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- Hero's Heart rev 1.1 November, 1992
-
-
-
- Copyright 1992 Everett Kaser
-
- All Rights Reserved
-
- From the author of SOLITILE, SNARF, and SHERLOCK
- comes a new game to challenge your mind!
-
- Hero's Heart is a puzzle game requiring careful, logical thinking.
-
- High resolution color graphics provide a friendly user interface and
- a large playfield upon which many different types of objects are
- carefully arranged. You control the movement of the Hero. Each time
- you move the Hero, all of the other "objects" on the playfield get a
- chance to move; some will, some won't. Your goal is to pick up all of
- the Hearts and then reach the Exit. Each level is a stand-alone
- puzzle. There are 25 different levels in the Shareware game, and an
- editor is built into the program for you to create new puzzles with
- which to challenge family and friends. Quick reflexes are not needed
- (nor will they do you any good). A sharp mind, however, and the
- ability to see relationships and causes & effects WILL help.
-
- REQUIREMENTS:
- IBM PC compatible computer
- minimum of 360K available RAM
- EGA or VGA display adapter
- Mouse is optional
- DOS 3.0 or greater
-
- HERO is being distributed as Shareware. If you use the game
- for more than one week or play more than half of the puzzles, you
- are expected to pay for its use. To register the game, send the
- registration fee of $15.00 + $2.00 shipping & handling (U.S. funds)
- to the author. Or if you want a more extensive challenge, purchase
- HERO GOLD for $20 + $2 shipping & handling (see the order form for a
- description of HERO GOLD. For your convenience, the file REGISTER.DOC
- may be printed to obtain a registration form, or a form may be printed
- at entry to or exit from Hero's Heart. The author may be contacted at:
-
- Everett Kaser phone: (503) 928-5259
- Hero Weekdays: 6:00pm - 9:00pm Pacific Time
- 35405 Spruce St Weekends: 8:30am - 9:00pm
- Albany, OR 97321 VISA and MASTERCARD accepted
-
- Compuserve: 70673,1547
-
- internet: 70673.1547@compuserve.com
-
- In the United Kingdom, you may register by sending £25.90 to:
-
- The Thompson Partnership Phone: +44 (0)889 564601
- Church Croft Fax: +44 (0)889 563219
- Bramshall, UTTOXETTER
- Staffordshire ST14 5DE
- England
-
- In Germany, you may register by sending 49 deutschmarks to:
-
- CDV Software Phone: 0721-22295
- Postfach 2749 0721-22294
- W-7500 Karlsruhe 1 Fax: 0721-21314
- Germany BTX *CDV#
-
- The game package, which MUST include the files listed below, may be
- freely copied and distributed by individuals not charging any fee for
- the copying or distributing. All other distribution is governed by the
- License in Section II.
-
- Included files:
-
- HERO.EXE
- HERO.DOC
- ORDRFORM.DOC
- VENDOR.DOC
-
- HERO --- Table of Contents
-
- Section
-
- I. ASP Ombudsman and Definition of Shareware
- II. Disclaimer, License Agreement, and Support
- III. Installing and Starting the Program
- IV. Introduction to Hero's Heart
- V. Playing the Game
- VI. Game Menu Items
- VII. Moves and Replays
- VIII. The SETUP Menu
- IX. The LEVEL EDITOR
- X. Hints On Play
- XI. Bugs and Versions
- XII. Products Available From Everett Kaser Software
-
- I. ASP OMBUDSMAN AND DEFINITION OF SHAREWARE
-
- This program is produced by a member of the Association of Shareware
- Professionals (ASP). ASP wants to make sure that the shareware
- principle works for you. If you are unable to resolve a
- shareware-related problem with an ASP member by contacting the member
- directly, ASP may be able to help. The ASP Ombudsman can help you
- resolve a dispute or problem with an ASP member, but does not provide
- technical support for members' products. Please write to the ASP
- Ombudsman at 545 Grover Road, Muskegon, MI 49442 or send a CompuServe
- message via CompuServe Mail to ASP Ombudsman 70007,3536.
-
- Shareware distribution gives users a chance to try software before
- buying it. If you try a Shareware program and continue using it, you
- are expected to register. Individual programs differ on details -- some
- request registration while others require it, some specify a maximum
- trial period. With registration, you get anything from the simple right
- to continue using the software to receiving an updated program with
- a printed manual.
-
- Copyright laws apply to both Shareware and commercial software, and the
- copyright holder retains all rights, with a few specific exceptions as
- stated below. Shareware authors are accomplished programmers, just like
- commercial authors, and the programs are of comparable quality. (In
- both cases, there are good programs and bad ones!) The main difference
- is in the method of distribution. The author specifically grants the
- right to copy and distribute the software, either to all and sundry or
- to a specific group. For example, some authors require written permiss-
- ion before a commercial disk vendor may copy their Shareware.
-
- Shareware is a distribution method, not a type of software. You should
- find software that suits your needs and pocketbook, whether it's com-
- mercial or Shareware. The Shareware system makes fitting your needs
- easier, because you can try before you buy. And because the overhead
- is low, prices are low also. Shareware has the ultimate money-back
- guarantee -- if you don't use the product, you don't pay for it.
