Home » Archimedes archive » Archimedes World » AW-1994-12-Disc2.adf » Disk2Dec94 » !AWDec94/Goodies/Bombscare/!BombScare/!Help

!AWDec94/Goodies/Bombscare/!BombScare/!Help

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-1994-12-Disc2.adf » Disk2Dec94
Filename: !AWDec94/Goodies/Bombscare/!BombScare/!Help
Read OK:
File size: 2308 bytes
Load address: 0000
Exec address: 0000
File contents
=============================================================================
                                B O M B S C A R E
                     � 1992, 1994 Andrew Clover of DoggySoft
                               � Archimedes World 1994
=============================================================================


 Loading
 =======

 To run BombScare, double-click on it. Alternatively, double-click on the
levels directory, and double-click on any level set inside it. BombScare
needs to save the highscores in the levels directory, so it's best to
de-archive it first (assuming you are using the read-only version of ArcFS
as supplied with Archimedes World). To do this, simply drag !BombScare and
!BombLevs from the archive to a normal directory viewer. Then double-click
on BombLevs to make sure BombScare uses the new levels directory and not the
old one still in the archive.


 The plot
 ========

 You don't need to know it. Suffice it to say it involves aliens.


 The game
 ========

 There are sixteen levels in each set. You must complete each in turn, by
collecting all the bombs on it, before the time limit runs out and they all
blow up. Before each level, you get shown a map and told a password. Press
Return to skip through this, or Space on the map screen to start immediately.
Remember the password for each level, and you can return to it without having
to play earlier levels. To do this, press P on the main menu screen and type
a password. To start at the first level, press Return.

 Each BombScare level is made up of a 16*16 grid of objects, each object
having a wall space between it and each of the adjacent squares. A wall space
may, or may not contain a wall. If it does, you can push the wall inside it
across to the next wall space, as long as that space is not already filled
by another wall. For example:

   o    o----o    o    o
   |         |    |         In this position, you could move down, or push
   |         |    |         the walls to the left and right of you across.
   o----o----o    o----o    However, you could not push the wall above you
        |YOU |         |    upwards as another wall is in its way.
        |    |         |
   o    o    o----o    o    Some walls cannot be pushed at all. These look
   |              |    |    different to the normal, pushable walls.
   |              |    |
   o----o----o----o    o

 Apart from walls, BombScare has these cunning elements to confuse you:

           The time limit. This is represented by a blue bar along the right
          hand side of the screen, along with your score and number of lives.
          When the bar reaches the bottom, all the bombs explode, killing
          you.
   ____
 _/  \_x   Bombs. Collect all the bombs on the level to complete it and
/      \  advance to the next. Bombs may also be collected by pushing walls
\_    _/  through them.
  \__/
   __
 _/||\_    Mines. Touching a mine means instant death. However, you can
/__||__\  destroy mines by pushing a wall through them.
\_ || _/
  \||/

   /\      Bonus. You don't have to collect the sparkling bonuses, but if you
  /+ \    do, you get lots of points.
  \  /
   \/

 +-----+   Blocks. These get in the way. You can't walk through them. Neither
 |     |  can you push walls through them.
 |     |
 +-----+
    _
   /_\     Transporters. Walk into them and be transported to a different
  //_\\   place in the level. You can only use them once, then they
  \\_//   disappear.
   \_/


 The levels
 ==========

 This release of BombScare comes with three sets of levels, Default, Puzzles,
and Destiny. Default is loaded if you run BombScare without choosing a
different one, and contains puzzles from the very easy to the extrememly
difficult. Puzzles contains puzzles from the quite difficult to the
unbelievably difficult. Destiny contains puzzles from the quite easy to the
quite difficult, probably. To choose a new level set, press L from the main
menu and type its name. Alternatively, from the desktop, double-click on the
levels directory !BombLevs, and double-click on a levels file from within.

 'Default' author: Andrew Clover
 'Puzzles' authors: Levels 2, 4, 6, 7, 11, 13, 14, 16: Andrew Clover
                    Levels 1, 3, 5, 8, 9, 10, 12, 15: Mark Ford
 

 You too can design your own levels. If you do, please send them in to
Archimedes World!


 The editor
 ==========

 Enter the editor by pressing E from the main menu. You can then press O to
edit the levels loaded at the moment, or N to start a new set of levels.
If you press O, you'll need to know the editor code for the set of levels.
Unless you made up the levels in the first place, you're unlikely to know
this code. Pressing N starts a new set, which then has to be named, titled,
and given an editor code. Don't forget the editor code, or you won't be able
to edit your levels later! After this, you'll be shown a help screen,
reminding you of the controls in the editor. Clicking then takes you to the
main editor screen.

