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Amiga Special: 4 Vollversionen
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Amiga Special CD-ROM 4 Vollversionen.iso
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beambender
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bbdemo.manual
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1978-02-06
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10KB
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278 lines
beambender demo - 1997 - blue lemon stodio®
RECOMMENDATIONS --------------------------------------------------------------
Remove write protection if you run beambender from a floppy disk!
Insert floppy disk into drive df0: and restart computer.
It is recommended to install beambender onto hard disk.
INSALLATION ------------------------------------------------------------------
In the workbench drag the beambender drawer-icon into the harddisk directory
in which you want to install beambender.
Start with a double click on bb-icon in drawer.
MAIN-MENU --------------------------------------------------------------------
In the menu window use the cursor keys to move up, down, left or right.
·PLAYER-MODE Singlemode (1 Player) or Teammode (2 Player)
·MOUSE/JOYSTICK Mouse or Joystick control.
·MUSIK/FX Selection of Unit-Music or FX (Cursor keys left/right).
While in the menu window you can play the selected music by
hitting the return key. Its also possible after every unit.
Select as shown above, continue with mouse click.
·CODE NOT AVAILABLE IN DEMO !!!
·BEND THE BEAM Starts the game.
·QUIT BEAMBENDER End, back to workbench.
HINT HINT HINT HINT HINT HINT HINT HINT HINT HINT HINT HINT HINT HINT HINT ...
Every time you need to think of a solution to the level, use the Pause
function. (Playtime should only be used to set the components.)
THE GAME ---------------------------------------------------------------------
With the aid of various components (mirrors and colour converters) the goal
of this game is to hit all Exits (=target of a laserbeam) with one (!)
laserbeam of mathing colour. Therefore every Cannon (=source of a laserbeam)
does not have to be used (to operate see Final Test Mode). With the cursor,
components from the manufacturer , are »beamed« onto the gamefield.
An empty cursor appears round on the gamefield, square in the manufacurer
area. An arrow appears on the top of the cursor when a component is selected.
·MANIPULATION MODE (=Play Mode - Cannons and Exits are locked)
in this mode all components can be set and Wobbly Dots appear.
·TEST MODE (Cannons and Exits are activated)
Double click on selected Cannon. The Canon shoots three times in sequence to
check beam path and possible errors. After the third lasershot construction
errors have an effect on the score. During the first two shots errors are
indicated by an »Overload« (flash over Cannon and Exit).
·FINAL TEST MODE (Cannons and Exits are activated)
Double click on any Exit - each Cannon shoots only once in sequence. Every
consruction error has an immediate effect on the score. During the Final Test
each Exit must be hit once by a laserbeam of corresponding colour, without
destroying any Cannon or Exit. Only when the Final Test Mode is correctly
completed , will the level be resolved.
TEST MODE AND FINAL TEST MODE CAN BE ENDED WITH A SINGLE CLICK ON ANY CANNON
OR EXIT = BACK TO MANIPULATION MODE.
The total points for a resolved level are calculated from the corresponding
level value plus time bonus, minus number of used mirrors.
different colour laserbeam enters open side
FALSE !!!
|
|
v
same colour laserbeam / \ different colour laserbeam
hits closed side --> | | <-- hits closed side
FALSE !!! \ / FALSE !!!
^
__ |
/_ | same colour laserbeam from any Cannon
|_<> ___|/| enters open side of Exit
\__ / | CORRECT !!!
/__|
GAMEFIELD COMPONENTS ---------------------------------------------------------
__ __
/_ / CANNON
|_<> |<> Shoots (when activated) a laserbeam (Test 1X Final Test 3X).
\__ \__ If a Cannon is hit from any side by a laserbeam, it will be
destroyed. This could be necessary to resolf a level.
activ. locked
__ __
/ \ / \ EXIT
---- Every Exit must be hit by a single laserbeam of the same
\__/ \__/ colour. If the Exit is hit from the side, it will be
destroyed - the level will restart and the player looses
activ. locked one try.
SENSOR
Allows laserbeam of its colour to pass, other colours are absorbed.
BASE
Baseplate - only these will hold any components.
KEEP OFF!
Components can not be set there, but it may already contain components.
EYE
Every laserbeam that hits will be absorbed.
GRIM REAPER
If hit by a laserbeam, the level will be restart and the player looses 1 try.
BLOCK
Sits on a baseplate and stops every laserbeam, but can be blasted with a mine.
COMPONENTS -------------------------------------------------------------------
These are made in the Manufacturer. Once set on the gamefield the position
of components can not be changed. They can only be blasted with mines.
Mirrors may be present. The components used by the laserbeam in the Final
Test are minus points.
^
| ANGLE (70 minus points)
___|/| Deflects the direction of the laserbeam by 90°.
/ | If the back side of an Angle is hit it reflects the laserbeam.
/__|
^
| HEMISPHERE (130 minus points)
___|/| Like an Angle, except it can be rotated in any direction in any
/ | direction with a single click after it has been set.
/_/
^
| DIVIDER (50 minus points)
___|/_> Splits laserbeam in TWO directions - straight forward and 90° (like
/ Angle).
/
^
| CRYSTAL BALL (110 minus points)
--( )-> Splits laserbeam into THREE directions.
|
v
^
| REFLECTOR (70 minus points)
||| Returns laserbeam on the closed side, but lets the laserbeam pass
-><-||| trough the open side.
|||
|
CONVERTER (90 minus points)
__/\__> The laserbeam is changed into the color of the Converter (the
\/ laserbeam will not be deflected).
v MINE (150 minus points on Safe-Field)
> < Blasts components which are on the Baseplate.
^
_ COIN (30 plus points)
(_) Not a component, but a bonus point - single click.
MANUFACTURER -----------------------------------------------------------------
1 PAUSE Interrupts game, so you have time to think about solutions,
another single click on Pauseplate resumes game.
2 SAFE-FIELD A component can be kept during the present level.
3 MANUFACTURER Makes components.
4 TRASHCAN Unwanted components from the Manufacturer (and from
Safe-Field) can be dumped. The Manufacturer is forced to
make new parts.
5 RESTART A double click restets the level back to the start position
and one try is lost.
1 2 3 3 4 5
_____ _____ _____ _____ __ __ _____
| _ | v | v | | v | /_\ | |
| / \ | | _| | | _| |/ \| /^\ |
| | | | ||___ | * * * ||___ || || < > |
| \_/ | | _|| | _||\ _ /| \v/ |
|_____|_____|__|__| |__|__|_\ /_|_____|
SCORE-BOARD ------------------------------------------------------------------
1 SCORE -
2 PLAYTIME Shows total level-playtime. After the time limit is
exceeded, the level will restart and the player looses
one try.
3 LEVEL INDICATOR -
4 NEXT CANNON Shows the colour of the next shooting Cannon.
5 CANNON TIMER Shows remaining time before next Cannon goes automatically
into Test Mode.
6 ROUND INDICATOR Number of tries remaining.
7 PLAYERMODE Single- or Teammode
1 2 3 5 6 7