
                                  BOMBUZAL
                                  --------


STUFF ADDED/CHANGED IN THIS VERSION:
------------------------------------
- cracked, packed, linked
- HD compatibility
- 8/16 MHz switchable on MegaSTE
- fixed crashes on 4MB machines
- fixed game giving wrong codes for levels > 255
- fixed numerous minor bugs/glitches
- added a high score saver
- added quit option
- added memory snapshot option
- added 2 trainer options


SOURCE:
-------
Pasti image from original disk.


CONTROLS:
---------
See below for original game controls.

Extra in-game keys in this version:
Control D        - quit to desktop
Control 1 - 9    - save memory snapshot #1 - #9
Control F1 - F9  - load memory snapshot #1 - #9

Hidden keys on the Klaz intro text screen:
H - toggle 50/60Hz (on Mega/ST/E)
L - toggle internal speaker on/off (on Falcon/TT)


NOTE:
-----
This game has 131 unique levels. If you make it to level 132 you'll be
actually playing level 1 again. There's no end to this game, the levels
loop infinitely.


TRAINER OPTIONS:
----------------
should all be self-explanatory.

Here's some additional cheating info, taken from the lemonamiga website:

There is a hidden pause control in the game. When you press the 'SPACEBAR'
to access the overhead map screen, if you keep it held down the clock stops
until you release it.

                            LEVEL CODES
   08-"ROSS"    064-"RING"   120-"TREE"    176-"SPOT"   232-"HAIR"
   16-"RATT"    072-"GIRL"   128-"SINK"    184-"PALM"   240-"SIGN"
   24-"LISA"    080-"GOLD"   136-"BIKE"    192-"LOCK"   248-"MYTH"
   32-"DAVE"    088-"OPAL"   144-"BIRD"    200-"SAFE"
   40-"IRON"    096-"SONG"   152-"TAPE"    208-"WORM"
   48-"LEAD"    104-"FIRE"   160-"VASE"    216-"NOSE"
   56-"WEED"    112-"LAMP"   168-"PILL"    224-"EYES"


MEMORY SNAPSHOTS:
-----------------
Memory snapshots can be saved/loaded at any time once the program has
loaded to the main menu. There may be a short delay until loading/saving
actually starts.


Klaz, October 2011


--------------------------------------------------------------------------
--------------------------------------------------------------------------


Here's the original manual, stolen from the lemonamiga website, with some
editing by me:



In BOMBUZAL there are hundreds of explosive situations (levels) for you to
defuse. Each task centeres around a floating platform built from tiles,
some of which support bombs or other explosive devices, and others that
support other things that will be explained later. It's up to you or a
friend for this exercise can involve a second player - to destroy all the
bombs on each level without getting yourself blown to kingdom come in the
process. To do so you control a little blue, blobby character whose sole
task in life seems to be a very crude form of bomb disposal - there's no
defusing things in this game, the only way to get rid of something is to
blow it up.


OPTIONS
-------

ONE OR TWO PLAYERS:
Two players can play alternately. Each can choose their own starting
levels. If two play the same level they can either help each other or see
who gets the furthest.

CODE:
You can enter a code to begin just after a level that you previously
completed. When you click on NEW you play Bombuzal from the level
determined by the code in the CODE box. Clicking on CONT will allow you to
start from the level you just tackled during the current load.

CONTROL MODE: You can choose Joystick, Mouse or Keyboard.

JOYSTICK:
To keep everyone happy, two modes of joystick control are offered. With the
pointer on this icon, double-click the left-hand mouse button to call up
the two directional options. A single click of the mouse's left-hand button
while pointing at the revalent icon will determine whether you play using
diagonal movements (useful if you play in the 3D mode) or horizontal and
vertical movements.

MOUSE:
You don't really want to play the game with the mouse, but if you insist,
the left hand button acts as the fire button.

KEYBOARD:
You can define your own keys but these are the default keys.

Right - /      Left - .     Fire - Right Shift
Down  - Z      Up   - A

Keys that are off limits are the Space Bar, F1, ESC and CTRL.

PLAY MODE:
Choose 2D or 3D. In the 2D mode you view the action from above. The
majority of the players prefer this graphically inferior mode. So take a
tip from us; use this mode if you expect to get anywhere in this game. In
the 3D mode you view the game from an isometric angle. The graphics are
prettier and more detailed here, but figuring out where things are in
relationship to everything else is tricky.