-
- II. DISCLAIMER, LICENSE AGREEMENT, AND SUPPORT
-
- --- DISCLAIMER ---
-
- Users of Hero's Heart must accept this disclaimer of warranty:
-
- "HERO'S HEART is supplied as is. The author disclaims all warranties,
- expressed or implied, including, without limitation, the warranties of
- merchantability and of fitness for any purpose. The author assumes no
- liability for damages, direct or consequential, which may result from
- the use of HERO'S HEART."
-
- --- LICENSE ---
-
- --- USE AND DISTRIBUTION BY INDIVIDUALS:
-
- HERO'S HEART is a "shareware program" and is provided at no charge to
- the user for evaluation. Feel free to share it with your friends, but
- please do not give it away altered or as part of another system. The
- essence of "user-supported" software is to provide personal computer
- users with quality software without high prices, and yet to provide
- incentive for programmers to continue to develop new products. If you
- find this program useful and find that you are using HERO'S HEART and
- continue to use HERO'S HEART after a reasonable trial period, you must
- make a registration payment as described on the first page of this
- document. The applicable registration fee will license one copy for use
- on any one computer at any one time. You must treat this software just
- like a book. An example is that this software may be used by any
- number of people and may be freely moved from one computer location to
- another, so long as there is no possibility of it being used at one
- location while it's being used at another. Just as a book cannot be
- read by two different persons at the same time.
-
- You are encouraged to pass a copy of HERO'S HEART along to your friends
- for evaluation. Please encourage them to register their copy if they
- find that they use it. All registered users will receive a copy of
- the latest version of the HERO'S HEART.
-
- Site-Licenses and quantity discounts may be arranged by contacting
- Everett Kaser Software.
-
- --- DISTRIBUTION BY BBS'S AND DISK VENDORS:
-
- Anyone distributing HERO'S HEART for any kind of remuneration must
- first contact Everett Kaser at the address above for authorization.
- This authorization will be automatically granted to BBS's and
- "traditional mail-order shareware distributors" recognized by the ASP
- as adhering to its guidelines for shareware distributors, and such
- distributors may begin offering Hero's Heart immediately. However,
- Everett Kaser must still be advised so that the distributor can be kept
- up-to-date with the latest version of HERO'S HEART). "Traditional
- mail-order shareware distributors" are those offering disks of share-
- ware programs for little more than the normal cost of running such a
- business (usually no more than $5 per disk), usually from a printed
- or on-disk catalog. It does NOT include any sales through retail
- locations.
-
- --- DISTRIBUTION BY ALL OTHER MEANS:
-
- All other forms of distribution require the express written permission
- of the copyright holder before distribution may begin. These include,
- but are not limited to, CD-ROMs, racks, bins, and any other forms of
- "retail sales". If you're interested in distributing HERO'S HEART
- by one of these (or other) means please contact Everett Kaser Software.
- We'll be glad to discuss your distribution idea with you. This
- restriction is to ensure that our software is distributed in fashions
- which we find acceptable to us and our customers.
-
- --- SUPPORT ---
-
- Support for products from Everett Kaser Software is available via
- phone, mail, and Compuserve email for a period not less than one year
- or the duration of my life, which ever is shorter, and not to exceed
- your life-time or mine, which ever is shorter. See the first page of
- this document for phone number, mail address, and Compuserve email
- address. Updates are available at any time to registered users for a
- $5 fee to cover costs of labor, materials, shipping, and handling (and
- to keep me from feeling badly). Bug fixes for major bugs (if any ever
- occur) will be shipped free to registered users for a period of three
- months after the date of registration.
-
- III. INSTALLING AND STARTING THE PROGRAM
-
- It is recommended that you install HERO in its own sub-directory
- on your hard disk (or on its own floppy disk if you have no hard disk).
- Do NOT run the program directly from the distribution disk, as disks
- sometimes fail. Always make a copy and run the program from it!
-
- To create a sub-directory for HERO, you might type one of the
- following commands:
-
- MKDIR \HERO
- or MKDIR \GAMES\HERO
- or MKDIR \BIN\GAMES\HERO
-
- These are only examples, and you'll have to decide upon a sub-directory
- path that makes sense given the structure of YOUR hard disk. Once the
- sub-directory has been created, you're ready to install Hero into
- that sub-directory. If you received the files on a floppy disk, as
- separate files, you would do something like:
-
- COPY A:\*.* C:\HERO
- or COPY A:\*.* D:\GAMES\HERO
- or COPY B:\*.* C:\BIN\GAMES\HERO
-
- If the program came as an archive file of some sort (.ZIP, .ARC, .LZH,
- etc), you will need to copy the archive file into the sub-directory
- that you created (using the COPY command), then type something like:
-
- PKUNZIP HERO.ZIP
- or LHARC x HERO.LZH
-
- Once the program is installed, you can change to that sub-directory at
- any time and run the program, or you can specify the path to the
- HERO sub-directory in your PATH environment variable (set in your
- AUTOEXEC.BAT file), and then HERO can be run from anywhere on your
- hard disk without first changing to the HERO sub-directory. (If
- you do add HERO to your PATH statement, remember that you will have
- to reboot your computer before the PATH actually gets modified.)
-
- The program has no optional arguments and is started by typing
-
- HERO
-
- The first time the program is run, the user will be prompted for a
- player name. This name must be from 1 to 8 characters long, and it
- may only contain valid DOS file name characters as it will be used
- to create a sub-directory of the HERO directory in which that players
- configuration/game information will be stored.
