SkyFall by Reservoir Gods [web]
//////////////////////////////////////////////////////////////////////////////// SKY-FALL //////////////////////////////////////////////////////////////////////////////// A GAME BY RESERVOIR GODS //////////////////////////////////////////////////////////////////////////////// RELEASE VERSION 1.0 (15/4/96) //////////////////////////////////////////////////////////////////////////////// THE GUEST INTRODUCTION As we have gone up in the world, and as our name has got better known, we now have the clout to pull in top show-biz celebrities to help push our games. This time we are proud to present a top guest author who will be writing the introduction. Yes, its' TV's Simon Quinlack! (Who he? -Ed) ................................................................................ Welcome to the wondrous world of Sky-Fall, a multi-player puzzle game for the Atari Falcon030. For this game you will need: * A Falcon 030 with 4 Megabytes of memory * An RGB monitor, VGA monitor or TV * A keyboard, joystick or Jaguar powerpad * Some friends (may be kidnapped) * A brain (optional) * A flask of weak lemon drink Start by double clicking on 'SKY_FALL.TOS'. This is not the most exciting part of the game. OH NO. You will now cringe as you have to sit through an 'intro'. Avert your eyes. The menu will now be displayed, from here you can configure the game to your hearts content. I am the king of configurations and I have over 12,000 written down in this big black book. No you cannot see them as YOU WILL STEAL THEM. Collect your own configurations you configuration amateur! You can control the menu cursor with joystick, powerpad or cursor keys and space. First go to the Game Menu and set the number of players (if you are too busy with hobbies to have any friends, this must be set to one). You can set the game type and number of rounds in a multiplayer game. THIS IS NOT INFINITE! YOU CAN STOP PLAYING! Next go to the control menu and select the control method for each player. You can also define the keys if you don't like the default set up. You can define some very silly keys like left=delete, right=return, cycle=undo, rotate=caps Lock and down=asterix and then GET YOUR FRIEND TO PLAY WITH THEM. UNTIL HE CRIES. HAHAHA. You are now ready to play the game. If you have had to kidnap people and hold them at gunpoint until they agreed to play with you, you can now loosen their bandages and place a game controller into their hands. The aim of the game is really quite simple. EVEN DARREN JONES CAN UNDERSTAND IT AND EVERYONE KNOWS HE IS THICK. HE IS. You must match shapes connect-4 style causing them to flash then disappear. Shapes can be matched in lines of 3 or more, these lines can be horizontal, vertical or diagonal. You get more score for diagonal lines, and the more shapes in the line the greater the score. If your line's disappearance leads on to other lines forming, your score is increased even more. IT IS LIKE THE BUTTERFLY EFFECT WITHOUT A BUTTERFLY. At the end of each level the best player is awarded with a win. WHICH IS ME. IF ANYONE ELSE WINS I WILL SHOOT THEM. The number of free spaces are totalled up and added to the score. You may drink your weak lemon drink here, or wait until someone pauses the game with F1 to go to the toilet. So that is Sky-Fall a very simple game that even STUPID CRETINS like DARREN JONES can play. And beat me. BUT I WASN'T TRYING. He always beats me. ITS A STUPID GAME. I AM NOT PLAYING ANY MORE. Simon Quinlack. ................................................................................ //////////////////////////////////////////////////////////////////////////////// THE PROPER INSTRUCTIONS //////////////////////////////////////////////////////////////////////////////// Sky-Fall is a puzzle game for the atari Falcon 030. It needs 4mb of memory to run so it is a good idea to de-install accessories and TSRs before running it. It has been tested on Speeder Falcons and should run fine on these. Once loaded you are presented with the menu system. You can control the menu pointer with cursor keys and space to select, or use the joystick or Jaguar powerpads. The game is totally configurable, you can fine tune it so it totally suits you. The game itself is a cross between traditional puzzlers Tetris and Columns. Like Columns you must match shapes to remove them. But you can rotate as well as cycle the falling shape clusters, giving the game an extra dimension. There are also the ghosts which have a negative effect on your game, or can adversely affect other players in multiplayer mode. You can protect yourself against ghosts by collecting the green charms. At the end of each level the amount of free spaces on the board is calculated and added to the score. In multiplayer games, the person with the most free space is likely to win (depending on the game type). If you are playing build up then you must fill as much as the board as possible. ################################# GAME MENU ################################### This is the most daunting menu of them all! It contains all the options you will need to configure the gameplay to your liking. < NUM PLAYERS > This allows you to set the number of players from 