____ __ __ /\ _`\ /\ \ /\ \ \ \ \L\ \ ___ ___ ___\ \ \____ ____ __ __\ \ \/'\ __ \ \ _ <' / __`\ /' __` __`\ \ '__`\/\_ ,`\ /\ \/\ \\ \ , < /'__`\ \ \ \L\ \/\ \_\ \/\ \/\ \/\ \ \ \_\ \/_/ /_\ \ \_\ \\ \ \\`\ /\ \_\.\_ \ \____/\ \____/\ \_\ \_\ \_\ \_,__/ /\____\\ \____/ \ \_\ \_\ \__/.\_\ \/___/ \/___/ \/_/\/_/\/_/\/___/ \/____/ \/___/ \/_/\/_/\/__/\/_/ _____________ Developed By xCept - Retro Remakes Compo 2006 _______________ ___________________________________________________________________________ Y O U D O N O T N E E D T O R E A D A L L T H I S ! ___________________________________________________________________________ ###[ NOTICE 1 ]### If you encounter any errors while trying to launch this game, it is quite possible that the directory structure was not maintained after extracting the archive. If this happens, re-extract all of the files and make sure that all of the folders/directories within the archive are kept in-tact. (i.e., "Graphics" in "Graphics" folder, "Levels" in "Levels" folder, etc.) ###[ NOTICE 2 ]### By default, the game is played at 800 x 600 resolution. However, for much smoother and sharper graphics, I recommend that you switch the resolution to 1024 x 768 or higher provided that your system supports it. ###[ NOTICE 3 ]### As usual, the optional "Shadows" and/or "Retro Filters" available in this game are hardware intensive and may reduce the overall performance and frame rate of the game - if your hardware even supports them. ###[ NOTICE 4 ]### If you have a joystick plugged in, make sure that there are no 'auto-fire' features enabled and also ensure that the device has been collaborated, or else you may experience some troubles while navigating the menus. ###[ NOTICE 5 ]### By default, the difficult levels and options are set to closely match that of the original. This is the very last notice, I promise ;) *************************************************************************** + TABLE OF CONTENTS + *************************************************************************** 01........................................................Table of Contents 02..................................................................Forward 03......................................................System Requirements 04.........................................................Feature Overview 05........................................................Story & Objective 06.................................................................Controls 07.............................................................Menu Options 08........................................................In-Game Interface 09...............................................................Explosives 10...............................................................Tile Types 11..........................................................Special Objects 12..................................................................Baddies 13.............................................................Camera Modes 13...........................................................Scoring System 14.............................................................Hints & Tips 15..............................................................Odds & Ends 16......................................................Development Credits *************************************************************************** + FORWARD + *************************************************************************** After much consideration, I decided to have a go at remaking the classic action-puzzler Bombuzal for "The Big 2006 Compo" over at Retro Remakes. Bombuzal was originally produced by Tony Crowther and was released under Imageworks/Mirrorsoft for a variety of platforms in the late 80's to early 90's (namely the Amiga, Atari ST, Commodore, DOS, and Super Nintendo). To my knowledge, this remake marks the first truly 3D, truly faithful remake of the original. Although this file serves as an INCREDIBLY COMPREHENSIVE reference manual to the game, a much condensed and illustrated version also exists within the game itself and that alone should provide you with enough information to get started in a hurry! Do not panic at the length of this Readme, it is not at a requirement that you read it to understand all the concepts. With that said, I hope that you enjoy the game! *************************************************************************** + SYSTEM REQUIREMENTS + *************************************************************************** This game was designed so that it should run virtually identical on all machines as long as the frame rate remains at 25-30FPS or higher. Users with high-end machines will be able to take full advantage of the uncapped frame rate, which will make game animations and movement appear smoother. I have personally tested Bombzuka on several different machines ranging from an Athlon XP 2200 with 192MB of RAM and on-board NVidia Geforce2 MX, to a Pentium 4 2.4GHZ with 512MB RAM and an ATI 9600, to an Athlon XP 64 3600+ with 2GB of RAM and a Radeon X850 XT. •••••••••••••••••••••••••••• » RECOMMENDED REQUIREMENTS « •••••••••••••••••••••••••••• - 2.4GHZ Processor - 512MB RAM - 128MB Video Card - DirectX 9.0C ••••••••••••••••••••••••••• » MINIMUM REQUIREMENTS « ••••••••••••••••••••••••••• - 1.0GHZ Processor - 128MB RAM - 32MB Video Card - DirectX 9.0C [ This game may still work at specs lower than the ones listed above ] NOTE: Users with very limited