your position and high scores for another time. Note that your level position will also be saved in this file, allowing you to continue the next time from the current level. By default, the name of the file is "ASokoban.data" . This name is displayed in the string gadget on the right of the name gadget . The file name can also be changed by writing directly on the string gadget. Load : Loads the data file. Save : Saves the data file (happens automatically on exit). Extra information is displayed on the right of the playfield. This is the level , the total level money packets , the saved money packets , and the total moves and pushes of the eyes. HINTS & TIPS ------------ No hint and tips. The game isn't easy but I can guarantee that every level has its solution (maybe unique sometimes, but existing). 8^) BLOCKOUT - Start with the four elements of the ancient world - air, earth, fire, and water. Combine each element with five different colors - red, yellow, green, blue, and violet. What do you have? The makings of "BLOCKOUT", an addictive strategy game that's so easy to learn, everyone in the family will want to play. In BlockOut, players compete for points as they build a wall of tiles. You get points for placing blocks of the same color or shape next to each other. You get more points if both the color and the shape match. -----GETTING STARTED----- To start the game, double-click on the BLOCKOUT icon. If you're using the CLI, type CD BLOCKOUT and then RUN BLOCKOUT. To play, pull down BlockOut's menu by holding down on the right mouse button. You'll see the four types of games: Human vs. Human, Human vs. Computer, Computer vs. Human, and Computer vs. Computer. There's also a Quit menu item which exits the game. After you've selected a game, you and your opponent (human or computer) recieve a rack of four tiles. Each tile is designated by one of four images (Earth, Raindrops, a Tornado, or a Flame) and one of the five colors (red, yellow, green, blue, or violet). Players alternate turns in BlockOut; player 1 always moves first. When it's your turn, move the mouse pointer to one of your four tiles and press the mouse button to select the tile. Now choose one of the 13 gray chutes in which to place your tile by moving the mouse to the appropriate chute and clicking the mouse button. The tile falls to the bottom of the chute. You can stack tiles as many as eight levels high. After you've made your move, the points you've scored are added to your current score and displayed at the top of the screen. A new tile then apprears in your rack. -----WAYS TO SCORE----- When you drop a tile next to or on top of a tile that has the same color but a different image, you're awarded 15 points. If the tile is of the same image but a different color, you get 25 points. If the tiles match in both image and color, you score 40 points. Since dropped tiles can touch other tiles in three directions (left, right, and down), the maximum score per play is 120 points. When all the chutes are filled, the player with the highest score is the winner. BRAINBOW - INTRODUCTION ~~~~~~~~~~~~ This is an original board game, which will have you taxing your brains for hours. Brainbow is rather like a version of the pile-up Scrabble variant, ie. The number of tiles on a particular square will determine the colour of the tile on top. THE CREDITS SCREEN ~~~~~~~~~~~~~~~~~~ Upon loading, Brainbow will display the credits screen and start a rolling text loop. As mentioned in the text, Holding down the left mouse button will stop the sequence and display the welcome message, in which case you will now be able to control the game from the gadgets. THE GADGETS ~~~~~~~~~~~ There are five gadgets in all, the first two being the most important in the whole game. BEGIN GAME - will only work once you have chosen a DIFFICULTY beforehand. QUIT GAME (From the credits screen) - This will quit Brainbow altogether and return you to Workbench. QUIT GAME (During a game) - this will exit the game and return you to the credits screen. DIFFICULTY:- EASY - As it says, it is the easiest level. Start from scratch on level 1! MEDIUM - This difficulty puts you at the start of level 25. HARD - This places you at level 50, which is damned hard. THE REST OF THE PANELS ~~~~~~~~~~~~~~~~~~~~~~ CHANGE GRID TO - The colour of the tile in this panel is the one which you have to change every square on the entire grid to. SHAPES TO USE - This panel shows the number of shapes you have left to use on the grid. LIVES AND CHANCES ~~~~~~~~~~~~~~~~~ Unlike most games which only give you three lives etc., Brainbow gives you the chance to go a little further in each game. The lives are as normal, but the chances are like three 'little' lives, each lost when you fail to clear a grid or run out of time. Only when all three chances are lost are you robbed of one of your lives, in which case, three more chances are given to you. Game Over strikes when you lose your last life. In this way, there are a potential nine lives to use up before the game ends! SCORE AND HIGH SCORE ~~~~~~~~~~~~~~~~~~~~ These two panels simply display the score and high score respectively. KEY ~~~ This section shows you the order in which the tiles change colour as they pile up on each square. This is the familiar rainbow order of red, orange, yellow, green, blue, indigo and violet. But in this game, the order wraps around, ie. after violet it goes back to red and vice versa, as indicated by the dotted line. TIME LEFT ~~~~~~~~~ This is the time 'meter', along which the slider representing the amount of time left travels from right to left. Time is up once it hits the left-most side of the gauge. MEET THE TILES! ~~~~~~~~~~~~~~~ These are the ten main playing shapes used in Brainbow:- ### # # # # # # # # # ### ### # ### # # # # # # ### # # # # # # # # # 1 2 3 4 5 6 7 8 9 10 THE OBJECT OF THE GAME ~~~~~~~~~~~~~~~~~~~~~~ A specified number of randomly-chosen shapes is established at the beginning of a level, and each is placed randomly on the board. As each of the shapes can have up to nine tiles, then there is a three-by-three tile area for them to occupy. But, as each tile goes onto the relevant squares, the colour of that square increases by one in the key (rainbow) order. The idea of the game is to take each of the previously used shapes and reverse the process of piling up by clicking on each shape as you think they were previously positioned, to eventually finish up with a grid of a single colour. SCORING ~~~~~~~ On each level there is a maximum bonus which depletes rapidly as time progresses. Once the bonus hits zero, it stays there. It is reset once a shape has been used. LEVEL COMPLETED ~~~~~~~~~~~~~~~ If you complete a level (all its squares are just one colour), then your score will be given an additional bonus of:- Score + Maximum Level Bonus x Number of Shapes in Level You will then move on to the next level. LEVEL FAILED ~~~~~~~~~~~~ If you fail a level (use up all shapes and still have more than one colour on the grid) then the following 'Anti-Bonus' will be drained from your score:- Score - Level Number x Maximum Level Bonus You will then have to attempt to complete that level again. OUTT OF TIME ~~~~~~~~~~~~ If you run out of time, you will not have your score depleted, but you will lose a chance. GAME OVER ~~~~~~~~~ The game is over once you lose all your lives, but if you beat the high-score your score will become the new high-score. BRIDGEBALL - Bridge Ball is a rather uninspired name for a fast addictive puzzle game that requires quick thinking and even quicker actions. The game consists of a number of pipes and platforms dotted around above some water and somewhere to the right, a piece of dry land. As the game begins, a ball will fall from the left towards the water, but will travel horizontally from left to right when it is in a pipe or on a platform. The Objective ~~~~~~~~~~~~~ The objective of the game is to move the pipes and platforms into the path of the ball so that it can be carried safely across the water and dropped onto dry land. If the ball falls into the water then the game is up. The Control ~~~~~~~~~~~ The pipes and platforms are moved in the same way as an icon on the workbench, i.e. when the cursor is placed over the object and the left mouse button is held, the object can be moved. When you wish to place the object you simply release the left mouse button. Playing Bridge Ball ~~~~~~~~~~~~~~~~~~~ Bridge Ball must be loaded from the CLI and is completely mouse controlled. All pipes and platforms can only be picked up and moved a certain number of times, and this varies for different objects on different levels. When you are holding an object the cursor will change to a number which represents the remaining number of times the object can be picked up and moved. If you try to pick up an object which has no more uses remaining, a buzz sound will be heard. Some objects start with no uses available and in this case it is up to you to build a bridge which will make use of them, otherwise there may not be enough pipes and platforms to carry the ball to dry land. The ball will not travel on a pipe or platform which you are currently holding and likewise, you can't pick up a pipe or platform which the ball is currently on. When the game is over, there is a ten count continue option which will allow you to restart on the level you were on. The left mouse button restarts the game. Your score is mainly geared to how far you progress, but making use of the fixed pipes will help to boost your score a little. The first level is very simple and should make all of the above a lot clearer to you. It will also get you used to how the pipes and platforms should be connected together. ** Warning ** Bridge Ball can be immensely frustrating - especially the faster levels. If you find yourself getting into a state, DO NOT hit your keyboard, throw your mouse or thump your monitor. DO take a deep breath, count to ten and start again. Note that if you count to more than ten you will be starting again from level 1. CHALLENGER - Challenger is a quiz program with 500 internal stored questions. You can play it alone or against up to 5 other persons. At each question four ans- wers are displayed; only one of them is the right one. Input is possible with the mouse or alternatively with the keyboard. The program also keeps a highscore-list, where the ten best players are stored. After the start of the program a window appears a few seconds later; from here you can start four actions. Per menu you can only choose "About". A window with some Copyright informations appears. The other three actions are started by mouse-clicks. If you click the right box ("QUIT"), the program is terminated. If you click the box in the middle ("HIGHSCORES"), then the ten best pla- yers with their respective per cent numbers appear. After clicking on the left box ("TEST") the Challenger-Test begins. At first it is to determine how many persons are participated in the game (1 to 6). Clicking on "Forget it" will break the test. If you have clicked on a number between two and six, you are asked if there should be the same questions for all players or if every player should be- come different questions. For example: if there are three players selected, "same" means that there is the same question for all three players in a round; "different" means, that there are always three different questions. At next you are asked, how many questions per player should be asked (10 to 30). At last the names of the players are asked. If no names are stored, the first player must type in his name directly in the appearing window. In the other case you have to click on "NEW", if you want to type in a name which is not yet stored. All names which are typed in are stored in a file and are visible on the left side of the window. So if your name is already stored, you just have to click on "CHOOSE" (only if this word is not written in red) and then click on the desired name. All stored names can be changed. Click on "CHANGE" and then on the desired name. Now type in the changed name. If all players have entered their names, the quiz begins. For each player appears the name and the current number of points. If there are same questions for all players, then the question which is relevant for all is written on the top of the window. In the other case the questions are written directly under the names of the players. The sequence of the players is drawed before each round. The questions are internal grouped in- to five difficulty levels. Each player has per five questions to answer one question of every difficulty level. The five questions are sequenced by random. Thus the quiz is for all players even at different questions of the same difficulty. For all questions there are four answers, numbered by 1 to 4. You can enter the desired number on the keyboard or click on the equivalent box. After that the right answer is lighted up in red color (in the case of several players with same questions not before the end of the round) and either null or one point is added to the players score. If all players are ready, the next round begins. After the selected number of rounds the final result is displayed. If one or more players reached new highscores, the new highscore-list appears. The new highscores are written with red color. CHECKERBOARD - CheckerBoard is a jigsaw-type puzzle with a twist. Nearly any piece can be placed next to any other piece. In fact, it has many completely correct solutions. "Sounds simple," you say? It isn't. The puzzle design is simple enough. Take a checker board and cut it, along the edges of the squares, into 12 irregular pieces. Scramble them and put them back together. The program does the cutting and the scrambling. All you have to do is the reassembly part. Operating the puzzle is simple, too. Select a piece by pointing the mouse and clicking the left button. Move the piece with the mouse. Rotate the piece as needed by clicking the right button. If you don't have a piece selected, the right button operates the menu instead. When you have the piece in position over an empty space, click the left button again to put the piece down. You can only put a piece down in an empty space. The left side of the display shows three numbers labeled "Right", "Wrong", and "Empty". The "Right" and "Wrong" numbers indicate how well the colors alternate relative to one another on a particular layout. They should always total 64, the number of squares on a checker board. A high "Right" number doesn't necessarily mean you are close to a solution, only that the colors of the pieces already on the board are alternating as they should. These numbers also give you some measure with which to compare solutions. For example, a solution which measures 59 right, 5 wrong, and 0 empty is a pretty good partial solution. Some of the colors are wrong, but at least you made an eight-by-eight square. One measuring 40 right, 24 wrong, and 0 empty would be a poorer partial solution, while 40, 20, 4, which leaves four squares empty on the board and therefore is not a solution at all, would be worse still. A completely correct solution measures 64, 0, and 0. Now, on a real checker board, the lower right corner is red while the lower left corner is black. We don't worry about such things, though, since a 90-degree rotation can fix the problem, and because our board is red and off-white, not red and black! The Right/Wrong/Empty measure gives you the benefit of the doubt so the "Right" number is always the larger of "Right" and "Wrong" regardless of which corner is red. It shouldn't take long. The puzzle only has 12 pieces. But don't forget to eat and sleep every once in a while. CHINA_TILES - This game is based on the old Chinese game Mahjong. It is extremely simple to play, and provides hours of hair-tearing fun. The basic idea of the game is to remove all 120 tiles from the board. The problem comes in the fact that you can only remove matching pairs of tiles. Easy eh? Well it would be if that were the only restriction. To further complicate matters, a tile has to be 'free' before it can be selected. By free, I mean it has to have a blank space to either the left of right of it. There can be tiles on the piles to either side, as long as there are none on the same level. Once all 120 tiles have been removed, or there are no more available pairs, the game is over. And, there you have it. That is basically all there is to the game. It's so simple, even John Major could play it! But, What is this I hear? Cries of 'Old Hat!' and 'Been done hundreds of times before!' from the Honourable Gentleman opposite? Well, of course it's been done before, haven't most games? Of course, there are a few features that make this version better than any of the competition. For instance, the game features a built in help function, easily enough for even the slowest learner. Then, there is the fantastically useful search function, to help people who can't tell a pair of floppy disks from a can of coke. Of course, there is that old favourite undo for people who couldn't hit a dead elephant at 6 inches with a frying pan. And for the lazy among you, there is a cheat function built in. Of course, you don't get any satisfaction from cheating, but it also helps of you make a complete mess of the level. 'But surely, these are nothing major?' Well, if my Honourable friend will kindly button it for a bit longer, I will reveal the feature that will have you gasping in the polluted air. The feature that puts all other games of this type to shame. Now, many of you will have seen other games of this type. Hands up how many have seen them with just one level? Quite a large number I see. Now how many have seen them with between 2 and 15 levels? Thankyou, the lady in the corner. Now I wonder if anyone out there can guess how many levels this game has? 5? Now come on, be serious! 20? Still way short. 100? Not a hope. Well, I'll tell you. The game has infinite levels. (Well almost) You see, This game has that most revered of features, a LEVEL EDITOR! And, unlike most, you are not limited to the number of levels you can design. The only limit to the number of level files you can create is the available disk space. And, with 15 levels to each file, it will take you a long time to complete even a hand full of files. Thankyou, Madam Speaker, that is all. Features:- ======== Here is a quick rundown of all the features in the game. FIND - Finds and removes a matching pair of free tiles. UNDO - Takes you back a move. HELP - Pops up a help page if you forget what to do in the game. CHEAT - Allows you to remove a pair even if they are not free, or even visible. Level Editor - Allows you to design levels to your hearts content. The only restriction is that a level must contain 120 tiles before it can be used. Following are a list of the features to be found in the level editor. LOAD and SAVE - Allows levels to be save to or read from disk. HELP - In case you forget what a button does. SHOW - Gives you a preview of what the level will look like in the game. CLEAR and RESET - Deletes level data from memory. Level Editor Instructions:- ========================= When you first enter the level editor, you will see the 15 loaded levels at the top of the screen, several buttons and a grid at the bottom. The first level will be highlighted, and the grid will contain an enlarged version of it. The 5 buttons to the right of the grid determine how high the piles of tiles will be. You place a pile of tiles by simply clicking in the grid where you want them. Blank means that the pile will be erased. To select a level to edit, simply click in one of the 15 boxes at the top of the screen. If they contain a level, it will be zoomed into the grid. If you want to erase a level, select it, then click on CLEAR. A requester will be displayed for you to confirm your decision, in case you click clear by accident. RESET clears all level definitions in memory. This also has a confirm requester. If you want to edit another levels file, simply click on load and select the required one, then click OK to confirm you choice. QUIT exits without loading any levels. Once you have selected the level you want to edit, or a blank level to create one of your own, you simply place piles of tiles in the grid. A proper level should have 120 tiles in it, you can create levels with less, but you can't play them. Once you have edited or created all the levels in memory you want, click on SAVE to save them to disk. A file requester will appear asking you for a name. You can either enter a new name, or click on an old file then OK to replace the old definitions with the new ones. You don't have to save the levels to be able to play them, but once you exit the game, or load other levels, they will be wiped unless you have saved them. As ever, QUIT exits back to level editor without saving the levels. If you want a preview of what a level will look like in the game, simply click on SHOW. This will display the level with random tiles. Once you have finished examining the level, click the left mouse button to return to the editor. If you get stuck, simply click on HELP for another look at the instructions for the editor. With the editor, you can define easy levels, hard levels or just plain impossible levels, and you can easily give your friends a copy of your levels by copying them the levels file. Have fun! What can I do at the intro screen? ================================== Well, you have one of three choices. You can click the left mouse button to start the game, Click the Right Mouse Button on the top line of the screen to QUIT, or simply read the scroll text until your eyeballs start to wrap around in your head. Once I have started the game, what do I do next? ================================================ When you click the left mouse button on the intro screen, a level selection screen appears. This shows the levels currently loaded in miniature form. If you like the look of any of these levels, simply click on the one you have picked, and this will take you to the game proper. If none of the levels tickle your fancy, then you can click on the 'Load Levels' button. A file requester will pop up, asking you to select a new levels file. If you see a file you like, simply double click on it, or click once then click OK. If you can't find any levels files, or none of the them take your fancy, then click on QUIT to return you to the level select screen. Don't worry if you click on the wrong file, as the program checks to make sure you have picked a levels file before it loads it. If you want to design your own levels, then simply click on the 'LEVEL EDITOR' button. How do I remove a pair of tiles once I have located them? ========================================================= All you have to do to remove tiles is simply click on them. When you click on the first tile, a small arrow will appear in the top left corner of it. If this does not appear, then either you missed the tile, or the tile cannot be selected. When you click on the second tile, both will disappear. Again, if nothing happens, try clicking on the tile again. If it still doesn't respond, then it isn't free. When you have removed 2 tiles, there is a slight delay before they disappear. This is simply because the computer needs to redraw the screen, so don't get too impatient. The delay is only a fraction of a second. How do I use the FIND function? =============================== Simply click on the FIND button in the game. The computer will search all available tiles and find the first 2 free tiles that match. It then automatically removes them. If no pairs exist, then nothing happens when you press this button. How do I Cheat? =============== Well, you shouldn't really have to cheat, but if you get completely stuck, click on the cheat button. This activates the cheat mode. Now, simply click on any tile, free or not, and the computer will find its pair and remove both. You can then resume play as normal. If you decide not to cheat, then simply click the right mouse button to cancel cheat mode. Help! I can't remember how to play the game! ============================================ Well, first give up the hypnosis classes, then click on the HELP button. This gives full instructions (Albeit shortened). Once you have refreshed your Swiss cheese, click the left mouse button to return to the game. Oh *!