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- Version 1.0
-
- First Release
-
- Copyright (c) 1996 Tom Murphy
- All rights reserved.
-
- 19 August 1996
-
- Note: Please read this file with a monospaced ASCII font. Dos EDIT works
- nicely, or use the accompanying T.COM (type T escape.doc).
-
- Well, Escape is feeling done, sort of. This is the first release
- version, so don't expect everything to work perfectly, though I have
- done a lot of testing and things should be ok. If you find any bugs at
- all in this version please do send them my way.
-
- █▀▀█▀▀▀█▀▀█▀▀▀█
- If you're a computer wiz and don't want to read █ ▀█ ▀ █ ▀██ ██
- the installation and basic instructions, skip to █ ██ █ █▀ ██ ██
- the part where this appears: ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- █▀ ▀█▀ █▀█ █▀█ ▀█▀
- ▀█ █ █▀█ █▀▄ █
- ▀▀ ▀ ▀ ▀ ▀ ▀ ▀
- (This is just a trick. This never appears.
- get off your high horse and read the docs
- like everyone else!)
-
- ▄▄ ▄▄ ▄▄
- ▄ █▄ █▄ █ ▄ What is Escape?
- █▄ ▄█ █▄
-
-
- Escape is a fun VGA puzzle game for PC compatible computers. It is
- rather detailed and engaging, does not force you to solve the puzzles
- in any particular order, and allows the user to create his or her own
- levels. (And much more!)
-
- ████▀▀█▀▀█▀▀████
- █▀██ ▀█ ▀█ ███▀█ What does it need?
- ████ ▀█▀ █ ▀████
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Escape needs very little to run. A 286 with 1 meg of ram and VGA
- will do it. The game will run off a 1.44 mb floppy disk. However, Escape
- was not designed to be run on slower computers. Slow computer speed will
- not make the game impossible to play, but will make the screen display
- and disk access much slower, decreasing the overall quality of gameplay.
- This is the recommended configuration:
-
- ■ 486 dx/33 or better processor.
- ■ 4 mb of ram (8 mb for running under Win 95)
- ■ PC Speaker
- ■ Microsoft compatible mouse
- ■ VGA (320x200x256)
-
- Escape runs OK in Windows 95, provided you run it in a full screen
- DOS window. You do NOT have to "restart the computer in MS-DOS mode" to
- play.
-
- Escape may run fine in Win 3.x, but it is severely discouraged.
- Please exit Windows to DOS (not a DOS shell) before playing.
-
- ▄▄ ▄▄ ▄▄
- ▄ █▄ █▄ █ ▄ Okay, how do I play?
- █▄ ▄█ █▄
-
- First you'll need to decompress the archive. You should not be
- reading this file if the archive is not already expanded, so it is safe
- to assume that this is already done. Once this is done, you can play
- the game.
-
- ■ This game was not designed to be run under Windows 95. It uses very
- few system resources and so should run perfectly well, and it does,
- but be advised that it will always run better without interruption and
- from DOS. The recommended way to launch the game is from a full-screen
- DOS window. (You can use the file manager too, but then you can't use
- command line switches.)
-
- So run Escape.exe. DOS users type:
-
- ESCAPE
-
- While in the proper escape directory, of course (for example C:\ESCAPE\
- if that is where you decompressed it to).
-
- Once the game starts, the first thing you'll have to do is pick a
- user. You can create a new user by pressing "N" and delete an old one by
- pressing "D". Select the one you want and press [ENTER]. Your progress on
- campaigns and your character will be saved. (Note that if you create a new
- user, you must give a valid DOS filename (8 characters or less)! If you
- enter a bad filename, Escape will either truncate it or make you start
- over. You do not need to make your own user to play the game, though
- if more than one person will probably be playing the game, your best
- bet is to make separate users to keep track of progress separately.
-
- When you start, you'll get a menu, where you can either pick a
- 'campaign' (whole bunch of levels stuck together) or an individual level,
- or change your character. You choose these options by pressing the numbers
- next to them (press 3 to change your character, for example). The characters
- are all the same other than the way they look. To start, pick campaign mode.
-
- There are several campaigns included with the game, but you should
- start with "tutorial". Type in Tutorial and press enter.
-
- Tutorial is the Escape tutorial. It contains 11 levels which attempt
- to illustrate as best as possible how each of the 35 or so blocks work. You
- should try to complete all of these levels before moving on to the actual
- game. If you have trouble completing them, you can read the list of tiles
- and what they do, or the solution list for the tutorials.
