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!AWAug93/Goodies/Reaction/Instructio

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-1993-08.adf » AWAug93
Filename: !AWAug93/Goodies/Reaction/Instructio
Read OK:
File size: 15AA bytes
Load address: 0000
Exec address: 0000
File contents
Reaction Instructions
~~~~~~~~~~~~~~~~~~~~~
Reaction is a variation upon the popular game Columns, which is in itself
based upon the world-famous Tetris.

The basic aim of the game is to guide the tiles into the bucket in order to
make lines of three or more tiles of the same colour. Lines can be
horizontal, vertical or diagonal and once made are instantly removed. The
rest of the tiles then fall down to fill in the gaps.

Usually tiles fall in vertical groups of three, each tile being a random
colour. Tiles can be one of six colours. When a new group of three cannot be
fitted in at the top of the third column from the left, or a piece has been
placed in such a way that it sticks out of the top of the bucket, the game
is over, and if you have scored enough points you can enter your name into
the high score table. If you want your score to be preserved you will need
to copy the game on to a blank disc.

Occasionally a "magic" block will fall. This appears on all levels as a
multi-coloured block, although its appearance differs slightly from level
to level. When placed it acts as all six possible colours at the same time -
ie. it removes all the lines that any tile in that position could possibly
have made - and then disappears.

Two other possible blocks, both of which only appear occasionally, are the
Blocker and Remover blocks, which appear on the on the first level as a
closed and open vice respectively. On later levels their appearance changes,
but is related to their action. A Blocker block once placed cannot be
removed, except by a Remover block placed in the same column. All Blockers
in a column are removed by a Remover. Removers disappear immediately.

When the game is run an introduction starts to be shown. To start the game
proper it is necessary to push <ESCAPE>. Whilst playing <ESCAPE> will first
quit the game and then if pushed again quit the entire program.

At the start of the game you are asked to choose a skill level between 1 and
10 inclusive, where pressing <0> selects skill level 10. The higher the
skill level the faster the tiles fall, but the more points you score.

Once 100 tiles have been removed from the grid the game level increases. The
game level is separate from the skill level. When the game level increases
the graphics change (unless you have deselected this option), and you are
given 5 seconds to preview the new designs before the tiles start falling
again. Push a key to skip this pause if you like. The pieces will now also
fall faster. Note that the bucket is not emptied - if it were one game could
go on for a very long time, which would make the game far less addictive!
Note that if you select the "Structured game" option (see later) the bottom
two lines of the bucket are cleared every time you go up a level.

The tiles are steered left and right using <Z> and <X>, and rotated (the
colours shuffle around) with <SPACE>. Pressing <CTRL> hurls the tiles to the
bottom of the bucket - but don't push the key for too long or else you'll
drop the next tile too! <P> will pause the game. If these keys don't suit
you then push <D> when you are asked to select a skill level and you can
redefine them all. Should you wish you can also use the mouse buttons to
control the blocks.

Whilst the game is paused you can press <+> or <-> to increase or decrease
the volume, or <S> and <Q> to turn the speaker on or off respectively.

When you are asked to choose a skill level if you press <O> instead you are
given the chance to configure the game to your own design. Most of the
options are self-explanatory, and all are explained in detail in the in-game
instructions. However, should you select the "Different block sizes" option
then all the blocks which fall into the grid will not only be three tiles
high, but some will also be two or four tiles high! Also, it is worth noting
that if you deselect the "Wipe screen when paused" option you will only
score half as many points as usual, since this makes the game much, much
easier!

For those who would prefer not to make so many decisions you can select the
"Structured game" option. When selected you will start the game with only
plain three-high blocks falling, and no special tiles. Once you reach level
two Magic blocks will begin to appear occasionally. Getting as far as level
three then adds in Blocker and Remover blocks. Finally, once level five is
reached blocks of various heights (two, three or four tiles) start to fall!
The other major difference is that every new level the bottom two lines of
the bucket are cleared.

The default options are as follows: Hide the bucket when paused; Structured
game Off; Magic, Blocker and Remover blocks On; 'Number of tiles fallen'
display off; and to have different sprites each level.

If you wish to read the detailed in-game instructions then don't press any
keys during the introduction or on the high-score table screen.

The program should be removed from the ArcFS archive before use or else the
highscore table will not be updated.

Tactics
~~~~~~~
Diagonal lines score more than horizontal lines, which in turn score more
than vertical lines. You also score more the longer the line is.
If you cannot make a line with a piece then it is better to position it in
order to form a line of two, for then when later pieces are placed or
removed that line of two may then be available to make a line of three.
It is best to place all the Blocker blocks in one column, preferably at
either edge, since they can then all be removed in one go with a single
Remover.