%$, I've removed the wrong pair! ===================================== First, sober up a bit, then click on UNDO. This returns the board to the situation before your last move. Note, this only works for one move, and cannot be used after a FIND or CHEAT operation. I can't see any more pairs, Find can't either and I don't want to Cheat. ======================================================================== First, full marks for honesty. Now, click on QUIT. This returns you to the intro, from where you can do what you like. I want to load some new levels, but I can't find any! Help! =========================================================== The most likely reason for this is that you have either booted from a different disk, or copied the game to hard disk or similar and forgotten to copy the levels as well. If you click the Right Mouse Button on the main window if the file requester, a list of devices appears. You can now click on any of these to try and find the levels files. They should be in the Levels directory on the program disk, but if you have copied the game to HD or similar, they might be anywhere! If you can't find any levels files, then it is likely they have been deleted. If this is the case, you will have to create some more with the editor. I have tried to save some levels to disk, but the program complains. ==================================================================== The most probable reason for this is the disk you are saving to is Write protected, or has been removed from the drive. To write enable a disk, slide the black tag in the bottom corner so that is covers the hole. If this doesn't work, then either the disk is damaged, or your disk drive is defective. To exit the Disk Error requestor, simply click a mouse button. Note:- Don't try to save over the default levels file, as this is write protected as the program needs this to run. The program says it can't find the default levels! What can I do? ================================================================= If this happens, a file requester will appear prompting you to select an alternative levels file. Any levels file can be used, just click on it then OK. This also tells you that something has happened to your default levels file. Either it is missing or in the wrong directory. You can either rename another levels file as 'CT_LEVELS' (without quotes) or if it does exist, move it to the root directory of the boot disk. When I click on a level to play it, nothing happens. Why? ========================================================= The level you have picked does not have 120 tiles in it, therefore it cannot be played. You will have to edit it so that it does have 120 tiles in it. COLORS - The object of COLORS is simply to form lines of four blocks or more of the same colors. Pieces which consist of three blocks are randomly picked and then fall down in a T*tris-like style. There are four different colors with which you can form lines, so there are technically 64 different pieces, but since they can be rotated, there are (I think) only 34 different pieces. The bigger the lines that you form are, the more points you get. Also, if you clear more than one color at a time, your score is multiplied. All of this is explained in detail later. Endurance Game -------------- The main purpose of the endurance game is to go as long as you can by making as many lines as possible. You still get normal points for the different types of lines, but the end-of-game line bonus will usually net you most of your points. You may choose the starting level (ranges from 0, the slowest, to 9, the fastest). At level 0, you have one second before the piece falls one space, at level 9, 1/10th of a second. The game ends when the next piece cannot be placed on the screen. Arcade Game ----------- In this game, there are many rounds for you to complete, each round with a different challenge and goal. To complete the round, you simply have to achieve the goal. The three types of goals are: Lines: Get this many lines (it doesn't matter what type or how long). Points: Get this many points to advance. Obviously, large lines are helpful here. Diagonals: Get this many diagonal lines. Other lines still score, but don't count towards the goal. In many rounds, there are also some pre-configured boards just to mess you up a little bit. Some of them are quite hard to play on as well, but isn't that the point? Also, starting at round 10, there is a random element added to the game: extra colors thrown in every now and again. Basically, a column is chosen at random, and a randomly colored block is put on top of it, provided it isn't already too close to the top of the screen. In round 7, you are introduced to the block: a grey piece that just sits there. Blocks are immovable and they never clear if there are 4 or more in a row of them. Also, they don't fall, so once a block is down, nothing goes past it. Round 13 brings in random blocks. Blocks may appear ANYWHERE, even on squares where you already have a regular colored block. However, you are not doomed if a block is chosen to appear: There is a 50% chance that the square will be "eaten" instead. If a block already down is eaten, then everything will fall. Every now and again, you'll get lucky and a random block or color will complete a line for you. Keep in mind that this is totally random, so there is no "screw the player" algorithm in this game to mess up that 7-long diagonal you were about to make. (If something screws you up, it was just plain dumb luck!) Random colors and blocks will not appear right after you make one or more lines. This is to give you a fair chance at completing a round. Believe it or not, I used to have colored blocks appear anywhere as well, and any block would appear anywhere anytime. This led to mass chaos, and the game became way too random to be playable at high rounds. So if you're starting to get into a tight situation, then you should start clearing lines to avoid getting blocks and colors thrown at you. At about round 25 (random colors and blocks, starting color configuartions), this becomes very necessary. It's hard to get the line you want for 20,000 points to get past that 45,000 points level. The initial speed of a level is determined by what round you started on, and how many rounds you have completed so far. So round 19 will be VERY fast if you started at round 1, but fairly slow if that's the round you start on. Also, the level speeds up as the number of pieces you've used so far increases. Game Play --------- The pieces will start horizontal at the middle of the top row. If any one of these 3 squares is taken up before a piece is to be started there, the game ends. You may rotate the pieces and move them left and right in the playing area. Hitting the speed down key does just that: Makes the piece fall rather quickly. In order to score the maximum points for a drop, the key must be held down until the piece falls all the way (you hear the drop noise). If you let it go halfway down, you only get the points from where you start pressing it again. The piece will continue to fall until it hits another piece already on the board or a block. Any color block that's suspended in midair (unless it's above a grey block) will continue to fall downward. You don't have any control over the piece as soon as it splits. You also only get points for where it fell before it split. This may take a little getting used to, but it makes the more interesting (and a hell of a lot easier and faster for me to program). There are a ton of ways to score points in this game. However, that's what makes this game so different from most other games. Some games (like Columns) have ridiculously simple scoring: one point for the first each of the first three blocks, two points for each one after that. Well, that's pretty boring and not much of a strategist's game. Here are all the ways you can score: Fall: The easiest way possible to score. You get points for how far down you drop a piece. The further it falls, the more points you get. As noted above, you only get as many points for dropping a piece from where you start pushing it down. Lines: The basic point of the game. The bigger the line, and depending on what type it is, the more points you get. Here is a scoring rundown: Line type/# blocks | 4 5 6 7 8 9 -------------------+--------------------------------------- Vertical | 100 1000 2500 5000 7500 10000 | Horizontal | 500 1500 3000 5000 9000 15000 | Diagonal | 1000 2500 5000 10000 25000 50000 Colors bonus: This is very important, since it is another major goal of the game. If you only clear one color on a drop, you get normal points. However, for each color above one that you clear on a SINGLE piece drop, the total line points you get is doubled. So if you cleared two colors, you would get 2x's the score, all four colors would be 8x's the score. Line bonus: This is a "progressive" bonus. That means the more times you get it, the more points you get for each time. If you are good at setting up "chain reactions," then this is for you. You get a bonus for each line above one you clear for a single drop of a piece. The first line above one you clear is worth 500 points, and the value of the bonus goes up 500 for each line thereafter. Thus, the second one would be worth 1000, the third 1500, etc. This is cumulative, so clearing three lines would be worth 1500 bonus points (one line worth 0, the second worth 500, the third worth 1000). Four lines cleared would be worth 3000, five would be 5000, etc. I have gotten 10,500 a couple of times, but never above that. (That's a total of 7 lines on a single drop!) This bonus is not affected by the color bonus. End-of-game line bonus: This is applicable to the endurance game only. As the name implies, it is given at the end of the game. This is to offset the heavy scoring possible by length and colors bonuses. Since the main objective is to make as many lines as possible, I decided to add this to make each line worth a bit more. Getting a 9-long diagonal with all four colors is worth well over 400,000 points. But getting about 120 lines in one game is worth around 700,000-800,000 points. This is also a progressive bonus. The first line you make is scored as 50 points plus 5 points times the level number you started on. If you started at level 5, the first line would be worth 75 points. This score is added to the bonus points for the next line, like the line bonus above. So if you started a game at level 6 and only got 4 lines (a fairly sad game), then you'd get 80+160+240+320=800 points. Usually, you'll get a bit more than 4 lines, so this bonus is very significant, especially if you get, say, 150 lines. End-of-round bonus: This is applicable to the arcade game only. This bonus is a total of four individual bonuses: - Round bonus: Quite simply, 1000 times the round number. - Over bonus: This depends on the goal. For line rounds, 1000 points for each extra line you clear. For point rounds, the number of points over the goal you went, rounded DOWN to the closest 100, and is limited to 50,000. For diagonal rounds, 2500 for each diagonal over the goal. - Clear bonus: Another progressive bonus. The base score is the round number divided by 2. You get the base score for the first clear square there is, and the bonus for each square is increased by the base for each clear square. Any 1/2 points are disregarded. So, after clearing round one, the first few empty squares are worth 0, 1, 1, 2, 2, etc. Round 2 would be worth 1, 2, 3, 4, 5... Round 10 would be worth 5, 10, 15, 20... This is done for each empty square you have at the end of the round. - Block bonus: Compensation for the difficulty of blocks. 200 for each one on the screen at the end of the round. All of these points are shown when you get them on the right half of the screen. Also on the right half is the NEXT display which shows the piece you'll get next, obviously. To the right of NEXT: is a number in parentheses. This is the piece number of the next piece. If there's a 13 there, that'll be the 13th piece you've played. For the endurance game, this is cumulative the whole game. It is reset each round for the arcade game. After the game is over, you'll be presented with a new screen giving you your final score, the total number of lines you had, and your rank. Separate high score charts are kept for endurance and arcade games. If you're in the top 20, you'll be prompted to enter your name. Anything more than 13 characters will be cut off. The game keeps track of the top 100 scores, so you'll still get a good idea of how well you did if you don't make the top 20. Currently there is no way to see the other 80 scores. If you don't make the top 100, you'll know about it. After the rank screen, you'll be presented with the high score chart for the game you were playing. If you made top 20, your score will be flashing in pretty colors. Also, your rank is shown at the bottom of the screen. Hit a key to go back to demo mode. The score and number of lines and game type of the last game you played are now shown at the top of the title page. Your rank will still be shown for your last game on the appropriate high score page during demo mode as well. Game Controls ------------- Keep in mind that you can hold down these keys and the effect will be repeated depending on your preferences settings from Workbench. The exceptions to this are the speed down keys. As long as your finger is on them they will fall. I almost put joystick control in this game, but then I thought: Why? So I didn't. If there's enough demand, then I will. Keypad Arrow keys Move left: 4 left-arrow Move right: 6 right-arrow Rotate piece: 5 down-arrow Speed down: 2 space bar Pause: ESC Kill game: ctrl-c You can use these keys interchangeably if you want. I.e. you can use 4, 5, 6 to move the piece and space bar to speed it down if you want. Also, for highly technical reasons, partially because of my laziness, and partially for execution speed for "lesser" computers, ANY 4, 5, and 6 key will move the piece, but ONLY the 2 key on the keypad will speed it down. If you desperately need or want different controls, I can fix it easily enough. Note that alternate keymaps will NOT work, because I have the standard U.S.A. keymap defined in this program. So changing the keymap in preferences will have totally NO effect on Colors. There are some keys that work in the demo mode as well: space bar: advance demo one page E: start endurance game A: start arcade game Q: quit game ctrl-c: kill game (works ANYtime) any other key: go back to title page COLOUR_CHANGE - The aim of the game is to create a line of four balls of your colour either horizontally, vertically or diagonally. At the start of the game there is an empty four by four grid on the screen which is the playing area. There are four colour balls used in the game, blue, green, yellow and red Player one is blue and player two is yellow. To place a ball down in an empty space simply click in the empy space using the left mouse button and a ball of your colour will be placed there. If there is already a ball down on the board and you click on it it will change colour. The balls change colour in the following sequence. Blue to Green to Yellow to Red to Blue. So not only can you try to get a line of your own colour but by clicking on one of your opponents balls you can stop them from getting a line of their colour. CONFUZION - CONFUZION is a sliding tile puzzle game based on the game of the same name which was released on the Commodore 64.(I'm not sure but I think it was written by Paul Shirley,who went on to write 'Spindizzy') The game itself is only a small game (20 levels).The object on each level is to get the bomb to the drip to extinguish it.The bomb will start on one side of the screen with the drip on the bottom.You must shuffle the tiles to create a pathway to the drip. Each level has 2 time limits which are displayed as sliding bars at the bottom of the Info Panel.The top one is the time remaining before the bomb is launched.Once this get to zero, the bomb is then launched and begins it movement along the pathways.You can launch the bomb earlier if you wish by pressing either (Right Mouse Button) or (Fire) or (Space).The remaining time before will be awarded to you as a bonus should you complete the level. The bottom time limit is the time remaining until the bomb explodes. The fuse on the bomb will shrink accordingly.Should you complete the level this remaining time will also be awawrded to you but at half the time before bonus. THE TILES You are only allowed to move the lighter coloured tiles.The darker tiles are a kind of buffer for your benefit.Moving a tile depends on your control method:- MOUSE Move the pointer to a square next to the empty tile and press the left mouse button. The right mouse button launches the bomb early.If the bomb is already moving,holding the right button down will speed up the journey,but only when the bomb is on the edge of a tile. JOYSTICK To move a tile,simply push the joystick in the direction you want your selected tile to move.For example :- To move the tile below the empty space up,simply push the joystick up.This may take some time to get used to. Fire acts exactly like the right mouse button. KEYBOARD Use the cursor keys to move the tile around exactly like joystick control. Space also acts like the right mouse button. REMEMBER You can only move a tile which is next to the empty space. If you move a tile which the bomb currently occupies,then the bomb will also move. THE BOMB Once the bomb starts on its journey,you have to be quick.If the bomb hits a dead end,IT WILL EXPLODE !!! Likewise,if the fuse runs out. If the bomb enters one of the darker buffer tiles,it will stop for a while then reverse back out. THE DRIP The drip just sits on its tile and does nothing really. KEY CONTROL The following keys can be used during the game P Pauses the game.Press 'p' again to restart.To stop you planning your moves whilst paused,the screen will disappear.You will be able to tell the game is paused because the Info Panel will flash. Esc Self Destruct. Space Launch the bomb early. THE INFO PANEL On the INFO PANEL is the following:- Your Score Current Level Lives Left Time Before Launch Time Before Detonation TITLE SCREEN From here you can do one of the following:- Quit to system View Hiscore Table Alter The Options Play Game You could also try the following keys:- -,= \ [,] \ The cursor keys \ If you're bored O,R / with the game Left mouse button held down and moved / Right Mouse Button / COUPLES - Put simply the idea of this game is to match up drawings in the top part of the game screen with those shown in the bottom. The top part is marked with the letter 'A' and the bottom with the letter 'B'. The game can be played with either one or two players. PLAYING THE GAME Setting up. ============================== The game is controlled by the mouse using either mouse key and the keyboard for entering names, numbers etc. After the game has loaded the first screen is cleared by pressing F1 when prompted. A new screen then opens asking if you want either to match 18 or 32 pictures. Simply enter the number one for 18 pictures and two for 32 pictures. A picture bank will then be loaded. Next a new screen opens with four buttons on it. Click on the ONE PLAYER button if you want a one player game. You will then be asked for a number between 18 and 199. This represents the number of attempts you are giving yourself to find and match all the pictures. You will then be asked to enter the name of player one. If a TWO PLAYER game is chosen then you will be asked to enter the names of the two players - so decide who is going first and enter that persons name as player one. Once this part is out of the way you are returned to the screen with the four buttons on. If you wish to use the pictures already in memory - and in both cases (18 and 32) this is a bank of pictures called pot-pourri - then simply click on the GO button. If however you want to change the pictures then click on the CHGES button and you will be presented with a list of available picture banks. Just enter the number of the bank you want and it will be loaded. Now click on the GO button and after a short while the game board will appear. PLAYING THE GAME One player. ============================== In a one player game the number of attempts you have chosen will be displayed in the bottom right hand corner. Each time you pick one picture from the top and one from the bottom this number will decrease by one. If you get down to NIL then the game ends and you will be told to try again and returned to the first screen to start again. I have built a cheat mode into the one player game. After choosing a picture in the top bank you can click on the CHEAT button and a screen will open on which will be displayed the contents of the bottom bank. HOWEVER each time you use the cheat mode your number of attempts will be decreased by 10 SO USE THIS SPARINGLY. Should you find all the pictures in the number of attempts chosen then you will be told how many attempts you took. The game then returns to the first screen and you may start again. PLAYING THE GAME Two players. =============================== In the two player game the CHEAT mode is disabled and the CHEAT icon is covered. A large arrow points to the player whose turn it is. Player One = P1 and Player Two = P2 and this moves each time a WRONG choice is made by either player when it is their turn. Each time a correct guess is made then the player making that choice gets a small mark in his or her score box situated at the bottom of the screen. Once all the pictures have been found then you are told who has won, how many attempts it took and how many pictures each player found in that number of attempts. MISCELLANEOUS FACTS. ==================== After each game and before the game screen opens new positions are chosen for the pictures in both banks so it is no use trying to remember where the pictures were even if the same pictures are used. CRACKER - This is a variation on the 'Guess the secret code' type of game. In the normal game there are two players. One player is the CODEMAKER and the other the CODEBREAKER. In this version the codebreaker is replaced by the good old Amiga. The codemaker will randomly create a code consisting of FOUR colours from a choice of FIVE. Each colour may appear any amount of times (i.e. the code could effectively be all one colour!) Once the code has been created it will be displayed on the screen under a cover with CODE written on it (cor!). On the screen you will see the following ; A Board will holes in and the CODE cover on the right. A row of FIVE coloured icons RED, GREEN, BLUE, YELLOW, MAGENTA. At the bottom a reminder of the Marking peg colours. Now the fun begins! To enter your guess at the code use the mouse to point at the coloured icons and click the left mouse button once. A coloured marble will appear on the main board. Now select another coloured icon and click. Another marble will appear lower than the first. Repeat the procedure until four colours are stacked on top of each other (this is now your first guess at the code). Those of you who are awake will notice that above and below your guess appear some coloured pegs or plain crosses (depending on how good your guess was!). For each of the RED pegs one of the colours in your guess is in the code AND correctly positioned in relation to the hidden code (which is displayed under the CODE shield in the same way as your guess i.e. vertically). For each of the WHITE pegs one of the colours in your guess is in the code BUT you have not placed it in the correct position (yet). Finally, for each CROSS one colour is not in