Atari ST - 1999
Orb
1 / 2- Genre
- Brain - Logical / Puzzle
- Year
- 1999
- Language
- [unknown]
- Publisher
- [no publisher]
- Controls
- Mouse
- Distributor
- -
- Players
- 1
- Developer
- [n/a]
- Resolution
- High / VGA
- Licensed from
- —
- Programmer(s)
- Becroft, Mario
- Country

- Graphic Artist(s)
- Becroft, Mario
- Software
- English
- Game design
- Becroft, Mario
- Box/Instructions
- English
- Musician(s)
- [n/a]
- License
- PD / Freeware / Shareware
- Sound FX
- [n/a]
- Serial
- —
- Cover Artist(s)
- —
- ST Type
- ST, STe, TT, Falcon030 / 1MB
- MIDI
- —
- Version
- 0.1.5
- Dump
- Download
- Number of Disks
- 1 / Double Sided / HD Installable
- Dump format
- MSA
- Protection
- —
INSTRUCTIONS
This is Orb, a clone of Sokoban with some extra features. Copyright 1999 by Mario Becroft. License: this program is freeware and, as such, may be distributed freely provided that the original archive is distributed complete and in unmodified form. This program may not, however, be distributed as part of or together with any product that is being sold on a commercial basis without the permission of the author. ABOUT THE GAME If you have played Sokoban then you will know how to play this game. The map file supplied with Orb is, in fact, a duplicate of the original Sokoban maps. For those unfortunate enough never to have heard of the game, here is an explanation of the rules. The player controls a character which moves about a grid-shaped map by one square at a time. The arrow keys are used to navigate the player's character around the map. The map includes walls which cannot be moved past. Also scattered around the grid are boxes/jewels which must be moved onto specified destination squares. Does this sound easy? It's not! The catch is that the boxes may only be pushed, and thus the player's character must be able to get behind a box in order to move it along. The maps are so deviously devised that, while they are all solvable, it is extemely difficult to find the solution especially at the later levels. Fortunately each level has a code which is shown to the player when the level is reached. By entering this code, the player may start at any level which he has reached in the past. This feature is indispensable since it is practically impossible to solve all the levels in one session. There are also a few other features to help the poor game player. The Undo key will revert the state of the game to what it was prior to the player's last action. There are also four memory slots which may be used to store the current state of the game. It is easy to revert to one of the stored positions if the situation deteriorates. To store a position hold down the shift key and press F1, F2, F3 or F4 each of which corresponds to one slot. To restore a position, press one of the above keys without shift. There is also a time-saving automatic path finder. A click of the mouse on any part of the map will move the player's character there, if the point is reachable without moving any boxes. If no possible path exists then the move will fail. A double click has the same effect except that the boxes may be pushed along on the way - but that is no guarantee that a path will be found, as the computer can only find simple paths that do not involve pushing the boxes except directly in the path of the player's character! Otherwise the game would be no fun since the computer could solve it all. The two zoom icons allow a close or distant view of the map. The close view is good for large screens, but the distant view will fit onto small screens without any scrolling. Double clicking on the zoom icons additionally resizes the window to fit the whole map (if possible). OTHER FEATURES AND BUGS Orb includes many features not found in the original Sokoban game. These include arrow squares which can only be moved over in the direction of the arrow, teleportation squares which transport the player to another part of the board, and variously colour boxes which must be matched up with the same colour destination squares, and more. Unfortunately, the map files supplied, being the original Sokoban maps do not make use of any of these features. And with me being busy on so many more important projects, I have not had time to design maps that utilise the new features. If you are interested in designing new maps please contact me and I will send you the map design tools and documentation. Designing maps is quite easy. There is also a lack of good monochrome graphics. (In fact all the graphics could be better, but I am not an artist...) If you want to draw improved graphics, the icons are all stored in the file icons.rsc which can be edited with a standard resource editor such as Interface. If it exists, a colour icon palette stored in the Interface format will be loaded from the resource file and used for the colour icons. Of course I would also be pleased to hear from anyone who plays the game, whether or not you want to design maps. My address is below. CONTACTING THE AUTHOR Mario Becroft, the author of Asteroids may be contacted at the following addresses: Email: mb@gem.win.co.nz WWW: http://gem.win.co.nz/ Telephone: +64 9 412 9700 Post: P.O. Box 332 Kumeu Auckland 1250 NEW ZEALAND