on-board video may not be able to properly view all of the in-game menu sprites. However, gameplay should still function as expected. You are also free to disable or modify enemies and/or tweak game speeds through the "Options" so that the game runs better for you. "Shadows" and "Retro Filter" effects should only be applied if you match the "Recommended requirements" above, and even then, the game will still take a fairly significant hit when using these options. *************************************************************************** + FEATURE OVERVIEW + *************************************************************************** Virtually all of the features found in the original Bombuzal game can also be found in this remake. Some of the highlighted features of Bombzuka include: • 100% all new content created by myself (code, graphics, audio, etc.) • All 130 original levels meticulously re-constructed in a true 3D format • An enhanced password system so you don't have to manually enter codes • Additional control methods (Keyboard, Joystick, Buttons, Mouse[x3]) • A vastly expanded menu system containing dozens of additional options • Fully customizable controls, difficulty levels, video, audio, and more • Same classic feel and functionality, with modernized visuals and sound *************************************************************************** + STORY & OBJECTIVE + *************************************************************************** Welcome to the explosive world of Bombzuka! You see, Bombzuka is "a little guy that lives in a blue world. And all day and all night and everything he sees is just blue like him, inside and outside. Blue is the color of all that he wears. Everything is blue for him and himself." ¹ So, now that we have officially established who this Bombzuka dude is, let me explain exactly what he does. Bombzuka is a hardcore bomb technician at heart. What that means is that this 'cuddly' little creature spends all day and all night diffusing hazardous bombs and mines that he happens to come across as he leaps from one digital world to the next. You star as Bombzuka and if you haven't guessed by now, your goal in the game is to strategically and carefully detonate each and every bomb/mine found within every level, while making sure to leave yourself a safe and secure standing place at the end! Life isn't all that easy for Bombzuka, however. As he makes his way through each map to detonate the explosives, he is likely to encounter a series of hazards including enemies, dissolving platforms, spinners, teleports leading to places unknown, and so-on. Detonate all of the bombs and mines before the time runs out while making sure to secure a safe spot to stand on at the end, and you will progress to the next world where more explosives await. ¹ ( Props to Eiffel 65 and their hit song "Blue" for perfectly describing who Bombzuka is and what kind of world he lives in. =] ) *************************************************************************** + CONTROLS + *************************************************************************** A multitude of control options are available for your disposal. The default control type for each player may be set and customized via the "Player Options" section of the menu. Furthermore, while in-game you will always be able to control the player using the mouse in one of two ways. The default control keys for each control type are listed below: •••••••••••••••••••• » KEYBOARD CONTROL « •••••••••••••••••••• You may customize any of the keyboard controls via the "Customize Controls" section of the "Player Options" menu. MOVE UP: Up Cursor MOVE DOWN: Down Cursor MOVE LEFT: Left Cursor MOVE RIGHT: Right Cursor USE: Space CAMERA: F1 OVERVIEW: F2 •••••••••••••••••••• » JOYSTICK CONTROL « •••••••••••••••••••• You may customize the joystick movement style and the three functionality buttons via the "Customize Controls" section of the "Player Options" menu. If you have multiple joysticks connected to your computer, only one of them will work in the game. MOVE UP: 'Up' on joystick MOVE DOWN: 'Down' on joystick MOVE LEFT: 'Left' on joystick MOVE RIGHT: 'Right' on joystick USE: Button A CAMERA: Button C OVERVIEW: Button D ••••••••••••••••• » MOUSE CONTROL « ••••••••••••••••• In addition to the buttons available at the bottom of the in-game HUD, you can also set the control mode exclusively to "Mouse", where you will then be able to control the player simply by moving the mouse around. There are three different modes available for mouse control and nine different sensitivity settings. To modify the mouse settings, go into the "Player Options" menu. >> MOUSE MODES << [1] - Each time you move the mouse so many pixels, the player will move one tile in the same direction. [2] - If you move your mouse so many pixels in any given direction, the player will begin moving in the same direction. To stop the player again, move your mouse in the opposite direction several pixels. This is the default mouse mode. [3] - This mode is very similar to mode #2, but does some additional checks to further prevent the player from moving in the wrong direction if they move the mouse diagonally etc... However, this can also cause the movement to feel less responsive which is why it is not set by default. >> MOUSE SENSITIVITY << By default, the mouse sensitivity is set to 7 which indicates that you must move your mouse 150 pixels in any direction to start the player movement. If