the code at all. To make things more interesting the marker pegs DO NOT correspond to the two colours in the code next to them. So if you have two colours right and in the right place (Two RED Pegs) and one colour right and in the wrong place (One WHITE Peg) and one colour totally wrong (One Cross), this does not mean that the first two colours are the ones which are correct or that third one is right but in the wrong place and the fourth is wrong. Phew! If you are still sane after that, I will continue... After you have had TEN guesses (the board will be full) if you have still not found the code it will be uncovered so you may see your mistakes! If you are clever enough to get the code it will be revealed for you so you can boast about the way in which you worked it out! A requester will then pop up asking if you wish to play again with a suitable message depending on whether you guessed the code or not. If you reply YES, the board will be cleared and the game starts again. If you reply NO, you will be returned to the WorkBench screen or CLI from whence you came. CRAZYCLOCK - CrazyClock is... eh... .Yes it is! For all of those who already kown Mr.R.'s cube. This program is inspired by Mr.R.'s clock (almost unknown) which is a much easier alternative for everyone who couldn't solve the cube through intuition. This time you only have to move the 9 clocks on both sides to twelve. Therefor you can rotate one of the four clocks in each corner by clicking on them. To decide whether they rotate forwards or backwards the clocks are devided into halves. Click on the left to turn left and vice versa. The four yellow buttons in the middle can be pushed up or down. They influence the connection between the clocks. The only question is how? Well this problem is up to you. (It is not difficult at all, trust me!!!) So if you are waiting for your girl/boy friend, for your modem to connect, etc. simply test it out. You will soon understand the mechanism which works inside the clock and later solve the clock within seconds. For absolute beginners it should take about 1 to 3 hours to solve the clock for the first time, without really understanding how they did it. But after some more tries only a few minutes/seconds are possible. CUBE - The Game: --------- This game is a three dimensional version of 'Zeros and Crosses' using coloured cubes instead of paper and pencil. Course of the Game: ------------------- Alternatively cubes are put on the 4x4 board or on top of any already present cube. The position of cubes cannot be changed any more. Each pile may be up to 4 cubes high, i.e. the '3D board' is 4x4x4 large. There are no 'suspended cubes'. (Illegal moves are refused and indicated by a display flash) The COMPUTER plays with RED cubes, YOU with WHITE ones. Aim of the Game: ---------------- Get 4 cubes of one player in line, either left to right, front to back, bottom to top or any diagonal in any plane or in space. Winner is, who succeeds first. Draw is possible (64 cubes set but no "4'n row"). Practical Hints: ---------------- Start the game in clicking the games's icon. A requester appears with 3 options : - You have the first move for the next game (brain) - The computer has the first move for the next game (chip) - Stop playing "4'n Row 3D" (STOP). The actual position is indicated as well by a '3D' image (centre) as by a 2D representation of the 4 horizontal planes (right). For better visibility, the whole setup can be turned using the switches left and right below the 3D representation. To avoid ambiguities, your move has to be clicked with the magnifying glass (mouse curser) on the corresponding 2D field. The computer indicates its move with a cube marked yellow for two seconds (to 'flash' the actual move), after which the colour turns to the usual red. During this time and while the computer is thinking, no clicking is accepted and the mouse curser transforms into an hourglass. Once one player has obtained "4'n row", these 4 cubes are marked yellow (regardless of the color of the winner) and the corresponding icon of the winner (brain or chip) appears. The player can examine this position (and get angry about his errors) as long as he/she wants. To terminate the actual game, use the 'End of Game Gadget' (left bottom), the initial requester will reappear. This gadget can also be used to cancel the game whenever desired. At any stage of the game, you can take back a double move (one of the computer, one of you) in clicking the remove gadget under the 2D field. (This is even possible after win or loss of a game ! If the player was the winner, only his cube is removed) You can repeat this removal till the board is empty resp. contains only the first cube of the computer. If you continue further, the display will flash (illegal 'move'). Using the menu, you can change the depth of the computer analysis (strength of game) at any stage of the game (except when the requester is on). Actually foreseen levels are 'Beginner' 'Advanced' 'Master' Finally, if you have messed up your game, you can change sides in using the corresponding gadget above the 2D field. The system will remove the last computer move (the following move will be yours), exchange colors of the cubes (you still play with white, the computer with red) and let the computer find its way through your mess. DBL-SQR - 1 Player Game: ============== When you start the game you see an empty 10x10 board on the right side. The goal of the game is to set as many tiles on the board as possible. Each tile consists of a inner and a outer square, which are all colored in one of ten colors. Since there are 100 combinations, no two tiles are the same. The order of the 100 tiles is random. You can see the next 5 tiles on the lower left side of the screen. You can only place a tile on the board, if there exists no other tile in the same row and column with the same inner or outer color. All possible positions, where you can place your actual tile are marked. If there is no possible position left, the game is over. The game is also over if you exceed the time-limit, which is 10 seconds per tile. For each tile you place on the board you will get 10 points and for each complete row or column 100 points. There are 4 gadgets on the screen, one to switch between 1 Player Game and 2 Player Game, one to show the Hi-Scores, one to start a new game and one to terminate the game. 2 Player Game: ============== There are the same tile-setting rules as in the 1 Player Game. Alternately each player sets a tile on the board. The goal of the game is to set the tiles so, that the other player can't set his next tile on the board. Each player can see the 5 next tiles of him and his opponent. There is no time limit in the 2 Player Mode. Resetting the Hiscore: ====================== To reset the hiscore simply delete the hiscore-file double_squares.hiscore . The program will generate a new empty one. DOT2DOT - This is an Amigatized implementation of an old standby known as Dots. This game (probably) had its origin in small diners and restuarants around the country as patrons tried to find some way to pass the time while waiting for their meals to show up. The backs of millions of placemats have been the usual habitat for this game, but now you can play it at home in full color and sound! The playing field is a set of dots arranged in a 9 X 6 grid on a finely crafted wood grained board. This yields a total of 48 squares that may be created by placing connecting lines between the dots. The object is rather simple; to capture as many squares as possible by being the player to place the last line needed to complete a square. The person with the most squares at the end is the winner. GAME PLAY: To begin play, click on the large Dot2Dot.run icon. The first screen that appears, allows both players to select an appropriate initial to indicate who owns which squares on the board. Each player selects their intial by simply pointing at it and clicking on it. Next, the game board will be displayed with the title scrolling across the top of the screen. Clicking the LEFT mouse button once will stop the scrolling and randomly choose one of the two players to go first. The intial of the current player is always displayed in the box on the top left of the screen. On each turn, the current player will connect ANY two dots available dots together by clicking on the first dot and then clicking on the second dot. A green line will be drawn to connect the selected dots. If this line is the fourth line that completes a square, the current player's initial will be placed in the square and that player earns another turn. If a square is not formed, play continues with the next player. If a player selects a dot, and then changes his/her mind, the selected dot may be UNselected by clicking on it once again. This UNselecting of the first dot MUST be done before the second dot is clicked on, however. Once the second dot has been selected, there is no UNDO. There is one menu with two choices: 1) toggle the sound ON / OFF and 2) Quit. At the completion of the game, when all squares have been completed, the player with the most squares will be identified and the option to play again will be presented. We hope you enjoy being able to play anytime you want, instead of just before meals. DRELBS - General Instructions ==================== You control an eyeball type character (joystick only in port 1) on a screen full of swing-gates that change position as you move through them. The first objective of the game is to secure the grid by flipping the gates to form as many squares as possible. Once a square is formed it will pulstate. The enemys will try to get you, flipping gates as they move about. If you trap one in a square, you will temporary freeze it for a few seconds, but it will soon escape returning that square back to swing-gates. Some pulsing squares may also be returned back to swing-gates by the enemy if you take too long to secure the grid. Once all the squares are secured, each square will be returned to the enemy one at a time, but some will briefly open a window to the drelb prison. You must enter this window so you can free your fellow captives. Once at the prison, each drelb must be freed by walking over him (turning him red), and they will escape one at a time. Once all the drelbs are freed, a bonus score is added, and you go up a level. ENIGMA - Enigma is a perplexing puzzle game for one player. You control a small cursor in a similar manner to games like 'PUZZNIC' and 'ZEUS'. Use the cursor to pick up coloured tiles and slide them around. Use the fire button then left/right/up/down to send a tile speeding off in that direction. You must collide all the tiles of the same colour together (after which they dissapear). Once all the colours on the level have been matched, you can go on to the next. Since Engima has a grand total of 20 levels, you'll be scratching your head for quite some time if you dont work out the game logic. Some levels have three tiles of one colour. This means you must set up a position in which one tile will collide with two! It's tricky, but I think you'll get the hang of it. Look out for bonuses later on in the game such as clocks for extra time and bonus gems. EQUILOG - The player chooses his mode of game and the level of difficulty (3,4,5 or 6 pawns) in the right part of the screen. There are three different games : human versus human : player A chooses a combination that player B has to discover. human versus Amiga : The player has to discover the combination that Amiga has chosen. Amiga versus human : Amiga has to discover the combination chosen by the player. The latter may or may not enter his combination. If he enters it, Amiga will make propositions and supplies answers itself. If the player does not want to enter his combination, he will have to answer Amiga's propositions with the triangular buttons. The player chooses his colors with the cursor that appears in the left part of the screen when he goes on. Then, he puts the selected pawn on the central game area. To erase a pawn, just click two times on it. The upper lunar rocket erases the complete current line. The lower lunar rocket repeats a line : the undermost line of the game area if the player clicks on or under this line, or every line on which the player clicks. To uphold his proposition, the player must click with the right mousebut- ton. A "hole" without pawn is not considered as a color. Remember that in Master Mind, the first number (in white on the screen) indicates the number of pawns of the right color at the right place. The second number (in grey on the screen) indicates the number of pawns of the right color but not at the right place. You can remove every requester by only clicking on the right mousebutton. FLAGCATCHER - INSTRUCTIONS 1 Plug a joystick in Port One 2 The game will autoboot if you reset your Amiga with this disk in the drive 3 On the title screen, hit 'm' to toggle the music, or 'fire' on your joystick to start the game. 4 Use the joystick to move the cursor over the 9x7 grid of squares 5 Press fire to select one of the squares to turn over - the number of moves you have remaining is shown bottom right of the screen 6 The square will turn over to reveal either: a) a blank square b) a number square, which will tell you how many squares away the flag is c) an arrow, which will tell you the direction of the flag from that square d) a bomb, which will turn back all of the squares you have turned in that round e) a BONUS square, which will give you an extra 500 points f) a MOVES square, which will top up your remaining moves to the total you started that round with g) the flag, which will take you to the next round - bonus points will be awarded for the number of moves remaining at the end of the round 7 If you use up all your moves without finding the flag, the game will end FLIP_OVER - The object of the game is to get all the tiles on the screen to Flip-Over in as few moves as possible. This is done by pressing either mouse button on any of the tiles. Pressing the left mouse button over a particular tile, will cause it and the four tiles above, below, to the left of and to the right of it to Flip-Over. Pressing the right mouse button over a particular tile, will cause it and the four tiles diagonal to it to Flip-Over. When you Flip-Over a given matrix the number of moves taken is remembered so you can try to beat your best score. This is not saved to disk, but perhaps will be in a later release FLYING_PUZZLE - Have you ever played with one of those little plastic '15' puzzles; the ones that have 15 sliding tiles arranged in a four by four grid, with the sixteenth square missing? '15 puzzles' are only the most basic of the sliding block family of puzzles. The more difficult puzzles have pieces of different sizes, 'L' shaped pieces and so on. Some of them take many hours to solve, and require hundreds of moves to finish. PUZZ brings sliding block puzzles to your Amiga. There are already many block puzzles for the Amiga, and some of them (e.g. 'GOLD' by David Cole) are very good. The difference with PUZZ, is that it is not just one puzzle, rather it is a puzzle system, which can run an infinite number of different puzzles. Some puzzles, for use with PUZZ, are included in this archive. '15.puzzle' is easy, and you should try this one to get used to PUZZ. From the Workbench, click on the 15.puzzle icon, or from the CLI use the command: PUZZ 15.puzzle When you've finished 15.puzzle, have a go at rabbit.puzzle or some of the others. I intend to construct many more puzzles for use with PUZZ, so keep a look out for them on your local bulletin board. Some of them will be fiendishly difficult! It is also very easy to make your own puzzles. First, you use a paint package, such as Deluxe Paint, to draw the puzzle. Then, you write a small text file, which specifies the number of blocks in the puzzle, and their position etc. You join the two together, and Bingo! a new puzzle. How to create your own puzzle ============================= Draw your puzzle and save it in ILBM format (most paint packages do this anyway). The picture can be any size, and you can use Hold-and-Modify paint programs if you wish. Let's assume you've saved the picture as 'puzzle.pic'. Use a text editor, such as MEmacs or whatever to create a small text file. The format is as follows:- PUZZ 1.0 Make the blocks read 'RATE; YOUR MIND PAL'. To move ; a block, point at it, and ; Instructions: click left mouse button. ; 6 lines of 26 characters ; Clue: Swap 4 blocks not 2.; 4 4 1, 9, 3, 4 5, 6, 7, 4 8,13,11, 0 12,14,2,10 1, 2, 3, 4 5, 6, 7, 4 8, 9,10,11 12,13,14,0 21 22 40 40 2 14 2 31 0 **ILBM**; last line of file. You can append comments to any line of the file, by preceding them with a semi colon. The FIRST line of the file must read PUZZ 1.0 1.0 is the minimum required version of PUZZ to run the puzzle. This is for future compatability. Next follows six lines of puzzle instuctions. The following two lines specify the width and height of the puzzle in blocks (i.e. 4 * 4 for the 15.puzzle). Next follows lines of starting position (in this example height is 4. Each line must contain items, seperated by commas. Use 0 for any empty squares. Use 255 for any squares that can never be moved. Similarly the next lines are the required finishing position. Use zeros for any "don't care" positions. The next two lines specify the X and Y coordinates of the top left hand corner, of the top left hand square. The units for these values are pixels. The following two lines give a squares width and height in pixels. The next line controls how blocks slide. '0' makes blocks move just one square. '1' keeps them sliding till they can't move any further. '2' allows several blocks to be pushed along with a single move. The next four lines control how and where the number of moves is displayed. The order is X, Y, Pen colour, Paper colour. If X and Y are zero, the score is not displayed. The last line of the file must read **ILBM** (optionaly with a comment). When you type in the last line, press carriage return, to terminate it, but make sure you don't have any blank lines trailing after the **ILBM**. Let's assume you've saved the text file as 'puzzle.text'. Now join the .text and the .pic files together, to create the .puzzle file. You can use the AmigaDos 'Join' command for this. For example, to create 'my.puzzle': join puzzle.text puzzle.pic as my.puzzle Now you are ready to try the puzzle!: PUZZ my.puzzle You can knock up an icon for your puzzle if you want to run it from the workbench. Use 'Info' to make PUZZ the default tool for the icon. Good luck and happy PUZZleing! FOURINAROW - This idea of the game is simple. You must get four beads in a row vertically, diagonally, or horizontally by stacking them on the poles. The computer plays with brown beads (no pun intended!). All the game's play options are accessable from the pull down menus. When you beat the computer, or more likely you are beaten (it plays a tough game!), to start a new game, select `NEW GAME' from the pull down menus. GALLOWS - The Gallows is a Hangman type game with 3,150 words available in a file named GallowWords. Objective of the game is to fill in the blanks and guess the word. Operation of the game itself is mostly self-explanatory. Guess letters by either using the mouse and the letters across the bottom of the screen or by using the keyboard. The character graphic is hung after the seventh miss. The letter gadgets at the bottom of the screen also function as the list of available letters. If a letter is showing, it is available. New words may be added to or substituted for the ones included by listing one word per line using practically any ASCII text editor and saving the list under the name "GallowWords". The word list can have no more than 9,450 words, and each word can have no more than 20 characters. Put the word list in the same directory as the program: Gallows. GET_MY_GOAT_PUZZLE - Have you ever played with one of those little plastic '15' puzzles; the ones that have 15 sliding tiles arranged in a four by four grid, with the sixteenth square missing? '15 puzzles' are only the most basic of the sliding block family of puzzles. The more difficult puzzles have pieces of different sizes, 'L' shaped pieces and so on. Some of them take many hours to solve, and require hundreds of moves to finish. PUZZ brings sliding block puzzles to your Amiga. There are already many block puzzles for the Amiga, and some of them (e.g. 'GOLD' by David Cole) are very good. The difference with PUZZ, is that it is not just one puzzle, rather it is a puzzle system, which can run an infinite number of different puzzles. Some puzzles, for use with PUZZ, are included in this archive. '15.puzzle' is easy, and you should try this one to get used to PUZZ. From the Workbench, click on the 15.puzzle icon, or from the CLI use the command: PUZZ 15.puzzle When you've finished 15.puzzle, have a go at rabbit.puzzle or some of the others. I intend to construct many more puzzles for use with PUZZ, so keep a look out for them on your local bulletin board. Some of them will be fiendishly difficult! It is also very easy to make your own puzzles. First, you use a paint package, such as Deluxe Paint, to draw the puzzle. Then, you write a small text file, which specifies the number of blocks in the puzzle, and their position etc. You join the two together, and Bingo! a new puzzle. How to create your own puzzle ============================= Draw your puzzle and save it in ILBM format (most paint packages do this anyway). The picture can be any size, and you can use Hold-and-Modify paint programs if you wish. Let's assume you've saved the picture as 'puzzle.pic'. Use a text editor, such as MEmacs or whatever to create a small text file. The format is as follows:- PUZZ 1.0 Make the blocks read 'RATE; YOUR MIND PAL'. To move ; a block, point at it, and ; Instructions: click left mouse button. ; 6 lines of 26 characters ; Clue: Swap 4 blocks not 2.; 4 4 1, 9, 3, 4 5, 6, 7, 4 8,13,11, 0 12,14,2,10 1, 2, 3, 4 5, 6, 7, 4 8, 9,10,11 12,13,14,0 21 22 40 40 2 14 2 31 0 **ILBM**; last line of file. You can append comments to any line of the file, by preceding them with a semi colon. The FIRST line of the file must read PUZZ 1.0 1.0 is the minimum required version of PUZZ to run the puzzle. This is for future compatability. Next follows six lines of puzzle instuctions. The following two lines specify the width and height of the puzzle in blocks (i.e. 4 * 4 for the 15.puzzle). Next follows lines of starting position (in this example height is 4. Each line must contain items, seperated by commas. Use 0 for any empty squares. Use 255 for any squares that can never be moved. Similarly the next lines are the required finishing position. Use zeros for any "don't care" positions. The next two lines specify the X and Y coordinates of the top left hand corner, of the top left hand square. The units for these values are pixels. The following two lines give a squares width and height in pixels. The next line controls how blocks slide. '0' makes blocks move just one square. '1' keeps them sliding till they can't move any further. '2' allows several blocks to be pushed along with a single move. The next four lines control how and where the number of moves is displayed. The order is X, Y, Pen colour, Paper colour. If X and Y are zero, the score is not displayed. The last line of the file must read **ILBM** (optionaly with a comment). When you type in the last line, press carriage return, to terminate it, but make sure you don't have any blank lines trailing after the **ILBM**. Let's assume you've saved the text file as 'puzzle.text'. Now join the .text and the .pic files together, to create the .puzzle file. You can use the AmigaDos 'Join' command for this. For example, to create 'my.puzzle': join puzzle.text puzzle.pic as my.puzzle Now you are ready to try the puzzle!: PUZZ my.puzzle You can knock up an icon for your puzzle if you want to run it from the workbench. Use 'Info' to make PUZZ the default tool for the icon. GOMOKU - GO is a strategy played on a 19x19 grid, each player takes turns to place a colour 'stone' on an intersection of the grid, the first player to complete a line of five stones either vertically, horizontally or diagonally, being the winner. Click the "NEW GAME" button to start a new game, "Take Go" makes the computer take the next go and "Suggest Go" makes the computer work out what it thinks is your best move. Other Features: Pressing F1 will make the computer play against itself until until there is a winner. Pressing F10 allows you to adjust the weightings given for each combination of stones (1,2,3,4 or 5 in a row) for each player. Exactly how these work is beyond the scope of this document but in general terms changing the weightings for each combination will affect the way the computer plays and which it considers are important. GYVES - Deep in the heart of an alien jungle, a warrior is chained to the Prisoners' Rock. The sun beats down upon him, sapping his vitality unceasingly. He knows he must soon muster the strength and force of will to break his bonds, the gyves that chain him to the rock, or die a slow death of dehydration and fevered dreams. You play the part of this stolid, otherworldly captive as he desperately tries to focus his mental and physical energies enough to give him the strength to escape. You are faced with many aberrant fragments of yourself; organize them, stack them, and connect them to make yourself stronger. Because you alone have the perseverance and skill to set yourself free. GYVES is a falling block game. We've all seen those before. But THIS game is no mere clone. It features: * Selectable pit dimensions. * User definable pieces (up to 14 in play at once). * Ten distinctly different levels, each with its own original background art and a visually unique block set. * Sound and music (music for 1 meg+ only). * A good-sized ending animation if you succeed under certain conditions. QUICK START (for those who know what they're doing)-------------- S toggles sound. M toggles music. Use a joystick or the numeric keypad. To see the ending animation, start each time from level one and make it all the way past level 10. Also, don't modify or edit the pieces. SHIFT+ ends a current game. HOW TO PLAY------------------------------------------------------ Maneuver the falling blocks to form solid horizontal rows. When you fill a row it disappears. Don't let the pit be filled to the top. The next piece to fall will be previewed in a small square to the right of the playing pit. CONTROLS--------------------------------------------------------- p Pause - any other key to resume. s Toggles sound on and off. m Toggles music on and off (1 meg). SHIFT+ Ends the game and brings up the setup/preferences screen. In the preferences screen pressing this will end the game. For the actual game play you may use either the numeric keypad or a joystick in port 2. If you don't have a numeric keypad on your machine, don't despair. There is an alternate key set which relates to the keyboard controls given below, and it is defined thus: 456 = l;' (the "L" and the two keys to its right), 0 = SPACEBAR, ENTER = RETURN. KEYBOARD JOYSTICK FUNCTION 4 and 6 left and right Moves falling piece left or right. 