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Amigaguide Document
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1996-08-13
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56KB
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1,205 lines
@DATABASE "DiamondCaves V2.8 documentation"
@NODE MAIN "DiamondCaves V2.8 documentation"
@{u}@{b}Diamond Caves@{ub}@{uu}
Version V2.8 (08.07.1996)
(C) Copyright 1994-96 by @{"Peter Elzner" Link Hawk}
@{" neXus software " Link neXus}
- @{"Shareware" Link Copy4} -
@{b}A short summary of what you should know:@{ub}
@{" Introduction " Link Intro}
@{" Like Diamond Caves? Vote for it! " Link vote}
@{b}Technical stuff:@{ub}
@{" Requirements " Link require}
@{" Installation " Link Install}
@{" Copyright & Distribution " Link Copy}
@{b}The game and how to play it:@{ub}
@{" What's it all about? " Link Game}
@{" Solid Objects " Link Solid}
@{" Things to collect " Link Collect}
@{" Enemies " Link Enemies}
@{" Title Screen " Link Title}
@{b}Need help? Take a look:@{ub}
@{" Frequently Asked Questions " Link FAQ}
@{" Level hints " Link Hints}
@{b}Past, present and future:@{ub}
@{" History " Link History}
@{" Plans for the future " Link Future}
@{b}How to get and how to pay for Diamond Caves:@{ub}
@{" How to register " Link Register}
@{" How to get updates " Link Updates}
@{" How to contact the author " Link Hawk}
@{" Registration-form " Link regform}
@{" Credits " Link Credits}
Check out the @{b}Diamond Caves homepage@{ub} at
http://www.ping.de/sites/magic/dc.html
@{b}Warning@{ub}: The author cannot be held responsible
for loss of sleep, hair or sanity
caused by playing Diamond Caves
@ENDNODE
@NODE Intro "Introduction"
@{b}Welcome to Diamond Caves V2.8!@{ub}
Here is a quick overview about what to do and what to read to start
immediately:
- If you have a vague knowledge of what the game is about, you may start
right now, playing the 25 @{"Tutorial" Link Hints}-Levels. They will introduce you into
all of the important things and extras of Diamond Caves.
Additionally, there are 10 Easy-Levels and 25 Game-Levels.
The Game-Levels are for advanced players.
@{u}Newusers@{uu} should read @{"What's it all about?" Link Game}.
If you constantly fail to solve a Level, try watching the record-file by
clicking on @{u}Replay-game@{uu} or read the chapter @{"Level hints" Link Hints}.
The main menu and all of its gadgets are discussed in @{"Title Screen" Link Title}.
- If you want to reconfigure Diamond Caves please use the Diamond Caves
Preferences program @{"DiamondPrefs" Link DC:DiamondPrefs.guide/Game 0}. Starting with V2.0 of Diamond Caves you
can use the preferences program without a keyfile.
- If you like the game, want to have @{"more Levels" Link Levels} or even like to create some
of them yourself, read the part @{"How to register" Link Register} because you won't get the
Editor or @{"new Levels" Link Levels} without paying the shareware fee (it's worth it!).
- If you have comments, ideas or found some kind of bug, feel free to tell @{" me " Link Hawk}.
But before asking stupid questions :-) read the chapter @{"Frequently asked questions" Link FAQ}!
- New version may be released in the future. Read about the planned features in
@{"Plans for the future" Link Future} and be sure to know @{"How to get updates" Link Updates}.
- Do you think Diamond Caves is a bit slow on your Amiga? Then read
@{"How can I improve game speed?" Link q4} in the chapter @{"Frequently asked questions" Link FAQ}.
- And finally: If you are some kind of PD-distributer and want to sell Diamond
Caves on Disk/CD-ROM or whatever, read the chapter @{"Copyright & Distribution" Link Copy}.
That's about it, enjoy the game.
@ENDNODE
@NODE require "Requirements"
@{b}Requirements@{ub}
This game is written in an OS-friendly way, so it may not be as fast as a
common hardwarehack would be. The game requires:
- Kick 2.0
- 1 MB chipmem / 1 MB fastmem
- 68000
- Harddisk
- Commodore's Installer V1.24 (can be found on your Workbench-Install-Disk)
recommended for ultimate joy:
- Kick 3.x
- a 68020 (or higher)
- 2 MB chipmem (if you want to use large Levels or more colors)
If you wonder why I decided to base the game on OS-routines and why the
game is not as fast as it could be, read the @{"Frequently asked Questions" Link q2}.
This program has beed tested with Enforcer, Mungwall and CodeWatcher.
@ENDNODE
@NODE Install "Installation"
@{b}Installation@{ub}
@{u}Diamond Caves@{uu} comes with a ready-to-run installer-script for the Commodore
Installer. Just click on the icon and follow the text in the window.
Basically, the script will copy all files in a Directory, assign the name
"DC:" to it and install some tooltypes.
If you select @{u}update@{uu}, the Installer only copys the files in the
directory(s) with a higher version than your currently installed version of
Diamond Caves. No old Icons, Levels, Highscores or Names will be changed.
To reconfigure Diamond Caves, use the program @{"Diamond Prefs" Link DC:DiamondPrefs.guide/main}.
@ENDNODE
@NODE Copy "Copyright & Distribution"
@{" COPYRIGHT " Link Copy1}
@{" DISTRIBUTION " Link Copy2}
@{" DISCLAIMER " Link Copy3}
@{" SHAREWARE " Link Copy4}
@ENDNODE
@NODE Copy1 "COPYRIGHT"
@{u}Diamond Caves@{uu}, the @{u}Diamond Caves Editor@{uu}, @{u}DiamondGfx@{uu} & @{u}DiamondSfx@{uu},
@{u}DiamondHigh@{uu} and @{u}DiamondPrefs@{uu} are copyrighted (C) 1994/95 by @{"Peter Elzner" Link Hawk}.
That means that you are @{b}NOT ALLOWED@{ub} to modify the programs and
documentations in any way. In particular, you @{b}MUST NOT@{ub} remove the
documentation or any other file.
You are @{b}NOT ALLOWED@{ub} to use this software or any part of it for any other
purpose than that one mentioned in this documentation, this also includes
any images and samples.
Diamond Caves is @{"SHAREWARE" Link Copy4}!
@ENDNODE
@NODE Copy2 "DISTRIBUTION"
The @{u}Diamond Caves@{uu} package and all the @{u}Diamond Tools@{uu} are freely distributable.
That means you are allowed to re-distribute these packages as long as you
follow these points:
- Any re-distribution has to include all files in this archive, without
any modifications. You are @{b}NOT ALLOWED@{ub} to add or remove any files
to/from the archive.
- This package may be freely distributed via BBSs, InterNet/UseNet,
software libraries such as Fred Fish's and Aminet CD-ROM, and other
similar electronic channels. You @{b}MUST NOT@{ub} include it on any disk that is
sold for more than 5 US Dollar (or an equivalent in other currencies).
