Home » Archimedes archive » Archimedes World » AW-1992-05.adf » May92 » !AWMay92/Goodies/DigOut/Instruct

!AWMay92/Goodies/DigOut/Instruct

This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.

Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.

Tape/disk: Home » Archimedes archive » Archimedes World » AW-1992-05.adf » May92
Filename: !AWMay92/Goodies/DigOut/Instruct
Read OK:
File size: 1BA9 bytes
Load address: 0000
Exec address: 0000
File contents

                              DIG OUT! GAME
                              *************

      "Dig Out!" is a 100% ARM machine code arcade game which runs in the
256 colour mode 13.  It incorporates large, colourful graphics which are
smoothly animated (each character in the game is updated every VSYNC).
This leads to super smooth action and a very playable game.
      The object of the game is to guide your character through many levels
to collect all the apples.  Once all the apples on one level have been
eaten, you will be allowed to progress to the next level.  Unfortunately,
all is not as easy as it sounds.  On each level there are monsters which
are dead set against you achieving this goal.  There are six different types
in all and they can possess the following atributes :
       1. They either wander around the screen or deliberately follow you 
       2. They either can or cannot eat through the ground
       3. Some can be killed, but others cannot
      The monsters can be killed by pushing one of the many rocks usually
found on a level on top of them.  The rocks can only be pushed however, if
the ground on the other side has been cleared and it is unobstructed.  You
can burrow underneath these rocks and in some cases this is necessary to
eat a particular apple, but be careful because if a rock falls unto you
while you are not burrowing directly under it, it will kill you. e.g. if a
rock is free and you try to go down, so that it falls on you.  Another way
of killing monsters is to try to get them to burrow under a rock, this is
really only useful for monsters that follow you and can eat through the
ground.  Sometimes ground eating monsters will burrow under rocks and kill
themselves accidently, you will still get the points for "killing" them
though.
      As well as the attributes shown above, sometimes a monster can mutate
into another, worse, type.
      There are also bonus items which appear at random in the game.  These
have a letter B written on them and will give you a bonus 50 points for
each one collected.  You will also gain a bonus life ( up to a maximum of
five at one time ) for every 4000 points obtained.
      Everything is not as hopeless as it seems however as in the first few
levels there are only a couple of monsters who aren't really that dangerous.
Its a different story on the higher levels though as up to ten monsters can
be active and these won't be the relatively harmless ones.
      As you progress through the game, as well as the monsters becoming
more lethal, the game will also speed up (this happens after level 10)
making the game even harder !
      Full key instructions are given in the scrolltext at the start of the
game.


Dig Out! was written by :

   CARL SHAW


                           LEVMAKE LEVEL DESIGNER
                           **********************


      "!LevMake" is a level designer which allows the user to design twenty
levels for the game "Dig Out!".  These levels can then be incorporated into
the game.
      The designer itself is simple to use.  At the bottom of the screen is
the control area which contains the following icons (from left to right) :

      1. The level number : This is a number from 0 to 19 and can be
                            changed by clicking on one of the arrow icons.
      2. The object icons : These are the apple, rock and tunnel icons and
                            when clicked on using select on the mouse will
                            allow the user to add that particular object to
                            the level being designed.  An arrow below them
                            shows which one is currently selected.
      3. The ground icon  : This shows the ground pattern currently being
                            used for that level.  Another pattern can be
                            viewed using the adjust button on the mouse and
                            if the user then wants this pattern, by pressing
                            the select mouse button a prompt will appear and
                            answering yes to this prompt (by pressing select
                            again) will result in all the ground on the
                            screen being changed to that pattern.
      4. The disk icon    : This is used to load and save level files. A
                            menu will be displayed which will allow you to
                            enter the name and the file will either be saved
                            or else loaded into memory.
      5. The exit icon    : Clicking select on this icon will bring up a
                            prompt and if this is answered "yes" by clicking
                            on select again, the program will exit and you
                            will be returned back to the desktop.

      Now that you know what the icons do, you will be able to start
designing your own screens.  The original screens are stored in a file
called LevData and this may be loaded in ( click on the disk icon, select 
load option and enter the name LevData ) for you to experiment with.
      To design a level, simply select a ground pattern ( using ground icon )
and then select any one of the object icons and move the mouse pointer into
the area above the control area.  A square will be shown and if the select
button on the mouse is pressed the object currently selected will be placed
into this area or if adjust is clicked then any object in the area will be 
removed and the area filled with ground instead.
      Once a particular level has been designed, simply click on one of the
arrow icons above or below the current level number shown on the control 
area and a new level can then be designed.  Once all twenty levels are 
designed, they should then be saved to disk so that they may be incorporated
into the main game.
      To add the designed levels to the main game is a slightly more
complicated task, but just follow the steps given below :
          
          1. Open the !Dig_Out application by pressing SHIFT and clicking on
             its icon.
          2. Do the same for the !LevMake directory.
          3. In the !Dig_Out directory, you will find a file called LevData,
             you should rename this file (to e.g. Original) in case you want
             to use it again as it contains the original level data of the
             game.
          4. Copy the level data file created using !LevMake ( it will have
             the name of your file below it and be a "Data" file icon ) to
             the !Dig_Out directory by clicking on the icon and dragging it
             into the !Dig_Out directory.
          5. Rename this file to be called LevData so that there is now a
             new LevData file in the !Dig_Out directory.  This is because
             the game loads its level data from a file called LevData in its
             own directory.
          6. Try the game to see if your levels work !