5 up Rotates piece counter-clockwise. 0 down Piece moves down without delay. ENTER button Piece moves down as far as it can go in one step. HELP -- Active only on the setup screen. This restores the shapes of all the pieces to their default mode (in case you messed up badly editing them and want to start over). +a Switch Workbench to the front or back. SETUP/PREFERENCES------------------------------------------------ You will be in the setup screen when you first start the game. You don't HAVE to do anything except click with the left mouse button on "START" or just press RETURN. If you want to fine-tune the game to your liking, read on. From top to bottom, the first two options are START and QUIT. Their functions should be fairly obvious. Next is WIDTH. There are twelve little rectangles to the right of the word. The one that is bright red represents the width of the pit that the blocks fall into. You may choose, by clicking on the appropriate rectangle, to set the width of the pit anywhere from four to twelve squares. DEPTH works vertically the same way width does horizontally. Note: a wide and deep pit is easier to complete than a narrow and shallow one. LEVEL indicates which level you will start on. At the beginning of the game, you can only start on level 1. As you reach higher levels, you will be able to start on them. But it only works this way up to level 9. Even if you make it to level 10, you have to start succeeding games on level 9 or lower. WARNING: You must start on level 1 and make it straight through to the end of level 10 if you wish to see the ending animation. If the game is over before you finish level 10, move the LEVEL light back down to the first position. To the right of the LEVEL selector is a toggle button that is marked CLEAR AT END. If it is lit (default) then you will start each level with an empty pit. If you turn it off then whatever clutter is in the pit at the end of one level will be transferred to the succeeding level. There is one big advantage to have it on the latter setting (off): you will receive 1,000 points for every horizontal line that is totally unoccupied at the end of each level. FILL is how many lines will be filled with squares in random locations at the start of each level. At the bottom center of the screen are two switches: BASIC and EXTENDED. There are fourteen possible shapes. If the BASIC switch is lit you can play the game with the first seven. If the EXTENDED switch is lit you can play with the last seven. At the bottom left of the screen is the shape editor. Cycle through the available pieces by clicking on the corresponding arrow button. Edit the piece by clicking on the 4 x 4 grid. You can only view and edit the shape sets (BASIC and EXTENDED) that you have selected. Again, pressing the HELP key restores all pieces to their default shape. WARNING: Do NOT edit the pieces if you want to see the ending animation. It will not be shown if the pieces are different from their default shapes. Lastly, clicking in the lower right hand corner displays a blurb for another game by the same author. SCORE------------------------------------------------------------ Every piece you set earns you 20 points. For the first line completed you get 200 points. For each succeeding line completed (at the same time) you get double the previous score +200 points. LINES COMPLETED INCREASE AT ONCE IN SCORE 1 200 2 600 3 1,400 4 3,000 If CLEAR AT END is off, then at the end of each level you get 1,000 points for each horizontal line that has no pieces anywhere across it. If the pit fills all the way to the top, the game ends and your score is reset to 0. KABOON - Kaboom! is a race against time to safely find and mark one hundred bombs. Each bomb is concealed under one of five hundred tiles. If you click the left mouse button while the pointer is over a tile, that tile is removed. If there was not a bomb under the tile, the revealed number indicates how many bombs are adjacent to the revealed square (up to eight). Squares without adjacent bombs have no number and automatically clear to those squares that are adjacent to bombs. To mark suspected and known bombs, click the right mouse button while the pointer is over suspected tiles. Marked tiles appear with flags on them. You can unmark a tile by clicking the right mouse button again. If you successfully mark all bombs and reveal all other squares, the timer stops, the display beeps (flashes), and you have won! If in the course of a game you reveal a bomb -- Kaboom! -- the bomb is highlighted in reverse, all of the remaining bombs are revealed, and incorrectly marked tiles appear as bombs with X's marked over them. Watching over you in the Title Bar is the Happy Face. The Happy Face changes expression in response to your moves. Clicking the left mouse button on the Happy Face starts a new game. Also in the Title Bar are the number of flags you have placed and the time elapsed. To pause, simply deactivate the window by clicking the left mouse button while the pointer is outside of the window. No cheating! KLAKTRIS - This is a game based on a combination of Klax and Tetris. Columns of three randomly coloured tiles will fall from the top of the screen.The aim is to eliminate as many tiles as possible,and stop them reaching the top row.This can be done by changing the column position and rotating the tiles,so that you create rows,columns and diagonals of three or more tiles of the same colour.When this happens,these tiles vanish,and the tiles above fall down,filling the gaps that they occupied. Using a joystick,you can move the falling columns to the left and right.You also have a degree of control over the speed at which the tiles fall.If you pull the joystick down,the tiles will descend at a faster rate which is useful if you've positioned the tiles at the top of the screen and don't want to wait until they reach the bottom.The fire button is used to make the tiles in the column swap places with each other,ie the top tile becomes the middle tile,the middle tile becomes the bottom tile & the bottom tile becomes the top one. When the tiles disappear,The bricks counter will go up,depending on how many tiles were removed,and you'll also be awarded afew points,depending on which tiles were removed.Columns are the easiest to make,and therefore give you the least points.Rows are abit harder,and diagonals are the most difficult and as such give you the highest score.You'll also get points based on the number of tiles you remove.Three in a line is the easiest to make,and the maximum of five will give you the most points.The scores awarded are summarised in the table below: | | 3 in a line | 4 in a line | 5 in a line | -+----------+-------------+-------------+-------------+- | Column | 50 points | 100 points | 200 points | -+----------+-------------+-------------+-------------+- | Row | 100 points | 200 points | 400 points | -+----------+-------------+-------------+-------------+- | Diagonal | 200 points | 400 points | 800 points | -+----------+-------------+-------------+-------------+- So,if you get 4 diagonal tiles,then you will be awarded with 400 points As with all these types of game,the level of difficulty is always increasing,so it's best to get as many points out of each tile as you possibly can,to try and make it to the high score table. You can exit the game at any stage by pressing the left mouse button. This will return you back to AmigaDOS,after saving the new high score tables to disk. You can select the game level on the title page.Move the joystick up and down to move the level select cursor.Press fire when you have selected the level you wish to play LANDMINES - The object of Landmine is simple. You are presented with a grid which measures 15 squares by 10. At level 1, there are 20 mines buried somewhere within the grid. To complete the level, you need to reach the bottom right corner of the grid. If you do so without stepping on a mine, you go to the next level and the number of mines increases. You score one point for each square which is cleared, and you get bonus points at the end of each level (maximum bonus points are awarded for clearing every non-mined square). To help you reach your objective, the number of mines adjacent to your current location is displayed. With some thought, you can usually work out where the mines are buried. All movement is carried out using the mouse (unlike the IBM version which used the arrow keys). Oh yeah if you step on a mine, you're dead! There are much more comprehensive instructions built into the game - when you MANCALA - Mancala is a game from Africa which involves moving small beads through a series of pits. The aim being to end up with the most beads in your own home pit (or Cala). It is a two player game of logic, you have the option of pitting your wits against another player or the computer, or if your brain hurts then make the computer play itself! Full details on how to play can be found by clicking on the instructions button when you have started the game. This will demonstrate the types of move and introduce you to the (very simple) rules. You have the option of playing on 5 different sizes of board, 10 levels of play and many different starting positions, including setting up the board yourself. The whole thing is mouse/menu driven. MASTERMIND - MM is a implementation of the game Mastermind. In this game you must try to guess a color combination which the amiga sets per random generator. There are 6 colors which can set in any number. The player must guess the combination by setting an own combination, which the amiga will rate by following scheme. Setting a black pin, if the position and the color is right. But note, that the position of the black pin must not be the position of your right field. Setting the white pin, if only the color of a field is right. Example: -------- Your amiga sets the combination blue-red-red-yellow and you sets the colors red-red-green-green. After clicking on RETURN the amiga sets one black and one white pin, because you have guessed the both red fields of which one has the right position. Playing the Game: ----------------- At the left side you find 10 rows, where you can guess the combination by setting your colors. At the right side you find the gadgets to control the game. * Color-Gadgets: By clicking on one of the 6 gadgets you can select the color you want to set. You can recognize the actual color by the color of the mouse pointer. * Position-Gadgets: The Position-Gadgets 1 to 4 must be clicked to set a color. * (A)ll-Gadget: By clicking on this gadget you can set all fields with the actual color. * (R)epeat-Gadget: With this function you can repeat the last setted row, if you want to change only one color for example. You can use this function from the second row on. * (C)hange-Gadget: If you have a combination with only 2 colors, so you can change these colors by clicking on this gadget. * (D)elete-Gadget: If you want to delete the actual row you have to click on this gadget. * (L)ook-Gadget: By clicking on this gadget you can see the combination of your amiga. Of course you can't play further. By clicking on this gadget for a second time you can start a new game. The same you have to do, if you have guessed the combination. * (Q)uit-Gadget: With this gadget you can leave the game. * RETURN-Gadget: By clicking on this gadget your amiga will rate your setted row. You can use this function only, if you have set all 4 fields. MEGAMIND - Your mission is to find a code (4 or 6 colors) You've got 10 moves to find the right one. When you place the colors on the board and then press 'GO'. Megamind will check your code and deliver you some results. A black circle: if you've got both color and place right. A white circle: if you've got one color right but the place of it is wrong. The black and white circles haven't got a specific place on the board. Short help in program by pressing 'HELP' MELTDOWN - Upon loading a simple screen is shown. Clicking on the faces will change the type of player between human, computer and off. Sliding the bar at the bottom of the screen changes the computer intelligence and clicking on start starts!! Each player takes it in turns to place a piece on the board. Players can put a piece in a blank square or in a square where they already have a piece. When a square has a certain number of pieces on it it will explode, spreading its pieces to surrounding squares. (It will explode when it reaches its critical mass. This depends on the number of surrounding squares. A corner square is surrounded by two squares and therefore will explode when it has two pieces on it. A middle square is surrounded by four squares and explodes when there are four pieces on it.) The pieces landing on the surrounding squares add to the pieces already on them. If a piece from an explosion lands on an opponent's piece then it is 'captured' and turns into one of the present player's pieces. However, if these new squares are equal to their critical mass then they too will explode, spreading their pieces to surrounding squares causing a chain reaction. A player wins when he has captured all of his opponent's pieces. MINEFIELD - The rules to MineField are very simple -- just walk through the entire MineField without stepping (clicking) on a mine!!! Here is everything else you need to know: The MineField A collection of tiles in a rectangular area which has a Width of 2-30 and a Height of 2-16. Each tile represents one square in the MineField which may or may not have a mine underneath it. There are two types of tiles: covered and uncovered. Covered Tiles Covered tiles have a "raised" 3-d look. They are tiles that you haven't stepped on. There are three flavors of covered tiles: plain, flagged, and questioned. Plain tiles can be uncovered by clicking on them with the left mouse button. Clicking on a plain tile with the right mouse button flags the tile. Flagged tiles are tiles that you think have a bomb underneath them. You can not uncover a flagged tile by clicking on it with the left mouse button. If you click on a flagged tile with the right mouse button, it will turn into a questioned tile. ( NOTE: you are only allowed as many flagged tiles as there are mines. The number of flagged tiles you have remaining is in the upper left corner of the screen. When this number reaches zero, flagged tiles will begin to be replaced by questioned tiles. ) Questioned tiles are for squares that may or may not cover a mine. You can not uncover a questioned tile by clicking on it with the left mouse button. Clicking on a questioned tile with the right mouse button returns it to a plain tile which can be uncovered. (See Mines for more on flags). Uncovered Tiles Uncovered tiles have a "depressed" 3-d look. Like covered tiles, they come in three flavors: plain, numbered, and explosive. Plain: If you uncover a plain tile, MineField will "automagically" uncover all the tiles next to that plain tile (since a plain tile is next to zero bombs and that's the first thing you would do anyway). Numbered: Tiles that are numbered lie next to explosive tiles. The number on the tile tells you how many mines are adjacent to the numbered tile (including diagonals). Explosive: The explosive tiles contain little bombs and blow you up -- which unfortunately ends your game quite abruptly. Mines These little tiles have a picture of a bomb on them and are hidden beneath plain tiles. They are the explosive tiles that you really want to avoid. The number of mines on each MineField is selectable by you (but must be in the range of One -to- (Width * Height)/2 ). You have as many flags to mark tiles as there are mines and the counter in the upper left corner of the screen reflects how many mines you haven't flagged. CountDown It seems that all the Mines in the MineField have been set to go off at a specific time. The CountDown tells you exactly how many seconds you have to discover the remaining mines until the entire MineField blows up -- taking you with it. The countdown clicks away in the upper right corner until it reaches 0 and then BOOM!!! You can set the countdown anywhere from 1 second to 9999 seconds (over 2.5 hours which should be enough for any game). The CountDown can be stopped by clicking on the Pause button. Pause This handy dandy feature lets you stop the countdown. It's the button at the top of the screen with the "Paws" on it (I got that idea from Lemmings). Every game begins with Pause on. You can turn Pause off by clicking on Pause again or by clicking on any tile in the MineField. This will allow you to continue an intense game after a phone call or sudden bathroom break. "?" (Control) Clicking on the "?" button at the top of the screen brings up the control screen. At the control screen, you can change parameters, begin a new game, continue the game you just left, or EXIT MineField. While you are in the control screen, the current game is automatically paused. Parameters The following parameters can be changed on the control screen: Width (the width of the MineField = 2-16) Height (the height of the MineField = 2-30) Maximum Time (the number of seconds in the countdown = 1-9999) Number of Mines (the number of mines that are hidden in the MineField. Allowable range is one through ((Width * Height) / 2). To change a parameter, point at the digit you wish to change and click the left mouse button to raise the value and the right mouse button to lower the value. Example, to change the Maximum Time from 100 to 200 seconds, click on the 1 in 100 with the left mouse button. To change the 100 to 99 you would click on the right zero with the right mouse button. This may take a little while to get used to at first but after a little practice, it is a very fast way to change values. MineField will automatically scale all parameters to within acceptable values. Depending on the parameters, you choose, a game of MineField can be easy or next to impossible and last for seconds or hours!!! Experimenting with different values will allow you to adjust the depth and difficulty of the game to your levels. Control Options There are three buttons on the control screen labelled "NEW", "CONTINUE", and "EXIT". Clicking on "NEW" will begin a new game with the parameters you have entered. Clicking on "CONTINUE" will return you to the game in progress -- if no game is in progress then clicking on "CONTINUE" will have the exact same effect as "NEW". Clicking on "EXIT" will quit MineField (but we don't really want to do that do we?). If you run out of time or you step on a mine you blow up and your ends. When your game ends, all the hidden mines are revealed so you can see where you were right and where you where wrong. If you put a flag on a tile that didn't have a mine, then a crossed out mine will appear to tell you that you guessed incorrectly. If you put a flag on a tile that did have a mine then the flag will remain. If you put a question on a tile and there was a mine under the questioned tile, then a mine will appear, otherwise the questioned tile will remain. This will allow you to see where you went wrong and improve your strategy for the next game. In order to win a game, you must uncover all the tiles without mines beneath them. You can not win by merely flagging all the mines. (Flagging the mines is mostly used to make sure you don't accidentally click on that tile). That's about all there is to this game. If you don't understand completely how to play, then just play a few games and learn as you go. HINTS: Although each game begins as a game of pure chance, after a few moves, it becomes a game of intense strategy and careful thinking! In order to improve your speed (for quickly timed levels), learn to recognize patterns. If there are no obvious safe tiles to uncover, carefully check all the tiles next to uncovered tiles to put together clues towards which tiles are safe or deadly. You'd be surprised how many tiles can be deduced from even a very difficult situation. Also, don't try to set the parameters at a level much too difficult for you to handle. It's fun to win a game every once in a while! MOSAIC - The objective of the game is to get your line of pieces in numerical order so that each piece has a higher value than the piece to it's left. You take it in turns with the Amiga to exchange any one of your pieces with the "centre" piece. You exchange a piece for the "centre" piece by clicking on the piece to be discarded. The strategy is to get your own line in the right order but not to discard pieces that will be of use to your opponent. If the centre piece is of no use to you, you can click on that piece instead to exchange it for a "new" piece. If the "new" piece is of no use either, clicking on it will end your turn MOUSEIMPOSSIBLE - The idea of the game is to knock out a mouse which is trying to steal some