.'`'.'`'.'`'.'`'.'`'.'`'.'`'.'`'.'`'.'`'.'`'.'`'.
|                                               |
! -+=> X-Scape (C) StudioX64 Oct/Nov 2002 <=+-  !
|                                               |
! Created for the BlitzCoder Retro Game Compo.  | 
|                                               |
`'.'`'.'`'.'`'.'`'.'`'.'`'.'`'.'`'.'`'.'`'.'`'.'`


;----------------
;- Introduction -
;----------------

This game is a direct port of my old Commodore 64 game "Square Scape 2"
available online: http://www.StudioX64.co.uk/download.php?get=c64/square2.prg
It has been skillfully crafted for the 2002 BlitzCoder Retro Game competition.
To this end the game was obviously fully programmed and compiled using
Blitz Basic 2D.  

My reason for choosing to convert an old C64 game instead of writing 
something from scratch was made due to time constraints.  I knew I had only
2 months in which to produce a full game in Blitz Basic having never before written
anything.  I choose to convert "Square Scape 2" as I thought this would be
the easiest game possible to write.  If you wish to see just how NOT "easy" this
game was to write then check out the full diary of a game feature on our
website @ http://www.StudioX64.co.uk.  Suffice to say that the game didn't turn
out to be very easy at all.  This is not attributed in anyway to Blitz Basic but 
rather the construction and design of PC's in general, and me being some
what of a perfectionist :)


;--------------------
;- Running The Game -
;--------------------

I am sure by now you have probably already run the game, but in case you
haven't then here are some guidelines.  The game will run on a fairly 
minimum spec system as below:

Pentium 200mmx
16 bit display graphics adapter
320 x 240 full screen resolution / 640 x 480 windowed screen resolution
Sound blaster compatible sound card

If your graphics card allows you to run full screen at 320 x 240 resolution,
the games default, then it will automatically switch to using this mode.  You 
can force the game to run in a windowed mode by pressing the F4 key on the main
title screen.  The game will cycle between available modes as follows:

Standard full screen mode (where available)
Regular 320 x 240 windowed mode
Resizable windowed mode

Of course the game will play much smoother on something like:

Pentium III 500mhz
GeForce II graphics adapter @ 16/24 bit colour depth
Sound blaster compatible sound card

If you haven't yet worked it out, the game is run by double clicking on the
X-Scape.exe file.

There is of course one another requirement.  The system must run an up-to-date 
version of DirectX, something like 8a will do.  This means that the game will
NOT run on WindowsNT 4.0.  I must appologise as I have only managed to test
the game under, Windows 95 / 98 and ME and nothing more.  I welcome any feedback
you can offer to: XScape@StudioX64.co.uk

One last point, to run with all audio disabled there are two options:

(1) A temporary solution is to run from a dos command line with the following
    command line parameter "/noaudio" without the quotes.  So this would look 
    like C:\XScape\XScape.exe /noaudio

(2) A more permanent solution is to simply delete all .xm files in the directory
    you unzipped the game to. 

It is also possible whilst on the title screen and in game to press the "M" key 
to turn off/on all audio.


;--------------------
;- Playing The Game -
;--------------------

The game takes place on a screen full of tiles, mainly walls / background /
collectable tokens and an Exit.  You take control of the Square which appears
in the top left hand corner of the screen.  The only controls available are as
follows:

UP         = Up Arrow on regular keyboard.
DOWN       = Down Arrow on regular keyboard.
LEFT       = Left Arrow on regular keyboard.
RIGHT      = Right Arrow on regular keyboard.
QUIT LEVEL = Q key.  This does mean loosing a life.
ESCAPE     = Quit game entirely, exit back to the desktop.
ENTER      = Used to continue on get ready screen, and to begin game.

The aim of each level is to reach the Exit (a large "E") having first
collected all of the coloured radiation tokens.  The radiation tokens
look very similar to the old Simon electronic handheld game.  To stop
you from reaching your ultimate goal, you must perform this task within
a time limit, and a certain number of moves.  One move is deducted each
time your square collides with a wall.

Everything else is pretty much obvious, you are sure to find some suprises on
later levels though so be warned!

HINT: to complete the first level push the down arrow key once, then the right
arrow key once.  Yep it's really that simple :)

In case you are wondering about my personal best, I have managed to complete
the game with all 9 lives remaining and a score of: 08260, see if you can
beat that!


;-----------
;- Credits -
;-----------
 
Original C64 version by : Paul Kubiszyn (including all music/gfx/code/idea's)
PC version by           : Paul Kubiszyn (including all music/gfx/code/idea's)
PC version copyright    : StudioX64

Game originally appeared on Commodore Format magazine in the UK, then was later
released in Germany by C.P. Verlag gmbH.

Please note that all music was painstakingly converted from the original C64 scores
to the PC in ModPlug Tracker (see: http://www.modplug.com) by sound sampling the
original instruments from the C64 version then faithfully attempting to re-
sequence all the notes.  I can tell you this, it ain't something I will be doing
again in a hurry.  Come on Tracer finish the Sid.dll! - Just for the die hard 
fans of my music there are 2 exclusive new pieces of music in the Sid stylee
thrown in for good luck.  The first is on the fake cracktro screen, the second 
is on the game completion screen.  Alternatively you can just load the .xm files
into WinAmp :) Enjoy....


;--------
;- Bugs -
;--------

In the unlikely event of a bug being found :) please post your report in as
much detail as possible here:

http://www.studiox64.com/forum/viewboard.php?BoardID=29

If for any reason the link doesn't work, see our website here:

http://www.studiox64.com

follow links to the "Forum", then find the thread called "X-Scape", and
"Bug Reports".

Alternatively you can email me here:

paulk@StudioX64.co.uk

<please don't forget the X, you wouldn't believe how many emails I get from
the site without the X>


;----------
;- Thanks -
;----------

Mark Sibly (and the others on the Blitz Basic team) - For writing Blitz Basic and
providing the excellent support! (see: http://www.blitzbasic.com)

Paul Snart / Pacific Software - For holding this competition, for without which I 
may never have decided to write something (finally) in Blitz Basic.  You can see
Snarty's projects at: http://www.pacificsoftware.co.uk

Morduun - Thanks for all of your help with the timing code dude!

BlitzCoder - Thanks to everyone who helps to run and maintain the BlitzCoder website,
you do a fine job (see: http://www.blitzcoder.com)

My wife :) - Thanks for all your play testing love!

Everyone else who inspired me to write (and finish) this game!





