         

                ++++++++++++++++++++++++++++++++++
                QUADRIX   Geoffrey Sparks 1991/92.
                -----------------------------------



  QUADRIX is Shareware. This demo version featuring 50 levels can be 
freely distibuted as long as all files are included and no material is 
altered in any way. A reasonable fee may be charged for copying in line
with the standard set by most PD libraries.
  The game concept, graphics, code etc may not be altered or duplicated 
in any way except as above.

  WARNING: Quadrix is currently (Feb. 1992) PAL only. I make no claims 
for its appearance on NTSC machines, (sorry).

  OK....   So you've played the game and had a bit of fun. Well now 
things get serious. For the princely sum of $20 Australian dollars,
( sort of like play money really! ), you can become a registered user
of QUADRIX. On receipt of your cash ( international money order, cheque
drawn on a bank with Australian offices etc. ) you will be rushed by 
air-mail the very latest version of Quadrix... including...


    1. 100 new and perplexing levels, taking off from where you should 
       have finished in the demo version.
    
    2. A complete, easy to use level designer. Create new levels and
       amaze your friends...( amaze yourself!! ). Good fun.
       Full instructions included.      
    
    3. All the source code you could ever need. Thats right! The 
       complete, unexpurgated story of one puzzle game's struggle to
       be born. Occassionally annotated, often amusing and 
       frequently revealing. Many hints and tips for using AMOS and
       how to combine a bit of assembly language when needed. Over
       35 pages in all - an offer too good to refuse.
    
    4. Peace of mind. Well if you play the game a lot you should 
       really fork out the asking price.

    5. Code word to allow the sub-game to be played as a separate 
       game.

    6. Possible discounts on any other games I write - ( well I 
       havent actually got as far as a sequel yet - but if this 
       does well ... who knows.)



       My address for all those who have read this far..

          Geoffrey Sparks,
          PO Box 395,
          Castlemaine,
          Victoria 3450,
          Australia.


       .....and the price $20 [Australian]



HISTORY.
      
       Quadrix was originally conceived and written on the C64 a 
couple of years ago, with a slightly different format and minus the
sub-game.
       With the purchase of an Amiga and a copy of AMOS, along with 
several technical manuals and a copy of the PD  A68K assembler, work
started on upgrading to the 16 bit world. Along the way I learnt a lot
about the AMIGA, AMOS, 68000 machine code, Deluxe Paint, MED and 
most of all memory management - getting Quadrix to run in 512K was 
some task.
       This version was completed around the beginning of 1992, about 
6 months after deciding to re-write it for the AMIGA.



THANKS.
    
      Many thanks to Jan Clark for loads of play testing and lots of
extra levels, as well as innumerable helpful suggestions and advice.


TECHNICAL STUFF.

      Quadrix was written on an off the shelf, department store A500,
with a ram expansion card [ includes clock! ], and an extra floppy 
drive, ( I hope this isn't too technical for you.). The language was AMOS,
compiled with the AMOS compiler. Machine code was written using MEmacs,
assembled with A68K, and linked with Blink.
      No hard drives, cross-assemblers, accelerators, esoteric compilers,
IBM's, MAC's, Amiga 3000's, Devpacs, Lattices or trick photography was
used at any point.


      
 	  
                           QUADRIX

Getting Started.
                  Place Quadrix disk in drive df0: and reboot. Game will
automatically load and run.


Warning: Quadrix is PAL only.


Basic Gameplay. 
                  To complete each level a set variety of tasks must be
 completed within a specified time limit. A the start of each level details
 of what tasks are to be attempted are given. Read These Carefully!! The
 game itself is played on a square playfield with a variety of coloured
 blocks entering sequentially from each of the four directions. Similar
 coloured blocks can be stacked in various patterns to complete each level's
 various tasks. In addition there are a variety of Special blocks that have
 peculiar and useful properties. Understanding these special blocks and the
 effect they have is essential to completing most levels of Quadrix.

Controls.
                   Virtually all control is through the joystick. Use the
 firebutton to make selections, exit screens etc. Passwords and highscores
 are entered with the joystick also.
  The central playfield of Quadrix can be scrolled in all directions using
 the joystick. There is no limit to scrolling in any direction as the
 playfield 'wraps around', blocks leaving from one side appear on the
 opposite edge.
  The firebutton is used to 'speed up' the entry of external or 'moving'
 blocks into the playfield. Most levels will require frequent use of the
 firebutton to complete the required tasks in the set time.
  In addtion the left mouse button activates a "Time Out" and the right
 button quits to the Game Over sequence.