- Disk magazines and services that charge extra for file transfers may @{b}NOT@{ub}
distribute it without written permission by @{"Peter Elzner" Link Hawk}!
You are @{b}NOT ALLOWED@{ub} to distribute you keyfile in any way! It contains your
personal data and may only be used by the user whose name is encrypted
into the file (should be you). This name is diplayed in the About
Requester.
If you include DC on a Disk-Mag, PD-library (or even CD-ROM) @{" I " Link Hawk} would be
happy to receive a free copy.
@ENDNODE
@NODE Copy3 "DISCLAIMER"
By using this product, you accept @{b}FULL@{ub} responsibility for any damage
or loss that might occur through its use or the inability to use it.
The developer of the software can @{b}NOT@{ub} be held responsible.
@ENDNODE
@NODE Copy4 "SHAREWARE"
This product is @{u}@{b}SHAREWARE@{ub}@{uu}. @{u}Free distributable@{uu} only says that you do not
have to pay for copying or re-distributing the unregistered version of the
program. You are allowed to test this product for 30 days. If you like it
and decide to use the product regularly, please read the chapter
@{"How to register" Link Register} and pay the shareware fee.
@ENDNODE
@NODE Game "What's it all about?"
@{b}A short introduction to Diamond Caves@{ub}:
This game is based on the idea of Boulder Dash back on the good old C64. I
added some new ideas (and some gfx/sfx) of Emerald Mine by Kingsoft and a
bunch of my own ideas (and ideas of my friends, other user, ...) as well.
The main goal is to collect enough @{"Emeralds" Link Collect 1} and reach the Exit in time.
This task may be mastered alone or in teamwork.
You can control the player by moving your Joystick in the appropriate
direction. Pressing the button and moving the Stick causes the Player to
stand still and collect the item in the given direction.
@{b}P@{ub} will Pause the game
(Note:To turn off the pause mode, you have to activate the game window
(simply click with your mouse into it) and then press @{b}P@{ub} again)
@{b}ESC@{ub} quits the game
the F-keys change the view-area:
@{b}F1@{ub}: Focus on Player 1
@{b}F2@{ub}: Focus on Player 2
@{b}F3@{ub}: Focus on both Players (note that you can't walk out of the visible
area in this mode).
If you are playing on a Public Screen you can resize the Window in Pause
mode.
If one of the Players is controlled by Keyboard, he may be moved using the
@{b}cursor-keys@{ub}, @{b}Space@{ub} or @{b}R-Shift@{ub} is the firebutton-equivalent.
How many Emeralds you have to collect and how many seconds are left
is visible in the status-line on top or bottom of the screen.
You can increase your score in four different ways:
- destroying opponents with a boulder (not with an explosion)
- collecting things (Emeralds, Diamonds, Dynamite or Keys)
- cracking a Nut
- achieving a bonus by having time left when
reaching the exit.
All of the extras described below are shown one by one in the
25 @{"Tutorial-Levels" Link Hints}.
A special feature of Diamond Caves is the @{u}replay-mode@{uu}.
If you are a @{"registered User" Link Register}, you are able to record your
movements and watch yourself later playing the Level. All Levels
in the unregistered Version are already shipped with a replay-file
showing you how to solve the Level.
When in replay-mode, you can use the following keys:
@{b}F9@{ub} or @{b}+@{ub}: Increase speed
@{b}F10@{ub} or @{b}-@{ub}: Decrease speed (slow motion)
@{" solid objects " Link Solid}
@{" Things to collect " Link Collect}
@{" Enemies " Link Enemies}
@ENDNODE
@NODE Solid "solid objects"
There are many things in the game just "lying around", some are described
seperately in @{"Things to collect" Collect}.
- @{b}Empty Space@{ub} (black)
Not much to say :-)
- @{b}Sand@{ub}
You can walk through it, Monsters can't
- @{b}Boulder@{ub}
Well, a rock is a rock. Be sure not to rest below one of them, they might
smash you!
- @{b}Bombs@{ub}
Highly explosive!
- @{b}Nuts@{ub}
They reveale an Emerald if cracked open by a boulder.
Rocks, Bombs and Nuts can be moved by the player!
- @{b}Walls@{ub}
Six types of walls:
- steel Walls - can't be destroyed
- brick Walls - can be crushed using some kind of explosion (Bomb)
- special brick Walls - will expand to the sides!
- brick Walls containing Emeralds/Diamonds - use a Bomb or Dynamite to
get the Jewels
- magic Wall (blue) - once a Rock/Emerald/Diamond falls onto the magic
wall, the wall starts spinning for a few seconds, changing everything
that falls through
- invisible Wall - looks like empty space but is very solid! Can be
bombed away.
- @{b}Doors@{ub}
There are two types of doors in the game:
- Doors you need a @{"key" Link Collect 16} for (red, green, blue and yellow doors)
Some doors are grey, so you don't know which kind of key you will need
- Doors you can open/close using the blue switch
- @{b}conveyor belt@{ub}
Can be turned on/off using the green switch. Things lying on the belt will
move!
- @{b}Quicksand@{ub}
Boulders may sink into and out of the quicksand.
- @{b}Exit@{ub}
a blue gate which starts flashing if you have enough Emeralds to enter.
- @{b}Wheel@{ub}
if you spin the Wheel, the @{"Robot" Link Enemies 13} will run towards the Wheel and not towards
you. The Wheel only lasts for a few seconds.
- @{b}Acidpool@{ub}
everything that falls into the Acid is gone forever!
- @{b}Switches@{ub}
- the green Switch changes the direction of the conveyor belt
- the blue switch open-/closes the switch-door
- @{b}letters@{ub}
you may read, ignor or bomb them away:-)
@{" Things to collect " Link Collect}
@{" Enemies " Link Enemies}
@ENDNODE
@NODE Collect "Things to collect"
Of course just collecting Emeralds would be very easy (and very boring) so
there are lots of other goodies to collect in the game:
- two kinds of @{b}Emeralds@{ub} called Emeralds (green) and Diamonds (blue).
Diamonds count as three Emeralds.
- @{b}Dynamite@{ub} to blow away walls and monsters. Ignite the Dynamite by
holding down your firebutton for a few seconds. Then run away!
- A @{b}Forcefield@{ub} (yellow coin) to protect you. Your player-sprite will fade
to grey while in protected mode. You will hear a special sound to indicate the
forcefield going down because it only lasts for a few seconds
- @{b}Extratime@{ub} (green coin) that will be added to your time
- @{b}Keys@{ub}. There are four different types of keys (red, green, blue and
yellow) which are necessary for the four different doors.
@{" solid objects " Link Solid}
@{" Enemies " Link Enemies}
@ENDNODE
@NODE Enemies "Enemies"
You are not alone in the Diamond Caves!
Here are the enemies you might encounter:
- @{b}Bug@{ub}
crawling on the right wall, the Bug can be changed into 9 Emeralds and
1 Diamond if crushed by a boulder
- @{b}Spaceship@{ub}
always moves on the left wall
Touching the Bug or the Spaceship is very dangerous!