-
- On the campaign menu, you are shown a list of level titles. Navigate
- the menu with the arrow keys and PgDn/PgUp, and press Enter to start a
- level. Levels which have been beaten by the current user will have an
- asterisk (*) next to them.
-
- In the game, you move your character around with the arrow keys. You
- can restart the level by pressing [Enter], or quit by pressing [ESC]. Sound
- is toggled with "S", and a little icon is displayed in the lower right-hand
- corner to indicate the current status of the sound.
-
- The tutorial attempts to nonverbally show you how the game is played,
- so theoretically I could leave you with just this information and you would
- have enough to learn. So, for those who have particularly big puzzle-
- solving egos, feel free to go play at this point. But come back when you're
- ready and read about Escaped, the Escape level editor.
-
- If you are having trouble, please see the end of this document with the
- tile descriptions and tutorial walkthrough.
-
- ████▀▀█▀▀█▀▀████
- █▀██ ▀█ ▀█ ███▀█ For advanced users... (novices should skip to the
- ████ ▀█▀ █ ▀████ next section which covers the level editor,
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Escaped)
-
- You can load individual files from the command line:
-
- ESCAPE level
-
- These levels end in .esc, and are created with the included level
- editor, Escaped. User #1 (which is always "Nobody") will automatically be
- selected.
-
- These are the extensions used for Escape data files:
-
- .XCP - Escape Campaign file. (ex Tutorial.xcp)
- .ESC - Escape Individual Level. (ex frog.esc)
-
- While playing a level, "L" will load a new level, and "C" will load
- a new campaign.
-
-
- For really advanced stuff, see the official Escape web page at:
-
- http://members.aol.com/vroomfonde/escape
-
- ▄▄ ▄▄ ▄▄ I'm frustrated with these levels, so I want to
- ▄ █▄ █▄ █ ▄ make others suffer with my OWN levels. How do I
- █▄ ▄█ █▄ use Escaped?
-
-
- ESCAPED.EXE is the level editor.
-
- The requirements for Escaped are slightly more than Escape; a
- Microsoft compatible mouse is required. I would also highly recommend
- a small knowledge of DOS, for navigating and moving files that you
- create. You can also do this through the File Manager in Windows 95
- or Windows 3.1 (though I discourage running Escaped under Windows 3.1).
-
- Run ESCAPED.EXE through DOS (or click on it in File Manager).
-
- If you want to save some time, you can load an existing level
- automatically on the command line, like so:
-
- ESCAPED frog
-
- The level frog.esc has to have already been created for this to
- work.
-
- You should now be on the Escaped editor screen (no fancy menus this
- time!). Escaped was designed to be easy to use, yet let users take full
- advantage of all the tile functions. This is the same level editor which
- was used to make all of the levels included with Escape.
-
- ████▀▀█▀▀█▀▀████
- █▀██ ▀█ ▀█ ███▀█ Okay, but how do I USE it?
- ████ ▀█▀ █ ▀████
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
-
- Using Escaped is simple. The left mouse button "draws" on the tile
- grid with the currently selected tile. The right mouse button will "erase";
- that is, draw standard grey floor.
-
- The currently selected tile is displayed in the very top-left corner,
- next to the tile menu bar. When you first start the program, this will
- be tile #3, the blue wall.
-
- To select a new tile to draw with, simply left-click on it in the tile
- menu. It should appear in the top left corner.
-
- You may notice that the menu only displays 17 tiles, and yet there
- are 41 in the game (No, this is not a crippled unregistered version *wink*).
- You can rotate through the menus to use the rest of the tiles by clicking
- with the right mouse button on the tile menu. You can also use the Up and
- Down arrows on the keyboard.
-
- Two of the tiles are special tiles: Panels (the dark grey circle on
- the floor) and Transporters. When these are placed on the grid, the
- status line on the bottom of the screen will read "Set Destination".
- The next left click of the mouse will set the destination of this tile.
- For panels, this means the tile that disappears when you step on it. For
- transporters, this means the location where it sends your character when
- you step into it.
-
- After setting the destination of a panel or transporter, subsequently
- moving the mouse over that tile will cause a white outline to be drawn
- around the destination tile. If you want to change the destination of a
- panel or transporter, simply put another transporter or panel on top of it,
- and set the new destination. Erasing or putting a normal tile in that
- space will remove the destination tag automatically.