-
- Also, the first time the program is run, the HELP screens will be
- displayed. This will ONLY happen the first time the program is run.
- Thereafter, the HELP may be accessed via the HELP menu.
-
- IV. INTRODUCTION TO HERO'S HEART
-
- The game consists of a playfield divided up into squares (29 left to
- right and 21 top to bottom), and a set of objects which can be placed
- on any of the squares using the puzzle editor. The set of objects
- consist of:
-
- The Hero Only one of these allowed per puzzle
- Rocks They fall down the screen
- Red Heart Picked up by walking over them
- Blue Heart Must be turned red by a Creeper walking over them
- Red Exit Will turn green when all Hearts have been collected
- Green Exit You exit the level by walking the Hero out the exit
- Brick Wall An immovable, impassable barrier
- Gravel An immovable, impassable barrier
- Stone An immovable, impassable barrier
- Pyramid An immovable, impassable barrier (get the idea, yet?)
- Dirt "Cleaned up" by Hero, blocks all but Creeper
- Bones Beware the Bones
- Arrows "Fly" in the direction they're pointing
- Slopes Slanted right or left, cause some objects to "slide"
- Balloon Rises up the screen
- Creeper Walks along objects to its left
- Worm Walks directly towards the Hero
- Bridge Extension bridge (what do think a bridge is used for?)
- Water The Hero doesn't know how to swim
- Raft (What would YOU use a raft for?)
- Ice Slippery stuff
- Dirt Block Pushable dirt, blocks all but Creeper
- Fire The Hero is NOT made of fire-proof materials
- Fire Extinguisher Uh....
- Ball Likes to get pushed around
-
- Each level of the game has been "carefully" constructed to make it
- difficult (more or less) to immediately exit the level. You must first
- accomplish some tasks. These tasks range from simply getting to the
- exit (if the level has no Hearts and starts out with a Green Exit), to
- picking up all the Red Hearts first, to "encouraging" the Creepers to
- walk over the Blue Hearts (turning them red). Now, if this all sounds
- easy, it is a straight-forward goal. The problem is that obstacles
- have generally been put in your way, and you must figure out a method
- of accomplishing your goal. The obstacles consist of Rocks falling on
- the Hero's head, Rocks burying Hearts or the Exit, the Hero getting
- shot by arrows, and miscellaneous other minor impediments to progress.
-
-
- V. PLAYING THE GAME
-
- Playing the game is quite simple. Being successful at it is a little
- more difficult. The first seven or eight levels are reasonably easy,
- designed to teach you the fundamentals of how the various objects
- behave and interract, as well as some of the basic "traps". The next
- ten or so levels are of "medium" difficulty, although some of them
- can be QUITE challenging. The last seven or eight are VERY difficult,
- and they should only be attempted after having solved most of the
- earlier ones. Part of the fun of the game is figuring out exactly
- which objects do what and how they interact, so not EVERYTHING will
- be explained in the documentation.
-
- The game may be played either from the keyboard or with a mouse. It
- seems that the keyboard is generally best for actually playing the
- game, while the mouse is best for editing or creating new levels.
- The Hero can move one square in any of eight directions horizontally,
- vertically, or diagonally, as long as it's not blocked by some
- immovable object. Some objects can be pushed horizontally or
- vertically, but only if there's not another object directly behind
- them. The Hero can move diagonally ONLY if one of the two horizontally
- and vertically adjacent squares is empty. For example, in the diagram
- below, if the Hero is trying to move diagonally to the square marked
- with a '7', then EITHER the '4' or the '8' square must be empty.
-
- +---+---+---+
- | 7 | 8 | 9 |
- +---+---+---+
- | 4 | H | 6 |
- +---+---+---+
- | 1 | 2 | 3 |
- +---+---+---+
-
- As you move, your motions will affect other objects on the playfield.
- For example, EACH time you move, any Creepers on the level will also
- move once, as will any Worms. If you (or anything else) moves within a
- certain "private" space of a rock, balloon, or arrow the rock will
- attempt to fall, the balloon will attempt to rise, and the arrow will
- attempt to fly. The actions of these objects can then set of actions
- of other objects. One move by The Hero can cause a massive amount of
- movement by other objects on the playfield, or no movement at all.
- (Some objects, like Fire and Bones, are "animated"; they "move" all of
- the time while staying in the same square. This "motion" should not be
- confused with a Move from one location to another.)
-
- --- KEYBOARD ---
-
- You control the movement of the Hero with the cursor pad (all eight
- directions). The SPACE bar is a "wait", not moving the Hero but giving
- everything else a chance to move (useful for waiting for a Creeper or
- Worm to get to JUST the right spot before you make a particularly
- strategic move). All of the menu items that have an underlined letter
- may be activated by pressing the key corresponding to the underlined
- letter. Additionally, the ENTER key is an alternative way of RESTART-
- ING the game. F1, F2, and F3 are for "replaying" some previous moves.
- (See Section VII on REPLAYS.)
-
- --- MOUSE ---
-
- With the mouse, you must be much more aware of what's in between the
- Hero and where you want it to go, as the Hero can get "hung up" on
- immovable objects, or fall into the water, etc. To move the Hero you
- simply point at the desired destination and click the left mouse
- button. The Hero will attempt to move diagonally until it's on the
- same row or column as the destination, and then it will move vertically
- or horizontally. It's generally best not to try to move TOO far at
- once with the mouse. The "mouse move" get's translated into a series
- of pseudo-keyboard moves. A single click of the mouse can generate
- 20 to 30 moves on the moves list.