- @{b}Robot@{ub}
This one follows you until he can kill you!
Try spinning the @{"Wheel" Link Solid 51} to divert the Robot.
- @{b}Eater@{ub}
This brother of Pacman will eat Diamonds and can be changed into various
things (be surprised!) by shmashing him with a boulder
- @{b}the amoeba@{ub}
expands through normal sand and quicksand. Beware of the drops!
Spaceships and Bugs won't survive contact with the amoeba.
@{" solid objects " Link Solid}
@{" Things to collect " Link Collect}
@ENDNODE
@NODE Title "Title Screen"
There are several buttons in the title screen which can be accessed using
the mouse in Port 1 or (if you already plugged in a Joystick) using either
the cursor-keys and Space or the Joystick in Port 2.
@{b}Quit@{ub}: Guess what this one does.
@{b}Get Levels@{ub}: Select a Leveldirectory. Each Dir may contain up to 99 Levels
(25 in the unregistered version).
@{b}One Player/Two Player@{ub}: Change the number of Players.
For even more players read @{"Plans for the future" Link Future}.
@{b}Name@{ub}: Select a name or enter a new one. The Number is your Handicap (your
highest possible Level). It gets updated every time you solve a Level
and will be saved automatically.
@remark
@remark *******************************************************************
@remark * Congratulations, you have found the cheat-mode: *
@remark * You may use the name "ILLUMINATI" to get access to every Level! *
@remark *******************************************************************
@{b}Level/Max@{ub}: The current Level and your Handicap.
@{b}Score@{ub}: Your score so far (only for this Leveldirectory)
@{b}Games played@{ub}: Number of games you played in this Leveldirectory
@{b}Highscores@{ub}: Display the Highscorelist for the selected Level.
@{b}Play game@{ub}: Play the game. If you enter the Highscorelist, the list will be
saved automatically.
@{b}Record game@{ub}: You can play the Level and every move will be recorded into a
file (this is not possible in the unregistered version).
@{b}Replay game@{ub}: If a record-file exists, you can watch it.
@{b}The big DC-Logo@{ub}: Shows the About window containing some information.
@ENDNODE
@NODE History "History"
@{b}V1.0@{ub} (02.04.1995)
- first public release
@{b}V1.1@{ub} (03.04.1995)
- fixed small bug in quicksand-routine
- optimized player-routine
- added tooltype "JOYMOUSE2"
- implemented introScreen-timeout (8 sec)
- fixed game-level 23 (way too difficult - actually insoluble :-)
@{b}V1.2@{ub} (06.04.1995)
- finally fixed gameport.device
- fixed small bug in 2-player-mode
- more optimizations
@{b}V1.3@{ub} (09.04.1995)
- added tooltype "STATUSTOP"
- fixed bug in game-level 25
- fixed bug in conveyor-belt
@{b}V1.4@{ub} (01.05.1995) (registered Users only)
- rewrote installer-script
- added "normal" icons (for those MagicWB-haters :-)
- added 10 Easy-Levels
- included replay-files for all levels (Tutorial, Game & Easy)
- fixed preferences-loading (reg-version)
- fixed small bug in GetLevel-Window
(items are now set to default after changing number of players)
- rewrote record-routine
(files are now 7/8 shorter than before)
- improved loading
(gfxfiles are now loaded once and then kept in memory)
- rewrote Joystick-routine
(still some optimizations to do though)
- increased keyboard-buffer
@{b}V1.5@{ub} (05.05.1995)
- fixed some corrupted replay-files
- added "Level-Hints" to documentation
- minor internal changes
- Overscan-prefs are now loaded correctly when running from Editor
@{b}V1.6@{ub} (16.05.1995)
- finally fixed replay-routine
- optimized in-game-routines
- changed gfx-format
(registered users are now able to create their own gfx with up to
256 colors, using the tool "DiamondGfx")
- due to user-request, the game can now be run on a 68000
- implemented delay
(this is for reg-users playing with screenmodes like Super72)
- removed Mungwall/Enforcer-Hit in Overscan loading routine
@{b}V1.7@{ub} (04.06.1995)
- completely rewrote game-timing
(Diamond Caves now uses the timer.device and runs at the same speed
under every screenmode. The game may seem to be a bit slower than
before if you're useing a screenmode with a higher frequency than
50Hz)
- removed bug in player-movement
(player wasn't killed under certain circumstances)
- removed bug in explosion-routines
(sometimes explosions didn't cause other things to explode)
- fixed keyboard-handling in main-menu
- had to re-record some replay-files :-(
- fixed bug with windows on title screen
(didn't attach to system default font)
- DBL-screenmodes are now supported correctly
(see "DiamondPrefs.guide")
- optimized Joystick-routine
@{b}V1.8@{ub} (14.06.1995)
- finally fixed keyboard-handling (game)
- optimized in-game-routines
- DBL-screenmodes are *now* supported correctly
(V1.7 didn't recognize the "Interlace" flag)
- re-added VBI-timing
(this is for PAL-modes, they are now flickerfree using
VBI-timing - other modes should use the timer.device,
see "DiamondPrefs.guide")
@{b}V1.9@{ub} - skipped
@{b}V2.0@{ub} (08.07.1995)
- fixed CLI-startup
- DC finally runs on 68000
(removed "word-read from odd address")
- added "move through empty space" sound
- preferences can now be used by unregistered users, too!
(use the program "DiamondPrefs V1.3")
- removed obsolete tooltypes
- Diamond Caves now runs on Intuition Screens in true multitasking
(although you should pause the game before switching screens :-)
- optionally Diamond Caves now runs in a window on a standard Public
Screen! (Kick3.0 required)
- fixed small gfx-bug with player-sprite
- fixed bug in loading custom-samples
- fixed overscan
@{b}V2.1@{ub} (16.07.1995)
- paying the shareware fee with foreign cheques is now easier
(and cheaper!)
- fixed loading players name
- added "Score" and "games played" to Titlescreen.
- optimized in-game routines
- fixed small problem with remapping colors when running on a
Public Screen
@{b}V2.2@{ub} (05.09.1995)
- fixed bug with growing wall
- fixed small bug with sound and conveyor belt/magic wall
- fixed small bug with acid pools
- removed busy-wait in pause mode
- added pause window
- intro-screen can now be canceled with ESC
- optimized in-game routines
- input.device wasn't closed propperly
- improved error-handling
(game now runs better on write protected disks like CD-ROMs,
and creates backups of important files)
- rewrote GetLevels-window
(now using listview to display unlimited number of dirs :-)
- fixed yet another overscan-bug
(actually a bug in intuition/graphics.library !)
@{b}V2.3@{ub} (23.12.1995)
- optimized intro-screen
- changed public-screen version
(now using a standard superbitmap-window,
window opens with maximum size as default.
game is faster, scrolling is slower)
- changed scrolling in public-screen version
(now block-scroll only)
- dynamite, keys and shield time are displayed in status line
- added "test again"-window (if started from editor)
- fixed bug with fast-forward in replay-mode
- fixed bug with saving record-files
- Diamond Caves now works on CyberGfx-Screens!
