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-
- FULL DOCUMENTATION TO CLOCKWISER
- --------------------------------
-
-
- Welcome to Clockwiser, a puzzle game designed to prevent your brain from
- melting in the witches` cauldron of the daily routine! As we`re sure that
- you want to dive straight into the game, we won`t bore you with a
- background story along the lines of: `You are trapped inside a dream world
- full of puzzle blocks and.....'
-
-
- Please Note...
-
- Any updates or alterations to this manual can be found in the readme file
- on your program disks. You should read this file before using the program.
-
-
- Loading and Installing Clockwiser
-
- Insert disk 1 into Drive 0, turn on your Amiga and the program will load
- automatically. Clockwiser can be installed to your Amiga hard drive. To do
- this place disk 1 in drive 0 and, from within Workbench, open up the
- install icon.
-
-
-
- THE GAME
- --------
-
- After seeing the loading sequence (which you can by-pass at any time by
- pressing the Spacebar) you will be presented with Clockwiser`s main menu
- screen. This contains a number of options. For the time being we`ll
- concentrate on those you`ll need to use to get going and play the game.
-
- In Clockwiser, you must move elements (these include bricks, bombs,
- transporter unit, self-generating diamonds and so on) around the left
- hand side of the screen and match them to what you see on the right hand
- side of the screen. This has to be done inside a limited time period.
-
- If this is the first time that you`ve used Clockwiser, we strongly suggest
- that you play the demo before you go any further.
-
- Before you play the game, you may want to set the sound options. To do this
- simply click on options and then select the way in which you prefer sounds
- and music to be played.
-
- Within the mian menu, selecting play presents you with the names of the
- four level sets. Each of these contains 25 levels and are placed in order
- of increasing difficulty. If you select password you can enter the names of
- any of the levels which you have already completed.
-
-
-
-
- PLAYING CLOCKWISER
- ------------------
-
- Your task appears to be quite simple: move elements around the left hand
- side of the screen to match what you see on the right. This may appear to
- be easy, but appearances can be deceptive!
-
-
-
- THE ELEMENTS
- ------------
-
- Clockwiser contains eight different types of elements. Most can be moved.
- Some react to gravity, some do not. The majority will disappear if bombed!
-
-
- Gravity Blocks - These come in a variety of colours. They can be
- moved and disappear when bombs are dropped either
- on them or next to them. As their name implies,
- they are sensitive to gravity - in other words,
- they drop down if not supported from below.
-
- Metallic - These are fixed in position. They cannot be moved
- Elements or destroyed by bombs and are not sensitive to
- gravity.
-
- Brick Walls - The elements which make up Brick Walls can be moved
- and can be destroyed by bombs. Unlike gravity
- blocks, these elements are not sensitive to gravity
-
- Bombs - Bombs can be moved. If dropped these may destroy
- other elements (including other bombs). They are,
- of course, sensitive to gravity. Handle with
- extreme care!
-
- Diamonds - The diamonds in Clockwiser can be moved, are
- sensitive to gravity and can be destroyed by bombs.
- They self-generate if dropped. For this reason,
- again, handle with care!
-
- Sandstone - Some walls in Clockwiser are composed of this.
- Elements These can not be moved and are not sensitive to
- gravity. They can, unlike metallic elements, be
- destroyed by bombs.
-
- De-gravitisers - Despite their name they are sensitive to gravity.
- They can be moved and destroyed by bombs. If any
- element is placed above a de-gravitiser, that
- element will no longer be sensitive to gravity.
-
- Transporter Pods- They usually act in pairs. Using two transporter
- pods, an element that is dropped onto one will
- emerge from the bottom of the other. If the base of
- the second (receiving) pod is resting on a flat
- surface, nothing can emerge from it so, anything
- dropped onto the first pod will be lost forever.
- Similarly, if the screen contains only a single pod,
- anything dropped onto it will be lost. Transporter
- pods are not sensitive to gravity, but they can be
- moved and destroyed by bombs (we`ll leave you to
- work out how to do this!!)
-
-
-
-
- CONTROLLING AND MOVING THE ELEMENTS
- -----------------------------------
-
- You can play Clockwiser with a mouse, a joystick or (in the case of the PC
- DOS version) the keyboard. The easiest way to control the game is to use a
- mouse.
-
- Elements can be moved in a clockwise or counter-clockwise direction. To
- move elements around you must first create a rectangular path. To do this,
- take the mouse pointer to a spot in the playing area where you would like
- the path to start. Click on the left mouse button and, continuing to hold
- down the mouse button, move the pointer to the position where you want the
- path to end. Release the mouse button and the path is set. Any block(s)
- within the path can now be moved. Next, take the mouse pointer to either of
- the two alarm-clock icons. Each alarm clock represents a direction:
- clockwise or counter-clockwise. Clicking on a clock will make all of the
- elements within the line of the path move a single space clockwise or
- counter-clockwise. You`ll soon discover that if the path contains any
- unmoveable elements (such as metal blocks) nothing within that range will
- move.