The level designer program !LevMake was written by :

   CARL SHAW

      


00000000  0a 0a 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |..              |
00000010  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00000020  44 49 47 20 4f 55 54 21  20 47 41 4d 45 0a 20 20  |DIG OUT! GAME.  |
00000030  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00000040  20 20 20 20 20 20 20 20  20 20 20 20 2a 2a 2a 2a  |            ****|
00000050  2a 2a 2a 2a 2a 2a 2a 2a  2a 0a 0a 20 20 20 20 20  |*********..     |
00000060  20 22 44 69 67 20 4f 75  74 21 22 20 69 73 20 61  | "Dig Out!" is a|
00000070  20 31 30 30 25 20 41 52  4d 20 6d 61 63 68 69 6e  | 100% ARM machin|
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00000880  20 20 45 76 65 72 79 74  68 69 6e 67 20 69 73 20  |  Everything is |
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000009f0  2c 20 74 68 65 20 67 61  6d 65 20 77 69 6c 6c 20  |, the game will |
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00000a10  68 69 73 20 68 61 70 70  65 6e 73 20 61 66 74 65  |his happens afte|
00000a20  72 20 6c 65 76 65 6c 20  31 30 29 0a 6d 61 6b 69  |r level 10).maki|
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00000a40  20 68 61 72 64 65 72 20  21 0a 20 20 20 20 20 20  | harder !.      |
00000a50  46 75 6c 6c 20 6b 65 79  20 69 6e 73 74 72 75 63  |Full key instruc|
00000a60  74 69 6f 6e 73 20 61 72  65 20 67 69 76 65 6e 20  |tions are given |
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00000aa0  67 20 4f 75 74 21 20 77  61 73 20 77 72 69 74 74  |g Out! was writt|
00000ab0  65 6e 20 62 79 20 3a 0a  0a 20 20 20 43 41 52 4c  |en by :..   CARL|
00000ac0  20 53 48 41 57 0a 0a 0a  20 20 20 20 20 20 20 20  | SHAW...        |
00000ad0  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00000ae0  20 20 20 4c 45 56 4d 41  4b 45 20 4c 45 56 45 4c  |   LEVMAKE LEVEL|
00000af0  20 44 45 53 49 47 4e 45  52 0a 20 20 20 20 20 20  | DESIGNER.      |
00000b00  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00000b10  20 20 20 20 20 2a 2a 2a  2a 2a 2a 2a 2a 2a 2a 2a  |     ***********|
00000b20  2a 2a 2a 2a 2a 2a 2a 2a  2a 2a 2a 0a 0a 0a 20 20  |***********...  |
00000b30  20 20 20 20 22 21 4c 65  76 4d 61 6b 65 22 20 69  |    "!LevMake" i|
00000b40  73 20 61 20 6c 65 76 65  6c 20 64 65 73 69 67 6e  |s a level design|
00000b50  65 72 20 77 68 69 63 68  20 61 6c 6c 6f 77 73 20  |er which allows |
00000b60  74 68 65 20 75 73 65 72  20 74 6f 20 64 65 73 69  |the user to desi|
00000b70  67 6e 20 74 77 65 6e 74  79 0a 6c 65 76 65 6c 73  |gn twenty.levels|
00000b80  20 66 6f 72 20 74 68 65  20 67 61 6d 65 20 22 44  | for the game "D|
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00001b00  69 6e 20 69 74 73 0a 20  20 20 20 20 20 20 20 20  |in its.         |
00001b10  20 20 20 20 6f 77 6e 20  64 69 72 65 63 74 6f 72  |    own director|
00001b20  79 2e 0a 20 20 20 20 20  20 20 20 20 20 36 2e 20  |y..          6. |
00001b30  54 72 79 20 74 68 65 20  67 61 6d 65 20 74 6f 20  |Try the game to |
00001b40  73 65 65 20 69 66 20 79  6f 75 72 20 6c 65 76 65  |see if your leve|
00001b50  6c 73 20 77 6f 72 6b 20  21 0a 0a 0a 54 68 65 20  |ls work !...The |
00001b60  6c 65 76 65 6c 20 64 65  73 69 67 6e 65 72 20 70  |level designer p|
00001b70  72 6f 67 72 61 6d 20 21  4c 65 76 4d 61 6b 65 20  |rogram !LevMake |
00001b80  77 61 73 20 77 72 69 74  74 65 6e 20 62 79 20 3a  |was written by :|
00001b90  0a 0a 20 20 20 43 41 52  4c 20 53 48 41 57 0a 0a  |..   CARL SHAW..|
00001ba0  20 20 20 20 20 20 0a 0a  0a                       |      ...|
00001ba9