you are using mouse mode #1, then the pixel distance required will be divided by five (30). Setting the sensitivity value down to 1 will require that you move the mouse 450 pixels to get the player moving. Each setting above this will decrease the pixel distance by 50 pixels. The default setting of 7 should be fine in most situations. *************************************************************************** + MENU OPTIONS + *************************************************************************** Bombzuka comes complete with an advanced menu and options system. You are not at all required to look through or modify any of the settings to begin the game, but there is a lot available to you if need be. Like most other areas of the game, the menu (for the most part) can also be navigated via the mouse, keyboard, or a joystick. The one exception is the top bar of information (passwords, etc.) which must be configured via the mouse due to its complexity. While using a keyboard or a joystick, the left and right KEYS will function just the same as the left and right MOUSE CLICKS which can come in handy when setting music and sound volume, etc.: ••••••••••••• » MAIN MENU « ••••••••••••• START - Takes you to the game (the level that the password(s) indicate) HI-SCORES - Displays the top 10 record holders OPTIONS - Allows you to fully customize your gaming experience QUIT - Throws you out of the game and back to your Windows desktop In addition to the above mentioned options, the "Main Menu" screen allows you to perform a multitude of other tasks very similar to the original: • Click on the "One Up" or "Two Up" graphics to set number of players • Click on the "Control Type" graphics to change player(s) control type • Click on the "Camera Mode" graphics (above [CODE]) to switch view modes > Four "Bricks" means that the game will start in the default mode > "2D" means that the game will start in "Top-Down" camera mode > "3D" means that the game will start in "Perspective" camera mode • Click on the "Code" graphic to manually input a password • Click on any "Code Character" spot to change that specific character • Click on the "Help" 'Previous' or 'Next' buttons to cycle through help The passwords may be entered using either the keyboard or the mouse. To use the mouse, click on the appropriate code character and then move the mouse vertically to alter the letter - then click a button to set. •••••••••••••••• » OPTIONS MENU « •••••••••••••••• (AUDIO OPTIONS) > Music Volume [Adjusts the global volume level of all music files] > Sound Volume [Adjusts the global volume level of all sound files] > Movement Sounds [Toggles 'Walking' and 'Droid Engine' sounds] > Button Highlights [Beeps whenever hovering above an in-game button] > Button Clicks [Beeps whenever clicking on an in-game button] (VISUAL OPTIONS) > Resolution [Switches between four available game resolutions] > Color Depth [Specifies 16-Bit or 32-Bit colors] > Shadows [Casts shadows on all in-game objects, kind of experimental] > Shadow Mode [GPU or CPU - GPU is HIGHLY recommended over the other] > Retro Filter [Produces fake scanlines etc. to emulate classic retro] (GAME OPTIONS) *[PAGE 1]* > Timer Speed [Modifies speed of countdown timer (1=SLOW; 5=FAST)] > Enemy Speed [Modifies speed of both baddies (1=SLOW; 5=FAST)] > Stand-Still Time [Modifies amount of time that you may stand still before a spinner spawns below you (1=SHORT; 5=LONG)] > Infinite Time [Will give you unlimited time to complete each level] > No Baddies [Will remove any and all enemies from each existing level] > No Spawns [Will never spawn a spinner beneath you, if standing still] *[PAGE 2]* > Default Players [Sets the number of players to start with by default] > Auto-Save Codes [Keeps track of all completed level codes for you] > Last Code At Start [Launches with last level code(s) already entered] > Pause Between Levels [Requires you to press any key before beginning] > Reset Hi-Scores [Will revert the high-score list back to its original] *[PAGE 3]* > Player Lives [Indicates number of starting lives (1=5/DEFAULT; 5=25)] > Infinite Lives [Will give you 99 total player lives which never expire] > Button Captions [Shows caption text when hovering over in-game buttons] > Caption Position [Sets caption placement (1=BOTTOM; 2=CENTER; 3=TOP)] > Caption Duration [Indicates length of caption display (1=FAST; 5=SLOW)] (PLAYER OPTIONS) *[MAIN]* > Player [Sets the player that you would like to configure] > Default Camera [Indicates the camera mode that your turn starts in] > Top-Down Style [Toggles Top-Down camera mode (1=CLASSIC; 2=CENTERED)] > Use Mouse By Default [Will start your turn in "Mouse Control" mode] > Mode [Indicates style of mouse control behavior (See below)] > Sens. [Sets degree of mouse control sensitivity (1=LOW; 9=HIGH)] > Customize Controls [Takes you to a screen to set your player controls] *[CUSTOMIZE CONTROLS]* > Control Type [Switches between "Keyboard" and "Joystick" control types] *[KEYBOARD CONTROL]* > Up, Down, Left, Right [Moves player in indicated direction] > Use [Allows you to transport/detonate bombs, activate switches, etc.] > Camera [Cycles between "Top-Down" and "Perspective" camera views] > Overview [Brings up the "Overview" level screen and pauses the game] *[JOYSTICK CONTROL]* > Swap Joy. Movement [Alternates between standard and HAT controls] > Use [Allows you to transport/detonate bombs, activate switches, etc.] > Camera [Cycles between "Top-Down" and "Perspective" camera views] > Overview [Brings up the "Overview" level screen and pauses the game] All of the options will be saved automatically upon exiting each screen. *************************************************************************** + IN-GAME INTERFACE + *************************************************************************** The in-game interface is fairly straight-forward, and closely matches that of the original with a few added changes. ••••••••••••••••• » TOP OF SCREEN « ••••••••••••••••• • Player 1 Score [Shows the total score for Player 1] • Player 2 Score [Shows the total score for Player 2] • Bonus Time Countdown [When this runs out, you will die] ••••••••••••••••••• » RIGHT OF SCREEN « ••••••••••••••••••• • Level [Displays the current playing level] • Lives [Indicates how many lives you have remaining] • Bombs [Indicates how many bombs and mines remain on the map] • Player & Control Type [Displays the current player and control method] •••••••••••••••••••• » BOTTOM OF SCREEN « •••••••••••••••••••• The bottom of the screen contains a set of buttons which can be toggled via the mouse to simulate all of the controls of the game: • Exit Game [To Menu] • Toggle Mouse Control • Move Player Up • Move Player Down • Move Player Left • Move Player Right • Move Player Up • Activate / Toggle Object [Transport bombs, activate switches, etc.] • Top-Down Camera Mode • Perspective Camera Mode • Overview Camera Mode (Pause) *************************************************************************** + EXPLOSIVES + *************************************************************************** There are three general types of explosives found within Bombzuka, each of which comes in a variety of flavors: • Bomb (Small, Medium, Large) • Aerial Bomb (Small, Medium, Large) - When one explodes, they all do • Mine (Small, Large) - Explodes on contact The explosives have chain-reaction characteristics. This means that when you detonate a bomb or a mine, any other explosive that exists within the radius of the detonated object will then explode as well. You must use this chain-reaction feature in most levels to successfully diffuse the objects without igniting yourself in the process! The original versions of Bombuzal varied somewhat in explosion behavior. On the Atari ST and Amiga versions, the chain-reaction effect was actually a bit faulty on certain levels when detonating multiple instances of 'Large bombs in conjunction with other bombs. The Commodore 64 and SNES versions appeared to contain the most accurate and predictable explosion results, and so the bomb behavior my game has been generally based off of these versions. Either way, this hardly affects gameplay regardless of what version you are used to. •••••••••••••••••••••••• » RADIUS OF EXPLOSIONS « •••••••••••••••••••••••• o = Bomb spot * = Explosion spot + = Trigger spot (if an explosive is on this spot, it too will detonate) BOMBS & AERIAL BOMBS -------------------- + Small: + o + + + + * + Medium: + * o * + + * + + + + * + + * * * + Large: + * * o * * + + * * * + + * + + MINES -------------------- Small: * * Large: * * * * *************************************************************************** + TILE TYPES + *************************************************************************** There are five different tile (platform) types in Bombzuka, each of which behaves differently from one another based on your interaction. Keeping in mind that the goal of the game is to diffuse all of the explosives on each level while ensuring that you are safely on another tile at the end, it is very important that you have a full understanding on how each of the tile types functions and operates: • Normal - These tiles are safe to walk and stand on, but they will be destroyed if hit by any explosion. • Slot - If a bomb rests on a slotted tile, you will be able to pick the bomb up and transport it to any other slotted tile as long as these slot tiles are connected. • Riveted - Bombs and explosives will still destroy all objects resting on top of riveted tiles, but the tiles themselves will remain unharmed. • Dissolver - Once you step off of a dissolver tile, it will dissolve and vanish - preventing you from walking over that spot again. • Ice - If you step on an ice tile, you will continue to slide in the same direction of travel until you either reach a solid tile or fall off by reaching an empty spot (death). NOTE: It is possible to restore and/or change certain tiles via switches. *************************************************************************** + SPECIAL OBJECTS + *************************************************************************** Throughout the game, you will encounter a variety of objects that will perform a specific function when activated or stepped on: • Teleport - Step into a Teleport and you will be transported to an unmarked, but designated spot at another location on the level. Be careful, even if no platform exists or even if a mine rests underneath the destination, you will still teleport over there! • Bubble - When activated, the Bubble object will put you in control of a droid which can move about the map just as you can. However, Bubble will treat all bombs as mines which means that as soon as he makes contact with any explosive, he will set it off and self-destruct. • Squeak - Like Bubble, Squeak is another droid that you will take control of after activating the object. Unlike Bubble, Squeak acts exactly as