cheese. The cheese is wired up to a cannon which fires a ball when the mouse lands on it. On every level the ball will miss the mouse and the mouse will get away. All you have to do is put one or more of a selection of objects in place to guide the ball to hit the mouse. The objects range from the passive (bricks) to the active (springs, cannons, sponges, magnets, oil, balloons). But these objects can only be placed once the mouse is on it's way to the cheese. The objects can be flipped over in four ways by clicking the right mouse button. They can only be placed on top of other things or on the floor (this is called gravity) and they are bottom heavy so if you flip something upside down and drop it it will turn over. When an object is upside down, however, it will stick on the underside of other things. Once the mouse has been hit it's on to the next level. There are 30 levels. To the right of the main screen are the gadgets to control the game. At the top is a simple GO or STOP icon. Until you click on GO you can only do general things like change level or exit. Below the GO/STOP icon are the ten objects you can use in the game. These are: Brick - it's a brick Column - it's quite tall Sloped brick - its a brick with a sloped side Another sloped brick - so is this Spring - this will send the ball upward if it hits it (or downward if it is turned over) in the same general direction as it was travelling when it hit. It's a sort of springy action. Cannon - if the ball hits this it is fired out of the mouth of the cannon) Sponge - if the ball hits this it just drops Magnet - if the ball hits this it clings to any surface and moves in the direction of the arrow on the magnet for a while Oil - if the ball hits this the mouse loses height Gas - this gives the ball a balloon ride for a short time There is a counter showing how many of each are available. A red cross means none left. To select an object just click on it. At the bottom of the screen is a white flag. This means quit the game. You will be asked "Sure?". Type Y to exit. Next to the white flag is the LEVEL option. Each level has a four character code. To return to a level keep a note of the code. When you click on LEVEL you will be asked to enter the code. If you get it right you go there. OBLIDOX - The idea of the game is to move the counters around the maze into their respective coloured base. This is not quite as simple as it sounds. Aliens fly around the maze trying to prevent you. Collision with an alien costs time. But don't worry - you're not defenceless, you've got the supa-dupa-mega powerful lazer striker (tm) to blast the aliens into the middle of next week. But then, so do one type of alien so watch out! You can kill the aliens by one of three methods: <1> Squash them with a counter <2> Zap them with your lazer <3> Run into them. (Not the advised method!) OCT24 - OCTOTHELLO is OTHELLO, but on an octaganal board with 8 sides AND corners! WHAT - yet another REVERSI/OTHELLO game? Well OCTOTHELLO does to reversi what ARKANOID did to BREAKOUT! There are hundreds of variations, with resizable boards, different corner shapes AND a play-to-lose mode! It can also play normal OTHELLO - and a mean game it plays, too! Our tests also indicate that OCTOTHELLO out-plays other shareware OTHELLO games, and I believe the full version is the strongest commercially available one around. The latest documents are available from within the program itself. Extra Notes:- when you see an evaluation score of over +/-20000 points, the computer has searched to the end of the game and is playing 'perfectly'. if the score is over +20000, a forced white win is on. If its under -20000, a forced black win is on. The amount it exceeds 20000 indicates by how many points the win is, although this amount may be inaccurate at the 'fringe' of its search depth, ie. IF it can only just see a win. A draw returns a score of zero. The corner patterns are worked out by binary codes - Square A1=1, B1=2, B2=4 AND C1=8 (mirrored to all sides and corners) - Just add together these numbers to get the shape you want, or just experiment! This innovation was invented by PC Solutions! See the advert within the program itself FOR details on how to register for the full version. OTHELLO - THE RULES REVERSI is traditionally played on an 8 by 8 board, with square A1 at top left and H8 at bottom right - with OCTOTHELLO you may alter the board size/shape. You object is to capture your opponent's pieces by 'sandwiching' them in a diagonal, horizontal, or vertical line. So IF you have a piece on C5 and I have one on C4 you can move to C3, capturing mine on C4. This is easier to see than describe, so have a go - you can view legal moves with F1, or even hit F3 for an automatic demo! Note that a move is only legal if it captures pieces - you cannot just move TO any old vacant square. If you have no moves at all, you must PASS a go, by hitting F1. When neither side can move, the game is over and the higher score wins - unless you selected play-to-lose mode! HINT - Aim TO capture the unassailable corner squares, AND keep your mobility high, but keep your score LOW until the very end. PARADOX - Guide Mr Cool Head around the screen and push the coloured spheres together. Once all the spheres on the screen have vanished, you'll be whisked off to the next level. Dead simple. * BUT... Look out for traps in the form of electric sparks, crushers, plungers, etc. And beware of the time limit, secret blocks and other little annoyancies that are bound to make you rip your hair out! Complete all eight levels for a run-down on the full game. PARAGON - The mainmenu: - Menu A-B..... ============= Player 1-2 : You can choose between computer ( 3 level ), mouse or joystick. Stones 1-2 : Certain the number of available stones. Time 1-2 : Adjust time for reflection. - Menu C....... Swap every : Swaps the stones after the numbers of moves. Mode : "TRADITION" - if you complete a crown ( look Others: ) the stones who built the pattern will substitute by tables. You can never set a stone on those places ! "MARATHON" - against the mode tradition, you can set stones now on a place if there was a crown before ! Begin Player: Certain which player starts the game. Sound : You can choose between music or soundeffects. - Menu D....... Start : Starts the game Paragon ! Default : Set the mainmenu to the default items. About : Informations about the program Paragon. Replay : Replays the last finished game. Load : Load a saved game. This game is choosen using a special game selector ! Good Bye : Quits Paragon. The gamerules: You always have to try to built a given crown on the ============== playboard, but simultaneous your opponent hinder on his crown who will built it, too ! If there are one crown or more complete, you get for every stone in a crown 25 points ! A game is finished: a) no one can built a given crown ! b) there is no time for one player ! c) there are no stones for one player ! Keymenu during a game: ====================== H - the computer takes the next move ! P - game paused ! S - finished the current game. You can now save the result on disk ! ESC - finished the current game ! Others: "CROWN" - a pattern built by 5 stones ! ======= PB.SWITCH - What is P.B.Switch? ~~~~~~~~~~~~~~~~~~~ P.B.Switch (Push-Button Switch) is another clone of the board game Othello. P.B.Switch Features ~~~~~~~~~~~~~~~~~~~ - Game play is standard Othello. - The play area is an 8 x 8 grid of push-button switches. - The game is normally played with the mouse, but - For those who cannot use or dislike using a mouse there are (single key) keyboard equivalents for all operations. - Two players can play against each other or - One player can play against the Computer. - The Computer Opponent has 3 levels of ability. - A Champions Table is maintained containing the 12 highest scores for each of the 3 levels. - The Champions Table score is based on your accumulated winning margin after a number of Games. (a maximum of 10 Games for levels 1 & 2) (a maximum of 40 Games for level 3) - A Colour Modifier is included to tailor your own colour scheme. - Your colour scheme can be saved for automatic use on startup. - Your selected menu options can be saved for automatic use on startup. - Vocal comments are available via the Amiga's narrator device. The P.B.Switch Layout ~~~~~~~~~~~~~~~~~~~~~ +-------------------------------+ | Progressive Score Display |<-- This area displays the number of |-------------------------------| Games played so far in a Round and |_______________________________| your Total Score (accumulated winning | | | | | | | | | margin) so far for those Games. |___|___|___|___|___|___|___|___| This Total Score is what you | | | | | | | | | play for to get on to the |___|___|___|___|___|___|___|___| P.B.Switch Champions Table. | | | | | | |___|__ The 8 x 8 __|___| Note: | | Game Play Buttons | | Your Total Score will only be eligible |___|___ ___ ___ ___ ___ ___|___| for the Champions Table when: | | | | | | | | | 1/ The Computer is your opponent. |___|___|___|___|___|___|___|___| 2/ First Move option is set at Random. | | | | | | | | | |___|___|___|___|___|___|___|___| If the above conditions 1 and 2 are | | | | | | | | | not met, the background and text |___|___|___|___|___|___|___|___| colours in the display area will be | | | | | | | | | reversed to indicate non eligibility. |___|___|___|___|___|___|___|___| |-------------------------------| If any of the game play options are | Message Display | changed during a Round, the Round will |----------+----------+---------| end and your Total Score will become | Me 02 | You 02 | Pass | your FINAL SCORE. +----------+----------+---------+ ^ ^ ^ | | | | | Your Pass (you have no moves) Button. | | | Your Game Score Display (when your opponent is the Computer). | The Computer's Game Score Display (when your opponent is the Computer). Note: When the Human Opponent option is selected 1 person plays the "Me" colour and the other person plays the "You" colour and the colour of "Pass" on the pass button reflects who's move it is. Game Option Selection ~~~~~~~~~~~~~~~~~~~~~ Game options are selected by using the mouse on Amiga pull down Menus, or by pressing their (single key) Keyboard Equivalents. Note: A list of the Keyboard Equivalents is displayed by pressing the Help key, press Help to resume. Menus & Keyboard Equivalents - Action Menu: Next Game N starts a new Game. Champs C displays the P.B.Switch Champions Table, to resume press C, V, or R, or click Resume. End Round E ends a Round of Games before the maximum number of Games for a Round has been reached. Notice V displays the version / copyright notice, to resume press C, V, or R, or click Resume. Quit Q shuts down the P.B.Switch program. Opponent Menu: Computer A selects the computer as your opponent (1 player mode). Human H selects the 2 player mode (you against a friend). Level of Play Menu: Level 1 1 your computer opponent plays a frivolous style of game. Level 2 2 your computer opponent plays with a flawed strategy, like an average player. Level 3 3 your computer opponent also has a flawed strategy but will finish strongly if your not careful. Preferences Menu: Play Colour +------------------------------------------------------------------------+ | Random F1 your playing colour for a Game is chosen | | randomly at the start of each Game. | | Always F2 your playing colour is always Color4. | | Always F3 your playing colour is always Color5. | +----------------------------------------------------------------------+ First Move +------------------------------------------------------------------------+ | Random F4 the player to have the first move is chosen | | randomly at the start of each Game. | | | | Note if either of the following 2 option is selected | | you will not be eligible for the Champions Table. | | | | Always F5 Color4 always has first move. | | Always F6 Color5 always has first move. | +------------------------------------------------------------------------+ Level Display L a small display area is placed on the screen to show the chosen Level of Play. Conversation T turns on vocal comments via the Amiga's narrator device. Keyboard On makes the (single key) Keyboard Equivalents available. Modify Colours M brings up the Colour Modifier. Save Menu Set-up S saves your selected menu options to file PBSwitchColor.def. Comment: The Play Colour and First Move options are possibly a bit redundant, they were placed in the first version of P.B.Switch to help in program testing and I've just left them there. Making The Moves ~~~~~~~~~~~~~~~~ The pointer (hand) is moved round the play area using the Mouse or the 4 Cursor Keys on the Keyboard. Moves are made by clicking the Left Mouse Button with the pointer over the required button or by pressing the Keyboard's Return Key <-'. Playing a Game ~~~~~~~~~~~~~~ To commence a new Game select the menu item "Next Game" (or press N). A Game commences with 4 buttons in the centre already switched, 2 buttons your colour and 2 buttons your opponents colour. There is only one play rule, click on an un-pressed button that will trap at least one of your opponents buttons between that button and one of your buttons in any direction. Trapped buttons in all directions will then change to your colour. When you have no moves, click Pass (or press P). Note: Pass can be clicked (or P pressed) at any time to display the number of moves available. A Game is finished when there are no moves left for you and your opponent to make. The Highest Game Score wins the Game. Playing a Round ~~~~~~~~~~~~~~~ A Round is just a number of Games played one after the other up to some maximum number of Games (or until you select End Round or press E) to accumulate a Total Score. At the start of a Round your Total Score is 0, after each Game the Total Score if updated using the following formula. new Total Score = Total Score + Your Game Score - Your Opponent's Game Score The maximum number of Games that can be played in a Round depends on the selected Level of Play. On Level 1 the maximum number of Games in a Round is 10. On Level 2 the maximum number of Games in a Round is 10. On Level 3 the maximum number of Games in a Round is 40. The Careful Warning ~~~~~~~~~~~~~~~~~~~ During a Round of Games against the computer you may wish to change an option, end the Round or quit, which would automatically end that Round. So that you don't accidentally end a Round, a (Be Careful) requester comes up giving you a chance to continue with the Round. Click Cancel or press C cancels the accidental action and continues the Round. Click OK or press O accepts the action and ends the Round. Colour Modifier Operations ~~~~~~~~~~~~~~~~~~~~~~~~~~ Operate with the mouse in the standard fashion. Keyboard Equivalents: Use the Cursor Keys to select a colour. R moves the Red proportional gadget Left. T moves the Red proportional gadget Right. G moves the Green proportional gadget Left. H moves the Green proportional gadget Right. B moves the Blue proportional gadget Left. N moves the Blue proportional gadget Right. L Load loads a previously saved palette from file PBSwitchColor.def. S Save saves the current palette to file PBSwitchColor.def. D Reset selects the default palette built in to the program. U Use exits the Colour Modifier using the current palette. C Cancel exits the Colour Modifier ignoring any palette changes. Computer Vs. Computer ~~~~~~~~~~~~~~~~~~~~~ This capability is only here because when you change your Playing Colour, the computer automatically makes a move for its new Colour. If you continually change your Playing Colour from one Colour to the other you force the computer to make all the moves. Press F5 this takes the game out of "Champions Table" mode and allows you to continually change the Playing Colour without ending the Game. Press N this starts a new Game. Now just alternate between F2 & F3. Press F2 then F3 then F2 then F3 then F2...and so on. If you alternate between F2 & F3 as fast as you can, at least 32 times, the computer will remember the key presses and you can sit back and watch the moves. POINTTOPOINT - GAME RULES: =========== The first player gets the white, the second the black stones. Each player alternately sets one of his stones (with one, two or three points on it) on the board, until the last field is occupied. The goal of the game is to enclose as many stones of the opponent horizontally, vertically or diagonally with the own stones as possible to get a high scoring. But the enclosing counts only to the scoring, if at least one of the enclosing stones has as many points on it as the number of enclosed stones is. For each enclosed stone you get one point to the scoring. If both enclosing stones have the right nubmer of points on it, the enclosing counts double. Example: W3 B2 B1 W2 B1 W3 White gets 2 points for the enclosing of B2-B1 through W3 and W2 (only W2 counts) and black gets 2 points for the enclosing of W2 through B1 and B1. The winner of the game is the one who has the highest scoring at the end of the game. SOLITAIRE VARIANT: ================== Same basic rules as above, but one player gets both colors and tries to get the highest scoring for one color. My maximum is 65 points. HOW TO PLAY: ============ First select the menu Project and choose if you want to play with another human player, against the computer or if you wanna look at the computer playing with himself. A human player must first select the stone of his color he wants to play (if he doesn't select one, the last selected will be choosen) and then select the position on the board where it should be placed. There are gadgets for taking back a move, starting a new game and terminating the game on the lower part of the screen. PUZZLE_15 - Have you ever played with one of those little plastic '15' puzzles; the ones that have 15 sliding tiles arranged in a four by four grid, with the sixteenth square missing? '15 puzzles' are only the most basic of the sliding block family of puzzles. The more difficult puzzles have pieces of different sizes, 'L' shaped pieces and so on. Some of them take many hours to solve, and require hundreds of moves to finish. PUZZ brings sliding block puzzles to your Amiga. There are already many block puzzles for the Amiga, and some of them (e.g. 'GOLD' by David Cole) are very good. The difference with PUZZ, is that it is not just one puzzle, rather it is a puzzle system, which can run an infinite number of different puzzles. Some puzzles, for use with PUZZ, are included in this archive. '15.puzzle' is easy, and you should try this one to get used to PUZZ. From the Workbench, click on the 15.puzzle icon, or from the CLI use the command: PUZZ 15.puzzle When you've finished 15.puzzle, have a go at rabbit.puzzle or some of the others. I intend to construct many more puzzles for use with PUZZ, so keep a look out for them on your local bulletin board. Some of them will be fiendishly difficult! It is also very easy to make your own puzzles. First, you use a paint package, such as Deluxe Paint, to draw the puzzle. Then, you write a small text file, which specifies the number of blocks in the puzzle, and their position etc. You join the two together, and Bingo! a new puzzle. How to create your own puzzle ============================= Draw your puzzle and save it in ILBM format (most paint packages do this anyway). The picture can be any size, and you can use Hold-and-Modify paint programs if you wish. Let's assume you've saved the picture as 'puzzle.pic'. Use a text editor, such as MEmacs or whatever to create a small text file. The format is as follows:- PUZZ 1.0 Make the blocks read 'RATE; YOUR MIND PAL'. To move ; a block, point at it, and ; Instructions: click left mouse button. ; 6 lines of 26 characters ; Clue: Swap 4 blocks not 2.; 4 4 1, 9, 3, 4 5, 6, 7, 4 8,13,11, 0 12,14,2,10 1, 2, 3, 4 5, 6, 7, 4 8, 9,10,11 12,13,14,0 21 22 40 40 2 14 2 31 0 **ILBM**; last line of file. You can append comments to any line of the file, by preceding them with a semi colon. The FIRST line of the file must read PUZZ 1.0 1.0 is the minimum required version of PUZZ to run the puzzle. This is for future compatability. Next follows six lines of puzzle instuctions. The following two lines specify the width and height of the puzzle in blocks (i.e. 4 * 4 for the 15.puzzle). Next follows lines of starting position (in this example height is 4. Each line must contain items, seperated by commas. Use 0 for any empty squares. Use 255 for any squares that can never be moved. Similarly the next lines are the required finishing position. Use zeros for any "don't care" positions. The next two lines specify the X and Y coordinates of the top left hand corner, of the top left hand square. The units for these values are pixels. The following two lines give a squares width and height in pixels. The next line controls how blocks slide. '0' makes blocks move just one square. '1' keeps them sliding till they can't move any further. '2' allows several blocks to be pushed along with a single move. The next four lines control how and where the number of moves is displayed. The order is X, Y, Pen colour, Paper colour. If X and Y are zero, the score is not displayed. The last line of the file must read **ILBM** (optionaly with a comment). When you type in the last line, press carriage return, to terminate it, but make sure you don't have any blank lines trailing after the **ILBM**. Let's assume you've saved the text file as 'puzzle.text'. Now join the .text and the .pic files together, to create the .puzzle file. You can use the AmigaDos 'Join' command for this. For example, to create 'my.puzzle': join puzzle.text puzzle.pic as my.puzzle Now you are ready to try the puzzle!: PUZZ my.puzzle You can knock up an icon for your puzzle if you want to run it from the workbench. Use 'Info' to make PUZZ the default tool for the icon. PUZZWORD - PUZZWORD is a crossword and a puzzle game. With eighteen levels to complete, at the start of the game you will be presented with short instructions. Press a key and PUZZWORD will ask for the code for the level you require. Enter 000001 for the first level other codes will be given upon completion of each level. OBJECT OF THE GAME In the bottom left hand corner you will see a complete version of the level you are on.The object of the game is to move all the tiles with the joystick. Press fire and move the joystick in the direction you wish the tile to travel. When you have made a exact copy of the picture in the bottom left hand corner you have completed the level. (easy eh). TIME You have nine minutes of time at the start of the game if the clock runs down to zero your game is over. RETRY Pressing the left mouse button resets the level you are on, and resets the clock to nine minutes,Three retries are allowed. (tip if your time is running low press retry. if the clock reaches zero you will have to start again from level one. ESC Pressing escape enables you to enter a code for a higher level (if you have one).Entering the incorrect code will always start you at level one. QUADRIX - Basic Gameplay. To complete each level a set variety of tasks must be completed within a specified time limit. A the start of each level details of what tasks are to be attempted are given. Read These Carefully!! The game itself is played on a square playfield with a variety of coloured blocks entering sequentially from each of the four directions. Similar coloured blocks can be stacked in various patterns to complete each level's various tasks. In addition there are a variety of Special blocks that have peculiar and useful properties. Understanding these special blocks and the effect they have is essential to completing most levels of Quadrix. Controls. Virtually all control is through the joystick. Use the firebutton to make selections, exit screens etc. Passwords and highscores are entered with the joystick also. The central playfield of Quadrix can be scrolled in all directions using the joystick. There is no limit to scrolling in any direction as the playfield 'wraps around', blocks leaving from one side appear on the opposite edge. The firebutton is used to 'speed up' the entry of external or 'moving' blocks into the playfield. Most levels will require frequent use of the firebutton to complete the required tasks in the set time. In addtion the left mouse button activates a "Time Out" and the right button quits to the Game Over sequence. Helpful Stuff. A detailed list of all the blocks and their properties is given later. To help identify the blocks, the third loading screen shows each block in turn and gives it's name. Please study these carefully as full awareness of the properties of each block is critical to success in Quadrix. As a further aid, the password "HELPZ" can be entered on the password screen to bring up a short demo sequence. This shows the various patterns, their value and the symbol they are represented by. Press fire to move through the screens. Some Basic Principles. 