Welcome to Abombinaball, a fast paced and infuriating puzzle game by Martin Brownlow.
The game has no plot, which is good, since you're probably all fed up reading loads of drivvle about
magic kingdoms and so on and so on.
Each level is made up of a series of tiles, which more often than not make up a crude picture.
Most of these tiles will disappear when you jump off of them, although there are some special types
of tile (see later). On some tiles there are bombs, and the aim of each level is to defuse all the
bombs by landing on them. The only problem is you can only defuse a bomb while it is "counting down",
and only one bomb can count down at a time. In short, you have to collect the bombs in the right
order and before its timer runs out.
On nearly every level, you will come to a time when you need to get across a gap in the tiles that you
created when you passed that way earlier. It's a good job, then, that on nearly every level you have
an allocation of jumps. A jump allows you to leap over a tile or a gap or, indeed, a wall.
Abombinaball consists of fifty levels of brainbending puzzles.
The game is controlled by joystick, with the four directions moving your ball and the fire button
in conjunction with a direction making it jump.
Also, every game, you have a "SKIP", which is activated by pressing space during a level.
The skip will skip the current level when activated, but you only have one, so use wisely.
Every five levels, you are given a password which will enable you to start from that level next time
When you start a game, you are first asked for a password. Type your password, or just any old
gobbledygook, and press fire. If the password is recognised, you'll start at the appropriate level,
else you'll start at level 0.
If you wish to save the music to disk then type MUSIC as the password, but make sure there is a
formatted disk in the drive first! The music is saved in "Noisetracker" format, which most module players
should be able to read and play.
Some tiles have special effects. There is a brief rundown of these if you let the tune run to the
end on the title screen. The special tiles are:
| | 1 impact tile
| 1 | If you land on it, it collapses
| | 3 impact tile
| 3 | Collapses if you land on it
| | twice
| | Direction forcer
| ^ | Makes you move in the given
| | direction
| | | Jump forcer
| | | Makes you jump in the given
| V | direction
|+-+| Wall tile
|| || Cannot be landed on, but may be
|+-+| jumped over
SoundFeatures digitized title soundtrack at 10.1KHzFeatures digitized sound fx at 10.2KHz