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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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