1. When two blocks of the same type collide they destroy each other. 2. Blocks wait a short time before moving in of their own accord. 3. Some levels have restricted movement,either left/right only or up/down only. The information window for each level will have a footnote listing any restrictions. 4. Some levels are PUSH levels. In these a special incoming block appears which has the power to move any block it makes contact with. Please note that the incoming block will not start to move of its own account, but must be "fired" in with the joystick button. 5. All patterns excepting Horizontals and Verticals must be brought to a central position before they are activated. 6. A pattern can be formed from ANY block. 7. The speed at which the timer runs down depends on the colour with which it is filled. The Blocks. 1. The SUN One of the principle blocks. Can be transformed into Death. 2. TIME Another principle block. Is transformable into Birth. 3. The EARTH The third principle block. Transforms into The Heavens. 4. The HEAVENS The fourth principle block and the first with Special properties. When struck by a moving block Heaven expands at right angles to the direction of impact, filling every available space with a copy of the impacting block. Can be transformed into The Earth. 5. BIRTH The fifth principle block. When struck by a moving block Birth will fill each adjacent empty space with a replica of the impacting block. Can be transformed into Time. 6. DEATH The last of the principle blocks. When struck by a moving block Death is destroyed along with all adjacent blocks. May be transformed into The Sun. 7. TRANSFORMATION The block of transmutation. When struck by a moving block ALL blocks of a similar kind on the screen will be transformed into their alter ego....for example, if The Sun strikes Transformation, all blocks of the Sun type currently on screen will switch to Death!! In addition to appearing on the playfield at the beginning of a level, Transformation can also be created by completing any of the major patterns...that is a Diamond, a Cross, a Ring or a Grand Diagonal. As these patterns disappear, Transformation is created in the central square of the playfield. 8. The IMMOVABLE Cannot be pushed. 9. The VOID. The first of two "occassionally active" blocks. This block remains inert till centered within the playfield. When activated by crossing the central square it destroys every adjacent block. A small blue marker appears over the central square when this block is present. 10. CONVERSION Second of the two "occassionally active" blocks. Inert till centered, when active it infects every adjacent occupied block with a copy of itself. A small blue marker appears to highlight the central square. PASSWORD. A new password is given after each tenth level. SCORING. Apart from the points for each pattern completed a time bonus is given for any remaining time at the end of each level. BONUS GAME..... After completeing each tenth level a bonus level appears in which extra lives can be won. This is a simple puzzle game of the falling block type in which random blocks appear at the top left of the screen and gradually descend in a zig-zag pattern. Pressing the firebutton causes the foremost or "leadblock" to rapidly fall into place below. If three blocks form a horizontal vertical or diagonal pattern, that group disappear and any blocks above drop down to fill the gap. The game ends when the play area is full and no more blocks can enter. Scoring is as follows.. Vertical 50 Points Horizontal 150 Points Diagonal 300 Points For multiple drops, that is where one drop sets off another, the scoreing becomes proportionally greater for each successive drop. For each score of 10000 points an extra life is awarded. A maximum of nine lives may be held at any one time. When the bonus game first starts the play area is randomly half-filled with blocks, any patterns created will disappear and be credited to the score. RABBIT_PUZZLE - Have you ever played with one of those little plastic '15' puzzles; the ones that have 15 sliding tiles arranged in a four by four grid, with the sixteenth square missing? '15 puzzles' are only the most basic of the sliding block family of puzzles. The more difficult puzzles have pieces of different sizes, 'L' shaped pieces and so on. Some of them take many hours to solve, and require hundreds of moves to finish. PUZZ brings sliding block puzzles to your Amiga. There are already many block puzzles for the Amiga, and some of them (e.g. 'GOLD' by David Cole) are very good. The difference with PUZZ, is that it is not just one puzzle, rather it is a puzzle system, which can run an infinite number of different puzzles. Some puzzles, for use with PUZZ, are included in this archive. '15.puzzle' is easy, and you should try this one to get used to PUZZ. From the Workbench, click on the 15.puzzle icon, or from the CLI use the command: PUZZ 15.puzzle When you've finished 15.puzzle, have a go at rabbit.puzzle or some of the others. I intend to construct many more puzzles for use with PUZZ, so keep a look out for them on your local bulletin board. Some of them will be fiendishly difficult! It is also very easy to make your own puzzles. First, you use a paint package, such as Deluxe Paint, to draw the puzzle. Then, you write a small text file, which specifies the number of blocks in the puzzle, and their position etc. You join the two together, and Bingo! a new puzzle. How to create your own puzzle ============================= Draw your puzzle and save it in ILBM format (most paint packages do this anyway). The picture can be any size, and you can use Hold-and-Modify paint programs if you wish. Let's assume you've saved the picture as 'puzzle.pic'. Use a text editor, such as MEmacs or whatever to create a small text file. The format is as follows:- PUZZ 1.0 Make the blocks read 'RATE; YOUR MIND PAL'. To move ; a block, point at it, and ; Instructions: click left mouse button. ; 6 lines of 26 characters ; Clue: Swap 4 blocks not 2.; 4 4 1, 9, 3, 4 5, 6, 7, 4 8,13,11, 0 12,14,2,10 1, 2, 3, 4 5, 6, 7, 4 8, 9,10,11 12,13,14,0 21 22 40 40 2 14 2 31 0 **ILBM**; last line of file. You can append comments to any line of the file, by preceding them with a semi colon. The FIRST line of the file must read PUZZ 1.0 1.0 is the minimum required version of PUZZ to run the puzzle. This is for future compatability. Next follows six lines of puzzle instuctions. The following two lines specify the width and height of the puzzle in blocks (i.e. 4 * 4 for the 15.puzzle). Next follows lines of starting position (in this example height is 4. Each line must contain items, seperated by commas. Use 0 for any empty squares. Use 255 for any squares that can never be moved. Similarly the next lines are the required finishing position. Use zeros for any "don't care" positions. The next two lines specify the X and Y coordinates of the top left hand corner, of the top left hand square. The units for these values are pixels. The following two lines give a squares width and height in pixels. The next line controls how blocks slide. '0' makes blocks move just one square. '1' keeps them sliding till they can't move any further. '2' allows several blocks to be pushed along with a single move. The next four lines control how and where the number of moves is displayed. The order is X, Y, Pen colour, Paper colour. If X and Y are zero, the score is not displayed. The last line of the file must read **ILBM** (optionaly with a comment). When you type in the last line, press carriage return, to terminate it, but make sure you don't have any blank lines trailing after the **ILBM**. Let's assume you've saved the text file as 'puzzle.text'. Now join the .text and the .pic files together, to create the .puzzle file. You can use the AmigaDos 'Join' command for this. For example, to create 'my.puzzle': join puzzle.text puzzle.pic as my.puzzle Now you are ready to try the puzzle!: PUZZ my.puzzle You can knock up an icon for your puzzle if you want to run it from the workbench. Use 'Info' to make PUZZ the default tool for the icon. ROTHELLO - A new idea behind a wellknown game. Everyone knows OTHELLO, better known as REVERSI. Dozens of more or less excellent computer conversions of that game exist already. The principle is easy: The players alternating place a piece of their color. This presumes that the pieces of their opponent are enclosed by own pieces. The oppenent pieces then take over the color of the actual player. The player with the most pieces at the end of a game is the winner. So far - so good. Of course does this ROTHELLO, too. But here are the good news: as the name indicates are with ROTHELLO not only pieces to be set, but whole rows or columns can be rotated resp. shifted! Therefor corresponding arrows are located around the 8x8 playfield. Are there located in a row/column minimum 4 pieces of different colors this row/column may be shifted in the direction the arrow shows for one position. Pieces that leave the playfield at one end enter it at the opposite side. Be careful! According to the new positions of the pieces within the row/column the whole playfield with the exception of the shifted row/column is recalculated. This can lead to a totally new situation. Use your shifts with care, you have only five of them during a game. The game is completly operated with the mouse. Before the start of a game you choose with a appropriate gadget whether to play against a human opponent "HUMAN VS. HUMAN" or agains the computer "HUMAN VS. AMIGA". Then you decide whom to begin "Player 1/2 begins" resp. "HUMAN/AMIGA begins". During the game the name of the active player is written in the color of his pieces (orange resp. blue) in the display area in the upper right corner. You place a piece by clicking in a field of your choice. If any of the surrounding arrows are colored green after placing a piece one of corresponding rows/columns may be shifted. Therefor you first click the gadget "MAKE A SHIFT" then the arrow. Don´t you want to or is there nothing to shift the game is handed over to the opponent by clicking the "NEXT PLAYER"-Gadget. The actual game may be ended at any time by chosing the "QUIT"- Gadget. Now you have the choice to start a "NEW GAME" or to leave the program by "QUIT ROTHELLO". RUSHHOUR_PUZZLE - Have you ever played with one of those little plastic '15' puzzles; the ones that have 15 sliding tiles arranged in a four by four grid, with the sixteenth square missing? '15 puzzles' are only the most basic of the sliding block family of puzzles. The more difficult puzzles have pieces of different sizes, 'L' shaped pieces and so on. Some of them take many hours to solve, and require hundreds of moves to finish. PUZZ brings sliding block puzzles to your Amiga. There are already many block puzzles for the Amiga, and some of them (e.g. 'GOLD' by David Cole) are very good. The difference with PUZZ, is that it is not just one puzzle, rather it is a puzzle system, which can run an infinite number of different puzzles. Some puzzles, for use with PUZZ, are included in this archive. '15.puzzle' is easy, and you should try this one to get used to PUZZ. From the Workbench, click on the 15.puzzle icon, or from the CLI use the command: PUZZ 15.puzzle When you've finished 15.puzzle, have a go at rabbit.puzzle or some of the others. I intend to construct many more puzzles for use with PUZZ, so keep a look out for them on your local bulletin board. Some of them will be fiendishly difficult! It is also very easy to make your own puzzles. First, you use a paint package, such as Deluxe Paint, to draw the puzzle. Then, you write a small text file, which specifies the number of blocks in the puzzle, and their position etc. You join the two together, and Bingo! a new puzzle. How to create your own puzzle ============================= Draw your puzzle and save it in ILBM format (most paint packages do this anyway). The picture can be any size, and you can use Hold-and-Modify paint programs if you wish. Let's assume you've saved the picture as 'puzzle.pic'. Use a text editor, such as MEmacs or whatever to create a small text file. The format is as follows:- PUZZ 1.0 Make the blocks read 'RATE; YOUR MIND PAL'. To move ; a block, point at it, and ; Instructions: click left mouse button. ; 6 lines of 26 characters ; Clue: Swap 4 blocks not 2.; 4 4 1, 9, 3, 4 5, 6, 7, 4 8,13,11, 0 12,14,2,10 1, 2, 3, 4 5, 6, 7, 4 8, 9,10,11 12,13,14,0 21 22 40 40 2 14 2 31 0 **ILBM**; last line of file. You can append comments to any line of the file, by preceding them with a semi colon. The FIRST line of the file must read PUZZ 1.0 1.0 is the minimum required version of PUZZ to run the puzzle. This is for future compatability. Next follows six lines of puzzle instuctions. The following two lines specify the width and height of the puzzle in blocks (i.e. 4 * 4 for the 15.puzzle). Next follows lines of starting position (in this example height is 4. Each line must contain items, seperated by commas. Use 0 for any empty squares. Use 255 for any squares that can never be moved. Similarly the next lines are the required finishing position. Use zeros for any "don't care" positions. The next two lines specify the X and Y coordinates of the top left hand corner, of the top left hand square. The units for these values are pixels. The following two lines give a squares width and height in pixels. The next line controls how blocks slide. '0' makes blocks move just one square. '1' keeps them sliding till they can't move any further. '2' allows several blocks to be pushed along with a single move. The next four lines control how and where the number of moves is displayed. The order is X, Y, Pen colour, Paper colour. If X and Y are zero, the score is not displayed. The last line of the file must read **ILBM** (optionaly with a comment). When you type in the last line, press carriage return, to terminate it, but make sure you don't have any blank lines trailing after the **ILBM**. Let's assume you've saved the text file as 'puzzle.text'. Now join the .text and the .pic files together, to create the .puzzle file. You can use the AmigaDos 'Join' command for this. For example, to create 'my.puzzle': join puzzle.text puzzle.pic as my.puzzle Now you are ready to try the puzzle!: PUZZ my.puzzle You can knock up an icon for your puzzle if you want to run it from the workbench. Use 'Info' to make PUZZ the default tool for the icon. SHUFFLE-RUN - SR is a game for two players. You need to insert joystick in both game ports !! Player one uses the joystick in port two, player two the one in port one. When you start SR, you are on the first page of the options screen : Suffle Run Coding by PINK © 1992 by Paradise Soft Page 1 <-> Level 1 »S« tart game »E« dit level »Q« uit Move your joystick in port 2 up and down to move the cursor ('<->'/'<-'). If the cursor is a '<->' you can move the joystick left or right to decrease or increase the number. If it's '<-' press the button to activate the function. Page 1 : Page........: goto page 3 (left) or page 2 (right) Level.......: select level number Start game..: start a single game Edit level..: edit the level Quit........: exit SR Page 2 : Page........: goto page 1 (left) or page 3 (right) Music.......: toggle music on/off (disabled if there is no memory for song) Sound.......: toggle sound on/off Page 3 : Page........: goto page 2 (left) or page 1 (right) Player......: select number of players for the competition Start level.: select first level of the competition Competition.: start the competition You can select the (Start) level with the keybaord as well, simply by typing the number. Select the other functions by pressing the char in » «. Single game : ¯¯¯¯¯¯¯¯¯¯¯¯¯ When you start a single game, the level is loaded and displayed. Player one has a yellow smily, player two a pink one. Move the smile using your joystick. You can interrupt the game by pressing the SPACE-key. The screen is consists of many fields with different meanings : Floor........: no problem... simply walk on it. Grey wall....: if you run towards a grey wall, you can shift it, if there is a) no pink wall in the row (shift to the right or left) or column (shift up or down). You shuffle the whole row/column. Fields which move out of the screen, are inserted at the other side. b) a striped wall somewhere in the direction you want to shift. You can shift the grey wall towards this striped wall as long as there is floor between them. Pink wall....: pink walls are fastened, you can't move them. Striped wall.: striped walls are fastened, too. See 'Grey walls' for the difference. Door.........: doors can be open or close (really ?!). Key..........: with keys you can open doors. You can open one door with each key. Hole.........: the player, who falls into a hole, loses. Grey bonus...: this bonus scores 50 points for both players. Yellow bonus.: scores 100 points for player one, 50 points for player two. Pink bonus...: scores 100 points for player two, 50 points for player one. The game is completed, when there is no bonus left on the screen. The player with more points wins. Competition : ¯¯¯¯¯¯¯¯¯¯¯¯¯ In competition mode the selected number of players play against each other. Up to ten players can take part. Each player gets a predefined name, these names are : 1 - Pink 2 - Romulus 3 - Larry P. 4 - Donald D. 5 - J.R. 6 - Jan P. 7 - Cruise 8 - Heinz 9 - Herbert 10 - Hugo The first two players are selected randomly. Shuffle Run Competition Next Level : 1 Larry P. vs. Romulus 0% = 0/0 0/0 = 0% Continue <- Cancel The numbers below the names are : 2/8 = 25% ^ ^ ^ | | | | | +-- percentage of won games | +------- number of games played +--------- number of games won Select continue to start this level. Here Larry P. is player one (yellow) and Romulus player two (pink). See 'Single game' for the discription of the game. The winner of the games stays and the player with the least points replaces the loser. Select cancel to end the competition. Now the high score is displayed. Only the percentage of won games is important. Edit level : ¯¯¯¯¯¯¯¯¯¯¯¯ You can edit level 301-399. All other levels are locked. Move the cursor (a white rectangle) with the joystick, press the button to place the actual field under the cursor. The two lowest rows of the screen are to controll the editor. The six columns on the right are to select the field, you want to place under the cursor. The actual field is displayed on the right. The three columns in the middle are to fill the hole screen, be careful !! You've got to hold the button for about two seconds to activate this function. Select 'X' to mirror the left half to the right, 'Y' to mirror the top half to the bottom. Select 'Q' to exit the editor and leave the level unchanged, 'S' to exit and save the changes. There should be at least one bonus on the screen, otherwise the level will be finished immediately, when you play it. SQUARES_GAME - This is a simple two player game, played on a 10 × 10 board. The aim of the game is to accumulate 15 points, and this is done by either making squares of the same colour or lines of the same colour. You make a move by clicking on the row/column you with to play on, - at the end you wish to slide your tile onto. (There should be a box there). This slides your tile onto the board. This row/column may not be used on the next go - it will flash to show it's inactivity. Also note the stacks of colours at the top of the screen - these show how many of each colour are left in stock. As a tile is slid onto the board, it is removed from it's stack. At the same time, if a tile is forced off the board, it is replaced onto the stack. It goes without saying - if there are no more of a colour left on the stack, then that colour cannot be played. TACTIX - TACTIX is a board game played by removing counters from a 4x4 grid. You and the computer take turns to remove pieces from the board and the player who takes the last piece loses the game. At each turn a player may remove between 1 and 4 counters from any row or column. The pieces taken must all be adjacent to each other (so there are no gaps in the line taken) and must be taken from the same row or column. You are not allowed to take pieces diagonally. To select the pieces that you want to remove you must position the pointer on a counter and press the left mouse button. Move the pointer to the last counter in the line that you want to take and press the left mouse button again. The two counters that you have selected and any between them will be taken. If you only want to take one counter just position the pointer over it and press the left mouse botton twice. Before each game you will be asked if you want to go first, and at the end of the game you will be asked if you want another game. To reply to these questions you should select either the yes or no box by positioning the pointer and pressing the left mouse button. Unlike NIM there is no simple strategy to playing TACTIX. You will probably find this program difficult to beat but I can assure you that it can be beaten. TETREN - THE GAME: ~~~~~~~~ TETREN is a one or two player version of the popular aracde classic, but with many totally original and taxing levels to keep you occupied and to be a little different from the others. Player One uses Joystick 1 - Joystick plugged into J/S Port Player Two uses Joystick 2 - Joystick plugged into Mouse Port In Game controls:- 'P' at any time during play - Pauses game & stops timer 'ESC' aborts the current game For the very few of you who have never played this type of game before, the idea is to form completely blocked in horizontal lines by rotating the descending shapes (by pressing Fire) and by moving them to the left and right. Once you start to get confident, you can speed up the shapes' descent by pulling down on the joystick. Each line you complete disappears and when you have completed the required number of lines for that level, you can start the next one. That's the theory for the first couple of levels - after that, the idea's the same, but anything can (and does) happen, so watch out! If anyone is good enough to finish all the levels in ONE go, then drop me a line with your finish code and if you're very lucky, I'll send you a Congratulatory Mars (or preferred similar confectionary)! TETRIXPRO - Small game instructions: Joystick controls: Left move tile to the left, Right move tile to the right, Down Speed tile down, Fire Rotate tile. During game press ESC to cancel game. To exit back to Workbench press ESC during titel scroller. Press 'P' to pause the game. Special Tiles are ONLY activated after completing a line with a special tile. If you can't complete a line with a special tile, it will turn in to normal tile. Special Tiles: 'Bom' - When this is activated, it will cause a chain reaction and every empty spaces between lines will be filled with falling blocks. '$ - Bonus' This tile will add 10.000 points to your score when activated. '+ plus' This will increase the gamespeed. '- minus' This will lower the gamespeed. 'Panic' When activated, it will flip the screen upside down (or back up). Score will be 3x higher when active. It'll last for 60 seconds, and then it will flip back to normal position. 