____                        __                       __                  
/\  _`\                     /\ \                     /\ \                 
\ \ \L\ \    ___     ___ ___\ \ \____  ____    __  __\ \ \/'\      __     
 \ \  _ <'  / __`\ /' __` __`\ \ '__`\/\_ ,`\ /\ \/\ \\ \ , <    /'__`\   
  \ \ \L\ \/\ \_\ \/\ \/\ \/\ \ \ \_\ \/_/  /_\ \ \_\ \\ \ \\`\ /\ \_\.\_ 
   \ \____/\ \____/\ \_\ \_\ \_\ \_,__/ /\____\\ \____/ \ \_\ \_\ \__/.\_\
    \/___/  \/___/  \/_/\/_/\/_/\/___/  \/____/ \/___/   \/_/\/_/\/__/\/_/
_____________ Developed By xCept - Retro Remakes Compo 2006 _______________


 Y O U    D O    N O T    N E E D    T O    R E A D    A L L    T H I S !

###[ NOTICE 1 ]###

If you encounter any errors while trying to launch this game, it is quite
possible that the directory structure was not maintained after extracting
the archive.  If this happens, re-extract all of the files and make sure
that all of the folders/directories within the archive are kept in-tact.
(i.e., "Graphics" in "Graphics" folder, "Levels" in "Levels" folder, etc.)

###[ NOTICE 2 ]###

By default, the game is played at 800 x 600 resolution.  However, for much
smoother and sharper graphics, I recommend that you switch the resolution
to 1024 x 768 or higher provided that your system supports it.

###[ NOTICE 3 ]###

As usual, the optional "Shadows" and/or "Retro Filters" available in this
game are hardware intensive and may reduce the overall performance and
frame rate of the game - if your hardware even supports them.

###[ NOTICE 4 ]###

If you have a joystick plugged in, make sure that there are no 'auto-fire'
features enabled and also ensure that the device has been collaborated, or
else you may experience some troubles while navigating the menus.

###[ NOTICE 5 ]###

By default, the difficult levels and options are set to closely match that
of the original.  This is the very last notice, I promise ;)

+                         TABLE OF CONTENTS                               +

01........................................................Table of Contents
03......................................................System Requirements
04.........................................................Feature Overview
05........................................................Story & Objective
07.............................................................Menu Options
08........................................................In-Game Interface
10...............................................................Tile Types
11..........................................................Special Objects
13.............................................................Camera Modes
13...........................................................Scoring System
14.............................................................Hints & Tips
15..............................................................Odds & Ends
16......................................................Development Credits

+                                 FORWARD                                 +

After much consideration, I decided to have a go at remaking the classic
action-puzzler  Bombuzal for "The Big 2006 Compo" over at Retro Remakes.
Bombuzal was originally produced by Tony Crowther and was released under
Imageworks/Mirrorsoft for a variety of platforms in the late 80's to early
90's (namely the Amiga, Atari ST, Commodore, DOS, and Super Nintendo). To
my knowledge, this remake marks the first truly 3D, truly faithful remake
of the original.

Although this file serves as an INCREDIBLY COMPREHENSIVE reference manual
to the game, a much condensed and illustrated version also exists within
the game itself and that alone should provide you with enough information
to get started in a hurry! Do not panic at the length of this Readme, it
is not at a requirement that you read it to understand all the concepts.

With that said, I hope that you enjoy the game!

+                           SYSTEM REQUIREMENTS                           +

This game was designed so that it should run virtually identical on all
machines as long as the frame rate remains at 25-30FPS or higher. Users with
high-end machines will be able to take full advantage of the uncapped
frame rate, which will make game animations and movement appear smoother.

I have personally tested Bombzuka on several different machines ranging
from an Athlon XP 2200 with 192MB of RAM and on-board NVidia Geforce2 MX, to
a Pentium 4 2.4GHZ with 512MB RAM and an ATI 9600, to an Athlon XP 64 3600+
with 2GB of RAM and a Radeon X850 XT.