(Although there are some limitations in the CyberGfx Emulation)
@{b}V2.4@{ub} (16.01.1996) (internal release only)
- changed requesters
- improved error-handling
- internal cleanup
- added request in record-mode
(suggested by Peter Schulz)
@{b}V2.5@{ub} (01.02.1996)
- fixed memory bug with 1MB chipmem Amigas
- fixed stupid bug in record/replay-mode
(unfortunately some old replay files my be corrupt)
- added German documentation and German installer-script
@{b}V2.6@{ub} (14.05.1996)
- increased number of possible Leveldirectorys
(from 10 to 50)
- Leveldirectory and Playername are now saved after exit
- fixed small bug with switch-door
(was destroyable but shouldn't)
- fixed bug in 2-player-mode
- fixed two bugs with forcefield
- fixed small bug with scrolling in record-mode
- fixed bug in score-display
@{b}V2.7@{ub} (02.06.1996)
- fixed two bugs with robot and wheel
- internal optimizations
- stupid stupid memory bug fixed!
(DC now needs about 200K less chipmem)
@{b}V2.8@{ub} (08.07.1996)
- fixed bug with shield-coin
- fixed bug with 256-color gfx
(some Enforcer hits removed :-)
@ENDNODE
@NODE Future "Plans for the future"
I think this will be the last version of Diamond Caves (unless some very
serious bugs appear). The next version will be called Diamond Caves II.
@{b}Plans for Diamond Caves II@{ub}:
- still 100% Diamond Caves and Emerald Mine compatible
- new title menu
- less memory consuming (chipmem)
- non-interlaced
- bigger highscore-lists
- 2-player-splitscreen
- maybe even 2-player serial link
- better CyberGfx support
- new items:
- something to make you go through walls
- a third kind of Emerald to collect
- at least one new enemy
- teleporter
- more eater-explosions
- a new door
- even more features I can't remember now :-)
send even more ideas to: Elzner@magic.ping.de
@ENDNODE
@NODE FAQ "Frequently asked questions"
@{" Where is the AGA-Version of Diamond Caves? " Link q1}
@{" Why do you use OS-routines? They are so slow! " Link q2}
@{" Why can't I play new Levels? " Link q3}
@{" How can I improve game speed? " Link q4}
@{" Why are some things different from the original Boulder Dash? " Link q5}
@{" Where is the blue key in Game-Level 1? " q6}
@{" Is it possible to use old Emerald Mine Levels with Diamond Caves? " Link q7}
@{" The Joystick-Emulation in the Titlescreen does not work right. " Link q8}
@{" I've got serious problems with Diamond Caves scrolling the screen! " Link q9}
@ENDNODE
@NODE q1 "Where is the AGA-Version of Diamond Caves? "
Q:@{b}Where is the AGA-Version of Diamond Caves?@{ub}
A:There will be no "real" AGA-Version because Diamond Caves already supports
AGA-screenmodes and gfx with up to 256 colors. All you (or somebody else)
need to do is to draw a 256 color version of the Diamond Caves gfx. This can
be done using the program @{"DiamondGfx" Link "DC:DiamondGfx.guide/Main" 0}. DiamondGfx already
includes a 32-color version of the orginial gfx as well as all the
IFF-pictures you need.
@ENDNODE
@NODE q2 "Why do you use OS-routines? They are so slow!"
Q:@{b}Why do you use OS-routines? They are so slow!@{ub}
A:The reason for this is that about 1987 I bought the original Emerald
Mine by Kingsoft (which inspired me to do Diamond Caves 7 years later).
The problem with EM is, that it refuses to work under Kick2.0 and that it
has some problems with 32bit-fast mem and fast processors. I didn't want
to write a game that in a few years no one would be able to play because
of crappy coding.
OS-routines are not that slow, part of the lack of speed results in the
fact that I tried to make everything as configurable as possible. Where
most EM-clones use fixed values for screen- and playfield-size, my
program adjusts to the Amiga it runs on and supports Level from 10x10 up
to 100x100.
Be sure to read @{"How can I improve game speed?" Link q4}.
@ENDNODE
@NODE q3 "Why can't I play new Levels?"
Q:@{b}My friend has the Diamond Caves Leveleditor but my unregistered copy of
Diamond Caves refuses to load the new levels. What am I doing wrong?@{ub}
A:The unregistered version of Diamond Caves is not capable of loading
other levels than the ones that came with the distribution.
If you really want to play new Levels, please pay the shareware fee.
@ENDNODE
@NODE q4 "How can I improve game speed?"
Q:@{b}How can I improve the speed of the game?@{ub}
A:There are several things to make the game work faster:
- use Kickstart 3.0 or 3.1 instead of Kick2.0. Some gfx-routines are up
to 10 times faster in Kick3.x and under 3.x interleaved Bitmaps will be
used, this improves gfx-speed.
- don't use the gameport.device unless you have to, it's slower than
directly accessing the hardware.
- playing in Interlace is great if you have a 17" monitor but because I
have to update 4 times the screensize than in non-Interlaced modes the
game will be slower.
- running a lot of programs in the background might consume important
CPU-time.
- the better the chipset, the higher the speed
(ECS is not very fast, especially in interlace-modes,
AGA is a bit faster than ECS,
a gfx-board will give you full speed)
- the better the processor, the higher the speed
(you can run Diamond Caves on a 68000 but I recommend a 68020 as a minimum.
I'm playing (and developing) Diamond Caves on a 68030 with 28MHz)
@ENDNODE
@NODE q5 "Why are some things different from the original Boulder Dash?"
Q:@{b}I'm a big fan of the C64-game Boulder Dash, but in Diamond Caves some
things are different. The amoeba won't change into Emeralds when
surrounded by solid objects and Bugs (Butterflys in Boulder Dash) can't
be killed by Emeralds.@{ub}
A:Actually, Diamond Caves is a(nother) clone of the first Amiga-clone
"Emerald Mine" by Kingsoft from 1987 and not a direct version of Boulder
Dash. I don't want to change the handling of things in the game in future
version because this might confuse current users.
Because Diamond Caves is a 100% Emerald Mine clone, you have easy access to
all the hundreds of old Emerald Mine Levels.
@ENDNODE
@NODE q6 "Where is the blue key in Game-Level 1?"
Q:@{b}I'm new to Diamond Caves and I can't find that stupid :) blue key I
need to enter the exit in Game-Level 1.@{ub}
A:Have you played Tutorial-Level 14 (The Return of Pacman)? In this level,
you're supposed to learn that the Eater holds many different things
"inside". To get them, you have to smash him with a boulder. If you've
looked at the preview picture of the Diamond Caves Editor you may even
have seen that the Level displayed is Game-Level 1 and in the Eater-window
you can see that the blue key is "in" the last (the 4th) Pacman.