'N Next' - This will Turn ON or OFF the NEXT option screen. If NEXT option screen is off, the score will be 2x higher. 'R Reset' - The reset tile will reset: Gamespeed to the same speed as you started on, based on the picture-level. Panic will be turned off (if it's on). Next option screen will be put on. Difficulty level can be set on: EASY, NORMAL (default), HARD. TETRON_TETRIS - The Game ~~~~~~~~ For all modes esc - quits game p - pauses Below are the default keys for movement in the game. They can be changed with the Edit Keys option in the Options screen. At the moment only one player keys can be changed. For 1 player Keyboard 4 move piece left 6 move piece right 5 rotate piece 2 move piece down Joystick (in Port 1) Left move piece left Right move piece right Fire rotate piece Down move piece down For 2 player Left player a move piece left d move piece right s rotate piece x move piece down Right player 4 move piece left 6 move piece right 5 rotate piece 2 move piece down For 2 player with Two Joystick option selected Left player (joystick in Port 0) Left move piece left Right move piece right Fire rotate piece Down move piece down Right player (joystick in Port 1) Left move piece left Right move piece right Fire rotate piece Down move piece down ------------------ | New Game | ------------------ This starts a new game with the options that are set in the options screen. ------------------ | High Scores | ------------------ Show the high scores for one player and one player level challenge. ------------------ | Options | ------------------ Player Mode ~~~~~~~~~~~ One Player - standard T*tr*s clone. One Player Level Challenge - here you are given levels which have already got blocks in them. Your aim is to clear out the level of these blocks. The levels do get hard, and can take ages! There are 10 levels. Two Player - play against an opponent on the same screen. Who will get the highest score ? Custom 1P Level Challenge - play levels that have been designed with the Tetron level editor. Display Options ~~~~~~~~~~~~~~~ Show Next Piece - get a sneak preview of what the next piece will be. Can be very handy when planning a level. Show Score - too embarrassed to show your score to anyone watching? Try turning this option off then. Blocked blocks - have the pieces look like they are made up of individual squares. Some people actually prefer this 8^) Psychodelia - had a hard night drinking? Try this to relieve your brain. I take no responsibility for damage to keyboard by vomit. This option cycles the colours. Background - took this out for the moment. Register and I might put it back in. Statistics - for one player mode. Brings up a window while playing to tell you how many pieces of what kind have fallen, and the total fallen. Two Joysticks - when playing in two-player mode, selecting this will make the joysticks control piece movement. Keyboard will not work. Sound - does the sound annoy you? Want to play mods in the background? Turn this option off then. NOTE: If you do play something in the background, the sound in the program will not come on again. Less CPU - This will make the program multi-tasking friendly during play. But BEWARE, this can severely affect game play on later levels. Only POWER USERS should select this. 68000 users should probably not use this. Fast Drop - This makes the piece fall straight down to the bottom instead of moving it one square. Text Gadgets ~~~~~~~~~~~~ Starting Level - this is the starting level of your game. It can be from 1 to 12. Anything over 12 will turn to 12 (magic!) Note: You may only get into the high score table if you start on level 1, otherwise you can't enter a high score. Custom Challenge - enter the filename of the custom level which you want to play. To actually load the levels, press 'Custom 1P Level Challenge' gadget, even if its already selected. Background Series - enter path of the background pics you want to display when 'Background' option is set. Not used at the moment. Buttons ~~~~~~~ Save Configuration - saves the current setup. Next time Tetron loads it will look for this file and use it if found. Edit Keys - can change the keyboard movement keys for one player games. You cannot use the 'esc' or 'p' keys as they are reserved for quit and pausing a game. To save these keys with your Tetron copy, press the Save Configuration gadget. To get back original settings, press Default gadget. Clear High Scores - removes all the high scores. Now you can get a high score! Level Editor - see below. Default - returns all the options to the in-built defaults. Can be useful if you want to get back to the standard settings. OK - exits options. Extremely useful if you want to play the game. Level Editor ~~~~~~~~~~~~ Now you can design your own challenge levels! The gadgets down the left side of the screen are for the ten levels. Click on the gadget of the level which you wish to change. In the middle of the screen is the drawing area. Just click on a spot to place a piece there, and click again to remove it. On the right hand side of the screen you have the option of saving the challenge levels (all ten). But you must have a filename in the text gadget at the bottom of the screen, otherwise the levels will not be saved. You are also able to clear the current levels of blocks, or clear all the 10 levels of blocks. Exit will return you to the options screen. To use your levels, you must select 'Custom 1P Level Challenge'. To load a custom challenge into Tetron, you must do it through the options screen. To do this enter the name of the file into the text gadget 'Custom Challenge' and click the gadget 'Custom 1P Level Challenge' evenif it is already selected. ------------------ | About Screen | ------------------ Some info about the game and the people who helped. ------------------ | Help Screen | ------------------ Some quick info on how to get started. These are not all the docs! ------------------ | Quit | ------------------ Ummmmmmmm... I wonder what this does. Tetron saves the high scores on exit. THELASTTETRIS - HOW IS The Last Tetris PLAYED: --------------------- 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 TILES - The object of the game is to clear the screen of all the tiles. To do this, click on tile pairs at the edge of left and right rows. Notice that the tiles start off on three levels, so you could click on the book tile that is on the left edge of the top-most level and then click on the other book tile that is on the right edge of a row on the bottom level. If this confuses you, just start clicking and watch what happens. The program will not let you make an illegal move. Also, if you want to take back a move, click with the RIGHT mouse button. In fact, by continuing to click with the right mouse, you can re-create the beginning stacks of tiles. Some hints: get rid of tiles that block off two or more rows. You want as many rows as possible exposed. Also, get rid of those extra levels in the middle but not TOO quickly. The extra levels give you more edges which is helpful at the start of the game, but if you leave them too long, they cover up the tiles beneath them...tiles you may NEED. I LOVE this game! TOOBZ - Welcome to TOOBZ. A simple game involving forward thinking,strategy and quick wits. The object is to get a set number of various coloured balls into their correct house within the allotted time limit. A ball is launched at a set time from a launcher and travels along a pathway indefinitely.There can be more than one launcher on a level,so the pathways will need adusting to some degree.This is where you come in. At certain places on the board there are ,what are called,ROTATERS. Clicking on these with the mouse will rotate them 90 degrees. The Left Mouse button will rotate anti-clockwise while the Right mouse button rotates clockwise. The BALLS A maximum of four balls can be on-screen at once. There are four standard balls and three special balls which are explained below :- RED These are the standard balls.These must be guided GREEN into their respective house.If you get a ball into BLUE the correct house,the number of balls required YELLOW decreases by one (as indicated on the info panel as 'LEFT' ).Get the LEFT total to zero and the level is complete. BUT !!! If you get the ball in the wrong coloured house, your time will decrease by thirty seconds. WHITE This ball can be guided into any house and it will count as a good ball. GREY Guiding this ball into any house will have one of a number of effects :- 1) Add 30 seconds to your time. 2) Deduct 30 seconds from your time.(If you have 30 seconds to spare.If you don't, it's GAME OVER') 3) Reduce the number of balls left to get by 2. 4) Increase the number of balls required by 2. 5) Reverse the rotater directions for a few seconds.If anything major happens such as a good ball home or a bad ball home, control will return to normal. As you can see, some of the effects are good while some are not quite as welcome.Whether you decide to risk the choice or play safe is up to you. BLACK ( Multi-player game only ).This is the same as the GREY ball ( apart from choice 5 ) but with a slight difference.It will affect a random player !! If it is to happen to the current player,the effect will take place immediately.If it is to happen to another player,it will take effect when they next play. (eg) Player 1 gets a message saying:- 'PLAYER 2 MINUS 30 SECONDS' When player 2 starts their go, they will have already lost 30 seconds before they start. HOUSES There are four houses which match the standard ball colours. Getting a good ball home has a dramatic effect on the house.IT WILL CHANGE TO A RANDOM COLOUR !! So you will need to rethink your strategy. LAUNCHERS The LAUNCHER is where the ball is launched into the playfield.Up to a maximum of four launchers can be on the playfield.If there is only one LAUNCHER,it makes the game much easier,but more often than not there is more than one LAUNCHER.When a ball is launched,it is in the sequence YELLOW-BLUE-GREEN-RED. ROTATERS Using the rotaters is the only way you can alter the pathways to guide the balls home.The problem with doing this is it will disrupt the path of another ball.Use the left-mouse button to rotate anti-clockwise and the right-mouse button to rotate clockwise. DUMPERS A DUMPER is a special tile where you can safely dump a ball you don't want.BUT this comes at a price.If you dump too many you will lose the pointer for a time.During this time you cannot make any changes to the playfield.The amount of balls you can dump depends on which level you are on.You can dump up to 100 on level 1 while you can only dump 2 on level 50. COLOUR CHANGERS A COLOUR CHANGER is a special tile which will alter the colour of a ball which travels through it.If it is a standard ball it will change to the next colour in the sequence (ie. RED-GREEN-BLUE-YELLOW).If it is a special ball,it will change to a random colour in the sequence (ie. It will become a standard ball.) HOLDERS A HOLDER is another special tile.If a ball runs onto an empty holder, it will stay there until you click on it.It is there to provide a temporary holding space for a ball.If a ball runs onto an already occupied HOLDER, it will just rebound back into play. RANDOM CROSSROADS These tiles deflect a ball in a random direction.They are not really helpful but can sometimes come in use.You can recognise these by the little grey 4-directional arrow on the house. BUFFERS BUFFERS are just dead-ends which spring the ball back into play. ONE-WAY PATHS These tiles have more than one entry point,but the ball will always exit in the direction shown on the tile. IN GAME KEYS 'p' Pause Whilst in pause 'Esc' - Quit 'r' - Restart 'Help' Remove all balls (costs you 1 minute) OTHER KEYS (activated on title screen) 'o' Call Options Screen then start game. Both Shifts & 'Esc' Quit Game TIME OR POINTS At the end of a successfully completed level,you are given a bonus. What that bonus is depends upon you. It can be either:- 10 points for every second left on the clock OR 25% of the time remaining carried onto the next level. When you first start,you get the points but every 5 levels you get the options to decide your bonus type.This bonus type will apply for the next five levels. INFO PANEL At the bottom of the playfield is the INFO PANEL.From left to right it reads:- Current player (1UP,2UP,3UP,4UP) & Score. Time Remaining in Minutes & Seconds. Number of Balls required to complete the level. The colour of the ball to be launched next. Below this is the MESSAGE BAR This is used to tell the player vital info. OPTIONS SCREEN Selecting 'O' from the title screen brings up an 'Options Screen'.From here you can select the Number of Players (1-4),Start at level one or enter password, and the choice of sound FX on or off. To make any selection simply use the Up & Down cursor keys to move the double white lines up and down to highlight the option you want to change. Use 'Return' to alter the options.Move the lines back to 'START' to begin playing. PASSWORD SYSTEM A password system exists to save playing through the first levels again.The new password is displayed after 5 levels.To enter a password, select 'O' from the title screen and set the centre option to 'PASSWORD' (at the beginning it is set to 'LEVEL 1'). MULIT-PLAYER GAME This format is not as you would think.As each player only has one life, it would be Snoozeville if each player had to play until Game Over.Instead, each player attempts each level in turn.Once all players have played the relevent level,it's onto the next level until all players are out of the game. THE LEVEL EDITOR A level editor is also provided (aren't I generous ?) to allow you to design your own levels or alter the in-game ones. To access the editor,simply call up the password entry screen and enter the password as 'EDITOR'.A message will appear and you will be plunged into the 'Level Editor'. The commands at the bottom are quite obvious,but for those running low on the 'old grey matter' they are listed below:- LOAD BANK Loads a file of levels from disk.This file must be called 'T_Levels.Tbz' so don't start altering the names of files.Similarly, don't try to load another file type into the Editor as I don't know what will happen. SAVE BANK Saves the levels as they are to the current directory as 'T_Levels.Tbz'.If this file already exists, you will be given the chance of replacing the file or cancelling. RESET LEVEL Resets the current level to the default. SELECT LEVEL Opens a window asking you for a level number. Entering anything other than 1-50 will leave the selected level as it is.You can also use this option as a crude form of 'Undo'.If you select any level other than the current one, the current one is stored in memory.If you enter the current level,it will delete all work up until the last time you stored the level. STORE LEVEL This will enter the level into memory. SELECT TILE This will bring up a screen containing all the tiles.Simply point to the required tile to select it.Pressing 'Esc' will abort the selection.You can also call this option by pressing 'SPACE'.You cannot view all available tiles at once,so use the up and down cursor keys to show others. You can get a small paragraph of info on a tile by pressing 'HELP' as you click on it.Click on 'GO' to close the window. LEFT Select the number of balls required for the level (1-20). TIME Select the time limit for the level in seconds. Values range from 100 (1 min 40 secs) to 599 (9 mins 59 secs). COLOUR Cycles the colour of the tiles. The colour has no effect on the game. QUIT Gives you the option of returning to the game and playing the levels you have designed. To paste the current tile down, simply click with the left mouse button.Clicking with the right mouse button will place a blank tile down. To load your wonderful levels next time you load,simply go to the 'Options Screen' and press 'L'.You only need to do this once. TRICKY - The goal of the game Tricky is to remove all stones of one level with a ball. Only three Stones may be left in order to reach the next level. After loading the game the title-page will appear. You can reach the first menu by pressing the left mousebutton. In this menu you can choose between a new or previously saved games. If you move the mousepointer to the Button 'New' a requester appears and you can choose your name. After pressing 'OK' the game will start with the first Level. If you want to load an old game, you have to click on 'OLD'. In order to start an old game you have to double - click the number at the left of of the display. You can choose one of the following options while playing: NEW: The actual game will be stopped and restarted. Quit: The game will be ended and the Highscore will be written to the Disk (if the Disk is write - enabled) SAVE & PAUSE: The game will be interupted and you have three Options to choose 1. You can return to the game by choosing 'BACK' 2. 'QUIT' will end the game. 3. You can save the actual game by choosing 'SAVE' The game will only be saved if the Disk is write-enabled and if you have already finished the first level. NEW LEVEL: The actual level will be restarted and the number of jokers will be decreased by one. JOKER: If you played wrong you can get a joker (if there are any). The Rules of the Game: The display at the upper right corner (Stone) shows which Stones can be removed by the ball. If there is a questionmark visible (Joker), you can choose any stone. At the beginning of every level there is always a joker shown in the upper right corner. The arrows in the game can be turned clockwise with the mouse (left mousebutton). You can direct the ball with the arrows, but the number of turns is limited (Watch the Turn-display ). You can start the ball by double clicking on one of the squares in the top line and there is no way to influence the ball while it is running. So you have to choose the first stone you want to remove by choosing the right position in the first line. If the ball hits a row of five stones with the 'Disk' symbol, all these stones will be removed and the next stone you have to hit is one showing a Disk. If there is a 'Mouse' behind this five Disks, the mouse will be replaced by a Disk symbol (the last stone you removed) and the next stone you have to remove is one showing the mouse. The ball will roll until it hits a wall or the limits of the display. The next removable stone is shown in the upper right corner. The ball can only touch 9 of the arrows until it will jump to its starting position. If you run out of time, the level must be replayed and the number of jokers is decreased. If you run out of time and there is no joker left, the game is finished. If you want to reset the highscore or delete the previous games, you can delete the file named 'Trickyhigh' or 'Trickyold'. About the Editor : ----------------------- With the Editor you can design you own levels or change existing ones. These are the Options of the Editor: 1. You can load a level by choosing 'LOAD'. 2. You can save a level by choosing 'SAVE'. 3. To leave the Editor click on 'QUIT'. 4. All stones can be removed with 'Clear'. 5. You can change the colors of the background, the stones and the ball with 'Color'. Besides this options you can adjust the time for every level and the number of possible turns of the arrows. How to create a new level: First choose the number of the Level (arrow down : +, arrow up : -). Choose a background (at the right hand) and a color (COLOR). Choose a stone you want to set and place it as often as you like. There will be a border and the choosen stone will flash to show you the current one. If you want to clear some stones you have to click at the flashing one. After designing your level you can adjust the time and save it. The color of the background will change while saving or loading: green means OK, red means: writing/loading failed (Disk writeprotected). TRIKTRAK - INTRODUCTION ~~~~~~~~~~~~ This is a shortened translation of the Dutch manual, because you English speaking guys are more familiar with Backgammon and may not even bother to try Triktrak. Both games are similar (same board, same number of men) but the rules ARE different. This English manual is shorter because I left out everything I thought was unnecessary. I just translated the important stuff. Here are a few terms I have used to describe the game. They may not be correct, but I don't know the English backgammon terms. You're always welcome to correct my mistakes by writing to me on the address listed below. MAN/MEN : The pieces (stones) you move on te board. I believe that's how they are called in the game of checkers. WEDGE(S) : The triangles on the board on which you place your men. There are twenty-four wedges in total. SHAMBLES : (Literally translated from Dutch.) This is the vertical bar dividing the board in two halves. It's used to place the captured men on. TRIKTRAK ~~~~~~~~ Instead of me explaining all the details I suggest you run the program and do the following: Click on the cycle gadget until you read: DEMO! Click on the START button. The computer will play against itself, so you can figure out how the game is played. If you think: "We don't play backgammon like that!" Indeed, you don't! But we play Triktrak like that. Maybe you want to give it a try. HOW TO WIN ~~~~~~~~~~ As in backgammon, the goal of Triktrak is to remove all your men from the board. First you move them from their starting position to the last of the four compartments with the help of the dice. When the lot (15 of them) have arrived in that compartment, you can start removing them. It should be clear how, just by watching the demo. I believe the rules are less stringent than for backgammon, at least as far as removing your men is concerned. The first player to have taken all 15 of his men off the board is the winner. RULES OF TRIKTRAK ~~~~~~~~~~~~~~~~~ After rolling the dice, you MUST use the lowest die first. E.g. if you throw a 5 and a 2, you have to advance one of your men 2 wedges first and then you can move the same or another man 5 wedges. If the first move (2) isn't possible, you also lose the second (5). If you throw a 1 and a 2, you are very lucky. You get the following sequence of moves: 1-1-2-2-5-5-6-6. So eight moves! This is called a 'triktrak' and is the best possible throw. If you thow a 'double' (e.g. 4 and 4) you get the two fours first and then you get the number of points on the opposite side of the dice. The total is always seven, so if you throw 4 and 4 you also get 3 and 3. If you throw 1 and 1 you also get 6 and 6. If you have finished your move or you can't move, it's the next player's turn, unless you've just thrown a triktrak or a double. After a triktrak or double you always get to throw again, whether you could move any of your men or not. You MUST check whether you can use both dice! If you make the second move impossible with your first move, the computer won't allow it, unless the second move is impossible no matter what you do. If both dice can be used, the computer won't accept anything else. So if the computer refuses your intended move, it probably isn't a bug in the program, but a false move! You can place as many men as you like on a wedge. All 15 if you want to. If a wedge contains 2 or more men of a player, his opponent can't put one of his men on that wedge. It's considered occupied. If however you only have one man on a particular wedge, your opponent may capture that man by placing one or more of his men on the same wedge (if the dice allow it, of course). The captured man will be placed on the 'shambles'. If you have one or more men on the shambles, they MUST be moved back into the game before you can move any other men. If moving a man off the shambles is impossible, you lose your entire throw. Again: if you just threw a triktrak or a double, you may try again. PLAYING TRIKTRAK ON YOUR AMIGA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When the program is started, you should see the board in its initial set-up. You'll only see 3 white and black men, but the number 5 written on them means, as you guessed, that there are 3 piles of 5 men. Anytime there's a pile (more than 3 men on a wedge) a digit will appear on at least one of them. Screen gadgets: although there's no drag bar or depth gadget, you can still use these 'intuition' functions by clicking/dragging in the right place. *** The MODE button *** Before you start a game you should select the desired mode with the cycle gadget. There are four options: WHITE : You play with the white men against your Amiga. You throw first. BLACK : You play with the black men against your Amiga. Ami throws first. 