-
- The spacebar places the starting position for your character, which
- defaults to the (almost) lower left-hand corner of the screen. You can
- start your character anywhere on the map.
-
- Use the "T" key to title the level. If the level already had a title,
- it will appear for editing, otherwise you should make one up and type it
- in. There is about a 24 character limit (I think).
-
- Press "L" to load up a previously saved level.
-
- Press "S" to save the current level. If you haven't given the level
- a filename yet, it will prompt you as if you had hit "A" for Save As.
- Filenames are normal DOS filenames - up to eight characters, letters and
- numbers only. Do not add an extension; escape will add the .ESC extension
- automatically.
-
- Press "A" to 'Save As' the current level (to give it a filename other
- than the one you gave before or loaded). Subsequent "S"aves will use this
- filename.
-
- Press "P" to test your level. Test it a lot. Hit [esc] when you're
- testing to return to the game.
-
- Press [esc] or "Q" to quit and save. If the level has changed since
- the last save, you will be shown a text representation of the level and
- asked if you want to save it. If you do, then hit "Y" and enter a filename.
-
- ▄▄ ▄▄ ▄▄
- ▄ █▄ █▄ █ ▄ What is this "Crash Recovery" deal?
- █▄ ▄█ █▄
-
- If you enter an invalid filename or something else to crash Escaped,
- it will often save your work in a file called CRASHxxx.ESC, where xxx is
- a 3 digit number. You can load up this level again and save it as whatever
- you like.
-
- ████▀▀█▀▀█▀▀████ Ha! This is all too easy for me! I want some advanced
- █▀██ ▀█ ▀█ ███▀█ stuff! (Novice users should skip to the
- ████ ▀█▀ █ ▀████ next section, on XENCODE/XDECODE, or the
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ section on Escaped level creation tips)
-
- The numbers 0-9 will set the Random Level AI type. (Types 1-4 exist
- right now). You should look at them to see what they do. (0 and 5-9
- just clear the level)
-
- These are used in conjunction with "R", which creates a random
- level for you (be advised that it clears your current level!). Note that
- these levels are not necessarily solvable, in fact they usually won't
- have an exit, but they have some degree of intelligence to them (except
- for type 1). They are mainly designed to give you a starting point to
- get the creative juices flowing, so to speak.
-
- Pressing "E" will designate whether this random level will 'overwrite'
- the old one or not. It defaults to doing so. This is difficult to explain
- so play with it both ways to see what I mean.
-
- Pressing "F" will fill the level with your currently selected tile
- (unless it is a panel or transporter, for obvious reasons). Not
- particularly useful, really, but can be used in conjunction with "E" and
- "R" to use different backgrounds for the random levels.
-
- Every minute or two an unsolicited message will appear on the bottom
- of the screen, reminding you of commands and things. You can disable these
- by pressing "M". You can also make them appear without waiting by pressing
- "." (period).
-
- Alt-M will shell "cdplay", so if you have a program for playing
- CDs (or anything else), you can make a batch file called cdplay.bat and
- put it in the directory, and run it with alt-m. If you want it to do
- a normal DOS shell, make the cdplay.bat just say one line, "command".
- I was going to take this out of the editor but now I think it might come
- in handy.
-
- [Enter] redraws the screen.
-
- ▄▄ ▄▄ ▄▄
- ▄ █▄ █▄ █ ▄ I suck at this! How do I make good levels?
- █▄ ▄█ █▄
-
-
- Test your levels, and then have someone else test them too! There
- is often a much easier way of completing the level which you have
- overlooked.
-
- Here are some level creating strategies:
-
- 1. Create a reasonably easy level which is solvable, then obfuscate it,
- keeping it solvable. Add dead ends and distracting blocks...
-
- 2. Work backwards. Start with the guy at the exit, then work backwards. For
- instance, you can put down a hole and then a grey block behind it... move the
- guy backwards, dragging the block (mentally...) until it is in some other
- position, etc. etc. This ensures a solvable level and they can get pretty
- complicated.
-
- 3. Make a simple level, and then solve it. Whatever way you solved it, edit
- the level again to make that particular route impossible. Keep going until it
- is sufficiently difficult (but still solvable!)
-
- 4. Use different sorts of random levels. If you don't like the AI, you can
- always close your eyes and spray tiles everywhere yourself! =)
-
- ████▀▀█▀▀█▀▀████
- █▀██ ▀█ ▀█ ███▀█ What are these XENCODE and XDECODE programs? Frankly
- ████ ▀█▀ █ ▀████ they scare me.