you and will not treat all bombs as mines. Instead, you will be able to manually activate bombs just as you can as the default player. • Temple - The Temple object will absorb any nearby explosion, which means that setting off a large bomb next to a Temple will cause only the bomb spot and the Temple spot to explode, it will not explode in all directions as it usually would. • Spinner - If you walk into a Spinner object, you will be pushed off in a random direction. Thus, it is possible that you will be pushed into a mine, enemy, or hole and get destroyed. • Switch - Activating or deactivating a Switch will change a specific tile or object within the level. Flipping the switch again will restore the original tile and object (with a few exceptions). ••••••••••••••••••••••••••••••••••• » ADDITIONAL TELEPORT INFORMATION « ••••••••••••••••••••••••••••••••••• If you detonate a bomb and then immediately walk into a teleport, you will remain in a teleported state until all explosions have occurred before you are zapped to the destination tile. This means that you will be fully protected from said explosions. It is possible for two or more teleports to share the same destination tile. Likewise, it is also possible that one teleport will zap you to another teleport, and so forth. Baddies do not have the ability to teleport. ••••••••••••••••••••••••••••••••• » ADDITIONAL TEMPLE INFORMATION « ••••••••••••••••••••••••••••••••• Temple objects will cause bombs directly adjacent, and even certain bombs nearby to behave somewhat differently than they generally would outside the presence of a temple. If you blow-up a bomb that is directly connected to a temple, only that specific bomb tile and the temple tile will be destroyed. If a large bomb is within two grid positions of a temple, the large bomb will be reduced in strength so that it is approximately equal to that of a large mine. This knowledge might come in handy in several later levels. The exact behavior and detonation order of temple objects in connection with bombs might vary somewhat from several of the original ports of Bombuzal. Unfortunately, even across the original versions these slight differences existed (C64 and SNES versions varied somewhat from Atari ST and Amiga versions). However, you will only notice such differences on a small number of levels and gameplay-wise everything will still remain very similar to the original versions. You just may have to plan a little differently. •••••••••••••••••••••••••••••••••• » ADDITIONAL SPINNER INFORMATION « •••••••••••••••••••••••••••••••••• If you remain still for too long without doing anything, one of these spinner objects will automatically spawn underneath you. If you are standing over an explosive, the object will immediately explode. If you are standing of a dissolver platform, the tile will dissolve at once. So, you must always try to be on the move. (This stand-still feature is customizable via the Options) ••••••••••••••••••••••••••••••••• » ADDITIONAL SWITCH INFORMATION « ••••••••••••••••••••••••••••••••• Switches can be toggled an infinite amount of times and always hold two different values depending on which state they are in (active or inactive). Switches have the ability to change any platform type into any other platform type. Likewise, switches also have the ability to convert an existing object into any other object type, or to spawn objects where there was none originally. Most objects and platforms which are controlled by a switch will never fully be destroyed. After they have exploded, you can respawn them by flipping the switch back off and on again (or vice versa). Certain levels require you to do this to succeed. Certain levels handle switches and objects differently. In some cases, depending on the level you are on, certain objects and/or platforms will never be restored even after flipping the switch back off to restore the original tile data. Examples of such items include large bombs and mines. This is by design to match that of the original game and to create additional challenges within the levels. *************************************************************************** + BADDIES + *************************************************************************** In addition to the natural hazards within the game (dissolving platforms, spinners, explosives, holes, etc.), there also exists two types of enemies: • Sinister - Recognizable as a large, tan-colored blob, Sinister will constantly bounce around the level in hopes that you get close enough for him to pounce on you! Whenever possible, Sinister will always try to turn LEFT. • Dexter - Recognizable as four spinning, tan-colored discs, Dexter spins around the level hoping to get the chance to slice you up for dinner if you get close enough. Whenever possible, Dexter will always try to turn RIGHT. These baddies move constantly until they reach an empty platform where they then will try to turn. With the exception of explosions, no platform or object types affect either enemy type. NOTE: Like the player, both droid types (Bubble and Squeak) will also die if they get too close to any enemy. There will never be more than one of each enemy type in any given level. ••••••••••••••••••• » KILLING BADDIES « ••••••••••••••••••• The enemies (baddies) in the game can be destroyed in a number of ways: • Catch an enemy in an explosion and the enemy will die a fiery death. • Walk over a dissolver tile or otherwise destroy a platform (via switch, etc.) with an enemy close behind and with all luck they will fall into the hole never to be seen again. • Isolate the enemy onto a single platform and they will self-destruct. *************************************************************************** + CAMERA MODES + *************************************************************************** Just like the original, Bombzuka comes complete with three different types of cameras. Furthermore, Bombzuka includes an optional alternate version of the classic "Top-Down" view which can be toggled via the "Player Options" section of the Main Menu. The camera types are described below: • Perspective View - This camera mode will position the camera diagonally in front of the player, and will remain constantly centered on him. Visually speaking, this is perhaps the most appealing view as it has a great depth to it and allows you to see the full details of each object. Generally speaking, this view also tends to show you more of the background tiles than any of the "Top-Down" views. • Classic Top-Down - This mode will position the camera directly above the level. At any given time, you will be able to see eight full platforms horizontally and five full platforms vertically. The camera will automatically scroll as soon as your player approaches the edges of any side. • Centered Top-Down - This mode is exactly like the "Classic Top-Down" with the one exception being that the camera is always centered above the player. Each time you move, the camera moves as well. You will always be able to see three full platforms to your right, four full platforms to your left, and two full platforms above and below you. • Overview (Pause) - Overview mode will stop the timer and all enemy movement, and will present you with a much wider view of the surrounding tiles. The overview camera will always show 15 full tiles horizontally and 11 full tiles vertically. Furthermore, the camera is 'smart' and will position itself differently depending on the player position in relationship to the level so that the most effective number of surrounding tiles are displayed. By default, the camera is set to "Isometric View". While playing the game, you may switch between "Isometric" and "Top-Down" by using the appropriate controls. You may also use the button options at the bottom of the screen to switch modes. To specify a different default camera mode, or to change the method used in the "Top-Down" view, go into the "Player Options" screen and modify the appropriate settings for the player in question. When you die or complete a level, the overhead view will automatically be shown for a brief period of time along with any bonuses that you may have received. Pressing a key while in this type of preview mode will speed up the sequence. *************************************************************************** + SCORING SYSTEM + *************************************************************************** The scoring system in Bombzuka is very similar to that of the original Bombuzal. You are able to score points by detonating bombs, destroying enemies, dissolving platforms, activating droids, and teleporting. In addition, at the end of each level you will be awarded +10 points for each tile which still remains. Finally, at the end of each round you will also receive a time bonus which will be based off of the total time remaining. An outline of the exact scoring system is as follows: • Kill off Enemy - +200 Points • Dissolve Platform - +60 Points • Activate Explosive - +50 Points • Activate Droid - +20 Points • Teleport - +10 Points • Floor Bonus - +10 Points (Per Tile) • Time Bonus - Total time on timer / timer speed level* •••••••••••••••••••••••••••• » DIFFICULTY-BASED SCORING « •••••••••••••••••••••••••••• To better balance out the scoring system across all difficulty levels and gameplay options, several additional scoring rules and checks have been put into place: • Timer Bonus - At the end of each level, the remaining time on the timer will be processed through a series of formulas to ensure that the bonus score is approximately equal regardless of what speed the timer is set to (1-5). The system is based off of speed #5 (default). • Lives Used - Upon each death, the game will check to see if the "Lives" setting is greater than the default (1) and also if you have used up more lives than the default total (5). If so, you will lose a set amount of points from your total score depending on the "Total Lives" setting. The idea here is that generally the more lives one has, the more chances he or she has to rack up the points. • Total Lives Setting = 2 | -250 Points • Total Lives Setting = 3 | -400 Points • Total Lives Setting = 4 | -550 Points • Total Lives Setting = 5 | -700 Points • Baddies - There is no penalty or change in the scoring system when you kill off an enemy. However, be advised that sometimes slower baddies does not equal easier or quicker gameplay. At times you may find that setting the enemy speed slower than default actually makes the game more difficult as they may not get out of your way as fast. Furthermore, if you disable enemies all-together you will miss out on the opportunity to earn big by destroying them. • Stand-Still - There is no penalty or change in the scoring system no matter how slow or fast you set the stand-still time. Having said that, it is important to remember that your time moves quicker while standing still and thus the longer you stand