2 PL. : Two human players will compete. Ami just checks if the rules of the game are respected. DEMO! : The Amiga plays against itself. You might fancy a bet with a friend! Click in the cycle gadget until you can read the desired mode in it. While a game is on, this gadget is disabled. To change modes you must either finish or abort the current game. *** The START/STOP button *** Once you have selected the desired mode, click on START to start the game. This button will then contain the text STOP. It can be used to abort the current game. There won't be a requester asking for confirmation however, so be careful. *** The QUIT button *** This button replaces the close gadget of a normal intuition window. If you click on it, the game will be removed from memory. No requester, so watch out. It may take a little while before the STOP or QUIT buttons react to your clicking. Don't worry. They WILL once the computer has finished with what it was doing. There's absolutely no need to click here repeatedly. Just be patient for a few seconds if necessary. *** The dice *** Both dice are buttons. You roll the dice by clicking on them. They'll stop rolling automatically. If you're not supposed to roll the dice, they'll be disabled. *** The display gadget *** The second button isn't really a button at all. Clicking on it is useless. It just displays some information to let the players know what's happening or what they're supposed to do next. You can see the following text here: §§§§§§§§ : Waiting for you to select the desired mode and click on START. ######## : Waiting for you to click on a die. These characters are displayed in the colour of the player who's supposed to throw the dice. So are the dice, by the way. So the colour is either black or white. ******** : Means the dice are rolling. Just ignore this, because you'll see the dice rolling, obviously. ???????? : Means the computer is checking whether moving is possible. You must wait until these question marks disappear before you can make your move. If it's Ami's turn to play, she's also calculating which moves she considers best. Just wait and see. -------- : Means moving is impossible. The screen will also blink once. Now it's the next player's turn to play, unless you just threw a triktrak or a double. In that case you get to throw again. 11225566 : Shows the sequence of moves. In this case the player just threw a triktrak! Of course, depending on the throw, this can also be 5522---- or 46------ or something similar. The digits are displayed in the colour of the current player. The current move is coloured differently. So you won't lose track! *** THROWING and MOVING *** When the computer is playing, everything will be done automatically. When it's your turn to play, you need to throw the dice first. Just click on one of them and wait for them to stop rolling. Now the computer will check whether you can move at all. If you can't, the display gadget will contain -------- and the screen will blink. If so, the next player steps in (unless you threw a triktrak or a double). If moving is possible, the wedges on the board will serve as buttons. Click on the wedge containing the man you want to move. The man will be moved automatically to its destination wedge (if possible or valid). If the computer refuses your move, you either clicked on a wedge NOT containing one of your men, OR the man there can't be moved, OR the move is invalid because it would prevent your next move (as I explained: you must play all your moves if possible). If you've got one or more men on the 'shambles' the computer will place these men back on the board for you. You never need to click on the shambles. This is always automatic. *** WON !!! *** You know how a game of Triktrak is won. When a game is over, the shambles will contain the following text: either 'WHITE WINS' or 'BLACK WINS'. Now you can either start a new game (and maybe select a new mode first) or decide to quit. THE COMPUTER'S LEVEL ~~~~~~~~~~~~~~~~~~~~ There's only one level. I just tried to make the Amiga as strong as I was capable of. I hope that's good enough for you. Thanks for reading this manual and playing the game. Enjoy! TUT'S_TOMB - Welcome to Tut's Tomb, also known in some countries as 'Pyramid'. This version came about because I wanted to put some card games together in one package which are of a high quality and presentation, and which are easy to play. Tut's Tomb is the second in the package of card games, the first being 'Classic Solitaire', which was released in 1992. I'm confident that I have achieved my goals, and that you will enjoy Tut's Tomb. Other games which I hope to make available in future may include Cruel, Golf, Tri-Peaks and Cleopatra. More games may be added to the package as (or should I say, "if") I get motivated to write new ones. Registered users have special privileges - see the information about Registration near the end of this documentation file. Tut's Tomb Object of the game The object of Tut's Tomb is to remove all of the cards from the 'Tomb' (or 'Pyramid'). This is done by matching pairs of cards so that the total denomination of the pair is exactly thirteen (13). The suit or colour of the cards is not relevant when playing 'Tut's Tomb'. When the Tomb is gone - you win! It sounds easier than it actually is.... Rules When the cards are dealt, you will see seven rows of cards, placed face up onto the playing area. The first row contains one card, the second has two cards, and so on until the seventh row. A card is defined as being 'free' if there is no card on top of it. As an example, all cards in the seventh row are free when they are dealt. In "Tut's Tomb", an Ace is considered to have a value of one (1), a Jack has a value of eleven (11), a Queen is Twelve (12) and a King is Thirteen (13). Other cards have the value which is shown on them. Unlike many types of card games, cards are not moved in "Tut's Tomb". The only way of removing cards is to match cards in pairs so that their total adds to thirteen (13). The exception to this rule is that a King may be moved alone, as it's value is already equal to thirteen. In "Tut's Tomb" the colour and suit of the cards are not relevant - only the values of the cards are used. When the game is dealt, you will see the deck of cards at the top right corner of your screen. Cards may be used from the deck and paired with cards in the pyramid to add up to 13. Clicking on the deck will turn over the next card or third card in the deck, depending on the option selected in the "Settings" screen (Draw one is disabled for the Shareware Version). When you get to the end of the deck, if you are playing using the draw three option, clicking on the space where the deck was will flip the deck over, and you can go through the deck again. If you are playing using the draw one option, you only get ONE pass through the deck. The game is over when all cards have been removed from the pyramid, or when you give up and select the "End Game" option from the menu. How to Play Only mouse clicks are required to play Tut's Tomb. To match one card with another, click on the first card (which must be free) and then click on the second card. If the total adds up to 13, the two cards will be removed from the screen. If you click on a King, it will be removed without clicking on a second card, as a King has a value of 13. After the first click, you will be reminded which card has been selected by a message at the bottom right of the screen. To flip over the next available card in the deck, click on the deck. To turn over the deck when the deck is finished (providing you are playing with a "draw three" option), click on the space where the deck was. Menus A number of menu items are available with Tut's Tomb. Clicking on the right mouse button will make the menus appear. The menus have been programmed to appear wherever the mouse pointer is currently located. Available menu items are coloured dark green and will change colour to light green when they are selected. A grey menu item means that the item is not available The Menu Bar available is: ------------------------ | Tut's Tomb | Options | ------------------------ Under the "Tut's Tomb" menu bar item, the following submenu items are available: ---------------- | Tut's Tomb | ---------------- | End Game | | New Game | | About | | Credits | | Quit | ------------ End Game Select this to End the current game. New Game Select this menu item to begin a new game (when the previous game has been ended). This menu item is not available when playing a current game. About Displays information about Tut's Tomb Quit What can I say? Quit means exit, scram, Outahere, vamoose. The "Options" menu item looks something like this: ------------- | Options | --------------- | Sound | | Settings | ---------- Sound (On, Off) Selecting "Sound" will pop up a sub menu to allow you to turn the sound on or off. The current status is marked by a tick. Settings Use this menu item to change the settings for Tut's Tomb. This menu item is not available until the current game is completed. The Settings Screen Items which can be altered from the settings screen are: Sound Buttons are available to turn the sound on or off (this will alter the sound menu items described above). The pitch of the bell which sounds when a card is selected (Bell 1) and the pitch of the bell which sounds when the card is placed (Bell 2) can be adjusted using slider bars. The volume of the sound can also be adjusted using a slider bar. Draw One or three - determines how many cards are to be flipped when clicking on the deck. If draw three is selected, every third card will be available. If draw one is selected, every card will be displayed as you click on the deck. (Draw one only is available in the Shareware Version). Title On or Off - if this option is set "On", the title screen will be shown when starting Tut's Tomb. When set to "Off" the title will be skipped (Disabled in the Shareware Version - I'm going to make you sit through the title unless you register!!). Backs Clicking on the "Backs" button allows you to select which of the 13 card backs you wish to display during your game. Once selected, this back will be used until you "Quit" (in the case where you don't save your settings), or until you select another card back. To select a card back, just click on the back you want. To use random card backs (ie,have Tut's Tomb choose one at random for you) click on the box marked "Random". (The ability to select card backs is disabled in the Shareware Version - the "Random" option applies). Default Clicking on this button resets everything back to the default values. Defaults are: Sound - On Bell1 - 50 Bell2 - 60 Volume - 32 Title - On Draw - One Backs - Random Save This button saves your Tut's Tomb settings to disk. They are automatically loaded and used next time. (Disabled in the Shareware Version). Use This button allows you to use your settings, without saving them to disk. They will be lost when you "Quit" from Tut's Tomb. UP&DOWN - There are three types of playes: 1) Human vs Human : which of course if your playing with 2 players each one takes a turn. 2) Human vs Computer : which is one player game and the human player starts the game, and then the computer follows. 3) Computer vs Human : the computer starts the game by making the first move and then you follow. The above and the following items are part of the menus of the Up & Down About : tells about me if the docs get lost from the game. Quit : turns off the game. Speech On : turns the Amiga voice on Speech Off: turns the Amiga voice off The object of the game is to get four of your chips in a row without leting your opponent get his chips in a row first. The chips can be across, down, and diagonally. After winning the game to restart the game with the same options, there is a gadget and the bottom of the board, just click on it, or you can change options. A special key: The Function Key 1 : will take you back to the WorkBench screen. Setting the Game up on Disk --------------------------- One Drive System: 1) First Initalize a blank 2) Copy Up & Down over to it 3) Install the disk 4) Next copy the: libs(dir) devs(dir) c(dir) s(dir) over to the disk 5) Now Create a new Startup-sequence to LoadWB it should look like this LoadWB endcli 6)Now Boot up the disk, and click on the icon of the game. Two Drive System: 1) Instert WorkBench in Drive 1. 2) The Up & Down program in Drive 2. 3) Now click on the icon for the game. [Note: The workbench disk must have the libs and devs directories ] WANGLE - The Rules of the Game: After loading the Game, the Titlescreen will show up (this is the time to check, if the distributor stole the game). After pressing any mousebutton, you will see the main screen with a kind of Highscore, containing up to five Names and some additional Info (next level to play, number of moves up to that level). Klick one of the five Entries with the left Mousbutton and type your Name. If you click on one of the (existing) Entries with the right Mousbutton, the according Level will be loaded and you are ready to play this Level without typing your Name. The second change of concept introduced with this game is: If you finish the game, your scores will be saved automatically, so write-enable your Disk ! The state af the game will only be saved, if you reached the second level and you don't have to go through the hassle of loading your last Score any more and you can't forget to save your Score any more. The aim of the game is to remove all of the colored Squares (red, green, blue, yellow) by grouping squares of the same Color into bigger Squares. Wrong: #### Correct: ## ## To move the squares: move the mousepointer above them, press the left mousebutton and drag in the direction the square should move, release the left mousbutton - thats all, the square should move until it reaches a wall. If you managed to group 4 squares (2 by 2), the squares will be removed. In the lower left corner, you can see how many squares of the according color have to be removed to get to the next level, but beware: there are levels, in which some squares may remain on the board. Gray squares are walls: you have to bypass them somehow, squares with cracks may only be passed twice by the colored squares, the third square passing such an area will be lost. And you can't place a colored square on it for a longer time: the crash will be immediate. Another gimmick are the light bulbs (dark and light ones). You may have guessed it: touch a dark one with a colored one and light will be off - you can only see the colored squares and have to touch a lighted bulb to switch on the light again. Finally, there is the magic Reproducer (Yellow with 4 red Triangels). Touch it and you will get another square on the opposite side of the reproducer - this square will have the same color. The reproducer will enable you to create new squares - it might be easier to produce new squares than grouping the existing ones. If movement of the squares seems to be to slow or to fast for your machine, edit the File "TIME" with any ASCII-Editor - bigger values of the number result in slower speed. So you have got the possibility to adjust your favorite Speed. A3000 = 10000 / A500 = 800. There is no Timelimit in this game - you have got all the time you need to complete your level without the possibility of getting angry because you would have finished the level in just about 2 Seconds - but then the Time expired ... If you want to replay the level, press "Replay", if you want to quit, try "Quit", and if you click on "New Player, you get back to the main screen and can choose a new Player. The Editor ---------- Using the Editor should be intuitive, you click on the sqares and then place the Squares with your Mouse. Attention: you have to adjust the number of grouped Squares to remove, so if you've got 4 red squares that must be removed in a level, adjust the Number for red Squares in the lower right corner to 1. WOHLE - Welcome to WOHLE a game by Gary Henderson. Wohle is based on the old game of Mastermind® which was about during the late 1970's. To start the game click on the provided icon from workbench. The game will then proceed to load. Once loaded you are presented with a screen that displays all the required functions to play the game. Wohle is completely mouse driven. You now have three possible options to choose with the mouse. QUIT ---- At any time click on this button to leave the game. Play ---- You can click on the play button at any time to start or restart a game. Timer ----- You can choose this option to start or restart a game. With this selection you are given 30 seconds to complete the code. Rules ===== When you start a Timed or normal game the computer will Randomly make up a selection of 4 coloured pegs. These pegs will be made up of any colours and placed beneath the shield at the top of the screen in the play area. The position and colours of these pegs will remain the same throughout the game until you have guessed the code or clicked on Timer or Play for a new game. Using any 4 different pegs with upto 8 colours there are upto 4096 permutations available for any code. (There are 4096 different possible codes) You must now, using the mouse and pointer select any four colours (by clicking with the left mouse button onto the required coloured peg) that you think might be in the code. The colours must be selected in the correct order. If you make a mistake whilst selecting click with the Right Mouse button to erase the current line of colours that you are working on. Once you have entered four different colours the computer will advise you about which are the correct and inncorrect colours. This is done by placing smaller key pegs at the sides of the Coloured pegs that you have selected (See Below for further information). You may then enter another four pegs (using your knowledge of which pegs are correct and inncorrect) to try and get the code. You have upto ten guesses to try and break the code. My record is 2 guesses. In the timed game you have 10 guesses or until 30 seconds runs out (whichever comes first) to get the code. Key Pegs -------- Key Pegs | Guessed Pegs | Key Pegs ---------------------------------- a b | A B C D | c d Key pegs are placed either side of the guessed pegs as shown above to let you know which are the correct and incorrect colours. The letter `a' shows the result for the guessed peg `A'. `c' shows the result for `C'. A Black key Peg --------------- Is placed on the board to show that the guessed peg is the correct colour and it has been placed in the same place as the corresponding Peg under the shield. A White key Peg --------------- Is placed on the board to show that the guessed peg is the correct colour but has been placed in the wrong hole on the board (ie it should be in one of the other holes). A Grey cross ------------ Is placed on the board to show that the chosen peg is an inncorrect colour and does not appear under the shield. * Do not forget that some colours may appear more than once and if you * * select a colour and it is correct the pegs will not indicate that this * * colour appears elsewhere. * Winning ------- You have won once you have managed to correctly guess the complete code. At this stage the Pegs under the Shield will be revealed to you and a well deserved round of applause will be granted. Losing ------ Thicky ! You can't really lose at this game unless playing against the clock but if you do the correct code will be revealed to you and a short Hahaha will burst to life through you Hifi. WOTS-IT-NAME - INSTRUCTIONS The object of the game is to be the first one to reach the end of the board. You move around the board by giving the correct answer to the clues given. When the game starts you will be asked for the number of players (up to 4), and which question bank to use. There is currently 4 banks each with 50 question cards. On your turn, click on one of the available numbered circles and the corresponding clue will be shown. You must then enter an answer before the timer runs out or click on the PASS icon. The timer automatically stops when you press a key (see Notes below). There is NO penalty for an incorrect answer or for PASSing. Some of the numbered circles contain BONUS moves which move the player forward, or PENALTY moves which move the player backward. Theses are shown in the clue box and also have an appropriate sound. SCORING The number of squares a player moves after giving a correct answer is equal to the number of clues remaining. For example, if you answer correctly on the 5th clue you will move 15 squares (20 - 5 = 15). CATEGORIES There are four different categories: PERSON, PLACE, THING, YEAR. An icon on the board is highlighted to show which category the current answer is in. PERSON: These can be live or dead, male or female, real or fictional. It also includes groups of people. PLACE: Apart from the obvious this also includes things like rivers, oceans, planets, or other natural locations. THING: Things are inanimate objects, animals, events, and abstract concepts. YEAR: A four digit number (1976, 1988) in which events took place. NOTES In order to simply things I have removed words like 'A' and 'THE' from the answers. Therefore, if you think the answer is 'A MAGNET' just enter 'MAGNET' The backspace key can be used to correct spellings UPTO but NOT including the first letter. The reason for this is simple. When the program detects a keypress the timer stops, thereby giving you plenty of time to enter the answer. However, to stop players just hitting a key to stop the timer (giving endless 'thinking' time) it won't delete the first letter. The chances of anyone making a spelling mistake with the first letter is fairly minimal. XATOMS - XAtoms is a logical game for two players (for now?). The objective is to destroy all the enemy's atoms and save your own. The playground contains sixty-four fields, each containing a nucleus. At the start, there're all sixty-four nuclei neutral (they have grey colour). After start the first player can add one electron to any atom. Nucleus will have the same colour as the electrons around it. Now the second player should draw. He/she can add an electron only to sixty-three atoms, because it isn't possible to add electrons to enemy's atoms - only to neutral or your atoms. If the number of electrons around any atom reaches the number of adjoining atoms, the atom explodes and radiates out its electrons. If all electrons from the atom are radiated out, it becomes neutral. Atoms which received electron(s) by this way, will change their colour to the electron's one. It's the only one legal way to gain enemy's atoms. Of course, there's a critical number of electrons. If you reach this amount, never-ending reaction will start... In this case, the program will stop the reaction if one player loses all his atoms. CONTROL: In main control mode (it is indicated by light grey colour of mouse pointer) you can quit the program by pressing the ESC key or start the game by the left mousebutton. Control in the game mode: Abort the game by the ESC key Add one electron by the left mousebutton Change animation speed by pressing the right mouse button Warning - you can control the game only if there isn't reaction running (no atoms currently exploding). GRAPHICS: The current player is indicated by a mouse picture drawn near its score (score = number of his/her atoms). If someone wins, this picture will change to a smiling face.