 The main editor screen is layed out like this:

 +----------------------------------------+
 | TI: � 0 � LV: �1�  PASS HIGH OPTS HELP |
 +----------------------------------------+
 |               +----------------------+ |
 |               |                      | |
 | +--------+    |                      | |
 | |Items   |    |                      | |
 | +--------+    |      Map             | |
 | |Numbers |    |          area        | |
 | |        |    |                      | |
 | +--------+    |                      | |
 |               |                      | |
 |               +----------------------+ |
 +----------------------------------------+

 You select the particular level in the set you want to edit by clicking on
the up and down arrows by LV: at the top. The time limit for the current
level is altered by clicking on the arrows by TI:. Clicking on PASS allows
you to see and change the password for that level. Clicking on HIGH allows
you to alter the high score table for the set of levels. Clicking on OPTS
gives a menu of level management utilities. Clicking on HELP brings the help
screen back up.

 The map area shows the current level in the same way as you see it just
before the level starts. Clicking in the map area alters the map, depending
on whether you click on a wall space or a square.

 In a wall space, clicking Select makes a wall appear. Clicking Menu does
the same, but places a special wall that cannot be moved. On the map,
immovable walls appear blue instead of orange. Clicking Adjust clears the
wall space.

 To edit the contents of squares, you need to use the toolbox to the left of
the map area. All the items that you come across in the game are arranged
here, along with a start position object, which can be placed on top of any
other item, and which may only be placed once. Click Select in the toolbox
to choose an item, and then click Select in a square on the map to put the
item on the map.

 Each transporter and receiver must have a number. When you choose the
transporter or receiver item, the numbers in the toolbox will light up. You
should choose a number, then click on the the map square to place the
transporter or receiver. Each number should only have only receiver, any
subsequent receivers are ignored. However, there may be many transporters
with the same number. If the player walks into a transporter for which there
is no receiver, he'll be sent back to the start position.


 The OPTS menu
 =============

 Clicking on OPTS in the editor screen gives a list of useful options.

 A> Save levels. BombScare always automatically saves its levels anyway, when
    it is quit, a new set of levels is loaded, or a new set is started. It
    has to do this also to store the high score table. This option forces
    BombScare to save its levels immediately.
 B> Load new levels. This duplicates the Load option from the menu menu.
 C> Import a level. You can move levels from one level set to another. This
    option takes a level from one set and imports it into the current set.
    However, you must know the editor code of the set to get levels from!
 D> Swap two levels. This moves the positions of two levels around; it's
    particularly useful when you realise that an early level in a set is much
    more difficult than the one following it...
 E> Copy a level. This duplicates a level in a set. Useful for creating
    levels that are similar, and for clearing entire levels quickly.
 F> Change Edit Code. This changes the code needed to access the set in the
    editor.
 G> Change File Name. This renames the current file to another name inside
    BombLevs.
 H> Change Set Title. This changes the string that appears as a title above
    the high scores table.
 I> Return to Editor. Continues without doing anything.
 J> Quit BSE. Returns to the main menu screen. Escape also does this.


