.-----------------------------.
|                             |
|       Red Jumpy Ball        |
|          By: Ryan           |
|                             |
|-----------------------------|
|                             |
|     Table of Contents       |
|                             |
|   1 Introduction            |
|    1.1 Version Info         |
|    1.2 Background           |
|    1.3 Game Description     |
|    1.4 Controls             |
|    1.5 Speed Adjustment     |
|    1.6 Screen Mode          |
|    1.7 High Scores          |
|                             |
|   2 Game Types              |
|    2.1 Classic              |
|    2.2 One Screen           |
|    2.3 Keep It Up           |
|    2.4 Time Attack          |
|    2.5 Marathon             |
|                             |
|   3 Gameplay                |
|    3.1 Movement             |
|    3.2 The Laser            |
|    3.3 Scoring              |
|    3.4 Losing               |
|    3.5 Bonuses              |
|    3.6 Tips                 |
|    3.7 Cheat Mode           |
|                             |
|   4 Last Words              |
|    4.1 Contact Info         |
|    4.2 Thanks               |
|                             |
'-----------------------------'


.--------------------.
| 1 | Introduction   |
|--------------------|
| 1.1 | Version Info |
'--------------------'

Current Version: RJB1.0

Version History: 

  - RJB1.0 (Initial Release), 4/19/2005
    The game is a go!  Released via my web site and publicized at
    Jocke's Forum, QBasicNews, and Freebasic.tk.

.------------------.
| 1.2 | Background |
'------------------'

This game was originally made in QB for Lachie's One-Key Competition back
in November, 2003.  It's probably one of my favorites games I've made,
so it's fitting that I should remake it in FB first.  Actually, it's one of
the only full games I've made, since most never make it past the "games
I've almost made" stage.  I changed all the old Future Library code to
gfxlib, so it's sleek and sexy and performs much better than it ever did.
Kudos to lillo on giving us this gem!

The game originally only had Classic and OneScreen game types.  The others
now implemented were only dreams then.  Thanks v1ctor for bringing us FB!

.------------------------.
| 1.3 | Game Description |
'------------------------'

In the game, you control a red jumpy ball.  Surprise!  The object of the
game is to complete the course with as many points as possible.  The
courses are generated randomly depending on the game type you choose.
(See Section 2 below.)  They are filled with random bricks and bonuses.
The map will scroll continuously unless you're stuck behind bricks.  But
fear not, this red jumpy ball comes equipped with a laser to blast through
those bad daddies.  As before, the game still only uses one key for game
play.  Having more would just complicate matters.

The background pictures all come from a trip I took to Ecuador to teach
the Bible to Quichua Indians up in the Andes Mountains.  I hope you enjoy
the shots as much as I do!  A random one will appear for all game types
except Marathon, where you'll have to work your way through all eight stages.

.----------------.
| 1.4 | Controls |
'----------------'

Menu Controls:
  
  Up/Down     - Select Menu Choice
  Enter/Space - Make Selection

In-game Controls:

  Up     - Charge Jump/Laser Meters
         - Release to Jump/Fire Laser
  Escape - Quit the Current Game
  Space  - Drop Into the Level

.------------------------.
| 1.5 | Speed Adjustment |
'------------------------'

I have included a speed test to check the speed at which your computer runs
Red Jumpy Ball.  My testing found that machines running XP were going too
slow on the screen scrolling.  Push S from the main menu to run the test, a
simple one screen run with no stops or speed-ups.  The game is running at
optimum speed if there is 37 left on the clock from that one screen.  If
you are not hitting 37, push space after the test to adjust the game speed.
You most likely will not be able to get it to match 37 exactly, but the
closer the better.  I've found setting the speed to .78 will get it so 35 is
left on the clock, the optimal speed if you can't hit 37.  If you have to
decrease this value, the game will compensate in various speed affected areas
to give you as normal a gameplay as possible.

.-------------------.
| 1.6 | Screen Mode |
'-------------------'

Red Jumpy Ball is meant to be played in fullscreen mode.  If your monitor is
having problems or you just prefer a tiny window, from the main menu you can
hit F to toggle between fullscreen and windowed mode.

.-------------------.
| 1.7 | High Scores |
'-------------------'

The top 10 high scores are recorded for each game type.  To reset the high
score table, just hit R at the main menu.  To export your high scores in an
encrypted format, hit X at the main menu.  A scores.enc file will appear in
your data directory that may then be sent to me and I will post your official
scores on my web page.  Mail scores.enc to szrrya@yahoo.com.


.----------------.
| 2 | Game Types |
|----------------|
| 2.1 | Classic  |
'----------------'

The Classic game type is a one time run through a fairly simple course.  It
goes for 10 screens and set the clock to a generous 250.  There are 750
bricks scattered throughout, along with a healthy number of bonuses.