Short: You gave to kill all four Eaters with a Boulder, not with a Bomb.
@ENDNODE
@NODE q7 "Is it possible to use old Emerald Mine Levels with Diamond Caves?"
Q:@{b}I've got another Boulder Dash clone (insert your favorite one here) and
I want to use previously created Levels in Diamond Caves. Is this
possible?@{ub}
A:Yes, this is possible. Since V1.1, the Diamond Caves Editor has an
option to import Levels from these Boulder Dash clones:
Balder's Grove
Emerald Mine I
Emerald Mine II
Emerald Mine III
Emerald Mines CD
If you havn't got the Diamond Caves Editor, read the chapter @{"How to register" Link Register}.
And if your favorite Boulder Dash clone isn't supported yet, feel free to
contact me.
@ENDNODE
@NODE q8 "The Joystick-Emulation in the Titlescreen does not work right."
Q:@{b}The Joystick-Emulation in the Titlescreen does not work right.@{ub}
A:I'm using the gameport.device as shown in the RKM Devices. The only reason,
this can go wrong is if another program is using the gameport.device, too.
Some Screenblankers (like BlitzBlank) check the Joystick-port as well to
determine wether to blank or to stop blanking. For some reason, this
interfears with my Joystick-routine. For now, please turn off switches like
"Check Joystick" in Blitzblank.
@ENDNODE
@NODE q9 "I've got serious problems with Diamond Caves scrolling the screen!"
Q:@{b}I've got serious problems with Diamond Caves scrolling the screen,
sometimes the left/right borders get clipped!@{ub}
A:This is a bug in graphics.library v39.x (Kick 3.0) and lower.
For ECS-modes it is fixed in Kickstart3.1. For AGA-modes, there is no
cure because it's a limitation of the AGA-chipset.
Suggestion: Make the screen smaller or get a gfx-board.
Q:@{b}Why is the scrolling not as smooth as in previous version of DC?@{ub}
1. If the program needs more than one frame to update the screen, there will
be a very short delay in the srolling (flicker).
Suggestion: Free some CPU-time (close other applications) or get a faster
processor :-)
2. If you are not running in PAL-mode (50Hz), the scrolling will flicker
because I'm updating the screen every 1/50 second wether or not the
VBI-frequency is 50Hz. This is because the game should run at the same speed
under every screenmode.
Suggestion: Use PAL-modes or turn on the "VBI-timing" in @{"DiamondPrefs" Link "DC:DiamondPrefs.guide/Game" 52}.
Q:@{b}Why is the scrolling so chunky wehn running under CyberGfx?@{ub}
A:If you are running on a CyberGfx-screenmode, the horizontal scrolling
will be a bit sticky because the current version of CyberGfx does not
support smooth horizontal scrolling. CyberGfx only scolls every 4 pixels.
Don't blame it on me, it's the fault of CyberGfx :-)
Suggestion: Use a screenmode that's big enough to display the whole level at
once or wait for a better scrolling-implementation in CyberGfx and use
ECS/AGA-Screens in the meantime.
@ENDNODE
@NODE Register "How to register"
I spent a lot of work and one year of programming in Diamond Caves so I
think it's only fair to demand a little reward if you, the user, want to
use my program on a regular basis.
@{" What do I get? " Link Get}
@{" What and how do I have to pay? " Link Pay}
The following things are @{u}@{b}not@{ub}@{uu} possible in the unregistered version:
- play @{"other Levels" Link Levels} than the 60 Levels included in the unreg.version
- save or test Levels using the Diamond Caves Editor
- use the 32color-version of Diamond Caves (included in DiamondGfx)
- draw your own gfx for Diamond Caves
- use your own samples withing Diamond Caves
- record Levels to watch them later
@ENDNODE
@NODE Get "What do I get?"
After paying the fee you will receive a keyfile and the latest version of
Diamond Caves. Furthermore the registered version includes:
- you will now be able to use @{b}up to 99 Levels per Leveldirectory@{ub}
- you will be able to @{b}record your Levels@{ub} and watch them later or show them
to your friends.
- @{b}DiamondEdit@{ub}:
Take a look at the Preview-picture!
The Diamond Caves Editor is capable of loading old Emerald Mine Levels.
The Diamond Caves Leveleditor is based on MUI but you do *not* have to be
a registered user of MUI to use the Editor. The Dimamond Caves Editor
works 100% even with the unregistered version of MUI. MUI is (C) Stefan
Stuntz and it's available on AmiNet and on several PD-Collections.
- @{b}DiamondGfx@{ub}:
Now you are able to include your own graphics into Diamond Caves. Comes
with the original gfx as IFF-pictures.
This also includes an improved ready-to-use 32-color-version!
- @{b}DiamondSfx@{ub}:
Include your own samples into DiamondCaves!
You will also get a bunch of @{"new Levels" Link Levels}!
@ENDNODE
@NODE Pay "What and how do I have to pay?"
If you want to register, please fill out the @{"Registration-form" Link regform}
or send me a normal letter with the necessary information.
There are three ways to pay the money and one special offer:
@{b}Cash@{ub}:
If you want to pay in cash, the Shareware fee is
30 DM (DEM German-Marks) or
20 $ (USD US-Dollars)
other currencies can not be accepted.
I don't think there will be any problems if you place the money in the
envelope in a way it can't be seen from the outside. There havn't been
any problems yet.
@{b}Cheques@{ub}:
1) If you live @{u}inside@{uu} of Germany, you may send me a cheque for the
cash amount given above.
Note: If you are able to pay a cheque in @{u}DEM@{uu} (German-Marks), you can
send me a cheque for 30DM from outside of Germany! This is possible
in Europe using Eurocheques, ask your local bank for details.
(Postal-) Money orders in @{u}DEM@{uu} (German-Marks) are also welcome.
2) If you live @{u}outside@{uu} of Germany and can't pay in @{u}DEM@{uu} (German Marks),
it will cost a small fee for me to accept cheques, so I have to charge
you extra:
25 $ (USD US-Dollars)
or the equivalent amount in your currency
@{b}Bank account@{ub}: You can transfer 30 DM to my bank-account:
Peter Elzner
Commerzbank Letmathe
account: 642 5000 104
BLZ: 445 400 22
* @{u}Don't forget to @{b}include your full Name@{ub}, so@{uu} *
* @{u}I'm able to see who transfered the money! @{uu} *
@{b}Special Offer@{ub}: I am collecting @{u}Superman@{uu} Comicbooks (DC-Comics USA), so if you
want to give away some of them, you may contact @{" me " Link Hawk} to find out which
numbers I need. Don't send them right away!
You can also send some old @{u}Bone@{uu} comics (Cartoon books of course)
if you want to give away any of them :-)
@{u}@{b}How to get your keyfile@{ub}@{uu}:
@{b}Snail-Mail@{ub}:
This consists of two DD-disks or one HD-disk including your keyfile as well
as the latest version of Diamond Caves and the Diamond Caves Tools and a
huge amount of @{"new Levels" Link Levels}.
