Rockfall 2 - The Perils of Spud

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Screenshots - Rockfall 2 - The Perils of Spud

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Information - Rockfall 2 - The Perils of Spud

GenreArcade - Boulder DashYear1992
LanguageMachine LanguagePublisher[no publisher]
ControlsJoystickDistributor
Players1DeveloperSOS Software
ResolutionLowLicensed from
Programmer(s)

Brasier, Jason

CountryUnited Kingdom
Graphic Artist(s)

Brasier, Jason

SoftwareEnglish
Game design

Brasier, Jason

Box / InstructionsEnglish
Musician(s)LicensePD / Freeware / Shareware
Sound FX

Brasier, Jason

Serial
Cover Artist(s)ST TypeST, STe / 0.5MB
MIDIVersion
Dumpdownload atari Rockfall 2 - The Perils of Spud Download / MSANumber of Disks1 / Double-Sided
Protection

Instructions - Rockfall 2 - The Perils of Spud

                    ROCKFALL 2 - THE PERILS OF SPUD

                            Written by Jason Brasier


     INTRODUCTION

          This is the sequel to  the  original  Rockfall, which appeared on
     the cover disk  of  Atari  ST  User  in  February  1992.   The program
     suffered from the lack of  any  kind  of level-skip feature.  This was
     added in version 1.51  along  with  the  ability  to  load new sets of
     levels.  It still wasn't perfect, as  the  level-skip was simply a way
     of starting on the level reached in the previous game.

          Rockfall 2 (originally called Rockfall Deluxe) is a total rewrite
     of the original, with a couple of changes to the game-play to keep you
     interested until the massive Rockfall  3.   Rockfall  now has a proper
     password system and a built-in level editor.  The Monsters now home-in
     on Spud and I have also introduced transporters.


     RUNNING ROCKFALL 2

          Rockfall 2 has been setup so  that  it auto-boots from the floppy
     disk provided.  Simply insert the disk  into drive A and either switch
     on or re-boot the  computer.   You  will  first  be presented with the
     title screen asking you to either press  I to read the instructions or
     Space to load the game proper.

          You can also run the game from the GEM desktop by double-clicking
     on one of the following files:

          R2_LOAD.PRG    This runs Rockfall in the same manner as above.
          ROCK_2.TOS     The game proper.  Doesn't run the instructions.
          INSTRUX.TOS    The instructions.  Won't run Rockfall when exited.

          If you want to copy Rockfall 2  to a hard drive, then simply copy
     all the files in the root directory of the disk into its own folder on
     the hard drive.  You can ignore  the  AUTO and any other folders.  All
     files must be present in the same folder.


     TITLE SEQUENCE OPTIONS

          When the game runs, you will be presented with the title sequence
     of the game.  The screen flips between  a title screen, the high score
     table, and a screen showing the in-game graphics.  A scrolling message
     runs along the bottom.

          While the title sequence is being run, there are several keys you
     can press for different options.  These are:

          Help      Displays an information screen (see below)
          S         Start on the first level
          Space     Start on the current starting level selected
          P         Enter a password and set the starting level
          L         Load a new set of levels from disk
          D         Start the demonstration
          R         Replay the last level played
          M         Set the sound options (effects/quiet)
          E         Use the level editor
          F10       Return to the desktop

          Most of  these  options  are  self-explanatory.   The information
     screen (also called up with M) shows  most of the keys listed here and
     also the controls during the game.  The current starting level and its
     password are shown.  The  state  of  the  sound  is also shown.  Press
     Return to return to the title sequence.

          You can also start a game on  the current level selected with the
     password by pressing the fire button of the joystick.

          When entering a  password,  the  screen  will  flash whenever you
     enter a password which doesn't exist.  You can press Return on its own
     to cancel.

