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- GOLD-PUSHER 1.2
- by Erich Friedman, Daniδl Vree and Willem Vree.
-
- GoldPusher is a game with a mixture of puzzles, strategy and action.
-
- Latest version for PC and Mac on:
- http://carol.fwi.uva.nl/~wimv/gold-pusher.html
-
- Features:
-
- - *166* rooms with action, strategy and difficult puzzles.
- - solutions for all 166 rooms: sit back and watch.
- - record your own solutions.
- - create and edit your own rooms
- - 5 monster-types, each with different behaviour and intelligence.
- - choose your own order to complete the puzzle- and arcade rooms.
- - save feature remembers which rooms you have completed
- - snapshot feature can take you back into the middle of a puzzle
- - topscore
- - game window scales with your monitor
- - fast color animation
- - lots of sound effects
- - 9 graphic help screens
-
- GoldPusher requires MSWindows 3.1, consumes 2 MB of RAM,
- Graphics in 256 colours. 8-bit Soundeffects.
-
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- ShareWare:
-
- Whith the unregistered version you can play the first 20 rooms.
- The first 15 rooms are educational. They teach you how to play
- GoldPusher, but some of them are already quite difficult.
- The real challenge starts at room 16.
-
- Send $10, your full name and address to:
-
- Willem Vree
- PObox 1188
- 1200 BD Hilversum
- Holland
-
- and I'll send you the regsitration code that unlocks all 137 rooms
- with new monsters, action and fascinating puzzles.
- ----------------------------------------------------------------------
-
- Guide to the game:
-
- - goal
- In the game you are the "gold pusher", a funny little man who, for
- some reason, wants to push a pot of gold on top of a small "rain bow".
- When goldpusher succeeds in pushing the pot of gold on the rainbow,
- the puzzle is solved, you get a bonus and you move on to the next
- room.
- However reaching the rainbow may be extremely problematic. There are
- voracious monsters hunting for goldpusher and the pot might get easily
- stuck by all kind of obstacles.
-
- - pushing rocks and balloons
- To help GoldPusher to complete his job there are rocks and balloons,
- which can also be pushed around. They can flatten the road to the
- rainbow or they can kill monsters. There is a kind of gravity, which
- only affects the rocks. When a rock falls down and a monster happens
- to be in the way it gets killed. The balloons do not fall, they rise,
- and again, when a monster is hit by a rising balloon it dies.
-
- - lifting the gold pot
- Also Goldpusher is killed by a falling rock, or when he tries to lift
- a rock. Actually, he manages to lift the rock a little bit but then
- his force yields and he is crushed by the full weight of the rock.
- Remarkably enough, GoldPusher is not killed by a rising balloon. He
- can force a balloon down. He can even lift the gold pot (or a rock) by
- pushing it on a balloon (or pushing the balloon under the pot) and
- then pushing the pot upwards. He manages again to lift the pot a
- little bit, but now, immediately, the balloon comes to his aid and
- prevents the pot from falling back on GoldPusher and killing him.
-
- - crushing rocks and balloons.
- GoldPusher is quite strong. When he pushes a rock which can't move any
- further (against a wall for instance) the rock falls to pieces and
- vanishes. The same happens of course when GoldPusher pushes a balloon
- which can't move. GoldPusher cannot break the iron rocks and the gold
- pot.
-
- - using the spades (space bar or zero-key on numeric key pad)
- Another help for GoldPusher in some rooms are the "spades". He can
- pick up spades and throw them in the direction his nose is pointing.
- When a spade touches a monster, it freezes the monster for some time,
- so it can't move and hurt GoldPusher. Another use of the spades is in
- filling holes, so that the gold pot can be moved across the holes,
- where it would otherwise get stuck. Also spades can be used to capture
- monsters by blocking their way in e.g. a corridor. A monster cannot
- pass a way which is blocked by spades or rocks.
-
- - monster intelligence
- There are five kind of monsters in the game: snails, orcs, spiders,
- icebears and rock-piercers. The snails are slow and move in straight
- lines. Only when they find their way blocked, they try other
- directions, with a strong preference (75%) for a turn into the
- direction where you (GoldPusher) are standing. So when a snail is
- moving freely and you are standing next to it, but not in its way, it
- won't attack you.
- The orcs move like the snails but much faster. Icebears move like orcs
- but they can also push rocks and balloons! The rock-piercer moves like
- a snail, but it crushes all rocks and balloons it comes across.
- Finally spiders are the most intelligent monsters. They constanly look
- where you are and try to find you. When they find their way blocked
- they will try all kind of possibilities to get around the obstacle.
-
- - choosing rooms (Alt-f-b, or item "Start At" from file menu)
- In the title bar of each room you can see how many points you can
- collect. Because the rooms can have very different characteristics
- (arcade action, strategy or just a puzzle), you can choose freely
- which ones you want to solve, according to your taste.
- Once a room is completed, the player has the opportunity to choose any
- other room, although the game automatically increases the room-number
- and presents that one as the next puzzle. To choose another room, a
- menu command is available. A completed puzzle can not be solved again,
- to prevent a player to increase his score by solving the same puzzle
- over and over.