@{b}E-Mail@{ub}:
If you want to get your keyfile via E-Mail, please send the filled-out
@{u}Registration.txt@{uu} along with your @{u}PGP-key@{uu} (pgp -kxa) because I'm only
shipping PGP-encrypted keyfiles! Bank account transfer is recommended.
I'm not sending away keyfiles without PGP-encryption!
@ENDNODE
@NODE Updates "How to get updates"
Updates and @{"new Levels" Link Levels} will be published through AmiNet (international)
and FRAS/Z-Netz (Germany).
Announcments of new versions will be made in "@{u}comp.sys.amiga.games@{uu}",
"@{u}/Z-Netz/Rechner/Amiga/Spiele@{uu}" and "@{u}/Fras/Text/Beschreibungen@{uu}".
If you don't have access to either of these possibilitys, you can send a
letter to @{" me " Link Hawk}, including
- @{u}an empty disk@{uu} for the latest version of Diamond Caves
and/or
@{u}an empty disk@{uu} for the @{"newest Levels" Link Levels}
- @{u}an international reply-coupon@{uu} (available at your local post office) @{u}or@{uu}
the amount of @{u}3DM or 3US$ in cash@{uu}. You will then get the latest version of
Diamond Caves, and all the @{"new levels" Link Levels} created so far. Note that you will need the
registered version of Diamond Caves to play other levels than the 60 Levels included
in the distribution.
@{b}Orders without disk and/or p&p-money can't be fulfilled!@{ub}
@ENDNODE
@NODE Hawk "How to contact the author"
If you have any comments, new ideas or found any bugs, feel free to write.
@{u}My Address@{uu}:
@{b}Peter Elzner
Grudene 6a
D-58644 Iserlohn
Germany@{ub}
@{u}E-Mail@{uu}:
@{b}Elzner@magic.ping.de@{ub}
@{u}World Wide Web@{uu}:
@{b}http://www.ping.de/sites/magic@{ub}
@{u}Phone-number@{uu}:
@{b}02374/84425 (Germany)
++49 2374 84425@{ub}
@{u}PGP-key@{uu}:
-----BEGIN PGP PUBLIC KEY BLOCK-----
Version: 2.6.2i
mQBNAy/lGV4AAAECAN/qVwRYdrgFCMIHxSDZFPjlY5422QHvI9VnXcq9B25B31hX
sFZsfylenM9jKKFgscqRf+NJjTqnL1ZYK4t73aUABRG0I1BldGVyIEVsem5lciA8
RWx6bmVyQG1hZ2ljLnBpbmcuZGU+tCNQZXRlciBFbHpuZXIgPEhhd2tAYmxhbmtl
ci5ydWhyLmRlPokAVQMFEC/vSIovVlgri3vdpQEBoBQB/R8TG8bdzod17/RbTSBC
5Ex6EX7NpoJ6nYMzOVJ/JhhUO9OZERnZX2nU1RYK9EqWSbb1hcpY91AE1CG4/JhV
=LcZ4
-----END PGP PUBLIC KEY BLOCK-----
If you have the Diamond Caves Editor, I would be very happy to get
@{u}new Levels@{uu} from you (on disk or by E-Mail).
I will release them on AmiNet. You might even get famous because
you will apear in the @{"Hall of Levels" Link Levels} :-)
@ENDNODE
@NODE regform "Registration-form"
Please fill this out if you want to register to Diamond Caves. This text
is also available as the single file @{u}DC:Registration.txt@{uu}.
If you don't have a printer, you may send the necessary information in a
normal letter to @{"my address" Link Hawk}.
english version: @{" Registration.txt " Link regE}
german version: @{" Registrierung.txt" Link regD}
@ENDNODE
@NODE regE "Registration.txt"
To: Peter Elzner
Grudene 6a
D-58644 Iserlohn
Germany
YES, I want to register to Diamond Caves.
I have enclosed the shareware-fee as (please tick)
O Cash (30 DM or 20 US$)
O Cheque (30 DM)
O Foreign Cheque
(25 US$ or the equivalent in another currency)
O Bank transfer (30 DM)
You must fill in the following four lines!
Please use capital letters.
Name: ______________________________________
Street: ______________________________________
PC,City: ______________________________________
Country: ______________________________________
This is optional:
Phone Number : _______________________________________
E-Mail : _____________________________________________
type of Amiga: _______________________________________
Kickstartversion : ___________________________________
Processor/Memory : ___________________________________
where did you get DC from : __________________________
How do you like Diamond Caves (please tick)?
average
|
very good-1 2 3 4 5 6-very poor
graphics O O O O O O
sound O O O O O O
fun O O O O O O
total rating O O O O O O
How do you want to get your keyfile?
O please send me my keyfile and the latest version of
Diamond Caves on two DD-disks
O please send me my keyfile and the latest version of
Diamond Caves on one HD-disk
O I've got access to AmiNet, I only need my keyfile
on disk
O I've got access to AmiNet, I only need my keyfile
via E-Mail. I will send you my PGP-Key.
Comments, suggestions, new ideas, bugs, ... :
@ENDNODE
@NODE regD "Registrierung.txt"
An: Peter Elzner
Grudene 6a
D-58644 Iserlohn
Deutschland
JA, ich m
chte mich f
r Diamond Caves registrieren lassen.
Ich habe den Shareware Betrag von 30 DM folgenderma
en bezahlt:
O Bar
O Scheck
O Bank
berweisung
Bitte die folgenden Felder unbedingt und in
Druckbuchstaben ausf
llen:
Name: ______________________________________
Stra
e: ______________________________________
PLZ,Ort: ______________________________________
Land: ______________________________________
Der Rest ist freiwillig:
Tel.Nummer : _________________________________________
E-Mail : _____________________________________________
Amiga: _______________________________________________
Kickstartversion : ___________________________________
Prozessor/Speicher : _________________________________
Ich habe Diamond Caves von : _________________________
Wie gef
llt Ihnen Diamond Caves (Schulnoten)?
durchschnitt
|
sehr gut-1 2 3 4 5 6-sehr schlecht
Grafik O O O O O O
Sound O O O O O O
Spielspa
O O O O O O
insgesammt O O O O O O
Wie m
chten Sie Ihr Keyfile bekommen?