          To load a new set of levels, press L and then use the cursor keys
     to highlight the desired set  and  press  Return.   Esc can be used to
     cancel.  The high score table relevant  to  the level set will also be
     loaded (or reset if there isn't one).  A full description of the level
     file selector can be found  in  the  editor documentation under Load A
     Level Set and Save A Level Set.

          It's a good idea to look  at  the demonstration, as it shows some
     of the more useful techniques required  to  solve a lot of the puzzles
     you will find in Rockfall 2.  You'll have to watch carefully!

          How about a demo which makes  you  look  a fool!  That's what the
     replay option is all about (almost!).  It's actually there to help you
     see where you made your mistakes.   This  option will only work if you
     haven't used the editor or loaded a new set of levels.


     PLAYING INSTRUCTIONS

          In Rockfall, you control Spud, whose task it is to collect all of
     the diamonds in each level.  He must  also dispose of the Monsters and
     use all  of  the  transporters,  when  present.   Each  level  must be
     completed within a set time.  This will  vary from level to level.  An
     intro screen will be displayed before  each level, which shows you the
     following details:

          -    Number of diamonds to collect (inc. safes and Pulsators)
          -    How many Monsters you must kill
          -    Number of transporters to use
          -    Your current score
          -    Remaining lives
          -    The amount of time you have

          You are also treated to a  map  of  the  level.  This is the only
     time you will get to study it.   The  screen clears when you pause the
     game.  The password to the  level  is  shown  in  the top right of the
     screen.  Don't forget to keep a note of it.

          The first of Spud's hazards will be  in the form of huge boulders
     which will fall whenever  they  are  unsupported  by earth or anything
     solid.  They will also roll  off  anything  which doesn't have a level
     top  surface,  such  as  diamonds,  curved  wall  sections,  or  other
     boulders.  If Spud is underneath one when it falls, then I'm afraid he
     will lose one of his precious lives.

          In order to solve the many puzzles that you will come across, you
     will have to learn  how  to  use  the  boulders.   This is achieved by
     pushing them to strategic positions  in  the  level.  They can only be
     pushed to the left or right, and  only  one  boulder can be moved at a
     time.  Pushing  is  simply  a  matter  of  moving  into  it  from  the
     appropriate direction.  For example, to  move  a  boulder to the left,
     approach from the right.

          Some of  the  diamonds  could  be  hidden  inside  safes.  Simply
     collect a key to open them.   Only  one  key is needed, although extra
     keys can be picked up for a small bonus.

          Most of the levels will contain  one or more transporters.  These
     will teleport Spud to a different part of the level when he steps into
     one.  They will disappear after use, and  all must be used to complete
     the level.  Here's a small warning:   If you should happen to teleport
     into anything solid, which you can't collect  or use, then you will be
     killed.  Therefore, you must  clear  the  way  before using the trans-
     porter.  This will mean moving the  boulder  (or  egg) out of the way,
     opening the safes, trapping the Pulsator or opening the exit.

          If a level has any  large  yellow  eggs, then expect trouble.  In
     each egg lies a Monster.  You  must  kill  them  in order to reach the
     next level.  You can't kill them in  egg  form, so you must force them
     to hatch.  This is achieved  by  pushing  them  so  that they fall and
     break.  After a short  pause,  the  Monster  will  emerge and start to
     chase you.  Pushing a boulder onto them will soon sort them out!

          You will also have  Pulsators  to  deal  with.  These are strange
     creatures which are blind and get around by 'feeling' for the wall (or
     other object) to their left.   This  has  the effect of always turning
     left when possible.  Each carries a  diamond,  which is also needed to
     complete the level.  You must construct a  route for them to follow so
     that they are led into  the  traps  dotted  around the level.  This is
     done by leaving  objects,  such  as  boulders,  in  their  path, or by
     digging a path through earth  or  diamonds.   After entering a trap, a
     Pulsator will turn into a diamond.

          Once you have collected  the  diamonds,  killed  the Monsters and
     used the transporters, the exit will  open.   All that is left for you
     to do is guide Spud to the exit.