in one place, the lower your end score will be. • Inf. Lives - If you enable the option for "Unlimited Lives", you will not be able to submit a score since the game will never end until you manually exit it yourself. • Inf. Time - If you enable the option for "Infinite Time", you will still qualify for the hi-score option but will not receive any end-of-level time bonuses which may severely limit the chance of making it to the top! ••••••••••••••••••••• » TIMER INFORMATION « ••••••••••••••••••••• As you play each level, the timer located in the top-right hand of the screen will continuously countdown until you either beat the level or until the timer reaches zero (0) at which point you will die. If you go into Map Overview mode, the timer will also stop and will not resume until you switch back to any of the play-mode views. The timer countdown speed will vary depending on your actions in the game. The general timer equations are presented below: • SLOW speed While you are moving and/or while bombs are exploding • MEDIUM speed while you are standing still • FAST speed when you have detonated an explosive but haven't moved off it •••••••••••••••••••• » HI-SCORE FEATURE « •••••••••••••••••••• If you have topped any of the existing Top-10 scores after losing all of your lives, you will be taken to the "Hi-Score" screen. It is here that you must enter your name or alias so that you appear on the list. There is a variety of methods you may use to enter your name: • Type your name out on the keyboard and then hit ENTER. If you make a mistake, simply hit the BACKSPACE and enter the letter again. • Use the mouse to specify each character; This is done by moving the mouse upwards or downwards slightly so that the letters begin to scroll. When you reach the letter you would like to use, re-position the mouse back approximately to where it was initially. LEFT-CLICK to set each letter, RIGHT-CLICK to confirm the name. If you need to backspace, you must use the keyboard or joystick to do so. • If your control type was set to Joystick, you may cycle through the letters and confirm your name using just that. Move the joystick UP or DOWN to cycle through the letters, move the joystick RIGHT to move on to the next letter, move the joystick LEFT to delete a letter, and press your FIRE button to confirm the name. The ten highest scores and names are shown under the "Hi-Scores" section of the main menu. If you tie with another player, your name will be placed above his or hers. To reset the scores back to default, select the appropriate action from the "Game Options" section. *************************************************************************** + HINTS & TIPS + *************************************************************************** Listed below are a number of hints, tips and guidelines which will help you out as you progress through the game: • Unlike most of the original versions of Bombuzal, the "Overview" camera mode in Bombzuka does NOT continue to decrease your time. This allows you to seriously study the maps and plot out possible paths and actions which will (hopefully) get you to the end, safely! • The solution to more than a few levels in the game is more simplistic than many would imagine on first glance (certain levels are designed to appear intimidating, while in reality they are not too difficult). • Enemies move at 1/3rd their original speed while bombs are exploding. This feature can result in either positive or negative consequences depending on where the enemies are as you detonate the bomb(s). • If you are trying to kill off an enemy by removing the tile below them (via switch or dissolver), you will find the most luck if you remove the tile as the enemy is immediately approaching it, rather than waiting until the enemy is directly above the platform. • While moving, if you hold down your 'Activate' key and then stop over a bomb or other togglable object with the 'Activate' key still held in, the activate countdown will begin immediately. • While using the 'Activate' key on an object, if you hold down any other move key, as soon as the activation countdown has completed and the object has been toggled, you will immediately move towards the designated direction. • In theory, you can play through an entire level with the 'Activate' key constantly held down. As long as you are moving you do not have to worry about activating or detonating the wrong object, and as long as the level does not require that you pick-up and move bombs, when you approach an object you wish to activate simple release all move keys to stop on it. By doing this, you will achieve some of the fastest times possible. • Remember that switches can be toggled on/off an indefinite amount of times, and typically these switches will always re-spawn any objects and tiles that they control even if they were previously blown up or otherwise destroyed. You MUST use this feature in many levels. • The direction of the player at the start of each level in NO way indicates which direction you should move at first. • Although some levels require that you complete it a specific way, there are other levels which can be completed any one of a number of ways. In some instances there is a very long way to complete a level, and a very short way - so you may have to experiment a bit to find the best route. • Baddies are terribly annoying when you are trying to explore a level or compete it. If you can, try to kill them off as early as possible