BOMB DISPOSAL
-------------

BOMBUZAL has two different types of explosive device: Mines and Bombs. Both
come in different sizes, and both types must be destroyed to complete a
level.

The size of a bomb (or mine) determines its blast radius - basically how
many tiles in its vicinity it's capable of destroying. When a bomb (or
mine) explodes, any other bomb (or mine) within its blast radius is
detonated too.

In this way complex chain reactions occur and can be used to your advantage
when it comes to clearing a site. (It also means that if you don't take a
bit of care you could blow yourself up quite easily.)

Mines are easy to spot - and detonate for that matter. Simply step onto
a tile bearing a mine and BOOM! It's game over time - you're dead. The only
safe way to set off a mine is by triggering it with an adjacent explosion.

Bombs on the other hand are a different kettle of fusion. Every bomb has a
three second fuse and pressing the fire button while standing on top of the
bomb starts the countdown while releasing the firebutton before zero is
reached aborts the countdown and resets the fuse. The bomb actually go off
until you step off the tile on which it resides, so it's no big problem if
the counter reaches zero and you're standing right over the bomb.

Don't push your luck though - before you set one off, make sure the bomb is
small enough that you'll be able to get out of the blast area in time, and
that it's one that you really want to destroy. Setting off the bombs in the
wrong order can make a level impossible to complete, so you should only
really activate a bomb if you're sure you want to do it.


PLAYING THE GAME
----------------

You need to be careful when moving your character about on the tiles
because if he falls off a tile and onto the blue parquet style floor below,
he dies. And you must move your man quickly out of the blast area before
the bomb detonates, because your man will stop running and if he is too
close, that's one less life. The fun ends when all your lives are used up.

The one thing that you must remember while playing the game is never, never
stand still for too long no matter how tempting it may be. Remaining
stationary for 10 seconds or so prompts the appearance of a five second
timer. When it starts to tick down above your head you know that something
bad is about to happen. And it will if you don't move before the timer
reaches zero. What sort of bad thing? Well, if you happen to be standing on
one of the normal tiles when the timer depletes, the tile in question turns
into a Spinner. These nasty blighters wisk you off your tile whether you
wanted to go or not.

There's no pause mode, so you can't sit back and assess the situation at
your leisure. It was purposely ommited - since a lot of the challenge of
the game is that you must keep moving and think on your feet. Thus allowing
you to assess the situation at your leisure would be a no-no.

If you manage to complete a level you will be given a four level code. By
entering the code in the CODE box you can begin play from where you left
off at, or you can repeat a level that you would like to play again.

One good tip is that when you come across a layout with numerous dissolving
tiles, walk over as many as possible before attempting to complete the
level. This earns you far more points than you would get with the Floor
Bonus.


SPECIAL KEYS
------------

There are a few very special keys that might be useful to know about:

SPACE BAR:
	   Before you even begin to blow up any bombs, it's a good idea to
	   view the situation. Press the Space Bar to call up a map of the
	   current level. Space bar again (or the Fire Button) to return to
	   the real world. Note that the timer does not stop while you
	   actually view the map - that would make life far to easy.
ESC:
           Press the ESC key to quit to the title/option screen.
F1:
           toggle 2D and 3D view while playing


THE DIFFERENT TILES
-------------------

As with bombs, things aren't as simple as they first appear. Each of the
tiles have decidedly different properties. Such as....