          You will then be given a  bonus  depending  on how many lives you
     used.  This starts at 5,000 points  at  the  start of every level, and
     decreases by 1,000 when you die.  You are also awarded a smaller bonus
     which is 10 times the  amount  of  earth you collected.  An additional
     1,000 points is given if you manage  to  collect it all.  This may not
     always be possible, however.

          You will also be given an  editor  code.   This will allow you to
     alter the level you  have  just  completed,  using  the built-in level
     editor.  Don't forget to keep a  note  of  it along with the password,
     otherwise you want be able to  edit  the  level.  If the level doesn't
     have a code, then four dots will be displayed instead.

          You start with 4 lives and  gain  an  extra life for every 50,000
     points scored (up to a maximum of  9).  A heart will appear above Spud
     to signify this.

          You can be  killed  by  falling  boulders  or  eggs, contact with
     Monsters or Pulsators, or teleporting into  something you can't use or
     collect.  After being killed,  you  will  be  immune from contact with
     Monsters or Pulsators for  about  5  seconds.   During this time, Spud
     will have stars spinning around his head.   You can still be killed by
     boulders or teleporting into something solid.

          You will also lose a  life  when  you  run  out of time.  In this
     case, you will also have to start the level again.

          You must use the joystick to control Spud.  The other keys are:

          S         Commit suicide
          T         Perform time-out (also kills you, but resets the level)
          P         Pause
          Q         Abandon current game

          You would commit suicide whenever you get Spud trapped.  You will
     lose a life and be repositioned  back  at the starting position or the
     last position teleported to.  You  can  also kill yourself by pressing
     T, which simulates a time-out.  This  has the effect of restarting the
     level.  It may be more preferable in your more serious mistakes!

          The scoring during the game is as follows:

          Collecting a diamond               100 points
          Collecting a key                    25 points
          Trapping a Pulsator                200 points
          Killing a Monster                  300 points
          Using a transporter                 50 points
          Collecting earth                     1 point

          When you have completed the game,  you  will be given a BIG bonus
     as a reward.  This is based on  how  many  lives you have left and the
     number of levels you played.   This  basically  means you will receive
     more points if you began on level  0  than  on level 30.  The bonus is
     worked out as follows:

                      Lives x Levels Passed x 1000 = Bonus

          Therefore, if you started  on  level  0  and  managed to keep the
     maximum of 9 lives, you  would  be  rewarded  450,000  (9 x 50 x 1000)
     points!  If you started on level  49  and  lost  all of your lives bar
     one, you would get 1000 (1 x  1  x 1000) points.  A slight difference,
     wouldn't you agree!  Basically, if you  have  around 2 hours spare, go
     for it - you could end up with over a million points!


     USING THE LEVEL EDITOR

          The  level  editor  is  now  built  into  the  game  for  maximum
     convenience.  To use it, press  E  on  the  title screen.  You will be
     presented with the main menu, consisting of the following options.

          C         Create new level
          E         Edit existing level
          D         Delete a level
          T         Play-test a level
          O         Sort levels into order
          K         Kill (erase) ALL levels
          L         Load a level set
          S         Save a level set
          H         Reset high score table
          Q         Quit Editor

          All of these options are  self-explanatory, so I'll just describe
     their operation below.  For a description  on editing a level, see the
     Editing A Level section.  I won't bother with the Quit option, as this
     should be pretty obvious!


     Create New Level

          When selected, you will simply  be  presented with an empty level
     for you to fill with the most devious puzzles you can think of.  There
     is a maximum of 50 levels  (0  to  49).   If  there isn't any room for
     another level, you will be told.


     Edit Existing Level

          You will be asked for the number  of  the level you wish to edit.
     If you don't know it, then you can enter the password instead.  Simply
     press Return and the password prompt will appear.