 Good luck, and remember... all the levels we have designed ARE possible!
00000000  3d 3d 3d 3d 3d 3d 3d 3d  3d 3d 3d 3d 3d 3d 3d 3d  |================|
*
00000040  3d 3d 3d 3d 3d 3d 3d 3d  3d 3d 3d 3d 3d 0a 20 20  |=============.  |
00000050  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00000060  20 20 20 20 20 20 20 20  20 20 20 20 20 20 42 20  |              B |
00000070  4f 20 4d 20 42 20 53 20  43 20 41 20 52 20 45 0a  |O M B S C A R E.|
00000080  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00000090  20 20 20 20 20 a9 20 31  39 39 32 2c 20 31 39 39  |     . 1992, 199|
000000a0  34 20 41 6e 64 72 65 77  20 43 6c 6f 76 65 72 20  |4 Andrew Clover |
000000b0  6f 66 20 44 6f 67 67 79  53 6f 66 74 0a 20 20 20  |of DoggySoft.   |
000000c0  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
000000d0  20 20 20 20 20 20 20 20  20 20 20 20 a9 20 41 72  |            . Ar|
000000e0  63 68 69 6d 65 64 65 73  20 57 6f 72 6c 64 20 31  |chimedes World 1|
000000f0  39 39 34 0a 3d 3d 3d 3d  3d 3d 3d 3d 3d 3d 3d 3d  |994.============|
00000100  3d 3d 3d 3d 3d 3d 3d 3d  3d 3d 3d 3d 3d 3d 3d 3d  |================|
*
00000140  3d 0a 0a 0a 20 4c 6f 61  64 69 6e 67 0a 20 3d 3d  |=... Loading. ==|
00000150  3d 3d 3d 3d 3d 0a 0a 20  54 6f 20 72 75 6e 20 42  |=====.. To run B|
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000001b0  79 2c 20 61 6e 64 20 64  6f 75 62 6c 65 2d 63 6c  |y, and double-cl|
000001c0  69 63 6b 20 6f 6e 20 61  6e 79 20 6c 65 76 65 6c  |ick on any level|
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000001e0  42 6f 6d 62 53 63 61 72  65 0a 6e 65 65 64 73 20  |BombScare.needs |
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00000200  73 63 6f 72 65 73 20 69  6e 20 74 68 65 20 6c 65  |scores in the le|
00000210  76 65 6c 73 20 64 69 72  65 63 74 6f 72 79 2c 20  |vels directory, |
00000220  73 6f 20 69 74 27 73 20  62 65 73 74 20 74 6f 0a  |so it's best to.|
00000230  64 65 2d 61 72 63 68 69  76 65 20 69 74 20 66 69  |de-archive it fi|
00000240  72 73 74 20 28 61 73 73  75 6d 69 6e 67 20 79 6f  |rst (assuming yo|
00000250  75 20 61 72 65 20 75 73  69 6e 67 20 74 68 65 20  |u are using the |
00000260  72 65 61 64 2d 6f 6e 6c  79 20 76 65 72 73 69 6f  |read-only versio|
00000270  6e 20 6f 66 20 41 72 63  46 53 0a 61 73 20 73 75  |n of ArcFS.as su|
00000280  70 70 6c 69 65 64 20 77  69 74 68 20 41 72 63 68  |pplied with Arch|
00000290  69 6d 65 64 65 73 20 57  6f 72 6c 64 29 2e 20 54  |imedes World). T|
000002a0  6f 20 64 6f 20 74 68 69  73 2c 20 73 69 6d 70 6c  |o do this, simpl|
000002b0  79 20 64 72 61 67 20 21  42 6f 6d 62 53 63 61 72  |y drag !BombScar|
000002c0  65 20 61 6e 64 0a 21 42  6f 6d 62 4c 65 76 73 20  |e and.!BombLevs |
000002d0  66 72 6f 6d 20 74 68 65  20 61 72 63 68 69 76 65  |from the archive|
000002e0  20 74 6f 20 61 20 6e 6f  72 6d 61 6c 20 64 69 72  | to a normal dir|
000002f0  65 63 74 6f 72 79 20 76  69 65 77 65 72 2e 20 54  |ectory viewer. T|
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00000340  20 6c 65 76 65 6c 73 20  64 69 72 65 63 74 6f 72  | levels director|
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00000380  68 65 20 70 6c 6f 74 0a  20 3d 3d 3d 3d 3d 3d 3d  |he plot. =======|
00000390  3d 0a 0a 20 59 6f 75 20  64 6f 6e 27 74 20 6e 65  |=.. You don't ne|
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00000460  20 74 69 6d 65 20 6c 69  6d 69 74 20 72 75 6e 73  | time limit runs|
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00000540  20 61 6e 64 20 79 6f 75  20 63 61 6e 20 72 65 74  | and you can ret|
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00000560  74 20 68 61 76 69 6e 67  0a 74 6f 20 70 6c 61 79  |t having.to play|
