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Cream of the Crop 20
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Cream of the Crop 20 (Terry Blount) (1996).iso
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JEWEL.HPS
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1996-05-11
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4KB
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108 lines
~* The Game *
~ Jewel Thief is a multi-level, action game, that requires
concentration, courage, fast reflects and good hand eye coordination
to be able to steal all the Jewels in each room...Without getting
Zapped by the over protective guards.
Each level is started in a room that has a number of Jewels
scattered about, 1 or more guards (depending on the level) and a
number of moveable blocks. At first it looks like a piece of cake,
after all the guards are pretty dumb and almost blind. But don't be
fooled, what they lack in smarts and sight, they more than make up
for in speed and power. If they do detect you, you will be zapped
before you can blink an eye. But they must detect you first and they
can not detect you as long as they can not see you, and they can
only see you if you are on the same unobscured row or column as they
are. This is where the moveable blocks come into play. You can move
a block so it is in between you and the guard and you will be safe
(I told you they were dumb). You CAN BE seen and Zapped by a guard
if only a Jewel is between you and the guard. So remember, stay out
of sight and you will survive to spend your hard earned loot.
~* The Play *
~You move around the room picking up Jewels by going through the
space they occupy. When you do this the Jewel will disappear into
the bag you are carrying. You have to get out of that level alive
to be credited for the Jewels you collect. Somewhere about the room
is a "Special" Jewel worth much more than the regular ones. You have
to leave the room alive to get credit for this one as well.
~To be able to leave a level and go to the next, you have to pick up
or destroy all the regular Jewels. You don't have to pick up the
special Jewel. Once the last Jewel is gone, a trap door will open
somewhere in the room. You will have to reach this door to leave, so
hopefully a guard won't be standing right next to it.
There are two types of guards, stationary and roving. The position
of the stationary guard will not change for the current level being
played while the roving guard will move around the board. Also, the
stationary guards have a tendency to doze off from time to time
(guard duty is real boring). You can tell when they are dozing
because their color will change from Red to Green and at this time it
is safe to slip past or snag a Jewel if it's next to them. Be quick
though, before they wake up or you're a goner for sure.
The blocks can be moved by pushing them around the room. If you push
a block over a Jewel, the Jewel will disappear and be unrecoverable.
You will not be able to push a block over a guard (they don't
disappear that easy). Note, there will be fewer blocks at the higher
levels.
~* Movement Keys *
~Below is a description of available keys and what they do:
~'2/4/6/8' = Moves Character Around The Board.
'H' = Display this help file.
'Q' = Quit Game.
'R' = Redraw Screen. In case of line noise.
'S' = On Multi Node systems, show players on other nodes.
'C' = Toggle Color of Guards, Jewels and Thief.
'E' = Escape when Door Opens where Thief can't get to it.
'F' = FeedBack to the Sysop about the game.
~* Lives *
There are 3 lives per Game. If you get Zapped, and you have
Lives left, you will start the level over. Once all your lives are
used up, you will go back to Level 1. If you quit the game and still
have lives left, your level will be saved so you will be able to pick
up where you left off when you come back to play.
~* Playing Pieces *
= Thief
* = Regular Jewel
@ = Bonus Jewel
*¥* = Roving Guard
*Ω* = Stationary Guard (Red = Awake & Green = Asleep)
~* Scoring *
Below Level 11:
100 Points per Jewel
300 Points per Special Jewel
Above Level 10:
Jewel's Increase by 100 Points every 10 levels
Special Jewel Increases by 100 Points every 10 levels
Copyright 1994 & 1995, M & S Software by Mike Jordan