          If the level you have  selected  is  protected  by an editor code
     (given after completing a level), then you will be asked to enter that
     as well.  If you don't know it,  press  Return on its own to return to
     the menu.  You won't be able to edit the level unless you know it.

          You will then be presented with the level that you have selected.
     You can now alter it to your heart's content.

     NOTE:     Whenever the screen  flashes,  an  error  has  occurred.  It
               usually means that  what  you  have  entered  either doesn't
               exist (such as a password),  or  you've entered nothing when
               you should enter something (such as  when you need to give a
               level a password after creating a new level).

     NOTE:     The editor will keep track of the last level edited.  If you
               want to re-select it  (including  within  most  of the other
               options), you can do  so  by  simply  pressing Return at the
               level number and password prompts.


     Delete A Level

          To delete a level which  you  no  longer  want in the set, select
     this option and enter the level  number  or the password of the level.
     Again, you can simply press Return at  both prompts for the last level
     edited.  You may also have to enter the editor code.

          A map of the level will then appear on-screen.  If it's the level
     you wish to erase, then press  Y,  otherwise press N.  If deleted, the
     levels following it will be moved up to fill the gap.


     Play-test A Level

          One of the most advanced options  available  in the editor is the
     ability to play a level to ensure  that it can be completed.  You will
     have infinate lives during  the  test.   You  can  also pause the game
     without the screen clearing.  The only  keys  available are P to pause
     and Q to quit.  You cannot  commit  suicide or perform a time-out.  If
     the level is completed, the time  taken  is shown.  This will help you
     set a suitable limit.  Therefore, you  may  find  it better to set the
     limit at a high value, such as 900, for play-testing.

          You will be asked for the level  number or password, and also the
     editor code if  necessary.   If  the  level  exists,  the normal intro
     screen is shown before starting to  play.  This level will also become
     the current level for editing.  This will enable you to quickly switch
     between editing and testing  by  simply  pressing  Return at the level
     prompts.


     Sort Levels Into Order

          Each of the  levels  is  given  a  difficulty  factor  which is a
     measure of how hard a  level  is.   This  option  is  used to sort the
     levels into  the  correct  order.   The  last  level  edited  is still
     remembered, no matter where it is positioned after the sort.


     Kill (Erase) ALL Levels

          This option will allow you to start a new level set from scratch,
     by erasing ALL of the  levels  in  memory.   Confirmation is asked for
     before the levels are deleted.


     Load A Level Set

          The special file selector will appear when you want to load a set
     of levels from disk.  Use the  cursor  keys  to highlight the file you
     want to load and press Return.   You  can  also  enter the name of the
     file by pressing Space and then  entering  the filename at the prompt.
     Esc will cancel the load.

     NOTE:     The file selector can only list  16 files on-screen.  If you
               have more than  16  files  and  the  file  you require isn't
               listed, then press Space and enter the filename manually.

     NOTE:     If there aren't any  files  in  the  current folder, then an
               error message will be displayed.  Press any key to return to
               the menu.


     Save A Level Set

          When you have finished editing your  levels,  it's a good idea to
     save them.  You will  first  be  asked  whether  you  wish  to use the
     current filename.  The editor will display it for you.  If you want to
     use a different filename, press N  and  the file selector will appear.
     Either select the filename with the  cursor  keys and press Return, or
     press Space and enter it at the keyboard.

          You will then be  asked  whether  you  want  to create the editor
     codes.  If you answer  Y,  a  code  will  be  created for every level,
     including those which already have  one.   You  will then need to know
     what they are to edit the  levels.   Don't create them until the level
     set has been finalised.

     NOTE:     The file selector won't appear if  there aren't any files in
               the current folder.  You will be asked to enter a filename.

     NOTE:     If editor codes are created, you  won't  be able to edit the
               levels after the save unless  you  know  them.  This is very
               unlikely, of course!