00000570  20 65 61 72 6c 69 65 72  20 6c 65 76 65 6c 73 2e  | earlier levels.|
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00000750  20 20 6f 0a 20 20 20 7c  20 20 20 20 20 20 20 20  |  o.   |        |
00000760  20 7c 20 20 20 20 7c 20  20 20 20 20 20 20 20 20  | |    |         |
00000770  49 6e 20 74 68 69 73 20  70 6f 73 69 74 69 6f 6e  |In this position|
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000007a0  20 20 7c 20 20 20 20 20  20 20 20 20 7c 20 20 20  |  |         |   |
000007b0  20 7c 20 20 20 20 20 20  20 20 20 74 68 65 20 77  | |         the w|
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00000830  20 79 6f 75 0a 20 20 20  20 20 20 20 20 7c 59 4f  | you.        |YO|
00000840  55 20 7c 20 20 20 20 20  20 20 20 20 7c 20 20 20  |U |         |   |
00000850  20 75 70 77 61 72 64 73  20 61 73 20 61 6e 6f 74  | upwards as anot|
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00000880  7c 20 20 20 20 7c 20 20  20 20 20 20 20 20 20 7c  ||    |         ||
00000890  0a 20 20 20 6f 20 20 20  20 6f 20 20 20 20 6f 2d  |.   o    o    o-|
000008a0  2d 2d 2d 6f 20 20 20 20  6f 20 20 20 20 53 6f 6d  |---o    o    Som|
000008b0  65 20 77 61 6c 6c 73 20  63 61 6e 6e 6f 74 20 62  |e walls cannot b|
000008c0  65 20 70 75 73 68 65 64  20 61 74 20 61 6c 6c 2e  |e pushed at all.|
000008d0  20 54 68 65 73 65 20 6c  6f 6f 6b 0a 20 20 20 7c  | These look.   ||
000008e0  20 20 20 20 20 20 20 20  20 20 20 20 20 20 7c 20  |              | |
000008f0  20 20 20 7c 20 20 20 20  64 69 66 66 65 72 65 6e  |   |    differen|
00000900  74 20 74 6f 20 74 68 65  20 6e 6f 72 6d 61 6c 2c  |t to the normal,|
00000910  20 70 75 73 68 61 62 6c  65 20 77 61 6c 6c 73 2e  | pushable walls.|
00000920  0a 20 20 20 7c 20 20 20  20 20 20 20 20 20 20 20  |.   |           |
00000930  20 20 20 7c 20 20 20 20  7c 0a 20 20 20 6f 2d 2d  |   |    |.   o--|
00000940  2d 2d 6f 2d 2d 2d 2d 6f  2d 2d 2d 2d 6f 20 20 20  |--o----o----o   |
00000950  20 6f 0a 0a 20 41 70 61  72 74 20 66 72 6f 6d 20  | o.. Apart from |
00000960  77 61 6c 6c 73 2c 20 42  6f 6d 62 53 63 61 72 65  |walls, BombScare|
00000970  20 68 61 73 20 74 68 65  73 65 20 63 75 6e 6e 69  | has these cunni|
00000980  6e 67 20 65 6c 65 6d 65  6e 74 73 20 74 6f 20 63  |ng elements to c|
00000990  6f 6e 66 75 73 65 20 79  6f 75 3a 0a 0a 20 20 20  |onfuse you:..   |
000009a0  20 20 20 20 20 20 20 20  54 68 65 20 74 69 6d 65  |        The time|
000009b0  20 6c 69 6d 69 74 2e 20  54 68 69 73 20 69 73 20  | limit. This is |
000009c0  72 65 70 72 65 73 65 6e  74 65 64 20 62 79 20 61  |represented by a|
000009d0  20 62 6c 75 65 20 62 61  72 20 61 6c 6f 6e 67 20  | blue bar along |
000009e0  74 68 65 20 72 69 67 68  74 0a 20 20 20 20 20 20  |the right.      |
000009f0  20 20 20 20 68 61 6e 64  20 73 69 64 65 20 6f 66  |    hand side of|
00000a00  20 74 68 65 20 73 63 72  65 65 6e 2c 20 61 6c 6f  | the screen, alo|
00000a10  6e 67 20 77 69 74 68 20  79 6f 75 72 20 73 63 6f  |ng with your sco|
00000a20  72 65 20 61 6e 64 20 6e  75 6d 62 65 72 20 6f 66  |re and number of|
00000a30  20 6c 69 76 65 73 2e 0a  20 20 20 20 20 20 20 20  | lives..        |
00000a40  20 20 57 68 65 6e 20 74  68 65 20 62 61 72 20 72  |  When the bar r|
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000022c0  47 6f 6f 64 20 6c 75 63  6b 2c 20 61 6e 64 20 72  |Good luck, and r|
000022d0  65 6d 65 6d 62 65 72 2e  2e 2e 20 61 6c 6c 20 74  |emember... all t|
000022e0  68 65 20 6c 65 76 65 6c  73 20 77 65 20 68 61 76  |he levels we hav|
000022f0  65 20 64 65 73 69 67 6e  65 64 20 41 52 45 20 70  |e designed ARE p|
00002300  6f 73 73 69 62 6c 65 21                           |ossible!|
00002308