.------------------.
| 2.2 | One Screen |
'------------------'

The One Screen game type is just that.  You have only one screen to rack up
as many points as possible.  There are 75 bricks and just as many bonuses
as in a Classic game.  Think about it... same number of bonuses, 9 fewer
screens to spread them across.  I've included my actual high score in the
high score table.  I dare you to beat it.

.------------------.
| 2.3 | Keep It Up |
'------------------'

The Keep It Up game type is a vertical challenge.  You must stay as high as
possible for as long as you can.  The second you hit the ground, your run is
over.  Time is not a factor, so speed bonuses might just be a nuisance.  The
course is 10 screens long with 1500 bricks.  Crossing the finish line will
double your score.  The question is, can you keep it up?

.-------------------.
| 2.4 | Time Attack |
'-------------------'

The Time Attack game type is a race against the clock.  The course runs for
10 screens, but your time begins at a measly 25.  The only way to go the
distance is through the time bonuses, of which there are plenty... at first.
You'll find them less and less as you progress.  Crossing the finish line will
double your score, but the clock's ticking.

.----------------.
| 2.5 | Marathon |
'----------------'

The dream of all red jumpy balls, the Marathon game type is a wild race against
the clock and the elements through the Andes Mountains.  Beginning in Riobamba,
Ecuador, you must travel south through Guamote and up to a mountain peak in the
humble village of Chausan San Alfonzo.  There you will be met with fanfare,
some roast guinea pig, and dozens of pink jumpy balls hopping to get a date with
the champ.  The Marathon is 8 stages long, each level bringing a different
challenge, whether it's an obscene number of bricks, little time, or water
hazards.  That's right, water hazards.  Maybe you should practice keeping it up
before attempting this beast.

Completing a Marathon game with a score of 250000 or greater will unlock a cheat
mode that offers a different cheat for each game type to boost your scores.


.-----------------.
| 3 | Gameplay    |
|-----------------|
| 3.1 | Movement  |
'-----------------'

When you select a game to play, the level will be randomly generated based on
what game type you are playing or what stage of the Marathon you are on.  The
game begins paused at the beginning of the course, and you must press space to
be dropped down.

Your red jumpy ball will automatically bounce down the path, so you'll need a
quick eye to time your jumps to grab bonuses and avoid bricks.  To jump, you
just have to hold and release the jump key.  While holding it down, the jump
meter charges up.  The more full it is, the more power your ball will have in
its jump.  It charges up fairly quickly, so once it's full it will stay charged
until you release the button.  You can charge up a jump and effectively jump in
midair by releasing the button after falling off a brick.  This will come in
handy for making some last minute jumps or grabbing that one extra bonus.  You
may have to time your keypress just right for a small skill jump here or there.

.-----------------.
| 3.2 | The Laser |
'-----------------'

All red jumpy balls are equipped standard with a brick destroying laser.  When
you get in a bind, you can hold down the jump key to fill up the jump meter
and then the laser meter.  Once the whole bar is bright red, release the jump
key to fire away.  The brick will disintegrate and you'll be set to go!

.---------------.
| 3.3 | Scoring |
'---------------'

The complex scoring is what makes Red Jumpy Ball intriguing and addictive.
There's always a challenge to beat that last score, find the perfect combo
of bonuses, or find a perfect set of bricks to keep you high the entire
level.  Basically, your score increases as you progress through the level.
You receive 10 points per tile you travel times your height.  So, if you're
staying a steady 10 tiles high, you'll receive 100 points per tile you
progress.  Get the picture?  Higher is better.

But that's not all!  You start off every level with a 2x bonus.  (See
Section 3.5 below.)  This does just what it sounds like it does, bringing
you twice the points as you progress.  As soon as you hit the ground, it's
gone.  While you have it, subsequent 2x bonuses you grab will stack up,
so your first will boost it to a 4x bonus, one more to an 8x bonus, and
so on.  Being above the top of the screen also adds a 2x bonus.  Are you
getting the picture yet?  Higher is better!

You can also score points by collecting the bonuses scattered throughout
the level.  (See Section 3.5 below for point values.)  Upon completing the
level, depending on your game type, you are awarded certain bonuses.
Normally, these include a height bonus and a time bonus.  Your height bonus
is how many tiles above floor level you are times 100.  Furthermore, your
height bonus can receive a 2x, 3x, or 4x rating if you're past a certain
height (2x for 6 tiles or higher, 3x for 12 tiles or higher, and 4x for
above the top of the screen).  The time bonus is simply your time remaining
times 5.  In Keep It Up and Time Attack games, instead of a time bonus, your
score is doubled!  Trust me, this is better.  In scores... higher is better.