-
- VI. GAME MENU ITEMS
-
- As a general rule in Hero, any pop-up menu may be escaped from
- by pressing the ESC key or by clicking the RIGHT BUTTON.
- Menu options available (and keystroke to activate them if you don't
- have a mouse) while playing the game are:
-
- (N) Next Next and Prev provide the means for you to select
- (P) Prev which Level in the current Puzzle Set you wish to
- work on.
- (L) Level You specify the specific level number that you wish
- to "jump" to rather than paging through them one at
- a time with Next or Prev. Also acts as a status box
- to tell you which Level you're currently on and how
- many total Levels there are in this puzzle set.
- Moves Is a status box, not a menu item. It tells you how
- many moves are currently in the moves list.
- (H) Help Online Help screens.
- (R) Restart When (if?) you realize that you've messed up and can
- (ENTER) no longer solve the level, this re-starts the level
- from the beginning, so you can try it again. See
- Section VII about REPLAYS.
- (S) Setup Enters the player setup menu for selecting the active
- player, the puzzle set, the background playfield image
- and enable or disable sound and music. See Section
- VIII SETUP MENU.
- (E) Edit Enters the Level Editor. The built-in puzzle set (EKS)
- cannot be edited. Before editing any levels, you must
- create or select an alternate puzzle set by entering
- the Setup menu and specifying the puzzle set. See
- Section IX The Level Editor.
- (C) C:> PROMPT This will attempt to "spawn" a copy of COMMAND.COM,
- without exiting the game. This allows you to get to
- the DOS COMMAND prompt without terminating your game.
- Possible reasons that it might not work is if you have
- insufficient memory to load the COMMAND interpreter on
- top of Hero, or if the file COMMAND.COM can't be
- found by Hero on your path. Once you've gone to
- the DOS prompt this way, you must issue the EXIT
- command to return to your Hero game.
- (Q) Quit Quits (exits) the game.
- [1] F1 Clicking on the '1' Box or pressing F1 replays the next
- move. See Section VII REPLAYS.
- [10] F2 Clicking on the '10' Box or pressing F2 replays the
- next 10 moves. See Section VII REPLAYS.
- [100] F3 Clicking on the '100' Box or pressing F3 replays the
- next 100 moves. See Section VII REPLAYS.
- SPEED Is a status box showing the current speed at which
- moves will be made. The Speed ranges from 1 to 10,
- with 10 being the fastest. Sometimes on a fast
- computer, objects move on the playfield too fast to
- see and it can be difficult to figure out exactly what
- happened. By slowing the speed (to 5 or 6 on a 33Mhz
- 486) things move slow enough to see. The proper speed
- for YOUR use must be determined by trial and error.
- (D) DECREASE Decreases the SPEED by 1.
- (I) INCREASE Increases the SPEED by 1.
-
- VII. MOVES and REPLAYS
-
- As you play, the game records each of your moves, showing them in
- a scrolling window in the center of the Menu area. These moves are
- also stored for you in your player directory in a special file.
- (The filename for the moves for any particular level are made up of
- the components "H1MOV" and the puzzle set name (ie, "EKS"), with an
- extension which is the level number (filled with leading zeroes).
- For example, if player Kristine were working on level three of puzzle
- set "ABC", then her moves would be stored in the sub-directory
- "KRISTINE.DIR" as file "H1MOVABC.003".
-
- The "moves list" box in the menu area will have either a red outline
- within it if you haven't yet solved that level, or a green outline if
- you have solved that level. If it's green (meaning that you HAVE solved
- the level), and you then start to replay the level, it will turn red again.
-
- It will often require more than one attempt to solve a particular
- puzzle, sometimes requiring MANY attempts. You may have figured out
- most of the puzzle and are just stuck towards the end, or you may
- make an accidental move which messes things up. You can recover
- from these.
-
- When you restart a level you can have the game replay some of your
- moves by using softkeys F1, F2, and F3, or by clicking on the "1",
- "10", and "100" boxes beneath the "move list" box. F1 (or "1") will
- cause the game to remake the single NEXT move (the one highlighted
- by the cursor). F2 (or "10") will cause the game to remake the next
- TEN moves. F3 (or "100") will re-execute the next 100 moves. The
- "Moves:" box above the move list box tells you how many total moves
- have been recorded for this level.
-
- Sometimes, when replaying a level, you realize that you previously
- made a move that you shouldn't have been made. When replaying a level,
- you can DELETE moves from the list by pressing the DEL key. You will
- be prompted to verify that you really want to delete a move. (Success-
- ive presses of the DEL key will NOT verify.)
-
- Sometimes, you'll realize that you really need to make a couple of
- extra moves in between some previous moves. This can be accomplished
- by replaying up through the last move before you wish to insert one or
- more moves. Then press the INS key. Again, you will be prompted to
- verify that you really want to insert moves. If you respond YES, the
- game will enter an "insert" mode, where all further moves will be
- INSERTED into the move list (as opposed to over-writing) until the
- INS key is pressed again. For the duration of the time that the
- INSERT mode is active, the border line around the playfield will
- blink or flicker.
-
-
- VIII. THE SETUP MENU
-
- Each player may configure the game to his or her own preferred setup. This
- setup is then stored in the player's .DIR directory in a .CFG file. The
- current player's name is stored in the file Hero.CFG. That name is then
- used to access the .DIR directory and .CFG file for that player.