Helpful Stuff.
                   A detailed list of all the blocks and their properties
 is given later. To help identify the blocks, the third loading screen shows
 each block in turn and gives it's name. Please study these carefully as
 full awareness of the properties of each block is critical to success in
 Quadrix. As a further aid, the password "HELPZ" can be entered on the
 password screen to bring up a short demo sequence. This shows the various
 patterns, their value and the symbol they are represented by. Press fire
 to move through the screens.

Some Basic Principles.

	  1.   When two blocks of the same type collide they destroy each
               other.
          2.   Blocks wait a short time before moving in of their own accord.
          3.   Some levels have restricted movement,either left/right only
               or up/down only. The information window for each level will
               have a footnote listing any restrictions.
          4.   Some levels are PUSH levels. In these a special incoming
               block appears which has the power to move any block it makes
               contact with. Please note that the incoming block will not
               start to move of its own account, but must be "fired" in with
               the joystick button.
          5.   All patterns excepting Horizontals and Verticals must be
               brought to a central position before they are activated.
          6.   A pattern can be formed from ANY block.
          7.   The speed at which the timer runs down depends on the colour
               with which it is filled.

The Blocks.

1. The SUN          One of the principle blocks. Can be transformed  into
                    Death.

2. TIME             Another principle block. Is transformable into Birth.

3. The EARTH        The third principle block. Transforms into The Heavens.
4. The HEAVENS      The fourth principle block and the first with Special 
                    properties. When struck by a moving block Heaven expands
                    at right angles to the direction of impact, filling
                    every available space with a copy of the impacting block.
                    Can be transformed into The Earth.
5. BIRTH            The fifth principle block. When struck by a moving block
                    Birth will fill each adjacent empty space with a replica
                    of the impacting block. Can be transformed into Time.
6. DEATH            The last of the principle blocks. When struck by a
                    moving  block Death is destroyed along with all adjacent
                    blocks. May be transformed into The Sun.
7. TRANSFORMATION   The block of transmutation. When struck by a moving block
                    ALL blocks of a similar kind on the screen will be
                    transformed into their alter ego....for example, if
                    The Sun strikes Transformation, all blocks of the Sun
                    type currently on screen will switch to Death!! In
                    addition to appearing on the playfield at the beginning
                    of a level, Transformation can also be created by
                    completing any of the major patterns...that is a
                    Diamond, a Cross, a Ring or a Grand Diagonal. As these
                    patterns disappear, Transformation is created in the
                    central square of the playfield.
8. The IMMOVABLE    Cannot be pushed.
9. The VOID.        The first of two "occassionally active" blocks. This
                    block remains inert till centered within the playfield.
                    When activated by crossing the central square it destroys
                    every adjacent block. A small blue marker appears over
                    the central square when this block is present.
10. CONVERSION      Second of the two "occassionally active" blocks. Inert
                    till centered, when active it infects every adjacent
                    occupied block with a copy of itself. A small blue
                    marker appears to highlight the central square.


PASSWORD.
          A new password is given after each tenth level.
SCORING.
          Apart from the points for each pattern completed a time bonus is
          given for any remaining time at the end of each level.

BONUS GAME.....
                  After completeing each tenth level a bonus level appears in
          which extra lives can be won. This is a simple puzzle game of the
          falling block type in which random blocks appear at the top left of
          the screen and gradually descend in a zig-zag pattern. Pressing the
          firebutton causes the foremost or "leadblock" to rapidly fall into
          place below. If three blocks form a horizontal vertical or diagonal
          pattern, that group disappear and any blocks above drop down to fill
          the gap. The game ends when the play area is full and no more blocks
          can enter. Scoring is as follows..
                                    Vertical    50  Points
                                    Horizontal  150 Points
                                    Diagonal    300 Points
       For multiple drops, that is where one drop sets off another, the
       scoreing becomes proportionally greater for each successive drop.

       For each score of 10000 points an extra life is awarded. A maximum of
       nine lives may be held at any one time.
       When the bonus game first starts the play area is randomly half-filled
       with blocks, any patterns created will disappear and be credited to the
       score.

Helpful Hints.
**************

   Read the instructions several times and familiarise yourself with the
various blocks and their various powers. Most levels  can be completed
using the various special blocks, either as they appear on each level or
by transforming other blocks  into the required block

   Use the firebutton to speed up the action, otherwise time will run out
all too quickly.

   Carefully note what tasks are required on the info screen and how
many patterns of each type must be completed.

   Also note whether movement is limited to only one direction.

   All levels CAN be completed within the allowed time...it may just take
some thinking about.



   When playing the sub-game please note that multiple drops score much
higher than single drops. If you set up patterns that set off chain
reactions your score will be much better.


   Good Luck.