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
-
- What good is making levels if other people can't play them? I have
- included the XENCODE and XDECODE programs with each copy of Escape as
- a standard way of sending levels through electronic mail. They are
- easy to use, and should be compatible with just about any mail program.
-
- Now would be a good time to mention that I would love to receive
- your levels. Please, if you make any, mail them to ImightbeTM@aol.com.
- Please see SENDLEV.TXT for more information on sending your levels to
- me.
-
- ▄▄ ▄▄ ▄▄
- ▄ █▄ █▄ █ ▄ Let's start with XENCODE, ok?
- █▄ ▄█ █▄
-
- Okay. XENCODE is used to encode Escape levels so they can be sent
- via electronic mail.
-
- To encode one level into a mailable .TXT file:
-
- XENCODE level
-
- (the output file will have the same filename as the level, and
- the .TXT extension)
-
- To encode multiple levels into a single .TXT file:
-
- XENCODE output level1 level2 level3 level4
- (etc. etc.)
-
- (levels will be output to output.txt)
-
- XENCODE assumes the extension .ESC, which is the normal Escape level
- extension, for the input file(s) if you do not specify one. The output
- extension defaults to .TXT. This text file should then be pasted into
- your e-mail message.
-
- Generally the way you paste is to do the following (for Windows
- mail programs):
-
- Open up the text file in windows notepad. Highlight the contents
- and press ctrl-ins (or select Edit/Copy). Put the cursor in your mail
- window and select Paste from the Edit menu. The Escape level can
- appear anywhere in the mail, and can be accompanied by text.
-
- ████▀▀█▀▀█▀▀████
- █▀██ ▀█ ▀█ ███▀█ Okay, great, what about XDECODE?
- ████ ▀█▀ █ ▀████
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
-
- XDECODE is used to decode XENCODED levels received via e-mail.
-
- If you receive a level in an e-mail, save the e-mail to disk (Usually
- in the menu under "File" and then "Save As") in the Escape directory,
- preferably with the .TXT extension. Then run XDECODE:
-
- XDECODE mail.txt
-
- or just
-
- XDECODE mail
-
- XDECODE will extract all the files it finds in a given text file,
- and you need not remove headers nor other text in the e-mail (it will
- search out the levels on its own).
-
- ▄▄ ▄▄ ▄▄
- ▄ █▄ █▄ █ ▄ How do I contact you?
- █▄ ▄█ █▄
-
- I can be contacted in the following places:
-
- Tom Murphy 7
- Re: Escape 1.0
- 339 Still Hill Rd.
- Hamden, CT, 06518.1830
- USA
-
- ImightbeTM@aol.com
-
- On irc as "Frood", usually on irc.qnet.com.
-
- http://members.aol.com/imightbetm
-
- Please don't forget to visit the Escape Web Page for info and
- levels and stuff:
- http://members.aol.com/vroomfonde/escape
-
- ████▀▀█▀▀█▀▀████
- █▀██ ▀█ ▀█ ███▀█ What about registration and other legal stuff?
- ████ ▀█▀ █ ▀████
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
-
- Escape is shareware. This means that you're allowed to play it,
- and if you like it, buy it.
-
- However, I want Escape to be fun and popular more than I want to
- make money off of it. For this reason I have set a rather low registration
- fee, and I have given you a fully functional version with the editor
- and everything.
-
- If you want me to set a "trial" period, I'll say 42 days. Use Escape
- all you want for 42 days. After 42 days (or sooner if you like), decide if
- you want to pay me five dollars to register. If you do, then see the
- information below. If you don't want to register, don't. I would rather
- think that someone is registering my program because they actually like it,
- rather than because they are legally bound to. (Though you are, by the way.
- *evil laughter*)
-
- If you register, you get the following stuff:
-
- 1. A disk (or disks) in the mail with the following:
- a. Escape and all of it's component parts, registered.
- b. The 50 level registered campaign.
- c. The entire Escape User Level Archive*.
- d. XCAMP, a utility for creating your own campaigns.
- e. Many other Mooseware games and utilities.
- 2. Other bonus prizes and special goodies.
- 3. My esteemed thanks and obsequious technical support.
- 4. A nice warm vibraty feeling all through your gutty-wuts.
-
- Registration is ONLY $5.00 US currency. Please make checks out to
- Tom Murphy, and don't forget to mention that you want Escape and not
- some other game.
