is a fast action game designed for use with the X window system.
is used to create and edit new levels which can be used by
For details on the game, refer
option sets the level number for editing.
This may be any integer greater than 0.
options set the width and height of the level when creating a new
option is used to select a world name. A world is a distinct set of
numbered levels. Any valid file name may be used as the world name.
Different worlds may be used to allow users to control private sets of
levels. Default is
exist, they are used as templates (in this order).
is used as a graphics editor. Each level is divided into a grid of
blocks. The blocks are
by pressing the left mouse button
down and moving the mouse. The right mouse button always erases
blocks. A new block type is selected by a keyboard
key. Currently, the following block types are supported:
<space> - draw spaces
! - draw escapes
# - draw walls
$ - draw golds
- - draw ropes
< - draw left arrows
= - draw tubes
> - draw right arrows
@ - draw stones
^ - draw anti-spaces
a - draw armors
b - draw bad guys
c - draw chutes
d - draw down arrows
e - draw reverse monsters
f - draw up arrows
g - draw ghost bricks
i - draw invisible blocks
j - draw jump pads
k - draw kill zones
l - draw power shovels
m - draw super jump pads
n - draw nuclear shovels
o - draw anchors
p - draw players
q - draw speed boots
r - draw parachutes
s - draw step ladders
t - draw teleporters
u - draw leave levels
v - draw vertical ropes
w - draw windows
x - draw extra bricks
y - draw heavy fogs
z - draw time stops
| - draw ladders
~ - draw portable ropes
A player block sets where the player begins in the level. If more
than one is used in a level, all but one will be ignored. Bad guy
blocks set where the bad guys begin the level. There is a limit to
the total number of bad guys, and that number is compiled into the game.
Pressing control-W inside the editor window will stop editing
and save the level. Pressing control-C quits without saving.
Pressing control-E will erase the contents of the
editor. The properties of the rest of the block can be
determined with experimentation.
saves the levels in
which is searched first on startup of
If a level should be accessible by all users, it has to be copied
A really good level has several properties. The first important
property is efficiency. A good level makes careful use of all of the
available space unless it is trying to achieve a specific effect.
Another critical property is fairness. A player should always be
forewarned or have an escape if trouble comes up. Nothing is more
irritating than a killer trap where the user had no way of guessing that
it was coming up. It is also important to avoid tedious and repetative
levels. Really difficult traps should be rewarded with lots of gold.