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- Amiga Columns v1.0
- ------------------
-
- Welcome to Amiga Columns! This game is similar in some respects to
- Tetris(tm). In this game, a set of three blocks fall from the top of the
- screen. These pieces fall towards the bottom of the screen. Unlike Tetris,
- the pieces can only be rotated vertically, that is to say that only the
- order of the pieces may be changed. The object of the game is to match
- three or more of the same pieces horizontally, vertically, or diagonally.
- There are a couple of twists thrown in to make the game interesting, more
- on that later. Once pieces are removed, those blocks that are left
- floating succumb to gravity, also unlike Tetris. In this way, a chain
- reaction can be started. One set of blocks can knock out many other
- blocks!
-
- Columns is supposedly based upon a game which was originally developed
- for X-windows. I've never seen that version, so I can't attest to the
- similarity between my version and that one. This one is most closely
- related to a version on the Apple IIgs called (oddly enough) Columns GS.
-
-
- The Blocks
- ----------
-
- There are five regular blocks and two special blocks. Lets discuss the
- special blocks, since the regular blocks need little attention. The two
- special blocks are the Magic, or Rainbow, block and the Evil block. As
- the names suggest, one is good and one is bad. The Evil blocks always
- come in pairs accompanied by one of the other regular blocks. Evil blocks
- cannot be removed by any means excluding the Magic block. Fortunately,
- these blocks only appear two percent of the time. The Magic blocks always
- come as a set of three. These blocks will remove all of the blocks which
- match the block upon which it falls. In other words, if the Magic block
- falls on an Evil block, all Evil blocks will be removed from the board.
- The Magic block is very useful for removing a large portion of the
- screen all at once. The magic blocks appear one percent of the time.
- The regular blocks always come in groups of three, as mentioned above.
- The assortment of blocks is completely random. You could get three
- different blocks, two of the same block, or even three of the same block
- (although, due to some quirk in the random number function, I have never
- seen this happen).
-
-
- The Scoring
- -----------
-
- Scoring is based upon the number of blocks removed. One point is
- awarded for each block removed. Also, for each block simultaneously
- removed above three, another point is rewarded. Therefore, if five blocks
- were removed at one time, the score for that move would be seven.
- Additionally, a bonus of two points is awarded for each chain reaction
- started. In addition to the score, the number of blocks removed is
- displayed at the bottom of the screen. Each one hundred blocks removed
- causes the game to speed up.
-
-
- The Keys
- --------
-
- The controls for Amiga Columns are very simple. By default, the 'j'
- key moves the blocks to the left, the 'l' key moves them to the right,
- and the 'k' key rotates the blocks. In addition to this, the space bar
- quickly drops the block. Once you've pressed the space-bar, you cannot
- control the blocks movement until it hits something. The 'q' key is used
- to quit the current game. Pressing the 'q' key while not playing the game
- will exit the game. Pressing the 'm' key will toggle music on and off.
-
-
- The Menus
- ---------
-
- The menus are pretty self-explanatory. The file menu contains About
- and Quit. The game menu contains "New Game". There are keyboard
- equivalents for all three. (Right Amiga-A, Right Amiga-Q, and Right
- Amiga-N respectively).
-
-
- The Music
- ---------
-
- The music uses the medplayer library which hopefully you have
- relocated to your libs: directory. If you do not wish to have music, you
- can omit this step or remove the songs from the directory in which the
- game is installed. There is one song for each level. The song titled
- 'song.0' is the intro song. The rest of the songs are of the form:
- 'song.x', where x is the level to which the song belongs. I don't suspect
- that more than nine songs will be required. However if you are that
- dexterous, you may need more songs.
-
- To use any available sountracker / noisetracker modules, you will first
- need to convert them to MEDPlayer modules by loading them into MED3.00(or
- higher) and saving them as modules. See the documentation accompanying MED
- for more information on converting modules. You can, of course, also
- write your own music. If you write some music that you think should be
- included with later releases of columns, send me a copy of it and I will
- consider it.
-
- As mentioned above, music can be toggled on/off using the 'm' key.
-
- The music included with the game was found on bulletin boards and
- other information services. The songs that come with this distribution
- are as follows:
-
- song.0 was Teijo Kinnunen's "SynthSound Example" included with MED3.00
- song.1 was MOD.Hallucination - Unknown Author
- song.2 was MOD.Chicago - "Chicago Song" - Unknown Author
- song.3 was MOD.Ten - "Tennis" - Unknown Author
- song.4 was MOD.Ecstacy by Dr. Awesome of the Crusaders
- song.5 was MOD.Ingame - Unknown Author
- song.6 was MOD.Quantum - Quantum-x by Ice88
- song.7 was MOD.Big - "Rhythm Theme" - Unknown Author
- song.8 was MOD.Approach - Unknown Author
-
- I have not contacted any of the authors. If there is any problems
- regarding the distribution of these songs, please contact me and they
- will be removed from later releases.
-
-
- The Demo
- --------
-
- If the game is left idle for a while, it will begin playing by itself.
- Press any key (except 'M', which still controls the music) to abort the
- demo and start playing. Although the computer is reasonably good at
- picking the right place, this is one area the game could really improve
- in.
-
-
- The Author
- ----------
-
- That's me! Right now, I am an unemployed college graduate. I have
- degrees in both electrical engineering and computer science. Even more
- than a shareware donation, I would prefer a job! Part of the reason that
- I don't yet have a job is this game. Hopefully, the effort was not
- wasted. I hope soon to become a registered Amiga developer.
-
- This program was compiled using SAS/C 5.10a.
