Abombinaball

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Screenshots - Abombinaball

Abombinaball atari screenshot
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Information - Abombinaball

GenreBrain - Logical / PuzzleYear1992
LanguageMachine LanguagePublisherST Format
ControlsJoystickDistributorFuture Publishing
Players1Developer-
ResolutionLowLicensed from
Programmer(s)

Brownlow, Martin

CountryUnited Kingdom
Graphic Artist(s)

[unknown]

SoftwareEnglish
Game design

Brownlow, Martin / Turnbull, Adam

Box / InstructionsEnglish
Musician(s)

Gymer, David

LicensePD / Freeware / Shareware
Sound FX

[unknown]

Serial
Cover Artist(s)ST TypeST, STe / 0.5MB
MIDIVersion
Dumpdownload atari Abombinaball Download / MSANumber of Disks1 / Single Sided
Protection

Instructions - Abombinaball

		                                   ABOMBINABALL

  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.

Controls
--------
  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.

Passwords
---------
  Every  five levels,  you are  given a password which will enable you to start from that level next time 
you play.
  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.

Special Tiles.
--------------
  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
+---+


Have fun,
Martin Brownlow
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