Marathon games have certain score distinctives.  Your score will carry over
between stages, but if you lose a life in the middle of a stage you aren't
awarded the points you gained so far on that course.  If you have to use a
continue, you will lose one fourth of your total points.  Completing the
Marathon brings with it a hefty bonus, though.  In Marathon mode only, if you
are able to build up 4000 points or more before touching the ground, you will
be awarded a bonus equal to the point amount you got before landing at the
end of the stage.  Also, each level you complete before losing a life gives
you a bonus equal to that stage * 1000.  A perfect run also snags you a bonus
50000 points (in addition to the 36000 you'd get for beating all the previous
stages without dieing).

.--------------.
| 3.4 | Losing |
'--------------'

You can lose in one of two ways:  running out of time or falling into the
water.  (Red jumpy balls can't swim, if you didn't know.)  Try not to do
either of these two things, and you'll be fine.

You begin a Marathon with 3 lives and can grab more in the levels.  A
credit will allow you continue a Marathon with 3 fresh lives, though you
will be penalized one fourth of your total score.

.---------------.
| 3.5 | Bonuses |
'---------------'

Bonus Name    Point Value    Effect

 Credit           500        Gives you one continue
 1 UP             400        Gives you a 1 UP
 Point Bag     100 - 500     Gives you some points
 Speed Bonus      200        Increases your speed, can be good or bad
 Time Bonus       300        Adds some time to the clock
 Jump Bonus       100        Boosts your jump power
 Laser Bonus      200        Makes your laser charge faster
 Translucency     400        Lets you pass through and jump up through bricks.
                             When you get this, a bar showing how much time you
                             have left of it shows up in the middle of your jump
                             bar.  Be careful, you may get stuck...
 x2               500        Score multiplier.  They're cumulative, so stack them
                             up!  When you get this, your jump bar is outlined in
                             white.  You lose your multiplier when you hit the
                             ground.  (You always start with a x2 bonus.)  Points
                             gained from other bonuses are multiplied as well.

.------------.
| 3.6 | Tips |
'------------'

- Take advantage of the starting multipier bonus.  I've had 12000+ points
  before hitting the ground.
- The level completion time bonus isn't that great, so it might be worth
  it to spend time getting other in-level bonuses and sacrifice a little
  in the effort time.
- The level ending height bonus is a gold mine for points.  Try to get
  jump bonuses and translucencies to increase your ending height.  KP
  snagged a 3700 x3 height bonus for his high score!
- Careful with the speed bonuses.  They let you go faster but make
  timing those jumps harder.
- Master the small jump.  Enough said.
- In one screen mode, simply staying high doesn't cut it.  You have to get
  down and grab other bonuses and get a high finish to come close to my
  96000 score.
- The Drop In bonus in Marathon mode is a great way to play.  I just
  restart the game until I get a good start on Stage 1 to begin right.
  With the bonuses in Marathon mode and some good runs, I've scored over
  320000 points!

.------------------.
| 3.7 | Cheat Mode |
'------------------'

If you manage to beat a Marathon game with 250000+ points, you unlock cheat
mode.  You have to toggle it on from the main menu for its effects to be
turned on.  What are the effects?  Well... you'll just have to win and find
out!  Note: Scores obtained in cheat mode will put an * at the end of the
name you enter.


.---------------------.
| 4 | Last Words      |
|---------------------|
| 4.1 | Contact Info  |
'---------------------'

All coding/graphics were done by me, Ryan Szrama.  If you have any
comments or bug reports, drop me a line at szrrya@yahoo.com.  You can
also find me at the QBasicNews forum or Jocke's forum:

http://www.qbasicnews.com
http://jockethebeast.qbrpgs.com

My web site is a little rough, but it gets the job done.  You were
obviously able to find this game at it!

http://www.geocities.com/szrrya/

.--------------.
| 4.2 | Thanks |
'--------------'

Well, there really isn't a whole lot of thanking to do.

- I am thankful for v1ctor's and lillo's work to bring us FreeBasic
    and the gfxlib.
- VonGodric deserves many thanks for the FBIde, the environment in which
    I wrote these 2000+ lines of code.
- I'm also thankful to Jocke for having such a cool name and letting me
    be a programming bum with him.
- Thanks to my roommate Justin, who found a few bugs and actually did
    beat my One Screen score with over 340000 points.  He did extensive
    playtesting for me and is now an RJB addict.  I swear he hasn't done
    homework in over a week because of this game!
- Thanks to my roommates Moonpie and Aaron who let me test the game on their
    computers.  (Moonpie, yes that's the name he goes by, also let me use
    his internet connection to handle the uploading and releasing.)