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Revolver
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Revolver.doc
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1992-12-21
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6KB
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159 lines
************************************
* *
* REVOLVER *
* *
* By Aaron M. Fisher © 1994 *
* *
************************************
SHAREWARE
~~~~~~~~~
This game is Shareware. That means if you like it, please send a small fee
to the author at the address at the end of this document. This way, you
will be helping to ensure that the author produces more top-quality games
like Revolver.
RULES OF DISTRIBUTION
~~~~~~~~~~~~~~~~~~~~~
This game can be copied for just the price of a disk, but it is against the
shareware principle (and the law) to try and sell it for a profit.
INTRODUCTION
~~~~~~~~~~~~
This is an original board game, which (I think) is hopelessly addictive.
The idea for Revolver came to me after playing around with sliding square
puzzles. Revolver itself is a variation on the theme, but instead of
sliding single tiles at a time to get them around the board, you rotate
four of them at a time, left or right.
THE MAIN OPTIONS SCREEN
~~~~~~~~~~~~~~~~~~~~~~~
Upon loading, Revolver will display the main options screen which displays
various options and controls for the game.
DIFFICULTY - There are two difficulty options. Clicking the Easy button
means that you will have more time to complete each level, whilst Hard
level gives you less time.
START LEVEL - This gives you a choice as to what level to start playing the
game on, if you don't want to keep starting from level one all the time.
COMPUTER TAMPERING - This is a unique feature for puzzle games, and when
selected, can make trying to complete the levels harder still.
See COMPUTER TAMPERING paragraph for details.
START GAME - Starts a game (obvious really).
QUIT - Exits the program and returns you to Workbench or whatever you ran
this game from.
FIGURE DISPLAY
~~~~~~~~~~~~~~
The figure display is the list of six numbers at the top of the screen and
are the:
LEVEL - The level you are currently playing on
LIVES - The amount of lives you have left (you start with three)
TIMER - The amount of time you have left to complete the level
BONUS - The points that will be added to your score at the successful
completion of a level
SCORE - Your current score
HIGHS - The highest score produced since the game was run
THE GAME
~~~~~~~~
Revolver is played on a 10 x 10 grid which consists of tiles and buttons.
The tiles are the outer borders surrounding the small squares which are the
buttons.
Each level consists of a random pattern of colours generated by the
computer. When the game is played, each level's pattern is scrambled by the
computer a certain number of times as it rotates random squares, depending
on the level number.
When the level is then given to the player for solving, the tiles represent
the original pattern, whilst the buttons represent the scrambled pattern.
The aim of the game is to return the scrambled pattern to its original,
referring to and trying to match the colours of the tiles and buttons.
When all the tiles and buttons on each square match, then the level is
complete, and the appropriate score awarded. Failure to do so in the time
given will lose the player one life.
The game will be over once all three lives have been lost.
ROTATING SQUARES
~~~~~~~~~~~~~~~~
Each level is completed by rotating (revolving) groups of four squares at a
time, just as the computer does when rotating them.
To make a move, to rotate a square, simply place the mouse pointer at the
centre of the block of four squares that you wish to rotate and press
either the left or the right mouse button for the desired direction.
The buttons will then push inwards, rotate, and spring back out again.
SCORING
~~~~~~~
At the start of each level, the bonus is set to an amount directly
correspondent with the level number. The time given for completion of the
level is also correspondent with the level number.
As the player makes each move then the bonus depletes by five points. Once
the bonus reaches zero, it stays there and no bonus will be awarded to the
player.
At the end of the level, the bonus is added to the score. A time bonus (the
time remaining) will also be added to the score.
At the end of the game, if the score has exceeded the high score, then it
will replace it.
TIPS FOR HIGHER SCORES
~~~~~~~~~~~~~~~~~~~~~~
The bonus given only allows slight leeway for mistakes, and it is easy to
make mistakes when trying to complete the levels, as when trying to move
the colour square you want to move, you might end up moving a square that
was in the right place already and you could end up placing that somewhere
where it will be difficult to restore in it's correct position.
The key to playing Revolver is to see how squares can be affected by your
moves and thus a good way to prevent mistakes is to think about, predict
and plan your moves carefully before actually making any, otherwise you
could end up making mistakes and losing your bonus.
COMPUTER TAMPERING
~~~~~~~~~~~~~~~~~~
One feature of Revolver is that of computer tampering, which, put simply,
means that your computer, which sets up the levels in the first place, will
attempt to thwart your efforts at completing them.
It does this by rotating random squares at random time intervals, between
five and ten seconds. When the computer makes a move, the squares rotated
and the direction of rotation are indicated.
Some people may find an interfering computer disrupting their game very
annoying, so it's a good thing this feature is optional!
FINAL NOTE
~~~~~~~~~~
I hope you enjoy playing Revolver as I did writing it. Happy Puzzling!
CREDITS
~~~~~~~
REVOLVER is © 1994 Aaron M. Fisher
Aaron M. Fisher can be contacted by writing to:-
27 Elderberry Road,
Pentrebane,
CARDIFF
CF5 3RG
(Wales, UK)