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00000010  74 69 6f 6e 73 0a 7e 7e  7e 7e 7e 7e 7e 7e 7e 7e  |tions.~~~~~~~~~~|
00000020  7e 7e 7e 7e 7e 7e 7e 7e  7e 7e 7e 0a 52 65 61 63  |~~~~~~~~~~~.Reac|
00000030  74 69 6f 6e 20 69 73 20  61 20 76 61 72 69 61 74  |tion is a variat|
00000040  69 6f 6e 20 75 70 6f 6e  20 74 68 65 20 70 6f 70  |ion upon the pop|
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00000080  20 74 68 65 20 77 6f 72  6c 64 2d 66 61 6d 6f 75  | the world-famou|
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000000b0  67 61 6d 65 20 69 73 20  74 6f 20 67 75 69 64 65  |game is to guide|
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000000f0  73 20 6f 66 20 74 68 72  65 65 20 6f 72 20 6d 6f  |s of three or mo|
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00000180  74 69 6c 65 73 20 74 68  65 6e 20 66 61 6c 6c 20  |tiles then fall |
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000001a0  74 68 65 20 67 61 70 73  2e 0a 0a 55 73 75 61 6c  |the gaps...Usual|
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000001c0  20 76 65 72 74 69 63 61  6c 20 67 72 6f 75 70 73  | vertical groups|
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00000320  74 6f 0a 74 68 65 20 68  69 67 68 20 73 63 6f 72  |to.the high scor|
00000330  65 20 74 61 62 6c 65 2e  20 49 66 20 79 6f 75 20  |e table. If you |
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00000350  74 6f 20 62 65 20 70 72  65 73 65 72 76 65 64 20  |to be preserved |
00000360  79 6f 75 20 77 69 6c 6c  20 6e 65 65 64 0a 74 6f  |you will need.to|
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00000390  63 2e 0a 0a 4f 63 63 61  73 69 6f 6e 61 6c 6c 79  |c...Occasionally|
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000003d0  6c 65 76 65 6c 73 20 61  73 20 61 0a 6d 75 6c 74  |levels as a.mult|
000003e0  69 2d 63 6f 6c 6f 75 72  65 64 20 62 6c 6f 63 6b  |i-coloured block|
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00000400  70 70 65 61 72 61 6e 63  65 20 64 69 66 66 65 72  |ppearance differ|
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00000750  61 67 61 69 6e 20 71 75  69 74 20 74 68 65 20 65  |again quit the e|
00000760  6e 74 69 72 65 20 70 72  6f 67 72 61 6d 2e 0a 0a  |ntire program...|
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00000810  20 74 68 65 20 66 61 73  74 65 72 20 74 68 65 20  | the faster the |
00000820  74 69 6c 65 73 20 66 61  6c 6c 2c 20 62 75 74 20  |tiles fall, but |
00000830  74 68 65 20 6d 6f 72 65  20 70 6f 69 6e 74 73 20  |the more points |
00000840  79 6f 75 20 73 63 6f 72  65 2e 0a 0a 4f 6e 63 65  |you score...Once|
00000850  20 31 30 30 20 74 69 6c  65 73 20 68 61 76 65 20  | 100 tiles have |
00000860  62 65 65 6e 20 72 65 6d  6f 76 65 64 20 66 72 6f  |been removed fro|
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000008f0  20 63 68 61 6e 67 65 20  28 75 6e 6c 65 73 73 20  | change (unless |
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00000960  74 68 65 20 74 69 6c 65  73 20 73 74 61 72 74 20  |the tiles start |
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000009d0  4e 6f 74 65 20 74 68 61  74 20 74 68 65 20 62 75  |Note that the bu|
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00000b20  20 61 6e 64 20 72 6f 74  61 74 65 64 20 28 74 68  | and rotated (th|
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00000b50  53 50 41 43 45 3e 2e 20  50 72 65 73 73 69 6e 67  |SPACE>. Pressing|
00000b60  20 3c 43 54 52 4c 3e 20  68 75 72 6c 73 20 74 68  | <CTRL> hurls th|
00000b70  65 20 74 69 6c 65 73 20  74 6f 20 74 68 65 0a 62  |e tiles to the.b|
00000b80  6f 74 74 6f 6d 20 6f 66  20 74 68 65 20 62 75 63  |ottom of the buc|
00000b90  6b 65 74 20 2d 20 62 75  74 20 64 6f 6e 27 74 20  |ket - but don't |
00000ba0  70 75 73 68 20 74 68 65  20 6b 65 79 20 66 6f 72  |push the key for|
00000bb0  20 74 6f 6f 20 6c 6f 6e  67 20 6f 72 20 65 6c 73  | too long or els|
00000bc0  65 20 79 6f 75 27 6c 6c  0a 64 72 6f 70 20 74 68  |e you'll.drop th|
00000bd0  65 20 6e 65 78 74 20 74  69 6c 65 20 74 6f 6f 21  |e next tile too!|
00000be0  20 3c 50 3e 20 77 69 6c  6c 20 70 61 75 73 65 20  | <P> will pause |
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