in each level so that they don't get in your way. • Like the original, the "Overview" camera mode does not always show the full level if the level is over 15 tiles in a horizontal direction or 11 tiles in a vertical direction. *************************************************************************** + ODDS & ENDS + *************************************************************************** ••••••••••••••••••••••••••••• » A NOTE ABOUT LEVEL DESIGN « ••••••••••••••••••••••••••••• The heaping majority of levels available in this game have been faithfully reproduced from the originals, and you will rarely encounter much of any noticeable differences between the remade levels and the originals. A small handful of the levels have been modified ever-so-slightly from their original version for one reason or another (i.e.: I felt the original was either too difficult for its stage, or too reliant on exact timing). I am confident that not even the hardcore Bombuzal fans will be upset with the way these few levels have been tweaked! I have included a second version of each 'modified-from-original' level, and these second versions are more faithful to the original (and generally more difficult). If you'd like to swap any of the modified levels with the alternate versions, you will find them all in the "Levels" folder indicated by a "_B" after the level number. Simply rename the original and then remove the added "_B" to swap - or run the supplied "Swap_Levels" batch file to automatically swap all the levels with alternate versions. Due to minor technical differences between the original version and my remake, a very small number of levels may operate slightly differently from the originals. I've tried my best to make everything as similar as possible when remaking this game. •••••••••••••••••••••••••••••• » A NOTE ABOUT MUSIC & SOUND « •••••••••••••••••••••••••••••• There was actually quite a bit more that I wanted to do in regards to the sound and music in the game, but unfortunately time got the best of me and the audio was one of the very last sections that I had only a little time to work on. So, the audio is 'as-is' (and also highly compressed). All of the sound and music files, with the exception of the text-to-speech synthesizer voice, were generated using my own, now very retro, electronic keyboards. I tried to include numerous different loops for in-game music, and the music is randomly selected each time either player dies. I am aware that the short looping music gets repetetive very quickly. This is especially the case when you haev 130 levels to get through! So, you can actually swap any of the music files with any of your own as long as they remain in WMA format with the same names (in the Music folder). *************************************************************************** + DEVELOPMENT CREDITS + *************************************************************************** Programming...............................................xCept (Matt Pilz) Graphics..................................................xCept (Matt Pilz) Textures..................................................xCept (Matt Pilz) Models....................................................xCept (Matt Pilz) Levels....................................................xCept (Matt Pilz) Sounds....................................................xCept (Matt Pilz) Music.....................................................xCept (Matt Pilz) Original Level Design........................Crowther/Imageworks/Mirrorsoft ALL of the content in this game was created exclusively for Retro Remakes' "The Big 2006 Compo" (www.retroremakes.com) by myself. Please ask for my permission before using any of the source files within your own projects. xCeptDB@GMail.com __________________________________________________________________________ /shmhs- .oyddy+` -dNNNNNMMs` +mNNNNNMm/ .mNNh/:+mMM+ /NNmsohNMMN- oNMd``. :NMd---hNm.```oMMMs oMMh`.-`:MMh///hMh ./`:MMM+ .mMMy::oNMN+///oNMo.`-dMMd` -dMMMMMMh////++odMNNMMMd:` `-::+syyo+/////++++osyyso++/- .-:://////:-::://///++++++++++/` `-::///////:://++++++//+++++++++++. sNd: `-::///////:/++oooooo++//+++++++++++- :dN+ +md+.+hh+ :hmy` `-::///////+:/+oossssoo/:/+++++++++++/- `smh: +yy/`/hm -+shy++ooso+- `-::://////++/:::/+ooo/:--+++++++++++++/- -+osoo/++ss/- omMNMMd/ `-:::///////+++/::--:/:--:+++++++++++++++/. .yNMNMNy` /yhdddsyy+//--:://///////+++++//:://+++++++++++++++++/+o/::osyhddh+ /++ooyhhdmh-:://////////++++++++++++++++++++++///////+mdysyyo++o+- `+syhhyhdms-::///////////++++++++++++++++/////////////hmdyyssyso: .:+osyhh:::////-..:+//////++/////////+/-...:///////:/dhyo++/-` `.-/:-::///:` `hds./hhhy-hddh/.shh ://////:::/+:-.` `--:::::/:.```` .+so/ /os+` `://////::::-` `.-:::::::::.`````````````````` .////////:::--. `--:::::::::::.``````......``` .://///:::::::--. `.--:::::::::////+++ooooo++/:..:///////:::::::--. .---::::::::://////+++++++//////////:::::::----` `----:::::::::/:://///////////::///::::::-----. .----::::::::::::://////////:::/:::::::---...` `.-------::::::::::////////:::::::::-----...` `..-----------:::::///::::::::---------...` `....------------:::::::::----------....` ``....```.......-------------------.........` .::::::///:-``.............-.............```` .------:::://:````..`````````````````````` .---------:::/-`..--.` ````` ``.... `-----------:::-.-- ..-.. `..----------::-.` ..-.. `..---------:. `.----...` `...-------- `.-----:://+//-. ``....-.. `----::::////+++++/- `...---::://////::. |