-
- The menu items and keys for the SETUP menu are:
-
- (H) HERO allows you to select or add a player. See THE HERO
- SELECTION MENU below.
- (B) BACKGROUND Selects one of 16 background patterns for the playfield
- (P) PUZZLE SET Selects (or creates a new) puzzle set. The name for
- a puzzle set is limited to three characters. These
- three characters are added to the ends of H1LEV and
- H1MOV along with a three digit file extension to
- generate the filename for each level and the MOVES file
- for that level for each player. The H1LEV (level)
- files are stored in the same sub-directory as the HERO
- program. The H1MOV (moves) files are stored in the
- sub-directory for the current player.
- (T) THEME MUSIC toggles the Theme music on and off and enables the
- selection of the THEME music file.
- (S) SOUND EFFECTS toggles the sound effects on and off.
- (E) EXIT LEVEL MUSIC toggles the EXIT LEVEL music on and off and
- enables the selection of the EXIT LEVEL music file.
- (E) EXIT exits the Player Setup Menu and returns you to the
- main Menu and game.
- (D) DECREASE DECREASE and INCREASE control the setting of the
- (I) INCREASE default SPEED for the current player.
-
- These are stored in a players .CFG file in that players .DIR directory.
-
- --- THE HERO SELECTION MENU ---
-
- The HERO SELECTION Menu is used to select the player from a list of
- players that have already been set up. If trying to add a new player,
- select HERO, then answer 'N' to the question "Select an already exist-
- ing player?". The HERO SELECTION Menu provides a list of all players.
-
- From the keyboard, the Hero may be chosen by using the cursor and
- PgUp/PgDn keys to highlight the desired item, then pressing the Enter
- (Return) key. The current PATH is always displayed immediately above
- the "files" window. With a mouse, player may be selected by pointing
- at it with the mouse cursor and double-clicking the LEFT BUTTON. (If
- your double click is not quite quick enough, all that will happen is
- that the item you pointed to will become highlighted.) With the mouse
- you can also scroll the window and highlighted item up/down by clicking
- with the LEFT BUTTON upon the:
- DOUBLE UP ARROWS --- page up
- SINGLE UP ARROW --- move highlight bar up/scroll up
- SINGLE DOWN ARROW --- move highlight bar down/scroll down
- DOUBLE DOWN ARROW --- page down
- Other items that are available on the HERO SELECTION Menu are:
- (L) LOAD ----- Loads the currently highlighted item.
- (E) EXIT Exits the PLAYER SELECTION Menu
- (R) RENAME Lets you Rename the currently highlight item.
- (D) DELETE Lets you Delete the currently highlighted file.
-
- IX. THE LEVEL EDITOR
-
- The EDIT menu item causes the program to enter the Level Editor.
- This is where you can create new puzzles to challenge family, friends,
- strangers, and enemies.
- NOTE!!! =================================================== NOTE!!!!
- N !
- N The EKS puzzle set levels are stored inside the program !
- N for simplicity of distribution, and as a result cannot be !
- N edited. In order to create your own levels, you must !
- N first enter SETUP, select PUZZLE SET, and enter the name !
- N for a new puzzle set (from 1 to 3 characters). This will !
- N start a new puzzle set, with a "fake" level 1. You should !
- N then enter the Level Editor and select CLEAR to clear the !
- N fake level, and prepare it for editing. !
- N !
- NOTE!!! =================================================== NOTE!!!!
- If you create any levels that you're particularly proud of, please send
- me a copy of your puzzle set (either via US mail or Compuserve email).
- If I receive enough, I'll compile a disk of contributed puzzles.
- NOTE!!! =================================================== NOTE!!!!
- N !
- N Hero GOLD contains ten additional objects that are not !
- N available in Hero's Heart. Levels created in Hero GOLD !
- N that use these additional objects will be rejected by !
- N Hero's Heart. These ten additional objects are yellow !
- N and blue keys, yellow and blue locks, four different !
- N directional rollers, teleports, and a white heart. Any !
- N levels created in Hero GOLD that do NOT use these !
- N additional objects WILL be playable by Hero's Heart. !
- N !
- NOTE!!! =================================================== NOTE!!!!
- The menu items and keys for the EDIT menu are:
-
- (N) Next Next and Prev provide the means for you to select
- (P) Prev which Level in the current Puzzle Set you wish to edit.
- (L) Level You specify the specific level number that you wish
- to "jump" to rather than paging through them one at
- a time with Next or Prev. Also acts as a status box
- to tell you which Level you're currently on and how
- many total Levels there are in this puzzle set.
- (A) Author/Title The level creator can enter a string of up to
- 23 characters. Usually this is used to either give
- the level a title or to give credit to the creator.
- (W) neW Clears the Edit Playfield and sets the level number
- to one higher than the currently highest level number.
- (Does NOT delete or alter the level being displayed
- when NEW is activated.) WARNING!!! If you've edited
- a level and want to keep those changes, you must
- exit the Editor and save the changes, then re-enter
- the editor and then do a NEW.
- (C) Clear Clears the Edit Playfield. Does NOT change the
- current level number.
- (X) eXit Exits the Level Editor. If changes have been made to
- the level, you will be prompted whether to save the
- changes. Type 'Y' or 'N' or click on the appropriate
- box with the mouse.