1-4. One player mode is solo mode so some of the later options aren't relevant. For three or four players the screen area has to be increased into interlace mode on RGB and 480 pixel mode on VGA which means things may be a little slow at times! < GAME TYPE > This option is only relevant in multiplayer modes. COMPETITIVE: This is the default setting. It means that in a multi-player game you are competing against all the other players. SEPARATE: This means each player is playing a solo game which has no effect on the other players. < GAME MODE > A very important option that takes you the through the three primary game styles. NORMAL: This is the standard game - similar in styles to Tetris or Columns. You must create as many matches as possible and try to remove all shapes that come down. BUILD-UP: This is the opposite of the conventional game. Here you try not to make matches, you must try to fill up the board. Points are deducted for all unfilled spaces in the board. REMOVAL: This is similar to normal except a portion of the board is already filled before the game starts. There may be matches already waiting in the pre-prepared board but they aren't triggered until you make your first match, this way you can latch into them. < BOARD SIZE > Sky-Fall has four built in board sizes. Each board has a highscore table associated with it. NORMAL: The standard chimney style board. WIDE: A screen length board (1 or 2 player only). HIGH: A board screen height, but normal width (1 or 2 player only). MEGA: A board as wide and high as the screen (1 player only). < FALL SPEED > If you want to remove the arcade element from the game you can turn the fall speed off, meaning shapes will remain static until you pull them down. This creates a more puzzle oriented game. The three types of fall speed are: NORMAL: Shapes fall normally, fall speed never increases. INC: Fall speed increases every level. OFF: Shapes pause at the top, only moving when pulled down. < ROUNDS > This is the number of levels you will play in a multiplayer match, the one with the most wins after the last round, is the champion! Rounds can vary from 1-99. < LAYOUT > This option is only relevant to multiplayer games, and determines whether all the players will receive the same tiles in the same order or not. SAME: This means that all players take tiles from the same pool and no-one has an advantage - it is a level playing field. DIFFERENT: This means that players will be allocated a different sequence of tiles to everyone else. This is more of a lottery, one player may get a much better deal than another. < DIFFICULTY > Determines how hard the game is. Each difficulty level has a highscore table associated with it. Also other sub menu options are directly related to the current difficulty level. EASY: The lowest setting. A quiet game. MEDIUM: A slightly more taxing game. HARD: A brain popping game. < LEVEL MENU > Takes you into the level configuration sub menu system. ################################## LEVEL MENU ################################## < START LEVEL > Determines the starting level. < GHOST FREQUENCY > Determines how many ghosts will appear on each level. The higher the number, the greater the amount of ghosts will appear making a more frantic, effect filled game. < CHARM FREQUENCY > Determines how many anti-ghost charms will appear on each level. The higher the number, the more charms will appear making a safer gaming environment. < NEXT LEVEL > This defines what type of action leads to the next level and has a significant bearing on gameplay especially in multiplayer mode. TIME: This means that the next level will be accessed when the time counter reaches zero. You basically have a certain amount of time to survive (not get blocked in) before the next level arrives. This time limit increases each level. SHAPES: Gives you a certain number of shapes to place on the board. Once all these shape clusters have been place you will go to the next level. In a multiplayer game, the person who places the shapes first wins. SCORE: This requires you to get a certain amount of score before you can access the next level. In a multiplayer game the first person to reach the target score wins. RACE: This is a race against the clock! You have a certain number of shapes to place and time limit to run up against. If you place all shapes within the time limit you go to the next level, otherwise you are dead. In a multiplayer game the first person to place all the shapes wins. NO INC: You stay on the same level for ever! < EDIT TIME MENU > Takes you into a configuration menu for "Next Level:Time". < EDIT SHAPES MENU > Takes you into a configuration menu for "Next Level:Shapes". < EDIT RACE MENU > Takes you into a configuration menu for "Next Level:Race". < EDIT SCORE MENU > Takes you into a configuration menu for "Next Level:Score". < SHAPE FREQUENCY MENU > Takes you into a configuration menu for the shape frequency. ################################ EDIT TIME MENU ################################ < START TIME > Specifies the amount of time you are given on the very first level. When this time runs out, you move to the next level. < INC TIME > Specifies the amount the value in "Start Time" is increased