-
- * The Escape User Level Archive is freeware, and consists of levels
- which Escape players have submitted. So note that it is not being sold,
- it is included for FREE. Anyone else can get the Archive by sending
- a self-addressed-stamped-disk mailer and blank disk to the address above.
- (you will also want to write somewhere that you want the EULA.)
-
- Most of all, though, I want people to have fun. If you really like
- Escape, write me! I want to hear! (maybe it will even help me get into
- college!) If you make any good levels, e-mail them to me! I won't try
- to make you feel guilty for not registering, I promise. =)
-
- Legal stuff:
-
- The term "this program" or "the program" refers to Escape. Escape is
- considered a package, including all of the files in the archive. Also,
- since I pulled this legal info out of Tomopoly, if I say "Tomopoly" I
- mean "Escape".
-
- ESCAPE is distributed AS IS. Under no circumstances can Tom Murphy or
- Mooseware Development be held responsible for any damages whether directly
- or indirectly related to this program or the use of this program. No
- warranties or guarantees, express or implied, will be honored. The user
- is responsible for use, misuse, or abuse of this program.
-
- This program is Copyright (c) 1996 Tom Murphy. ALL RIGHTS RESERVED!
-
- Distribution
-
- This program may be freely distributed as long as no fee is charged, except
- for the following conditions:
-
- (1) Any registered version of this program or portions thereof cannot be
- distributed in any way, shape, or form other than from Mooseware
- Development to the person who registered the software. Registration is
- NON-TRANSFERRABLE!
-
- (2) This program CAN be distributed on pay online services such as America
- Online or Prodigy as long as any fees are based on time spent online or on
- a flat monthly fee. This program CANNOT be distributed on ANY service which
- charges a fee per download.
-
- (3) This program can only be distributed in its original form (the program,
- the whole program, and nothing but the program). This means that additional
- levels cannot be distributed inside the archive, nor modified graphics or
- any other modifications. Distributing modified versions of Escape is a
- Copyright violation.
-
- (4) Escape can only be distributed through mail-order shareware catalogs
- with the written consent of Tom Murphy.
-
- (5) This program can be distributed on shareware CD-ROM if all the following
- conditions are met:
- 1. Tom Murphy is sent written notification (through the Post office
- please) through certified mail or with a request for a reply.
- 2. A copy is made available for purchase by Tom Murphy. If you want
- to be particularly generous you can send me a free copy. =)
- 3. Information concerning the CD (price, name, distribution method,
- etc.) is also mailed to Tom Murphy.
- 4. The price of the CD does not exceed $75 US.
- 5. The CD contains other shareware programs.
- 6. The original archive ESCAPE10.EXE is contained on the CD. The CD
- may also include the files uncompressed elsewhere, but the original
- file must be present. Write to me for information if you do not have
- the original archive.
- 7. The CD makes it clear that the author receives no money from the
- sale of the CD for his/her work, and explains the shareware concept.
-
- (6) Levels created with Escaped by the user can be distributed freely,
- however they cannot be sold.
-
- ▄▄ ▄▄ ▄▄
- ▄ █▄ █▄ █ ▄ Who would you like to thank?
- █▄ ▄█ █▄
-
- Escape was written by one person? This is not true. The game itself
- is my work, but many people helped create levels and gave me ideas.
-
- Overwhelmingly I'd like to thank my brother Mike Murphy for creating
- nearly as many levels as I did and giving me many ideas for the game, as
- well as Patricia Funtik and her sons, for creating several agonizing levels
- which showed me that this game is sometimes even too hard for *ME*. They
- also gave me many good suggestions on the game and were my official beta
- testers. Thanks!
-
- I'd also like to thank the other people who helped make levels,
- including the rest of my siblings and several of the kids from my Game
- Builders class at the Eli Whitney Museum. Thanks!
-
- The following people helped make levels for Escape:
- (THANKS!)
-
- Tom Murphy 7 (Me!)
- Mike Murphy
- Brian Funtik
- Patricia Funtik (aka Lemmyn)
- Kevin Funtik
- Taylor Murphy
- Kerrigan Murphy
- Tom Piekos
- Jeff Bernadoni
- Abigail Gillis
- Evil Boy
-
- (If you made a level for the ORIGINAL version of Escape -- that is,
- before it was released -- and your name is not listed above, write me or
- give me a ring so I can straighten things out.)
-
- ████▀▀█▀▀█▀▀████
- █▀██ ▀█ ▀█ ███▀█ Just what do you want?