- WARNING!!!! ============================================= WARNING!!!
- W !
- W Neither NEW nor CLEAR prompt you to verify whether !
- W or not your really, Really, REALLY want to to that. !
- W It assumes that you're careful, meticulous, thoughtful, !
- W kind, generous, obedient... er ... wrong speech. Anyway, !
- W the assumption is that you know what you're doing and !
- W don't want to be bothered with a bunch of confirmation !
- W prompts. This may not be true, in which case you'd !
- W best save your work periodically by exiting and !
- W re-entering the editor. !
- W !
- WARNING!!!! ============================================= WARNING!!!
-
- Also in the menu area of the Level Editor is the array of objects
- that may be used in building puzzles. In Hero's Heart there are
- 30 of these objects, in Hero GOLD there are 40. The objects are:
- FIELD: This is not an object that you can actually place, but is
- the default object that is at every location on the playfield.
- It cannot be deleted or added, and it, therefore, can not
- be selected in the menu area. Think of it as Background
- scenery (see BACKGROUND in The Setup Menu.)
- HERO: This is, well, er.... The Hero. There can only be ONE of
- these on each level, and it can't be deleted or added, only
- moved. When HERO is selected as the current object being
- placed, the normal ADD function is really a MOVE function.
- (See below for the discussion on ADDING and DELETING objects.)
- BOULDER: A giant rock that can hang mysteriously in space, only to
- drop down the playfield when another object moves to close.
- It sinks in water, slides left/right off of slopes and other
- boulders (unless there's something beside the slope or other
- boulder that blocks it), and kills the Hero and worms when
- it falls on them. The Hero can push boulders left and right.
- RED HEART: All of these must be picked up by the Hero in order to
- complete a level. Blocks the motion of all other objects.
- RED EXIT: Blocks the motion of all objects. The Red Exits will turn
- into Green Exits when ALL hearts have been collected by the
- Hero.
- GREEN EXIT: Blocks the motion of all objects except for the Hero.
- The Hero must walk onto the Green Exit in order to complete
- (exit) the level. Generally, a GOOD puzzle will either
- contain Hearts AND one or more RED exits, or NO hearts and
- one or more GREEN exits.
- BRICK WALL: Blocks the motion of all objects.
- STONEY DIRT: Blocks the motion of all objects.
- GRANITE: Blocks the motion of all objects.
- DIRT: Blocks the motion of all objects EXCEPT for the Hero and
- Creepers. When the Hero steps on DIRT, it disappears. When
- Creepers step on DIRT, it remains behind. Build connecting
- bridges for Creepers with rocks, arrows, balloons, etc, which
- are stopped by DIRT.
- BONES: Blocks the motion of all objects EXCEPT for the Hero and
- Worms. Bones are deadly to both of them.
- ARROWS: There are four different arrows, each pointing in a different
- direction. Arrows (once triggered) travel as far as they
- can in the direction in which they're pointing, sliding to the
- side off of slopes, boulders, and balls. Arrows will kill
- the Hero and Worms, but the Hero can push Arrows sidewise.
- Arrows will pop (destroy) balloons.
- SLOPES: Slopes are stationary objects off of which other objects may
- slide. They block the motion off all other objects. Balls
- will reflect at a right-angle off of a slope if no other
- objects are in the way.
- BALLOON: Balloons rise up the screen when triggered. They may be pushed
- left or right by the Hero, and they are popped by Arrows.
- CREEPER: Creepers walk along objects to their left, except for Dirt
- and Land Plugs, over which they pass. When a Creeper steps on
- a Blue Heart, the Blue Heart turns Red and the Creeper
- disappears. The player must "maneuver" a Creeper to a Blue
- Heart in order to pick up the Blue Heart.
- BLUE HEART: Blue Hearts must be turned Red by a Creeper before the
- Hero can pick them up, which the Hero must do before being able
- to complete the level. Each Blue Heart on a level must have
- at least one Creeper that can get to it.
- WORM: Worms try to move DIRECTLY towards the Hero. Worms kill the
- Hero when touched. Worms can be killed by causing boulders
- to drop on them, Arrows to shoot them, pushing Balls or
- Boulders onto them, or by their walking into Bones.
- BRIDGE: When the Hero steps onto a Bridge, if there is water on the
- opposite side of the Bridge from direction in which the Hero
- came, then the Bridge will extend itself across the water
- until it encounters another non-Water object. A Bridge may
- be extended in more than one direction, as long as there's
- water next to it and the Hero can step onto it from the
- opposite side.
- PYRAMID: Blocks the motion of all objects.
- WATER: The Hero doesn't swim, therefor the Hero will drown when
- attempting to walk on water. Boulders, Balls, and Fire
- Extinguishers sink when they pass onto water. Arrows and
- balloons pass over water unhindered. Land Plugs can be pushed
- into water to form more land (non-water playfield). Rafts
- can be pushed into the water and float. See RAFTS for more
- information. Creepers and Worms avoid water.
- RAFTS: Rafts can be pushed around on the playfield by the Hero in
- all four primary directions, but once pushed onto Water, the
- Hero can't push the Rafts any further. Once a Raft is on
- water, when the Hero moves onto it, the Raft will carry the
- Hero across the water until it encounters a non-Water object.
- Rafts can be made to "turn corners" if they are floated into
- an L-shaped corner of land.