by after the end of every level. ############################### EDIT SHAPES MENU ############################### < START SHAPES > Specifies the amount of shape clusters that you will have to place on the first level before progressing to the next level. < INC SHAPES > Specifies the amount by which "Start Shapes" increases after ever level. ################################ EDIT RACE MENU ################################ < START SHAPES > Specifies the amount of shape clusters that you will have to place on the first level before progressing to the next level. < INC SHAPES > Specifies the amount by which "Start Shapes" increases after ever level. < START TIME > Specifies the amount of time you have to place the shapes. < INC TIME > Specifies the amount by which "Start Time" increases every level. ############################### EDIT SCORE MENU ################################ < START SCORE > Specifies the amount of score you need to get before progressing to the next level. < INC SCORE > Specifies the amount added to "Start Score" after each level. ############################# SHAPE FREQUENCY MENU ############################ < START SHAPES > Specifies the number of different shapes that appear on the first level. The lower the number, the easier the game (more matches can be made), the higher the number the harder the game. On build up, the more shapes you have the easier the game is! < LEVELS BEFORE INC > Specifies the number of levels you must go through before the number of shapes increases. This option is valid for normal/removal games only. < LEVELS BEFORE DEC > Specifies the number of levels you must go through before the number of shapes decreases. This options is valid for build up games only. ################################# CONTROL MENU ################################# Here you can set the control methods for each of the players. Valid controllers are: keyboard, joystick and Jaguar powerpads. You can also define keys for each player. Note that function keys cannot be defined as these are used for pause and quit as well as controlling the sound system. When define keys asks you to "CONFIRM Y/N" it checks the scancodes of Y and N so these may be different on foreign keyboards (Germans must press Z for Y!) ################################## GHOST MENU ################################## Ghosts are an integral part of the game. When you match three or more of them you trigger an effect which may have catastrophic results! When playing alone the ghosts will hamper you, but when playing in multiplayer mode the ghost effect will be sent to another player to slow them down! In this menu you can choose which ghost effects you wish to play with. If you don't like a particular effect you can turn it off and it won't appear in the game. The following effects can be toggled: GHOST Turning this off means that no ghosts will appear. JAM Radar Jammer. JOYSTICK Control swap. PADLOCK Cycle lock. RED CROSS Rotate lock RED CURVED ARROW Auto-cycle. STOP SIGN Pauses action. SPEED RESTRICTION SIGN Slow fall of shapes. CHARM Turning this off means no charms will appear. ARROW Fast fall. ROCKFALL SIGN Falling boulder. RED UP ARROW Rearrange column. RED LEFT ARROW Rearrange row. MOUNTAIN Extra row appears at bottom. DOUBLE LOCK No cycle or rotate. CLOSED EYE Invisible board. These ghost effects are achieved when you match three or more ghost icons in any way, eg. vertical, horizontal, diagonal etc. The better the match ie. the more points you get for it, the longer the effect it creates will last, unless the effect is not a time-based one, like rockfall. o Time based effects: Joystick Reverses controls (regardless of which control method player is using) Stop sign Once the current shape player has on screen has been placed, no more shapes will come down for the duration of the effect. Speed Restriction Players shapes come down from the top of the screen at a Sign constant, slow speed for the duration of the effect. Padlock Player is unable to cycle through the shapes, although he/she can still rotate them. Red Cross Player is unable to rotate through the shapes, although he/she can still cycled through them. Padlock and Player is both unable to cycle and rotate each set of red cross shapes. Closed eye This effect masks off the shapes which a player has already placed on his/her board for the duration of the effect. A pot of jam The radar which displays the next set of shapes becomes jammed with static for the duration of the effect. Auto-Cycle The order of the three shapes will constantly change as it descends and will stop only as it is placed, so that player can no longer control in which order they land. Arrow Speed of falling shapes increases for the duration of the effect o Independent effects: Mountain A line of shapes is created underneath the current shapes placed on a player's board, they remain there until eliminated in the normal way (ie. matching). Red Left arrow Any horizontal row on a player's board which contains more than one shape will be randomly re-arranged. Red Up arrow Any vertical column on a player's board which contains more than one shape will be randomly re-arranged. Falling Rock Sign A rock falls onto player's board which can