- ████ ▀█▀ █ ▀████
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
-
- ■ Levels! Make me some levels so I can get the Escape User Level Archive
- started! Be infamous and have the deep satisfaction of other people getting
- frustrated at your levels and wishing to kill you! For information on sending
- levels to me, please see SENDLEV.TXT.
-
- ■ Suggestions and comments! I want to hear how you like this game. Drop
- me a mail message and help me get into college.
-
- ■ Spoons! I am always looking for more spoons of any kind. Send them to:
-
- Tom Murphy VII
- The Spoon Campaign
- 339 Still Hill Rd.
- Hamden, CT 06518.1830
- USA
-
- The official Thousand Spoons Web Page:
- http://members.aol.com/spoons1000/spoons.html
-
- - Tom Murphy.
-
- ImightbeTM@aol.com
-
- ▄▄ ▄▄ ▄▄
- ▄ █▄ █▄ █ ▄ This is so long! Where are the appendices?
- █▄ ▄█ █▄
-
- The following Appendices are for people having trouble with Escape
- or for people who want to, basically, cheat. If you want to get the
- full puzzle-solving experience, you should not read this.
-
-
- ████▀▀█▀▀█▀▀████ ▄▄ ▄▄ ▄▄
- █▀██ ▀█ ▀█ ███▀█ ■ Appendix 1 ■ ▄ █▄ █▄ █ ▄
- ████ ▀█▀ █ ▀████ █▄ ▄█ █▄
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-
- Tile Descriptions
-
- You will notice that certain blocks can do certain things. Here is
- a brief description of each block:
-
- 1. Floor (empty) - This can be walked on, shot over, etc.
- 2. Red block - This can be pushed by the guy in any direction. It can be
- used to push down panels (see later), or block lasers (see later) but it
- can't be pushed in holes (see later...)
- 3. Blue block - Can't be pushed, moved, anything. A wall.
- 4. Grey block - Same as a red block, but can be pushed into holes.
- 5. Green block - Can be moved one space in any direction, and then turns into
- a blue block. Must be pushed onto a floor (#1).
- 6. Exit Door - The player must touch this to exit (win). There can be more
- than one on any given level.
- 7. Hole - Blocks the player from moving, but doesn't block lasers. You can
- push a grey block into the hole, and it (and the block) will disappear.
- 8. Gold Block - This block can be pushed from any side, and will keep moving
- until it hits anything but a panel or regular floor. It can push down panels
- if it lands on them, and can block lasers, but can't be pushed into holes.
- 9. Shooter - If the player walks onto a space aligned (vertically or
- horizontally) with this tile, they will be shot with a laser and they'll
- die. Lasers can be blocked by anything but panels, floors, holes, and
- electric floors.
- 10. Panels (grey circle on floor) - When the player or a block is on top of
- one of these, another block somewhere will disappear. When the player steps
- off, or the block is removed, the block will reappear. You can do some
- neat stuff with these (including screwing up the game); play around with
- them.
- 11. Stop Sign - Usually used to signify a block which can be removed with
- a panel, but it acts exactly the same as 3 (a stationary wall).
- 12-15. Arrows - These are walls, which can be used for decorative purposes
- or to hint what is to be done in a level. Exactly the same as #3 except the
- way they look.
- New stuff:
- 16. Rough (bumpy grey) - These can be walked on like normal floors, and
- lasers can shoot over them, but blocks cannot be pushed on them.
- 17. Electric floor (yellow floor) - This cannot be walked on, but if a
- block is pushed onto it, the block will be disintegrated. These floors
- are shut off by #18, and can be shot over by a laser.
- 18. Electric button (on) - Pressing (touching) this will turn it into
- #19 and turn all the #17s into #1s. Cannot be shot over, walked on,
- etc.
- 19. Electric button (off) This is simply the off version of #18. It acts
- exactly the same as #3.
- 20. Transporter - Stepping on this tile will send you to another space on
- the level. Blocks lasers, pushable blocks, etc. etc.
- 21. Breakable (cracked grey) - Touching this block will cause it to
- disintegrate and disappear.
- 22, 23: Horizontal/Vertical sliders - These blocks can only be pushed
- in the directions that their arrows point. They can be used to block lasers
- but cannot push down panels or fill in holes.
- 24, 25: 0 and 1 buttons - When one of these is pressed, all of the
- horizontal sliders will be turned into vertical sliders, and all of the
- vertical sliders will be turned into horizontal sliders.