-
- Using the joystick, fire simulates the left mouse button.
-
- Apart from the Alarm clock icons, the menu strip at the bottom of the screen
- contains a timer, and an icon which can be used to reset the puzzle and
- timer (dead-end road sign) along with one which allows you to quit the
- current level and return to the main menu (gallows).
-
- Each puzzle must be completed against the clock. The timer does not start
- counting down until you have made your first move.
-
- If you should make an unrepairable error, simply click on the reset icon
- (dead-end road sign) or press the spacebar.
-
- To pause the game at any time, press P on your keyboard.
-
-
-
- ADVICE FOR BUDDING CLOCKWISERS
- ------------------------------
-
- Before playing the game - make sure you have seen the on-disk demo and that
- you understand what each element does.
-
- If you can`t tell your `clockwise' from your `counter-clockwise' look at
- the direction in which the lines in any set field are moving as you move
- the mouse over the alarm clock icons. Clicking on an icon will cause the
- elements in a field to move in the same direction as the lines on the
- field.
-
- Examine a puzzle carefully before attempting to solve it. Don`t forget -
- the timer does not start until you start your first move.
-
- The first dozen or so puzzles in Easy Peasy are designed to get you going.
- Make sure you try these before moving onto the later levels.
-
- Always make a note of any passwords that you see.
-
- The time available is a good indication to the complexity of a puzzle. A
- very short time (a few seconds) will mean that you will have to make only
- one or two moves.
-
- All of the puzzles can be completed inside the time available - there are
- no absolutely impossible puzzles (just apparently impossible ones).
-
- Be particularly careful when using bombs and diamonds - these can lead to
- some rather unexpected results!
-
-
-
- DESIGNING YOUR OWN PUZZLES
- --------------------------
-
- Clockwiser comes complete with a puzzle editor which means that you can
- produce your own puzzles.
-
- Clicking on edit allows you to alter any (or all) of the puzzles which are
- currently held in memory. When you first load Clockwiser, the Easy Peasy
- set of levels is loaded by default. If you want to alter a different set of
- puzzles you must first load that set (use play and then select the name of
- the set and leave the game by clicking on the gallows). If you wish to edit
- a puzzle which you saved earlier, you can do this after loading your data
- disk using the disk function.
-
- Clockwiser`s editor is simple to use and involves only a few stages.
-
- Decide on your background colour - to do this click on change colour to
- toggle between the colours and patterns available to you.
-
- Select the elements and make up the starting puzzle. To do this click on
- any of the elements (or a blank space) on the right of the screen. Take the
- mouse pointer to the left of the screen. If you should click anywhere in
- this area a copy of the currently selected element (or space) will appear
- at the selected point. To build up a puzzle choose an element, place as many
- copies of it as you wish on the left hand side of the screen. Choose a
- different element and then add to the puzzle and so on.
-
- If you should wish to clear the screen entirely before starting on your
- puzzle select a blank space from the top of the right hand side of the
- screen and then click on fill screen.
-
- If you want to return to the original puzzle at any time click on fetch
- level.
-
- To set the finishing puzzle (i.e. the solution which will appear on the
- right of the screen) click on hussle level. Now move the elements around
- (on the left of the screen) as if you were playing the game. Only you can
- decide when to stop moving the elements as you are now setting the
- solution. Once you have completed the puzzle click on the message at the
- top of the screen to return to the main editor.
-
- Before storing the puzzle, click on level settings and set the time and
- password for your new puzzle.
-
- You can move between puzzles by clicking on next level and previous level.
-
- To store the puzzle (and replace the existing one in memory) click on store
- level. If you do store a level they will not automatically be saved to disk
- (see below). However, you can re-enter the game and try out your new
- puzzle! Puzzles can be saved and loaded in groups of up to 25 (PC) or 100
- (Amiga). Using a PC, new puzzles can be saved to any drive. If you are
- using an Amiga, before selecting the disk function from the main menu,
- insert a disk formatted with the volume name clockwiser into Drive 0.
-
-
-
- CREDITS
- -------
-
- Concept and Design - Reinier van Viet
- Amiga Programming - Reinier van Viet
- PC Programming - Peter Schaap
- Graphics - Metin Seven
- Sounds and Music - Ramon Braumuller
- Project management - David Jones, David Anderson, Yvonne
- Anderson
- Manual - David Jones, Metin Sven
- Design and Artwork - Richard Legg, Metin Seven
- Production - The Producers
- Sales,marketing
- Distribution - Kompart UK Ltd
-
- Many thanks to Piet van Vliet for his initial game design.
-
-