     Reset High Score Table

          Each set of levels has its own high score table.  During a proper
     play test (without using the  play-test  option, but instead playing a
     proper game), the table  will  probably  contain unwanted scores.  You
     can reset the table to the default by using this option.

     NOTE:     If you edit the  levels  and  then  exit  the editor without
               saving them, the high score  table  won't  be saved when you
               obtain a high score.  This is  a  safety measure to stop you
               accidentally overwriting a  level  set's  table  you want to
               keep (for example, if you altered the default set and wanted
               to create a new set  from  it,  the game would overwrite the
               default level's table if it didn't prevent this).


     Editing A Level

          The main editing screen consists of  the  level number in the top
     left corner and the name of  the  current  sprite (graphic) in the top
     right.  An arrow indicates where the current sprite will be placed.

          You can move the arrow to  any  position  on the screen by moving
     the mouse.  The left button will  place  the  sprite on the map, while
     the right button will display a sprite selection screen.

     NOTE:     Transporters require two mouse  clicks.  The first positions
               the transporter, while the  second  selects the destination.
               A red box will  mark  the  destination.  Destinations can be
               occupied by other sprites,  but  make  sure  that the object
               there can  be  collected  or  moved  out  of  the  way.  The
               destinations are checked after editing.

          There are certain limits to what  you  can have in a level.  Most
     of them are checked when  you  finish  editing.   The exception is the
     transporters.  The screen will flash  if  you  try  to place more than
     four transporters in a level.  The other limitations are:

          -    1 starting position
          -    1 exit
          -    At least 1 key if there are any safes
          -    No more than 4 transporters
          -    At least as many traps as Pulsators
          -    No more than 4 eggs
          -    No egg on the bottom row
          -    At least 1 boulder if there are any eggs

          The permitted destinations for transporters are:

          -    Nothing (!)
          -    Diamonds
          -    Keys
          -    Safes          (must be opened before teleporting)
          -    Earth
          -    Transporters
          -    Traps          (must trap Pulsator before teleporting)
          -    Boulders       (must be moved before teleporting)

          If Spud teleports into anything  solid,  which he cannot normally
     move into, then he will die.

          To choose a new sprite from the selection screen, simply point at
     it and press the left button.  The right button will cancel and return
     you to the editing screen.

          If you decide that you no longer want to include the level in the
     set, you can quit by pressing Q.

          When you have  finished  editing  the  level,  press  Esc and the
     editor will check the  level  for  any  obvious  errors in its design.
     Things like having a starting position and  an exit, as well as having
     at least one key when there are any safes will be checked.  Any errors
     will be shown on-screen.   You  will  then  need  to re-edit the level
     until it passes this check.  If  it  does pass, it doesn't necessarily
     mean that the level can  be  completed.   This  is where the play-test
     option comes in.

          If you have created  a  new  level,  you  will  be  asked for the
     password, time limit (in  seconds),  and  the  difficulty factor.  You
     must enter something for all  three,  otherwise  the screen will flash
     and the editor will wait for you to enter something.

          The password can be up to  eight  characters long, but consist of
     letters only.  The time  limit  can  be  between  0  (!)  and 999, but
     remember not to make it too  short.   The difficulty factor is used to
     sort the levels into the  correct  order.   It  can be between 0 (very
     easy) and 99 (extremely hard).

          If you are editing a level that already exists, you will first be
     asked whether you want to change any  of the details.  If you do, then
     answer Y and enter the details  as  described above.  You will have to
     enter all three, even if you don't want to change them all.

     NOTE:     If you enter a password  and  the screen flashes, this means
               that it already exists.  Enter something else.  However, you
               can enter the same password  again  for the same level, when
               changing one or both of the other details.


