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-
- B L O C K H E A D S
-
- Program and Text by K. and Ron Slaminko
-
-
- "The blockheads have taken over the brickyard. Your job - get rid of 'em."
-
- BLOCKHEADS: THE GAME
- --------------------
-
- This is a "falling blocks" game, but it's not TETRIS. It's a lot more.
- There are 100+ screens (or levels) in this game, each 16 spaces wide by 19
- high. To finish a screen, eliminate all the blockheads. At the beginning of
- each level, you are presented with a menu of options:
-
- S - save current game to disk
- L - load a saved game from disk
- J - jump to any level
- Q - quit
- RETURN or joystick FIRE button - start current level
-
- SAVE - saves the current game status (last level completed and score) to
- disk. Filename is pre-pended with "bhsav." so the entered name is limited
- to 10 characters.
-
- LOAD - presents a list of saved games on the disk. Use the CRSR UP/DOWN
- keys to highlight the desired file and press RETURN or use the joystick
- UP/DOWN to highlight and press the FIRE button to load.
-
- JUMP - lets you jump directly to any level for practice.
-
- QUIT - ends the game after an "are you sure" prompt. If you've made a top
- 10 score, enter your initials at the prompt.
-
-
- PLAYING A LEVEL
- ---------------
-
- Blockheads are the funny looking guys with the square heads and bad
- hair. There are four blockhead colors: red, blue, green, and purple. To
- eliminate a blockhead, drop 3 (or 4) squareblocks (outlined, solid squares)
- of the same color on his head. Blocks of various types fall 2 at a time
- from the top of the screen. When a block lands on something, its companion
- immediately falls straight down as far as possible (except "sticky" blocks
- -- see below).
-
- Use these controls to maneuver the blocks:
-
- KEYBOARD JOYSTICK PORT 2
- -------- ---------------
- Move left cursor left left
- Move right cursor right right
- Move down cursor down down
- Rotate cw cursor up up
- Drop SPACE bar button
- Pause p (use keyboard)
-
- Press any key or the FIRE button to resume a paused game.
-
- In addition to blockheads and square blocks, several other types of
- blocks may appear on each screen: obstacles, weapons, and others.
-
- Obstacles: you can't get rid of these by stacking them up.
-
- Bricks - (look like the playing field outline except gray) the most common
- obstacle.
-
- Glass - (doesn't look like anything) just like bricks but invisible - you
- won't know it's there until you land on it.
-
- Steel - (in I-beam form) stronger than bricks - impervious to bombs.
-
- Diamond - (shaped like, well, a diamond) harder than glass - impervious to
- bombs and acid.
-
- Kudzu - (ugly brown plant) a fast growing weed. Only a blockhead would
- plant kudzu.
-
- Weapons: use these to clear things out of the way.
-
- Bombs - (round things with fuses) destroys whatever it lands on except
- blockheads (They wear armor), steel, or diamonds.
-
- Nukes - (red missile-like things) destroys a 3x3 area around itself, but
- won't harm blockheads (It's really good armor).
-
- Acid - (green stuff in a flask) eats through everything below it (down to
- the bottom of the screen), even blockheads, but is stopped by diamonds.
-
- Miscellaneous:
-
- Transformer - (the question marks) these change into whatever they land
- on. If one lands on a blockhead, it changes into a squareblock of the same
- color.
-
- Bonus - (the big yellow $ signs) score extra points or get other good
- stuff by stacking 4 or 5 of these. The first bonus completed in a level
- turns on the look-ahead feature. The second displays level parameters (how
- many bombs, what speed, stuff like that). Subsequent bonuses could be any
- of the following:
-
- \ kill all kudzu
- \ make the background visible
- \ turn off sticky blocks
- \ make next pair acid/nuke
- \ make next pair 2 transformers
- \ 400 points.
-
- Other variables:
-
- Background - may be visible or clear. A visible background makes it easier
- to see where you are.
-
- Sticky blocks - if turned on, blocks don't fall when their companion
- lands. This can make space utilization tricky. In some levels, only some of
- the blocks are stuck together.
-
- Speed - falling speed of blocks is different from level to level and may
- vary within a level.
-
- Vanish - Sometimes, the falling blocks will disappear from the screen for
- a brief period.
-
-
- SCORING
- -------
-
- You get 100 points for eliminating a blockhead (without using acid),
- 400 (sometimes) for a bonus stack, and 200 for finishing a level. You also
- get 1 point for each empty square in the brickyard when you finish a level,
- so neatness counts. If you die on a level (there's no room for new blocks),
- you lose all points earned that level and 200 more as a penalty.
-
-
- BONUS LEVELS
- ------------
-
- There are 100 designed levels in this game. All are solvable (some
- require a bit of luck). If you complete all 100 levels, an infinite number
- of extra levels will be randomly generated. Random levels may not be
- solvable, and will be different each time you play the game.
-
-
- PLAYING TIPS
- ------------
-
- \ You can get rid of some unwanted blocks (like the wrong color on a
- blockhead) by building a stack of 4 or 5 matching blocks, or with bombs,
- nukes, or acid. Not every level will include weapons, however, so stash
- junk wisely!
-
- \ Acid will destroy blockheads, but you don't get points that way.
-
- \ Destroy, or at least contain, kudzu as quickly as possible.
-
-
- FENDER'S POSTMUMBLE: I wish you could have been here at the Tower when I
- first booted up this game. Starting with the on-screen instructions, then
- moving swiftly into the game itself, and actually solving the first level,
- I was transformed from my usual dour, curmudgeon-like self into a raving
- madman running down the halls shouting about a fantastic new submission
- that works and looks like LOADSTAR at its best, and takes up a bunch of
- blocks!
-
- BLOCKHEADS is truly the most "ready-to-go" program submission I've ever
- received...and it's not from a regular contributing programmer. It's Ron
- Slaminko's first C-128 program. I had to do NOTHING to the game code. So I
- called him and thanked him profusely for sending it to me, and begged him
- to come up with a couple more programs of this quality this year. If I were
- you, I'd stick around to find out if he does.
-
- I've seen several games like this on the PC but this is by far the best
- version I've seen for the C-128 (or C-64 for that matter). It's a variation
- of the TETRIS-falling blocks theme, but with all of the obstacles, weapons
- and other miscellaneous gadgets you'll encounter, it's really a lot more
- fun. And what I really liked is that the lower levels are pretty easy to
- "solve", while the higher levels are so tough that only true BLOCKHEADs
- will be able to solve them. With 100 levels built in, and an infinity of
- random levels, this is a game that will never end for you. Plus, you can
- Jump to any level you want, even the ones you aren't really ready for yet.
-
- The program that you play is compiled with the Abacus compiler, but since
- there's room on this issue, I've included the BASIC source code,
- "bhsource". I have no plans of trying to improve or add to Ron's great
- game, but if any ambitious programmer out there has some ideas for new
- obstacles, weapons or features, you have the code. If ever a game didn't
- NEED improvement, BLOCKHEADS is that game, but just in case, the source
- code is there. Of course, since Ron Slaminko wrote the original code, and
- LOADSTAR owns the copyright, I expect any new version of it to be sent to
- me for publication on LOADSTAR. If you do a bangup job, I'll see that you
- are compensated for it.
-
- By the way, I found the game to be a little too swift at 20 MHz so I
- turned the SuperCPU's speed to normal in the boot file (the instructions
- file). If you have a SuperCPU V2 and want to see for yourself, just load
- "blockheads" and REM out line 57.
-
- Enough of this chatter. Get into BLOCKHEADS.
-
- \\\\\ R - Run RETURN - Menu \\\\\
-
-