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Text File
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1991-08-19
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7KB
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147 lines
LitterBusters Game and Level Editor Documentation
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Written by Tim Davis in AMOS
Original PC version by Phil Stubbs
Music by Teijo Kinnunen and 4-Mat of Anarchy
LitterBusters ©1991 PATSOFT
Shareware notice
~~~~~~~~~~~~~~~~
This disk and all the files on it are shareware and therefore subject
to the following conditions.
You are allowed to keep the software for a short "evaluation" period,
but if you decide to retain it you must send a shareware donation of £5·00
to the following address
Mr. T Davis,
44 Bracken Lane,
Retford,
Notts.
DN22 7EX
You may freely redistribute this disk and charge a small fee for media,
copying, packing and postage etc., though all files must be left intact
and unaltered.
The files on this disk are :-
Game.AMOS
Level_Editor.AMOS [libs]
Read me Icon.Library
Ramos1.2 MathsTrans.library
lb-title.iff Mathieeedoubbas.library
lb-pause.iff [Amos-System]
lb-man.abk Compact
lb-gfx.abk Default.Font
lb-samples.abk Default.Key
lb-ditty.abk Mouse.Abk
lb-song.abk Music
lb-hiscores Ramos1_2.Env
lb-levels Request
lb-levels.bak [c]
Game.AMOS.info onlypal1
Level_Editor.AMOS.info setpatch
Read me.info status
Disk.info break
Strait_&_Narrow medplayer (v2.00)
Strait_&_Narrow.info MuchMore_pp
modpic Vilbm
WalkOfLife run
[devs] failat
System-Configuration IconX
[s] wait
Startup-Sequence cd
[l] loadwb
Disk-Validator endcli
Playing the game
~~~~~~~~~~~~~~~~
The object of the game and details of objects in the game are on the
intermediate screens which appear after the high score screen (if you
wait).
The game is played entirely with a joystick (except for entering your
name on the high score table or pausing it).
You start the game with 3 lives and no bags. Each level has a different
time limit and you lose a life if the time runs out. The high score table
is saved to disk every time it is updated so the disk needs to be
write-enabled.
To pause the game press [P], to restart press fire. To abort a game
press [Esc].
Your objective is to collect all the cans/bottles/newspapers lying
around the town. When this has been achieved you can goto the bus stop to
move onto the next town (There are five in total). You will find that
doors ned to be opened to reach certain parts of the level. To unlock them
you need all the keys. Rubbish tips can only be walked over safely if you
have a bag (to put the rubbish in). Invisible man holes can be found on
later levels. If you fall into one you lose a life. There are also
invisible walls and hidden extra lives. Points can be collected as bonuses.
Using the editor
~~~~~~~~~~~~~~~~
This allows you to alter the existing levels or design your own. Upon
starting you are asked which level to edit. Use 0 to reload the default
levels.
To edit a level move around it using the cursor keys and press the
correct key for an object to place it there. The codes can be accessed by
pressing the [Help] key. To alter an object just type the new one over it.
Crosses indicate empty places. You can only have one start but as many
exits as you want. You can only finish if you have a start and at least
one exit defined.
When you press [Esc] you will be asked for a name for the town and a
time limit in seconds for it. Just press [Return] to keep the existing
ones.
If you don't want to edit any others press [N] and the levels will be
saved.
History of LitterBusters
~~~~~~~~~~~~~~~~~~~~~~~~
Way back in May 1990, PATSOFT was approached by the Bassetlaw District
Council Tidy Bassetlaw Campaign Manager to produce a database for a new
club and a game for school children on the theme of litter awareness. The
software was to written on a BBC B/Master.
The database was completed by the end of July and fully bug-tested. But
because we were now on school holiday, we hadn't access to a BBC to write
the game. Instead it was produced on Phil's Amstad PC 1640. Then when we
got back to school in September the game was converted to BBC Basic, new
graphics designed, sound effects added and proper levels designed. This
took us until November/December, by which time the database had been sold.
By March we hadn't had any offers for the game (we heard that the
Campaign Manager was on indefinite sick leave) so we carried on adding
bits and improving it, though the fifth level still hadn't been designed.
Then, when in June 1991 I got AMOS and was looking for something to
program with it I decided to do an Amiga version of Litterbusters. The
graphics were copied almost exactly from the BBC but increased from 4 to
16 colours, the sound effects are totally redesigned with a greater
variety and the levels have ben left exactly the same. Background music, a
permanent high score table, title screen and animation of the character
have ben added. The basic structure of the central code has been kept but
is a LOT more structured than on the BBC (which was written for speed not
attractiveness).
Maybe now we'll be able to get something out of this project. So send
us your MONEY FOR NOTHING down the TELEGRAPH ROAD. WHY WORRY? Because IT
NEVER RAINS in the WILD WEST END. Just SKATEAWAY, HAND IN HAND with your
BROTHERS IN ARMS.
P.S. The demo (Strait_&_Narrow) was added because I had some space on
the disk and a lonely demo with nowhere to go. The picture was hand-drawn
in Deluxe Paint II and the music written in MED v2.01.
Tim Davis (the T in PATSOFT) August 1991