O Ich m
chte mein Keyfile und die neuste Version von
Diamond Caves auf zwei DD-Disketten
O Ich m
chte mein Keyfile und die neuste Version von
Diamond Caves auf einer HD-Diskette
O Ich habe die neuste Version vom AmiNet und brauche
nur mein Keyfile auf Diskette
O Ich habe die neuste Version vom AmiNet und brauche
nur mein Keyfile per E-Mail. Mein PGP-Key ist unterwegs
Kommentare, Anregungen, Fehler,...:
@ENDNODE
@NODE Levels "new Levels"
@{b}@{u}The Hall of Levels@{uu}@{ub}:
Currently available are the following sets of Levels:
@{b}Tutorial Levels@{ub}
- 25 Levels to introduce new players to the game
- Difficulty: very easy
- included in the @{u}unregistered version@{uu}
- author: Peter Elzner
@{b}Beginner Levels@{ub}
- 25 Levels
- Difficulty: very easy / easy
- only for @{u}registered@{uu} users
- author: Peter Elzner
@{b}Easy Levels I@{ub}
- 10 Levels (no. 1-10)
- Difficulty: easy / medium
- included in the @{u}unregistered version@{uu}
- author: Peter Elzner
@{b}Easy Levels II@{ub}
- 50 Levels (no. 11-60)
- Difficulty: medium
- only for @{u}registered@{uu} users
- author: Peter Elzner
@{b}Game Levels@{ub}
- 25 Levels
- Difficulty: hard
- included in the @{u}unregistered version@{uu}
- author: Peter Elzner
@{b}Udo's Levels@{ub}
- 20 Levels
- Difficulty: medium
- only for @{u}registered@{uu} users
- author: Udo Grundmann
@{b}Minis@{ub}
- 50 Levels
- Difficulty: medium / hard
- only for @{u}registered@{uu} users
- every Levels has the same size: 30x30
- author: Peter Elzner
Each Archive can be found on Aminet/game/misc. If you get registered now,
you will receive all Levels on disk, ready to install. Users who do not
have access to AmiNet can @{"order new Levels" Link Updates} via snail-mail.
In addition to this, you can of course play the 10000+ Levels of the
Emerald Mine CD using the Diamond Caves Editor.
And again: If you have created new levels, feel free to send the to @{" me " Link Hawk}
and I will add them to this list and release them on AmiNet.
@ENDNODE
@NODE Hints "Level Hints"
With some players complaining about the difficulty of some Levels, here
are hints on what to do, where to go and how to solve the @{u}Tutorial Levels@{uu}
included in the unregistered version of Diamond Caves.
And: watching the replay-files is always a good idea.
@{" 1.Stones'n'Diamonds " Link Hint.1.}
@{" 2.Driving you Nuts " Link Hint.2.}
@{" 3.Bomb the Base " Link Hint.3.}
@{" 4.Danger ahead " Link Hint.4.}
@{" 5.The Debugger " Link Hint.5.}
@{" 6.Follow me! " Link Hint.6.}
@{" 7.It's Magic! " Link Hint.7.}
@{" 8.The key to success " Link Hint.8.}
@{" 9.Acid Folks " Link Hint.9.}
@{"10.The Blob " Link Hint.10.}
@{"11.Pacman " Link Hint.11.}
@{"12.One way " Link Hint.12.}
@{"13.Quicksand " Link Hint.13.}
@{"14.Return of Pacman " Link Hint.14.}
@{"15.Switch it " Link Hint.15.}
@{"16.Use the force Luke! " Link Hint.16.}
@{"17.Invisible " Link Hint.17.}
@{"18.Zero hour " Link Hint.18.}
@{"19.I like to move it " Link Hint.19.}
@{"20.Bonus Level " Link Hint.20.}
@{"21.The right choice " Link Hint.21.}
@{"22.One for each " Link Hint.22.}
@{"23.15 seconds left " Link Hint.23.}
@{"24.Be quick or be dead " Link Hint.24.}
@{"25.Very funny " Link Hint.25.}
@ENDNODE
@NODE Hint.1. " 1.Stones'n'Emeralds"
1.@{b}Stones'n'Emeralds@{ub}
I think this one should not be a problem :-)
What you should learn here:
1. Diamonds count as three Emeralds
2. Emeralds and Diamonds will roll down from almost anything if there is
free space besides
3. Boulders only roll down from Emeralds/Diamonds and broken walls, not
from steel or normal brick walls
4. Diamonds can be crunshed by smashing a boulder on top of them
@ENDNODE
@NODE Hint.2. " 2.Driving you Nuts"
2.@{b}Driving you Nuts@{ub}
Should be no problem.
What you should learn here:
1. Every Nut contains an Emerald
2. Nuts behave very much like other items (Emeralds, ...)
@ENDNODE
@NODE Hint.3. " 3.Bomb the base"
3.@{b}Bomb the base@{ub}
Try to use bombs where possible otherwise use the Dynamite.
Hurry up, there's not much time left!
What you should learn here:
1. How to use Dynamite
2. Bombs are dangerous
3. Some Emeralds/Diamonds are stuck in brick walls
@ENDNODE
@NODE Hint.4. " 4.Danger ahead"
4.@{b}Danger ahead@{ub}
Avoid contact with the Spaceship.
Use it to blow a hole in the wall
What you should learn here:
1. Spaceships are dangerous
2. They move on their left side
3. They explode in a 3x3 square
@ENDNODE
@NODE Hint.5. " 5.The Debugger"
5.@{b}The Debugger@{ub}
Avoid contact with the bugs.
You have to get a 3x3 square from every bug you destroy, so be careful
with the on on the bottom.
What you should learn here:
1. Bugs are dangerous
2. They move on their right side
3. They explode in a 3x3 square, leaving 8 Emeralds and 1 Diamond behind
@ENDNODE
@NODE Hint.6. " 6.Follow me!"
6.@{b}Follow me!@{ub}
Don't get caught by the Robots.
What you should learn here:
1. Robots are dangerous, although you won't die immediately when staying
next to them.
2. They always follow Player1 (ot Player2 if Player1 is dead)
3. They explode in a 3x3 square
@ENDNODE
@NODE Hint.7. " 7.It's Magic!"
7.@{b}It's Magic!@{ub}
Collect *all* Diamonds but no Emeralds above the magic wall!
What you should learn here:
1. The wall starts spinning after the first item hits it
2. Boulders are changed into Emeralds
3. Emeralds are changed into Diamonds
4. Diamonds are changed into Boulders!
@ENDNODE
@NODE Hint.8. " 8.The key to success"
8.@{b}The key to success@{ub}
This one is easy.
What you should learn here:
1. There are 4 types of keys belonging to 4 types of doors
2. There are also grey doors -> you can't see which key you'll need
@ENDNODE
@NODE Hint.9. " 9.Acid Folks"
9.@{b}Acid Folks@{ub}
Be careful:
Don't get hit by a boulder and don't enter the acid!
What you should learn here:
1. Everything that falls into the acid is gone, including you!
@ENDNODE
@NODE Hint.10. "10.The Blob"
10.@{b}The Blob@{ub}
Free the amoeba, get away and wait :-)
What you should learn here:
1. The amoeba grows through sand and empty space
2. Bugs explode after touching the amoeba
@ENDNODE
@NODE Hint.11. "11.Pacman"
11.@{b}Pacman@{ub}
Just watch!
What you should learn here:
1. The Eater is eating Diamonds!
@ENDNODE
@NODE Hint.12. "12.One way"
12.@{b}One way@{ub}
Move in a circle because there's no way back!