- 26-31: Wires - These wires conduct pulses from #32 (buttons) to the lights
- (33-35). They only conduct in certain directions (the directions which
- the conduit points in... I guess this is pretty obvious.) They can be
- pushed and act identically to red blocks.
- 32: Pulse button - Pushing this will send pulses in all 4 directions, which
- can travel down wires to lights or directly to the lights themselves.
- Cannot be moved, but blocks the lasers.
- 33-35: Blue, red and green lights - These blocks, when sent an electric
- pulse, will toggle their respective floors between the 'high' and 'low'
- positions. They cannot be activated on their own, and are otherwise
- stationary and solid.
- 36, 38, 40: Blue, red and green 'high' floor - This is basically a wall.
- You can't walk over it or shoot through it. It can be toggled to the 'low'
- position by sending an electric impulse to the same color light.
- 37, 39, 41: Blue, red and green 'low' floor - Can be walked over and shot
- over, but blocks can't be pushed on it. Can be toggled to 'high' floor.
-
-
-
- ▄▄ ▄▄ ▄▄ ████▀▀█▀▀█▀▀████
- ▄ █▄ █▄ █ ▄ ■ Appendix 2 ■ █▀██ ▀█ ▀█ ███▀█
- █▄ ▄█ █▄ ████ ▀█▀ █ ▀████
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Tutorial Walkthrough
-
- If you are still having trouble with the game, you get one more
- chance. Here is an entire walkthrough of the tutorial, which explains
- how each of the tiles work and why they do certain things. You're on
- your own after this.
-
- Tutorial 1: Blocks
-
- This one is rather self explanatory. I guess I shouldn't even
- bother, but here is what you do:
-
- 4 up, 3 right, 2 down, 3 right, push up, then 4 up, 8 right, 3 down,
- 1 right, touch exit.
-
- Nothing special happens with the tiles in this one, so see the
- tile list in Appendix 1.
-
- Tutorial 2: Holes
-
- Here you are introduced to holes. You can't walk over holes, but
- you can get rid of them by pushing a grey block onto them.
-
- 3 up, 2 right, 3 down, 9 right, 5 up, 1 right, push down 4, 1 left,
- 1 down, push right 2, 1 left, 4 up, 1 right, push down 3, 1 left, 1
- down, right 3, touch exit.
-
- (Basically you are pushing the two grey blocks on the right down and into
- the holes blocking the exit. You can test the reactions of other blocks
- (none) with the holes in the center, but you don't need them at all.)
-
- Tutorial 3: Lasers
-
- This tutorial introduces you to lasers. Lasers shoot you and kill
- you if you step in front of them. Unless, of course, there is something
- blocking their path, like, a block.
-
- 10 right, 1 up, 1 right, 2 up, 1 left, push up 1, 1 right, 1 up, 3 left,
- 1 down, 1 left, 1 up, 1 right, 1 up, push red block left 6 (so it
- is lined up with the laser on the top), 1 down, 3 left, up 2, touch exit.
-
- (You are pushing the grey block in front of the laser at the bottom of
- the screen, then pushing the red on in front of the laser at the top.)
-
- Tutorial 4: Panels
-
- Panels are the grey circles on the floor. Stepping on them or pushing
- (some) blocks onto them will cause a tile somewhere else to change. The
- change is from whatever was there to "empty". Stepping off or removing
- the block will change it back. Two panels can point to the same spot, in
- which case pressing both of them will be the same as pressing none of them.
-
- 3 up, 3 right, push yellow right, 4 up, 4 right, push grey down 3, 2 left,
- 3 down, 1 right, push red up 1, 2 down, 8 right, touch exit.
-
- (You are pushing blocks onto the bottom 3 panels, which removes the stop
- signs blocking your way to the exits. Try pushing and stepping on the
- panels to get the hang of it.)
-
- Tutorial 5: Rough
-
- Rough is the same as the floor, except blocks can't be pushed onto
- it.
-
- 2 up, 9 right, 1 up, push grey up 2, 1 right, 1 up, push grey left 7, 1
- down, 1 left, push grey up 1, 4 down, 6 right, 2 down, 1 right, push
- grey up 1, 1 left, 1 up, push grey right 3, 1 down, 1 right, push grey
- up 2, 1 right, 1 up, push grey left 3, 1 down, 1 left, push grey up 2,
- 1 right, 1 up, push grey left 7, 1 down, 1 left, push grey up 1, 1 right,
- 1 up, push grey left 1, touch exit.