- When a player tries to change rooms in the middle of a puzzle in
- progress, the player is punished by loosing 50 bonus points. The effect
- is the same as aborting the current puzzle and then choosing another room.
- One can only switch puzzles without the bonus penalty at the beginning
- of a puzzle, before the first move is made (the game is then paused
- and GoldPusher is flashing).
-
- - taking a snapshot (just pause the game: P, alt or click mouse)
- Some rooms contain more than one difficult part. When you solved a
- difficult passage, you can pause the game. Automaticly a snapshot
- of the actual game situation will then be taken.
- When GoldPusher dies in the next difficult part (or when you abort
- in a hopeless siuation), you don't have to redo the room
- all over again, but you are taken back to the position of the last
- snapshot taken.
- When you are repositioned at a snapshot, but you want to restart
- from the beginning, use the abort command (again).
-
- - scoring and screen lay-out.
- The scoring follows a simple scheme. Every room completed adds a bonus
- to the total score. This bonus depends on the difficulty level of the
- room. Each monster killed also adds a small bonus depending on the
- "intelligence" of the particular monster.
- When you get killed you loose 50 bonus points.
- The total score is in the top left corner. In the bottom right corner
- the number of spades you picked up is counted.
- The bonus points earned in a room only become permanent when the room
- is completed succsfully. That is, if GoldPusher is killed, you loose
- all bonus accumulated in this room and you return to the situation
- at the beginning of this room, minus 50 bonus points. (or you return
- to the situation saved in a snapshot, minus 50 bonus points)
-
- - saving and loading (Alt-f-s and Alt-f-o, file menu: save and open)
- Only at the beginning of a new puzzle, thus when the previous puzzle
- has been succesfully completed, you are allowed to save the game. A
- dialog box is presented with four save-buttons. Each save button can
- store one saved game. So up to four different games in progress can be
- saved.
- Loading a game can be done at any time. However, a saved game can only
- be loaded once!. This has to be that way, otherwise the concept of
- earning and loosing bonus points has no meaning. If one could load a
- saved game over and over again, one would immediately reload a saved
- game as soon as one would run into a deadly situation.
- The snapshot feature allows you to save a snapshot in the middle of a
- room. However you can only return to the snapshot when you die or
- abort (and loose 50 bonus points). A Snapshot is not remembered
- when you save the game.
-
- - keys and mouse
- GoldPusher can be moved using keys: h,j,k and l. h is left, j is down,
- k is up end l is right. As an alternative the numeric keypad can be
- used. The arrow-keys also work. Another alternative is using the
- mouse. When the item "mouse-control" in menu "help" is enabled,
- GoldPusher will try to follow the mouse-cursor. I do not recommend
- mouse-control because it is less accurate then key-control when fast
- reactions are required.
- Spades are picked up by walking over them. Hitting the spacebar throws
- a spade. A mouse click or pressing 'Alt' or 'P' pauses the game.
- Only then the menu-bar can be used.
-
- - hints
- Many rooms have a title containing a hint how to solve the puzzle.
- When you know how monsters behave, you can use this knowledge to guide
- them to a place where you can trap them or kill them. E.g. you know
- that a snail will turn with high probability into your direction when
- it bumps into something.
- Many unexpected tricks can be played in the physical reality of
- GoldPusher. To find it out is part of the fun of the game. E.g. you
- can throw a spade in the air just in front of a passing icebear. The
- icebear is not hit by the spade, but it bumps against the flying spade
- and thus changes direction. In some puzzles you have to use this trick
- to guide the icebear to the right place. This trick requires precise
- timing. If you throw too late the ice bear will be hit by the spade
- and is lamed. If you throw too early the icebear won't bump and won't
- change direction. Another trick is to use the spade as an umbrella
- agains a falling rock.
-
- - using the editor
- To edit one of the 166 rooms, select the 'Edit Room' item from the
- game menu. You are presented with a dialog showing the current room,
- a panel with monsters and a panel with wall pieces.
- First click in one of the panels to select a monster or a wall piece.
- Then click somewhere on an empty place in the room to place the
- selected item. To clear an item just click on it and it disappears.
- Dragging with the mouse in the room repeates the last action (i.e.
- clearing or adding an item) on all places the mouse moves over.
- The spinbutton in the edit dialog changes the background pattern.
- Pressing the save button saves the cahnges to the room PERMANENTLY.
- There is no undo. Pressing cancel does what it is supposed to do.
- Both the save and cancel buttons close the edit dialog, and you
- can continue playing in the edited room.
- When you are not registered the changes you make are not saved. You
- can, however, play with the modified room.
-
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- Puzzles 17-20, 53-120 and 123-166: Erich Friedman
- Artwork and puzzles 1-16, 21-52 and 121-122: Daniδl Vree
- Programming: Willem Vree
- Mail comments to Internet: wimv@fwi.uva.nl
- Shareware fee: $10 to W. Vree, PObox 1188, 1200 BD Hilversum, Holland
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-