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 speci-
al 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
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 you play.
When you start a game, you are first
asked for a password. Type your passw-
ord, or just any old gobbledygook, and
press fire. If the password is recogn-
ised, 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 modu-
le players should be able to read and
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