- ICE: Objects that move (including the Hero) slide across Ice until
- they encounter a non-Ice object.
- LAND PLUG: A Land Plug is dirt that can be pushed about by the Hero
- and used for various things, including building walls, blocking
- other moving objects, and pushed into water to form more land
- that the Hero can walk on.
- FIRE: Fire kills the Hero, burns up Rafts and Balls that are pushed
- into it, and (in Hero GOLD) turns White Hearts into Red Hearts.
- Creepers and Worms avoid it. Fire Extinguishers and Land Plugs
- that are pushed into it will put it out.
- FIRE EXTINGUISHER: This will put out a Fire, and can also be pushed
- around by the Hero and used to block the motion of other
- objects.
- BALL: Blocks the motion of other objects, the Hero can push a Ball
- and it will keep moving in that direction until it encounters
- another object. Balls will reflect off of slopes at right-
- angles if not blocked by other objects.
-
- --- ADDING and DELETING objects ---
-
- Only one object may be positioned at any given location on the
- playfield.
-
- To place an object on the playfield, you must first select it in the
- Menu area. This is done by pointing at the object in the Menu area
- with the Mouse and clicking the left mouse button, or by holding down
- the SHIFT key and using the cursor keys to move the "selection box"
- to the desired item. The "playfield object" in the top-left corner of
- the Menu area can NOT be selected.
-
- Once an object type has been selected in the Menu area, it can then be
- placed onto the playfield by pointing at the playfield location with
- the mouse and clicking the left mouse button, or by using the cursor
- keys (without the SHIFT key) to position the "playfield location box"
- at the desired location and then pressing either the INS, ENTER, or
- SPACE key.
-
- Objects can be deleted or removed from the playfield by pointing at them
- with the mouse and then clicking the right mouse button, or by using the
- cursor keys (without the SHIFT key) to position the "playfield location box"
- at the desired location and then pressing the DEL key.
-
- --- HINTS ON CREATING LEVELS ---
-
- One good way to create challenging levels is to start with a simple
- idea or concept for a "trap" (something the player will have to
- figure out how to get into or out of or past). Then, once you've
- gotten that simple idea created on the playfield, start adding other
- things AROUND that core idea that the player will have to accomplish
- or get past BEFORE they get to your core idea. Once you've done this,
- then carefully add some "misleading" objects to help disguise what
- has to be done in order to solve the level. You have to be VERY
- careful when adding these misleading objects, however, as they can
- inadvertantly provide alternate, simpler solutions to your puzzle, or
- cause other problems. With practice, you'll learn to "think ahead",
- and actually be working on these various steps all at the same time
- (or at least keeping them in mind as you're developing the puzzle).
-
- If you're having problems thinking of puzzle ideas, a good way to
- get started is to purposely limit yourself. Set yourself the challenge
- of creating the best puzzle you can using ONLY some small number of
- objects (two to four, besides the Hero and the Exit). This will give
- you experience with the different objects and help you learn lots of
- little tricks and ways that the objects can interact. Then you can
- use more and more objects to make more complex puzzles.
-
- --- DISK STORAGE OF LEVELS ---
-
- Levels are stored in individual files in the same directory as the Hero
- game itself. The filename for each level is constructed as "H1LEV"
- followed by the puzzle set name (ie, "EKS"), and with an extension which
- is the level number (filled with leading zeroes). For example, level 13
- of puzzle set "SAK" would be stored in file H1LEVSAK.013.
-
- The levels for puzzle set EKS are stored internally in the program
- (for simplicity of distribution), and as a result can not be edited.
-
- X. HINTS ON PLAY
-
- Do you REALLY want to read these? REALLY? *REALLY*?
- Well, I guess it's up to you!
-
- A Rock's "private" space looks like this:
- +------+------+------+
- + x | ROCK | x |
- +------+------+------+
- + x | x | x |
- +------+------+------+
- + x | x | x |
- +------+------+------+
- Anytime that ANYTHING leaves one of the squares marked with an 'x'
- the ROCK will attempt to fall. That means that you can move INTO one
- of those squares without triggering the Rock, but as soon as you move
- it will be triggered to fall.
-
- An Arrows private space is similar to the Rock's if you think of the
- Rock as "pointing down". An arrow's private space is always "in the
- direction that the arrow is pointing". Arrows are also triggered to
- move when ANYTHING moves OUT of one of its private space squares.
-
- Balloons private space are the same as Rocks and Arrows, except that
- it's always ABOVE the Balloon (rather than below like the Rocks).
-
- Use dirt as something to "hold" rocks, arrows, balloons, and balls in
- order to build a connection for a Creeper to get from one place to
- another.
-
- Sometimes Rocks, Arrows, and Balloons have to be pushed SIDEWISE before
- they're triggered in order to keep them from going where they're not
- supposed to (or to get them to go where they ARE supposed to).
-
- Use slopes to guide arrows, rocks, balloons, and balls.
-
- Balls will rebound off of slopes, turning 90 degrees (as long as there
- is space in front of the slope).
-
- NOTE: Two Creepers may step onto a Blue Heart at the same time, eliminating
- both of them but only one Blue Heart. This can be used as part of a
- puzzle (forcing the player to find a means of stopping them from
- stepping on it at the same time), but can also cause you problems if
- that's not what you're trying to do.
-
- Bridges can extend in more than one direction, if you can arrange to step
- onto them from more than one side AND there's water on more than one side.