only be removed by matching it with two or more other rocks, which also must have been generated by other rock falls. If you match three or more charms (which are green stones with a gold ring through the top), one will appear in the bottom box of your score panel, this means that you have magical protection from any of the ghost effects and for the time that you wear the charm you will feel no ill-effects from matching any ghosts. In multi-player mode, when a player matches three or more ghosts it is random to which of the other players that effect will go, if it is a two player game, the effect will target the other player, who did not match the ghosts, unless they are wearing a charm or are already suffering from a ghost effect. If you get a ghost in multiplayer mode and all the other players have charms or are already affected by ghosts, then the ghost will rebound back on you, so be careful - you are playing with fire! If at any time EVERY player is either protected with charms or effected by ghosts, then any further ghosts matched will simply give points like normal shapes, their effects will affect no-one. ################################## SOUND MENU ################################## Here you can toggle the music and internal speaker on and off. You can also set the current volume level by clicking on the up and down arrows. There is the option to toggle sound fx, but this is only relevant to the registered version which is packed with steaming samples. All these options can be controlled in game: F2 - Toggle music on/off F3 - Toggle sound fx on/off F4 - Toggle internal speaker on/off F5 - Decrease volume F6 - Increase volume ##################################### PLAY ##################################### Takes you into the game. During the game you can press: F1 - Pause (F1/Fire to unpause) F2 - Toggle music F3 - Toggle sound FX F4 - Toggle speaker F5 - Volume down F6 - Volume up F10- Quit Also you can press: Powerpad Pause - Pause game Powerpad Option - Quit game o Matching shapes: To match a certain shape you must make a row of at least three of it, either in a vertical column, a horizontal column or diagonal. These are the three basic forms, but there are many variations on this theme, for instance, one shape can be used to complete a vertical column and at the same time complete a diagonal line, this is called compound matching and will yield more points. Different types of lines score different points with diagonal lines being the most valuable. The order of scoring is: 1. Diagonal lines (difficult to get, high score) 2. Horizontal lines (quite easy to get, medium score) 3. Vertical lines (easy to get, low score) The game ends if you get blocked up (no more space left to place shapes) or if the time limit runs out on race mode. The type of game you are playing depends on the next level setting. If this has been set to "NO INC" all you have to worry about is not getting totally blocked in. Just try to place and match as many shapes as possible. If next level is set to "TIME" then you have a certain time on each level. All you have to do is survive without getting blocked in for that time period. If you are playing a multiplayer game, try to gain as much score in that time limit and also keep the maximum free space. If next level is set to "SHAPES" you have a certain amount of shape clusters to place before progressing to the next level. The number you have left to place is displayed in the "LEFT" box on the highscore panel. Once all shape clusters are placed you progress to the next level. In a multiplayer game the first person to place all shape clusters wins. If next level is set to "SCORE" you must gain a certain amount of score before progressing to the next level. The amount of score you have left to get is displayed in the "LEFT" box on the highscore panel. In multiplayer mode, the first person to get this score wins. If next level is set to "RACE" you have a certain amount of shapes to place in a certain time limit. If you place all the shapes you progress to the next level. If the time runs out you lose the game. In a multiplayer game the first person to place all the shapes wins. If your score is good enough, you will be asked to enter your name on the highscore table. Controlling the rotating selector requires a bit of practice, don't press fire until you have finished entering your name! The controls are: Left - move cursor left Right - move cursor right Up/Rotate - rotates letters clockwise Down - rotates letters anti-clockwise Fire - finish name entering REMEMBER! DON'T PRESS FIRE UNTIL YOU HAVE FINISHED ENTERING YOUR NAME! ##################################### QUIT ##################################### When you leave the game all the current configuration data is saved including all the menu setups, the currently defined keys and control methods, the sound status plus 36 different highscore tables! ################################################################################ ///////////////////////////////////////^\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ <REGISTRATION> \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\^//////////////////////////////////////// This is the second version of