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- QUEBOID - By Paul Dolphin © 1987.
-
- The basic aim of the game is to
- complete each screen by reaching the
- lift down to the next level as
- quickly as possible.
- This will normally involve avoiding
- various hazards and collecting keys
- to open doors.
- You can also collect 'dead' bombs
- which can be primed and dropped by
- pressing the fire button.
-
- Control is via a joystick in port 1
- or the cursor keys with # acting as
- the fire button.
- Other keys -
- P - Pause game
- Q - Self destruct (can be useful)
- F1 - Auto scroll on/off
- SPACE - Centre display if auto
- scroll off
-
- SCORING
-
- At the completion of each screen, one
- point is scored for every unit of
- time left. Points are also scored for
- picking up keys, bombs and
- hourglasses, the number of points
- awarded being shown by the PICK UP
- heading. This value restarts at 10
- every time you lose a life.
- Hourglasses also give you an extra 50
- units of time.
- An extra life is awarded when the
- score reaches 2000, then at 4000,
- 8000, 16000 etc.
- Every time you lose a life, the
- amount of time you have built up is
- halved.
- You can lose a life in a variety of
- ways, including allowing the time to
- reach zero.
-
- HINTS
-
- Lifts (exits) look like pulsating
- blue squares.
- Objects are collected by moving onto
- them.
- Bombs are dropped into empty spaces
- 'in front' of you, ie in the
- direction you last moved.
- Force fields (wavy red lines) can be
- safely passed through either
- horizontally or vertically but not
- both.
- Diagonal movement is actually a zig-
- zag (very useful to remember).
- Primed bombs explode when anything
- moves onto them, destroying
- themselves and the surrounding area.
- Only one type of wall is
- indestructible, everything else can
- be blown up.
- The functions of everything else are
- best discovered by trial and error.
-
- Pressing the HELP key during the game
- will display this file.
-
- GOOD LUCK !!!
-
-
-