NORMAL TILES:
	       Mundane in every way, it's destroyed by explosions but not
               contact with your character. First appearance Level 1.
DISSOLVER:
	       This tile, recognizable by its interesting cracked
	       appearance, lives up to its name by dissolving as soon as
	       you man has touched it and moved on. You can't go back that
	       way again. First appearance Level 1.
ICE:
	       You just can't stand still on one of these. In fact you
	       can't stand on one of these at all. First appearance on
	       Level 2.
SLOT:
               Here's a novelty - bombs may be moved about on these from
               one slot to another connecting slot. A bomb on one of these
               special embossed tiles is picked up with a quick tap on the
               fire button and dropped with another quick tap. Note that
               you can not carry a bomb past another bomb or from a slot to
               any other type of tile. When moving bombs, it's not always
               easy or time effective to execute a quick press of the fire
               button to drop them. Instead, if possible move onto another
               tile either with a bomb on it or without a slot. The bomb
               will automatic- ally drop to the floor. First appearance on
               Level 3.
TELEPORT:
               It doesn't, as you you might expect, teleport you to another
               tile with a teleport on it. In fact you won't know where a
               teleport takes you until you enter into it, and by then it
               may be too late. Yes, it is a risk, but one that is often
               worth taking, and at least the destinations remain constant
               for each level. Note that if your man moves into the
               teleport tile after detonating a bomb, he won't reappear
               until the explosion has stopped - even if the teleporter has
               been destroyed. This can prove a very useful way of saving
               your life, especially as the large bombs are notoriously
               difficult (impossible) to get far enough away from to
               survive. First appearance Level 6.
RIVETTED:
	       Rivetted tiles are rough `n' tough and more than capable of
	       surviving the mightiest of explosions. First appearance
	       Level 13.
TEMPLE:
               By absorbing the explosion of a neighboring bomb (or mine),
               this tile suppresses the blast radius to a single tile and
               destroys itself in the process. First appearance on Level
               17.
SPINNER:
               Throws you off one tile away in a randomly determined
               direction. These also appear if you hang around doing
               nothing for too long. First appearance on Level 17.
SWITCH:
               It works in much the same way as the bomb, only it doesn't
               explode when the timer runs out. Instead, its effect is
               reversed. A switch which is thrown will change the map in
               some subtle way. It could even be the addition of a bomb.
               (It's always worth throwing any switches you come across to
               see what they can do - often a level will only be
               completable when you take advantage of them). First
               appearance on Level 11.


GUIDE TO BOMBS
--------------

There are all sorts of bombs that you will encounter in Bombuzal.

SMALL MINE:
               First appearance on Level 11
LARGE MINE:
               First appearance on Level 17
SMALL BOMB:
               First appearance on Level 1
MEDIUM BOMB:
               First appearance on Level 2
LARGE BOMB:
               First appearance on Level 3
AERIAL BOMBS:
               Or A-Bombs as they are sometimes known. These devious
               devices are just like their regular counterparts but with a
               special feature: when one A-Bomb is detonated it sets off
               all the other A-Bombs on that level, regardless of their
               proximity. They come in two sizes, too; Large and Small.
               Both first appear on Level 12.
SWELL BOMBS:
               These are so-called not because they are but because they
               do. The Swell Bomb increases and decreases in size (ie
               sometimes it's effectively a small bomb, sometimes a large
               one) until either it or any other type of explosive is
               activated. Then it goes off - when its blast radius is
               determined by the size at the time of the incident. First
               appearance on Level 13.


BOMBS & THEIR BLAST RADIUSES (OR DEATH & HOW TO AVOID IT)
---------------------------------------------------------

The size of the bomb is directly proportional to its blast radius. Thus a
small mine and a small bomb will have the same destructive force. The only
exception being the Large Mine, which has a blast equivalent to that of a
medium bomb.

SHADED:
               Bombs (or mines) on these tiles will be set off, and the
               tiles themselves destroyed (with the exception of those that
               are invulnerable).
OPEN:
               Bombs (or mines) on these tiles will be set off, otherwise
               the tiles will remain intact.
LARGE BOMB:
               A bomb (or mine) will only set off another if their blast
               radiuses actually butt up against each other.


ENCOUNTERS WITH ALIENS
----------------------

There are four freaky alien types, two of which are good. The other two are
bad and should be avoided at all cost.

THE GOOD GUYS:
When you find one of these chaps you can take control of it in much the
same way you set off bombs - by holding down the fire button until the
timer hits zero. While you are in control of one of these robots, your man
can't be hurt by enemies, so it's safe to just leave him where he is and
forget about him for a while. He can still be blown up, so watch where
you're going. When a good fella is dead, you'll find that the control
reverts to your man.

BUBBLE:
         This red robot is so stupid it treats all bombs as mines. Just be
         careful that he doesn't fall off the edge before he gets a chance
         to explode. First appearance on Level 17.

SQUEEK:
         Your blue buddy is marginally more intelligent than Bubble, and as
         a result does anything you can do - including falling off the
         edge. First appearance on Level 13.


THE BAD GUYS:
They are just that. You can avoid them or blow them up - but whatever you
do, don't touch them.

SINISTER:
         This big yellow ball only ever turns left. First appearance on
         Level 17.
DEXTER:
         The cluster of four yellow balls always turns right.



-------------------------------------
Typed by Postcard Man, edited by Klaz