-
- A raft can be pushed all over the playfield, but once it's pushed into
- water then all you can do is step onto it and float across.
-
- Getting a raft into a "corner" of land can allow you to "turn the
- corner" with the raft.
-
- Fire can be extinguished with Dirt Blocks and Fire Extinguishers.
-
- Water can be "filled in" by pushing a Dirt Block into the water.
-
- XI. BUGS AND VERSIONS
-
- ==== INITIAL RELEASE 1.1 ====
-
- No known bugs.
-
-
- XII. PRODUCTS AVAILABLE FROM EVERETT KASER SOFTWARE
-
- Hero's Heart --- Handcrafted puzzles requiring careful thought to
- solve. Similar to PC Wanderer and Boulderdash.
- Requires EGA or VGA and 360K of free memory.
-
- Hero GOLD --- A more extensive (non-shareware) version of Hero's Heart
- containing over 80 levels, along with hints and solutions to
- each level, and includes 10 additional "objects" for use on the
- playfield.
- Requires EGA or VGA and 360K of free memory.
-
- Kosynka --- is an implementation (by Russian programmer Sergey Ryzhkov
- of the solitaire card game from Russia. The rules are very
- similar to standard Klondike solitaire, but this variation uses
- a double pack of 104 cards, which are played in 9 or 10
- columns (as opposed to the 7 columns in Klondike). The reserve
- stock of cards are turned over one at a time, but you may only
- go through the stock twice. Very enjoyable. The face cards
- are lovely, and they have a very "russian" look to them.
- Everett Kaser Software is representing the Author in the U.S.
- Requires EGA or VGA.
-
- Sherlock --- The computer scrambles the locations of 36 items, then
- provides you with sufficient clues to determine their exact
- locations. Challenging game of logic with rich graphics disp-
- lay. Image editor and four extra sets of images included.
- Requires EGA or VGA and a Microsoft compatible mouse.
-
- Snarf --- Snarf is an arcade style game of mazes, treasures,
- First-Aid stations, locks and keys, teleports, and of
- course those nasty, sneaky, sniveling Snarfs. The game
- currently contains over 50 different levels, and includes
- a level editor so the user can create new levels.
- Requires EGA or VGA.
-
- Solitile --- A game of solitaire, played with tiles. The object of
- the game is to remove all of the tiles from the pile, following
- a small number of rules. Includes layout and tileset editors.
- Requires EGA or VGA and 380K free memory.
-
- Solitile Accessory Disks:
-
- Disk #1 --- Contains:
- 3 tilesets: MAHJONG, BATH, and TOOLS
- 5 layouts: MAYAMASK, ZIGZAG, PLANE, BIDIR, and PI
- 9 music files: ENTERTAINER, AROUND THE WORLD IN 80 DAYS, HALL
- OF THE MOUNTAIN KING, MUSIC BOX DANCER, ROSES, BLUE
- DANUBE, LOVE STORY, GODFATHER, A VERY GOOD YEAR
- 13 GIF files: space walking astronaut, Marylin Monroe, Bulldog,
- Star Trek Enterprise, cartoon characters, etc.
-
- Disk #2 --- Contains:
- 5 tilesets: STAMPS, BASEBALL, CANDY, WINTILE1, BODY
- 5 layouts: JAILBRAK,10HIDING,FLATCAT,SPRAYER,SQUARFAC
- 9 music files: SOUND OF SILENCE, THOSE WERE THE DAYS, BRIDGE
- OVER TROUBLED WATER, CABARET, GEORGY GIRL, KING OF THE
- ROAD, MOON RIVER, RAINDROPS KEEP FALLING ON MY HEAD,
- WHERE HAVE ALL THE FLOWERS GONE
- 21 GIF files: space shuttle take-off, King Tut, a cheetah's
- face, cartoon characters, etc.
- Disk #3 --- Contains:
- 10 tilesets: ALPHA, FLOWER, CARS1, COMICS, CARDS, CARDS2,
- TRAFFIC, TOONS, FLAGS, and COLLAGE.
- 4 layouts: STARSKY, GRNDCNYN, ENGINE, and CHECK.
- 5 music files: I'VE GOT A NAME, TIME IN A BOTTLE, FROM A
- DISTANCE, AMERICAN PIE, NOBODY DOES IT BETTER.
- 10 .GIF files: RogRABBIT, SHUTTLE, SHIRLEY, POOHBEAR, HOVER-
- CRAFT, CAPTAIN-OPUS, ROBOT, DONDUCK, INDIAN, PAGODA.
- MUSIC.COM, a utility that plays .MUS files outside of Solitile.
- Makes development/testing of .MUS files easier.
- MUSIC.DOC, documents the format of .MUS files, allowing
- you to create your new ones or modify others.
- ST2TO3.EXE, a utility for converting layouts created with
- previous versions of Solitile, and converts WIN direct-
- ories from previous versions of Solitile into "solved
- boards" in your Solitile 3 .PLY file. On previous vers-
- ions of Solitile, the layouts were stored in the
- SOLITILE.DAT file. With Solitile 3, they're stored in
- their individual .LYT files. If you've created layouts
- with a previous version of Solitile and would like to
- use them with Solitile 3, this utility will convert
- them from the SOLITILE.DAT file into .LYT files.
- ST2TO3.DOC, documents the usuage of ST2TO3.
- End of Hero.DOC
-