     FINAL COMMENTS AND CREDITS

          I hope that  Rockfall  2  rectifies  all  of  the  niggles of the
     original program.  The  implementation  of  a  proper  password system
     certainly increases the playability, while  the  editor codes stop any
     cheats from altering the levels  to  make  them  easier - at least not
     until they've already completed them.   A  lot  of  work has gone into
     improving the graphics and sprite  animation  to remove the flickering
     that sometimes appears in  the  first  game.   And  I'm  sure that the
     built-in editor, while remaining almost  the  same in operation as the
     old GFA Basic  version,  is  a  big  improvement  and  much more user-
     friendly.

          I have also tweaked the game-play slightly by making the Monsters
     chase Spud, and by  introducing  transporters.   This  was  to keep up
     interest in the game until  the  massive  ROCKFALL  3  - ROCK 'ARD.  I
     didn't want to add too much  to  Rockfall  2,  as I want Rockfall 3 to
     have a big impact on its fans.

          I would just like to thank all of those people who upgraded their
     original Rockfall to The Special Edition.  You are all thanked by name
     in the READ_ME.TXT file.

          I have included two sets of  levels on disk, representing a total
     of 90 levels for you to exercise  your brain over.  The default set is
     completely new, unlike those with the Special Edition, while the other
     set is based on those levels which  came with that version.  They have
     all been made more difficult in one way or another.  Transporters have
     been added to most, as well  as  having the puzzles deviously altered.
     About two thirds have  been  changed  in  this  way.  The levels which
     haven't been altered have had strict time limits applied to them.

          For those of you that are interested  in Rockfall 3, here are the
     features for you to ponder over until  its release (which might not be
     for a while, as it's quite complicated compared to this version):

          -    Levels consist of four separate screens.
          -    Tunnels replace transporters.  They close-up after use.
          -    Four sets of safes.  Each with their own key.
          -    Doors which open with a switch.  Close after 15 seconds.
          -    One-way paths.
          -    Up to 16 Monsters and Pulsators (4 per screen).
          -    Deadly skulls.
          -    Task doors.  Only open after collecting diamonds, etc.
          -    Exit needs to be opened by using a switch.
          -    Helpful items: Map, watch (resets time), heart (extra life).
          -    Bonus items.  Collect all B, O, N, U, and S for big bonus.

          Rockfall 3 will still contain a built-in level editor, a password
     and editor code system, and savable high score tables.

          One thing it won't have  is  Spud.   I've  decided  to give him a
     holiday (I think he deserves  one!),  and  bring  in his mate for this
     massive adventure.  His name is Yaj.  He's even stranger than Spud, as
     he makes use of what appear to be helicopter rotors on top of his head
     to move!  He's still as cute, though!


     Credits

          Rockfall 2 is an SOS  Software  production.  It remains copyright
     (C)1992 of Jason Brasier, who  did  all  the programming, graphics and
     new level design.  Rockfall 2  was  produced  using Devpac 2, with the
     sounds sampled with Replay 8.  The  graphics were created using my own
     sprite editor.

          Please don't pass copies of this program to your friends, but get
     them to respect the shareware concept  and register with me.  By doing
     this, I and other shareware  authors  will  be  awarded for their hard
     work, and will continue  to  produce  superb  software for very little
     cost to the people who benefit the  most ... YOU!  These people aren't
     in it to make a packet, but  are  devoted STers who want to write good
     quality stuff at a price that's right.  Thanks for listening.

          Also, this  software  should  not  become  part  of  a commercial
     package or sold  for  profit  without  the  express  permission of the
     copyright holder, i.e. me! (Jason Brasier).

          You can contact me  with  any  comments,  suggestions  or HELP ME
     letters at the following  address.   I  will  reply  to  all letters I
     receive.

                                 Jason Brasier
                                  16 Moor Road
                                Strelley Estate
                                   Nottingham
                                    NG8 6NH



                        PLEASE ENJOY THE PERILS OF SPUD
                       AND RESPECT ALL SHAREWARE AUTHORS

        MAY MYSELF, SPUD AND YAJ BE PART OF YOUR ST LIFE FOR A LONG TIME



























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