What you should learn here:
1. There are two types of growing walls
@ENDNODE
@NODE Hint.13. "13.Quicksand"
13.@{b}Quicksand@{ub}
Just collect all Emeralds and don't get hit by a boulder
What you should learn here:
1. Boulders sink into the quicksand if it's empty
2. Boulders sink out of the quicksand if the space below is empty
3. Other items (Emeralds,...) are not affected by the quicksand
@ENDNODE
@NODE Hint.14. "14.Return of Pacman"
14.@{b}Return of Pacman@{ub}
Destroy all Eaters.
The last Eater you destroy will reveal the red key for the door.
What you should learn here:
1. Eaters are dangerous if they move towards you
2. They explode in a 3x3 square leaving different things behind
3. The order they leave their things behind is *only* affect by
the number of Eaters you have smashed before!
@ENDNODE
@NODE Hint.15. "15.Switch it"
15.@{b}Switch it@{ub}
This is easy.
What you should learn here:
1. There are doors you can open/close using a switch
2. Turning the switch will open closed doors and close open doors
@ENDNODE
@NODE Hint.16. "16.Use the force Luke!"
16.@{b}Use the force Luke!@{ub}
Collect the Forcefield coins and use you invincibility to destroy
all enemies simply by "touching" them!
What you should learn here:
1. The forcefield is great!
2. You will fade to grey after collectig a yellow "S"-coin ("S"hield)
and you can't be killed while beeing grey (not even by a timeout!)
@ENDNODE
@NODE Hint.17. "17.Invisible"
17.@{b}Invisible@{ub}
Follow "the way". You don't have to go all the way back at the end,
simply use the Dynamite.
What you should learn here:
1. Invisible walls can't be seen (surprise!) ...
2. .. but they can be destroyed!
@ENDNODE
@NODE Hint.18. "18.Zero hour"
18.@{b}Zero hour@{ub}
You may notice at the beginning that you have only 20 seconds left. Of
course you are not supposed to solve the Level in this time, collect the
green "T"-coins ("T"ime) to increase your remaining time.
What you should learn here:
1. Time coins add time to your time :-)
(in this Level: 5 seconds for every coin)
@ENDNODE
@NODE Hint.19. "19.I like to move it"
19.@{b}I like to move it@{ub}
Place the boulder on the conveyor belt and activate it.
What you should learn here:
1. Boulders (and other things as well) can be moved on the conveyor belt
@ENDNODE
@NODE Hint.20. "20.Bonus Level"
20.@{b}Bonus Level@{ub}
This is difficult: First you have to... eh... and then... hm...
What you should learn here:
1. having fun
2. one exploding Spaceship or Bug will cause other Bugs to explode as well
@ENDNODE
@NODE Hint.21. "21.The right choice"
21.@{b}The right choice@{ub}
Place the boulder on the right spot...
What you should learn here:
1. Things always fall to the left if there is space on both sides
@ENDNODE
@NODE Hint.22. "22.One for each"
22.@{b}One for each@{ub}
Not as easy as it looks like.
Remember: You have exactly one boulder for each bug and one for the exit.
Work from the left to the right and always use the left-most boulder.
(Or the other way round)
What you should learn here:
1. You can't move a boulder over empty space
@ENDNODE
@NODE Hint.23. "23.15 seconds left"
23.@{b}15 seconds left@{ub}
Release the boulder at the right time.
(The bug should be in the corner)
What you should learn here:
1. Timing
@ENDNODE
@NODE Hint.24. "24.Be quick or be dead"
24.@{b}Be quick or be dead@{ub}
Collect from the left to the right and don't waste time.
You must get every Emerald/Diamond!
What you should learn here:
1. Amoeba Drops are dangerous!
@ENDNODE
@NODE Hint.25. "25.Very funny"
25.@{b}Very funny@{ub}
This is easy...
What you should learn here:
1. nothing :-)
@ENDNODE
@NODE vote "Vote for Diamond Caves on AmiNet"
@{b}How to vote for Diamond Caves@{ub}:
If you have access to the InterNet, you can vote for Diamond Caves.
The highest rated programs will be announced every week.
To vote, send a mail to
@{b}aminet-server@wuarchive.wustl.edu@{ub}
with a message-body like this
@{b}RATE <path> <num>@{ub}
where path should be something like "game/misc/DiamondCave2_3.lha" and
num is a number from 0..10 with 10 being the best.
@{i}Example:@{ui}
@{b} RATE game/misc/DiamondCaves2_3.lha 10@{ub}
@{" Other neXus programs " Link neXus}
@ENDNODE
@NODE neXus "neXus software"
@{b}@{u}neXus software@{uu}@{ub} is delivering high quality shareware products
right to your Amiga.
Other great products of neXus software:
@{u}ManiacBall V1.0@{uu}: a multiplayer Breakout clone
by Peter Elzner
Breakout with up to 4 pads (at the four sides of the wall)
Great 2 player (at the same time) mode
Savable Highscorelist and Best-Time list for every Level
Loads of extras like Laser, multi-ball, etc...
nice Muisc or sound-fx
LoRes-Version (320x220) for ECS/AGA or Gfx-boards
HiRes-Version (640x440) for AGA or Gfx-boards
great Leveleditor
ManiacBall is Shareware and can be found on AmiNet/game/misc soon
@{u}MasterBlaser V2.2@{uu}: The ultimate Dynablaster clone
by Alexander Ivanof
Up to 5 players (at the same time on the same screen)
Loads of extras like
time bombs
remote controlled bombs
move walls
invisibility
forcefield
deseases (infectious !)
-> and everything configurable!
A shop were you can buy new extras
Team mode: Play "2 on 2" or even "4 on 1"
Computer controlled enemies
and much more...
MasterBlasterV2.2 is Shareware and can be found on AmiNet/game/2play.
Contact
- the author of MasterBlaster at: Armitage@blanker.ruhr.de
- the author of ManiacBall at: Elzner@magic.ping.de
@ENDNODE
@NODE Credits "Credits"
Of course, the first greetings have to go to the creator of Boulder Dash on
the good-old C64, @{u}Peter Liepa@{uu}, and to @{u}Klaus Heinz@{uu} and @{u}Volker Wertich@{uu}. Klaus
and Volker wrote the original Emerald Mine for Kingsoft back in 1987!
normal greetings to:
Tom Beuke
Neil Brewitt
Dietmar Eilert (for his excellent GoldEd)
Volker Elzner
Peter Froehlich (for his VBIServer.mod)
Udo Grundmann
Martin Hauner (RareDiamond Icons)
Alexander Ivanof
Joerg Kluever
Niels Knoop
Michael Menzel
Sylvain Rougier
Ulrich Sibiller (for the EM-decoding routine)
Mark Sorensen & Trevor Morris (MagicWB2 Icons)
Christian Stieber (for his remapping routines)
Stefan Stuntz (for his great MUI)
Albert Weinert (for additional Oberon-help)
and to everybody I forgot...
special thanx to Peter Schulz for his great support.
This game was written in AmigaOberon on an A3000/28 14MB Kick3.1 CyberVision
@ENDNODE