-
- (You are pushing the two grey blocks through the path in the rough, up
- to the holes blocking the exit)
-
- Tutorial 6: Electric
-
- Before you cheat: Don't shut off the electricity immediately.
-
- Electric floor (bright yellow floor) will disintegrate most blocks
- that you push into it. You shut off the electricity by pressing the button
- that says "ON".
-
- 11 right, push grey left 2, 13 left, 4 up, push grey up 1, press left, 5
- down, 14 right, touch exit.
-
- (You push the grey block at the bottom into the electricity, then you
- press the button on the left wall to shut the electricity off)
-
- Tutorial 7: Transports
-
- Before you cheat: Don't shut off the electricity immediately.
-
- Transports send your character to a different spot on the level.
-
- 12 right, 1 up into transporter, 1 down, 5 left, 1 up, push grey left 1,
- 2 right, 2 down, 1 down into transporter, 3 right, press down, 5 right,
- 1 up into transporter, 1 down, 5 left, 1 up, 2 left, touch exit.
-
- (You are taking the transporter on the right (the one on the bottom kills
- you) getting rid of the grey block by the exit as with tutorial 6, taking
- the transporter at top, shutting off the electricity, and then transporting
- back)
-
- Tutorial 8: Broken
-
- Broken blocks disappear when you touch them.
-
- 3 left, press left, 1 left, 3 down, touch left, 3 left, 1 up, 6 left, 1 up,
- touch up, 1 down, 3 right, 2 up, 1 left, push grey left 2, 2 left, touch
- exit.
-
- (You are disintegrating the broken block in between the grey one and the
- hole, then pushing the grey one into the hole. You can experiment with
- the thing in the middle and see if you can get to the top right corner,
- but this is not needed)
-
- Tutorial 9: Sliders
-
- Sliders can be pushed only in the direction that their arrows point.
- Pressing the "0" and "1" buttons will toggle their direction.
-
- 1 down, 7 left, press down, 7 right, 2 up, push slider up 1, 1 down, 2
- left, push slider up 2, 2 down, 1 left, push slider up 3, 3 down, 3
- left, push grey left 1, 5 up, 1 left, touch exit.
-
- Tutorial 10: Wires 1
-
- Before you cheat: You can push the wires around like blocks.
-
- Wires are a bit complicated, and tutorials 10 and 11 give some people
- trouble. The pinkish blocks with the yellow/black borders are buttons. The
- buttons send pulses of electricity out in 4 directions when pressed. The
- electricity flows through wires to the 'lights', which are the colored (red,
- green, or blue) blocks with yellow/black borders. When the electricity
- hits a light, it toggles the respective colored floor between the 'high'
- and 'low' states. When it is 'high', a grey square appears in the center,
- and you cannot walk over it. When it is 'low', it can be walked over.
-
- 1 right, 2 up, press up, 2 right, press up, 2 right, press up, 1 down,
- 7 right, 1 up, push wire up 1, 1 left, press up, 3 down, 3 right, touch
- exit.
-
- (You are pressing the buttons on the left to make your way through the
- colored floor bits. Pay attention to how the buttons are connected to
- the lights so you can see how it is done. Then you push the wire segment
- between the button and red light on the right to clear the floor by the
- exit)
-
- Tutorial 11: Wires 2
-
- This one causes the most problems.
-
- Before you cheat: There is a switch on the bottom, by the exit.
- Everyone misses that one for some reason.
-
- Since the button sends out pulses which toggle the states of the
- floor, and there are 2 states, sending 2 pulses will reset the floor
- back to the way it was. Sending 3 pulses is the same as sending 1
- pulse. Get it?
-
- 2 right, 2 up, push wire up 1, 1 left, push up, 1 left, 3 up, 1 right,
- push wire right 1, 2 left, 2 down, push right, 4 down, 11 right, 3 up,
- 2 right, 3 up, push wire left 1, 3 down, 2 left, push up, 3 down,
- 1 right, push down, 4 right, touch exit.
-
- (You are touching the button in the middle on the left (connected to
- the blue light) once, pushing the wires in place to connect it to the
- red light, then pushing the button again. Then you're walking through
- the bottom, pushing the wire in the top right into place, pushing the
- button, and then pushing the button on the bottom)
-
- You're done! Now try playing the REAL levels. And no help from me for
- those!
-
- Documentation Copyright (c) 1996 Tom Murphy.
-