Sky-Fall, released just after the Symposium '96. It still may have some bugs - let us know if you find anything wrong. There will be a new version released especially for the registered user. Entitled "Sky-Fall+" it will include 8 extra ghost effects and also sound samples will be included. This version will be available to registered users of the game from June 1996. Registration is only five english pounds and for that you will get this brand spanking new version of Sky-Fall, plus other Reservoir Gods Falcon goodies, news of all our forthcoming releases and productions hot off the press as soon as they are released. Please make all cheques/postal orders payable to "Leon O'Reilly". If you are writing from overseas please use Eurocheques, International Money Orders or equivalents. Standard cheques cost so much to clear that they become worthless. The Falcon unfortunately cannot really support a commercial software scene, but we are very happy to be part of an alternative shareware scene producing high quality games for a couple of pounds each. We really believe in the machine and all the people we meet on the scene. As long as there are still people out there with Falcons, we will carry on making games. So let us know you are still out there running Atari software! If you do register, don't be afraid to write a full letter and ask questions about future games, or point our bugs or improvements in this game. We are friendly people and we enjoy chatty letters! Keep the Falcon strong people! //////////////////////////////////////////////////////////////////////////////// CREDITS //////////////////////////////////////////////////////////////////////////////// Initial Idea, Code, Design..............................................Mr. Pink Sprites, Fonts, Borders, Score Panels, Design.............................Ripley Music, Logos, Fonts..................................................Sparehead 3 //////////////////////////////////////////////////////////////////////////////// PACKAGES USED //////////////////////////////////////////////////////////////////////////////// God-Paint Devpac 3 Pro-Tracker Graoumf Tracker Pack-ICE! //////////////////////////////////////////////////////////////////////////////// ADDRESS //////////////////////////////////////////////////////////////////////////////// If you wish to contact the Reservoir Gods, or want to register for Sky-Fall or find out about our other productions please write to: Leon O'Reilly [ Mr. Pink ] Cwm Isaf Abermule Montgomery Welshpool Powys SY15 6JL My bank details are as follows: Midland Bank, 1 Broad Street, Newtown, Powys, SY16 2LX Account number: 21143808 Swedish people can write to: Mandus Skon, Stora Beddigne 387 231 98 Klagstorp Sweden Spanish people contact: Antonio Lillo P.O. Box 4015 46080 Valencia Espana (Spanish version of SkyFall coming soon!!) When registering please PRINT your address clearly! Also we are very short of blank disks at the moment, so any that you send will be gratefully accepted. //////////////////////////////////////////////////////////////////////////////// GREETINGS //////////////////////////////////////////////////////////////////////////////// We must thank everyone who has supported our past releases, all those who have written to us with kind words, the positive reviews in the Atari press and all those who believed in us. Without you there probably wouldn't have been "SkyFall". Also a big shout to all providing a positive contribution to the scene - the demo creators, the games writers, the graphics artists, the musicians the magazine writers. You know who you are. Also greeting to the following registered users of Reservoir Gods productions (in a sort of surname alphabetical way): M. Baines - UK Markus Binder - Germany Bill Brand - UK (Scotland) John Bulleyment - UK Geoff Camp - Australia Laurent Cardona - France Pierre Chiles - France Mark Crutch - UK Jan Daldrup - Germany Richard Davey - UK Steve Delaney - UK (Scotland) David Delattre - France John Diot - France Frederic Dogimont - France Roland Evrard - Belgium Jerome Farinas - France Nicholas Flintham - UK S. Fotinelis - UK Mike Goodman - UK Paul M. Green - UK Thierry Guerin - France Keith Hasama - USA Patricia Hinds - USA Ludovic Hirlimann - France Chris Holland - UK Wolf Holtay-Mayer - Germany Gerhard Janka - Austria Sylvain Jonas - Belgium Neil R Jones - UK/Germany Keneneth V. Kaufman - UK Andrew Kelly - UK Philip Konczak - UK (Scotland) Michelle Laybourn - UK Antonio Lillo - Spain Arnaud Linz - France Geoff Madden - UK Pascal Nizet - Belgium Alan Parker - UK Mark Parry - UK (Isle of Wight) Iain Paterson - UK (Scotland) Dirk Paulsberg - Germany Graham B. Phillips - UK Rosario Pignatelli - Italy Stefan Pleb - Germany John Pruden - UK Lionel Rey - France Andreas Rotzoll - Germany Ludo Sak - Holland Wolfgang Schmidt - Germany Matthew Tomlinson - UK James Troup - UK David Valery - France Pieter Van der Meer - Holland Sami Vuokila - Finland Zwechform - Germany And to everyone who registered through Mandus Skon from Sweden. Apologies to anyone who registered and is not on this list, we did not get your letter! Please contact us! Keep it channel atari!
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