-
-
- The Future
- ----------
-
- Hopefully, this won't be the last version of this program. I have
- several ideas in mind for improving/expanding the game. I also hope to
- come out with a workbench version of the game with will use very little
- cpu time. I hope to add configurable keys to the next version. Some
- concepts I'm toying with are special blocks, which when lined up will
- do good (or maybe bad) things. I was told not to add any sound effects
- (besides the music), so if there is a great demand for that, I'll add
- them. I'm always open to suggestions, so please let me know if there are
- some things you'd like to see in the program.
-
- I also have some other ideas for shareware programs which I hope to
- work on as time allows. Feel free to send me any ideas you have for games
- and utilities which are not available yet.
-
-
- Shareware
- ---------
-
- This program is -1991 by Roy Sutton. This program may not be sold
- (except for nominal fees for media and reproduction). This program is
- released as SHAREWARE. I am asking for a small donation ($10-15) to cover
- the cost of the time I put into making this program. If you feel this is
- too much to ask, send less. If you do that, please send me an explanation
- of why you feel that this game is worth what amount you send me. I fully
- plan to support this program, and anyone who suggests improvements will
- get full credit for their ideas. I need those ideas. I'm just one person.
- I LIKE the game. (love it actually!). I'd actually appreciate it if every
- donation had a note attached to it telling me what you liked or disliked
- about the game. If you'd like to be a Beta-tester in the future, mention
- that, too.
-
- Confession: I've never sent in a Shareware fee. After owning up to
- that, you may ask why I'm even bothering to ask you to send me money.
- Well the truth is, I knew that someday I would be able to return
- something to the Amiga community. This game is it. If you have produced a
- program which is shareware (or even commercial for that matter!) and you
- feel that this program is adequate compensation for the fee you are
- asking, register me for your program. Drop me a line, and I'll register
- you for this one. There is a list at the end of this file listing all
- people that I can think of that do NOT owe me any money (regardless of
- whether or not they register me for their programs). These people have
- given a lot to the Amiga community in general or to me in specific. If
- your name is on that list and you feel that my above suggestion suits
- you, let me know. For those of you non-programmers, I guess you're just
- stuck!
-
- Another good reason for sending in your fee is that I'll notify
- everyone on my list if there is a new version of this program or if I
- release any other program.
-
-
- The Disclaimer
- --------------
-
- This program is presented as-is. The author make no claims as to
- fitness or reliability of this program. The user assumes full
- responsibility. To the best of the author's knowledge this program is
- free from defects. If it crashes your system during a hard-drive backup
- and you lose everything - it's not my fault!
-
-
- The List
- --------
-
- The following is a list of people that I feel indebted to for one
- reason or another. This list is by no means complete. If I've left you
- off, don't feel too insulted! Those on this list owe no shareware fee
- (though none will be refused!). This list is long and sappy, but just
- bear with me! Also note that there is NO (I repeat NO) significance to
- the order in which these name appear (except the first one).
-
- Khristi @ SAS for all the help (I mean a LOT of help!)
- Carolyn @ CATS for help when I really needed it
- Teijo Kinnunen for MED3.00, medplayer.library, and the intro song.
- Jack Radigan for JRComm
- Jonathan Forbes for LZ
- Gary Knight for AmiDock
- Frijtof Siebert for MuchMore
- Steve Tibbet for "*X" or "#?X"
- Dallas J. Hodgson for NewZap
- Torkel Lodberg for NComm
- David Browder for stat
- Mike Berro for SID
- Deron Kazmaier for PageStream
- William S. Hawes for ARexx
- Leo Schwab
- Matt Dillon
- The guys at INOVAtronics for CanDo et al.
- The guys at Bullfrog for Populous and Powermonger
- The guys at FTL for Dungeon Master
- D.W. and the guys at Sir-tech for Bane of the Cosmic Forge
- Bill Joynt and Dave Calkins - Beta Testers
- Those wacky guys at NewTek (send me a Toaster! ;-> )
- The guys at Supra, GVP, ICD, etc... who support the Amiga w/ hardware
- The guys at AC Tech, Amiga World Tech, Amazing Computing, & Amiga World
- (by the time I'm done, no one will owe me any money!)
- Jonathan Potter for ZeroVirus
- Ed and Al Mackey for MegaBall
- Art Skiles for DRIP
- Leopold and Henrick for AmegaRace
- George Broussard for Rings of Zon
- Ice88 for Quantum-x
- Dr. Awesome of the Crusaders for MOD.Ecstacy
- All the Unknown Authors of the songs I've included
- Ian Abrams for his song (although I didn't include it)
- Eugene P. Mortimore for the Amiga Programmers Handbook
- Safaa Abdulla for introducing me to Columns GS
-
- That's it for now. Even though you guys are off the hook for the
- money, how about dropping me a letter in the (E)mail? (Who is this guy,
- he's beginning to like a broken record? He must not get enough mail or
- something! Nah, probably just doesn't get out enough!)
-
- Also, if you are unfamiliar with the works of these great people, you
- owe it to yourself to check them out. Most are usefull utilities, others
- are great games. Most of all, support the Amiga!
-
- The Address
- -----------
-
- I can be reached at any of the following:
-
- On GEnie as R.SUTTON6
-
- On your telephone as (407) 362-9857
-
- By mail as: Roy Sutton
- 6929 Town Harbour Blvd. #712
- Boca Raton, FL.
- 33433
-
- I prefer the telephone or the GEnie approach. Its not that I mind
- the other approach, but I'm lousy about sending replies, so if you don't
- need a personal reply, you can use the postal service. (Must be something
- about postage stamps that scares me!) Hopefully, I'll be on BIX real
- soon. I suppose my handle there will be rsutton (judging by the names
- I've seen from there) but don't count on it!
-
-
- The End
- -------