Labels:text | screenshot | font OCR: First releaseable version. BUG REPORT: fone, really. However, there is a noticeable flicker when the piece first tarts off. Also, for sone reason, every now and again garbage will appear on the screen for no apparent reason. Maybe someday I'll figure it out .. . U1.1 - February 1, 1932 - (5th floor release) Several minor enhancements: Added a posse key (can't believe I forgot that before!) Added a gane abert key (only works during gane, not in level nemus) Added connas to minbers over 1,000 (nifty touch) Changed the way the main high score board looks a little bit (nain dif. is the 80-colann display for future expansion) Added ability to view the last 80 high scores (so you REALLY know how well/ bad you did ... ) Meu piece-drop sound (instead of AMOS "shoot" connand!) MAJOR scoring changes: Added progressive chain reaction bonus with base of 1,500. Added chain reaction line score multiplier. Doubled end-of-game lime value in endurance gane. Greatly increased bonuses in arcade gane. (Im general, scores are MUCH higher nou. ) BUG REPORT: Home. I'm sach a perfectionist ... (I think) 01.2 - March 14. 1932 - (Unreleased) MAJOR game play change: Added "wild" piece. Flashing piece nou acts as a wildcard, matching EVERY color. (So it is possible for 1 block to clear 4 different colored lines. ) ieni-na jor scoring changes: Aray live cleared with one or more wild blocks in it scores half as many points as it mornally would. New point values hove been added to vertical lines above 6-long. This is because a friend of mime was beat on setting up an 11-long vertical line or something like that. Since I didn't take Into consideration the possibility of somcome actually wanting to try that, and realizing hou hard it was to do, I gave it more signifigant points. Minor enhancenests! Added the "best drop" display during the gane. Keeps track of the nost points you got on a single drop of one piece. Mded blocks cleared display. Gave people more roon in the high score table to write what they want in 25 characters. Also nou shows member of blocks cleared in the gane. Added "champions" high scores page. Shous wnerascable high scores for the arcade and endurance gane, as well as the best drop quer. If soncone runs Colorsiltil after deleting the original high score file, then the champion scores are assigned defaults (that are still fairly high). Anyone getting a champion score gets 40 characters to type in a message, too. Added auto-pause: If you send AMOS to back via left-aniga-a in the middle of a gane, it will detect this and go into pause node. Added a cool "Logical Alternatives" picture at the beginning. (Like it?) (Like it?) DODO REPORT I'm working on a new arcade game that will feature different goals and a password systen to get to the higher levels. This should encourage higher- level play more (I hope). Also, someday I wish to have music in this gane, If any of you are musicians or something like that, and want to contribute onething, let me know! I might even be willing to pay for it! done that I'm aware of. Adding the wild card block was a na jor, na jer BUG REPORT: addition to this game and might have screwed sonething up soncubere that I'm not quare of. I've already found several bags which I've eliminated at & result of the wild block. These included giving out wrong points, vanishing il4 blocks, and / diagonals not getting cleared. BE SURE TO TELL ME IF YOU IND ANOTHER OME !!! But I've tested this gane so much, I just don't see you finding any more. (Fingers crossed!) One annoyance Is the flickering seen when a wild block is in the piece currently falling down. I don't know what I'm going to do about this. So close to perfect, yet ..... August 5, 1932 - (Unreleased) Gane naned changed! How the gane is called "Soggy." MAJOR game play change! A whole new gane has been added as per the previous "todo" report. Sapzygy BOM features the SKILL GAME. More emphasis is placed on getting past levels that test just how well the player can adapt to all aspects of doing well at Szygy. (This is kinda the decathalon of Syzygy. ) ug fixesi Well, as it turns out, there WAS a bug in the previous version. and again wild pieces along the right side of the playfield would disappear Every INOM without explanation. had seen it happen several times but could not To the life of ne figure out what was causing. After looking at the code for CHAMY) hours, I got an idea and managed to create the problem. As it turas out, becuase of the way I checked for / diagonals, a wild block would signal the start of a line, and everywhere else OTHER than the right wall if there's a piece change, or a lack of piece, it would force a length check for wild pieces (in case there was a line of just wilds). Houcuer, A failure to reset a couple of failure to check along the right wall and failure to reset a couple of variables that would have been reset if the line was checked for led to the wild block being counted with the next / line being checked. Basically, a lime would be started at the right wall, then continued from the bottom of the pit one block to the right of the previous / rou being checked. So a wild block followed by 3 or more of the same color along the next / caused the block to be cleared but nothing else because of the clearing algorithme. ANYWAY, the problem is fixed, now (even with the wild block), the gore is perfect again! Fixed a couple of buce problems that didn't clear a text line all the way and sometimes left an 's' on the extrene right of the screen. Fixed a bug that popped up in amusually long vertical lines try friend finally got about a 10-vertical or something). The gane would crash with an "Illegal quantity error" or something because the bell pitch that would be generated by a line so big was out of range for the function. Fixed a bug in the clearing algorithm that would count "sub-limes" in lines cleared that had a wild block in then. (E.g. a 5-long vertical line where the second block from the top was wild would get counted as both a 5-long AMD a 4-long line. ) This was mostly evident in clearing vertical lines because of the nature of the algorithm. Seni-na jor scoring changes! The colors multiplier has been changed. Before it was Ix, Zx, fx, and Ix for 1. 2. 3. and 4 colors respectively. How it is Ix, 2x, Jx, and Six. The chain reaction bonus has been scaled doun. Instead of Ix being added to a line score multiplier for every chain reaction, It is now .5x. (E.g. a 4-long horizontal lime cleared on the first chain reaction would've been worth 1,000 (500 x 2), now it is worth 750 (500 x 1.5). ) (Im general, scores are quite a bit louer, but not nearly as lou as the original version. ) Minor enhancenests! Changed the champion score page to make room for the newly added Skill Gane champion score. Added a veat little flash to the "Colors" display if you cleared all 4 Added the sane meat little flash to the "Goal" display of the Arcade and colors. Skill Games when you get within 10% of the original goal (or if there's Just one left). Made the wild block flash whatever color line it was being cleared with. At first, the block just continued flashing as normal, but a couple of ny friends didn't like it like that, When the same block clears more than one color at once, It cam look a little weird. (Try it sonetine!) How the game pretty-prints (puts connas in) Just about every munter nunbers would go over 1,000. But sone did, so I just gave up and every displayed. This was not done at first becuase I didn't think certain tine there's a number (alnost), it'll go to the pretty print routine. TODO REPORT! kould still like to put music in the game. Also need to finish up all of the Skill Game levels. Until I Finish the Skill Gane levels, the game will crash after finshing the UG REPORT: last level currently in existence. I should certainly put something in there to fix that. Sane with the Arcade Game, but I really don't think anyone will get past level 30 (so far the best I've done is 28), and there's currently 12 defined levels. The clearing algorithn is clean at this point as far as I know. PLEASE LET ME KNOW OF ANTE BUGS! At this point, I an REALLY sure (1 was a little unsure about the last version! rightfully so) that it is bug-