 - 2.4GHZ Processor
 - 512MB RAM
 - 128MB Video Card
 - DirectX 9.0C


 - 1.0GHZ Processor
 - 128MB RAM
 - 32MB Video Card
 - DirectX 9.0C

 [ This game may still work at specs lower than the ones listed above ]

NOTE: Users with very limited on-board video may not be able to properly
      view all of the in-game menu sprites. However, gameplay should still
      function as expected. You are also free to disable or modify enemies
      and/or tweak game speeds through the "Options" so that the game runs
      better for you.

      "Shadows" and "Retro Filter" effects should only be applied if you
      match the "Recommended requirements" above, and even then, the game
      will still take a fairly significant hit when using these options.

+                            FEATURE OVERVIEW                             +

Virtually all of the features found in the original Bombuzal game can also
be found in this remake.  Some of the highlighted features of Bombzuka

  • 100% all new content created by myself (code, graphics, audio, etc.)
  • All 130 original levels meticulously re-constructed in a true 3D format
  • An enhanced password system so you don't have to manually enter codes
  • Additional control methods (Keyboard, Joystick, Buttons, Mouse[x3])
  • A vastly expanded menu system containing dozens of additional options
  • Fully customizable controls, difficulty levels, video, audio, and more
  • Same classic feel and functionality, with modernized visuals and sound

+                            STORY & OBJECTIVE                            +

Welcome to the explosive world of Bombzuka! You see, Bombzuka is "a little
guy that lives in a blue world.  And all day and all night and everything
he sees is just blue like him, inside and outside. Blue is the color of all
that he wears. Everything is blue for him and himself." ¹

So, now that we have officially established who this Bombzuka dude is, let
me explain exactly what he does.  Bombzuka is a hardcore bomb technician at
heart. What that means is that this 'cuddly' little creature spends all
day and all night diffusing hazardous bombs and mines that he happens to
come across as he leaps from one digital world to the next.

You star as Bombzuka and if you haven't guessed by now, your goal in the
game is to strategically and carefully detonate each and every bomb/mine
found within every level, while making sure to leave yourself a safe and
secure standing place at the end!

Life isn't all that easy for Bombzuka, however.  As he makes his way
through each map to detonate the explosives, he is likely to encounter a
series of hazards including enemies, dissolving platforms, spinners,
teleports leading to places unknown, and so-on.

Detonate all of the bombs and mines before the time runs out while
making sure to secure a safe spot to stand on at the end, and you will
progress to the next world where more explosives await.

 ¹ ( Props to Eiffel 65 and their hit song "Blue" for perfectly describing
   who Bombzuka is and what kind of world he lives in. =] )

+                                CONTROLS                                 +

A multitude of control options are available for your disposal.  The
default control type for each player may be set and customized via the
"Player Options" section of the menu.  Furthermore, while in-game you will
always be able to control the player using the mouse in one of two ways.

The default control keys for each control type are listed below:


You may customize any of the keyboard controls via the "Customize Controls"
section of the "Player Options" menu.

MOVE UP: Up Cursor
MOVE DOWN: Down Cursor
MOVE LEFT: Left Cursor
MOVE RIGHT: Right Cursor
USE: Space


You may customize the joystick movement style and the three functionality
buttons via the "Customize Controls" section of the "Player Options" menu.
If you have multiple joysticks connected to your computer, only one of
them will work in the game.

MOVE UP: 'Up' on joystick
MOVE DOWN: 'Down' on joystick
MOVE LEFT: 'Left' on joystick
MOVE RIGHT: 'Right' on joystick
USE: Button A
CAMERA: Button C


In addition to the buttons available at the bottom of the in-game HUD, you
can also set the control mode exclusively to "Mouse", where you will then
be able to control the player simply by moving the mouse around.

There are three different modes available for mouse control and nine
different sensitivity settings. To modify the mouse settings, go into the
"Player Options" menu.


[1] - Each time you move the mouse so many pixels, the player will move one
      tile in the same direction.

[2] - If you move your mouse so many pixels in any given direction, the
      player will begin moving in the same direction.  To stop the player
      again, move your mouse in the opposite direction several pixels. This
      is the default mouse mode.

[3] - This mode is very similar to mode #2, but does some additional checks
      to further prevent the player from moving in the wrong direction if
      they move the mouse diagonally etc...  However, this can also cause
      the movement to feel less responsive which is why it is not set by


By default, the mouse sensitivity is set to 7 which indicates that you must
move your mouse 150 pixels in any direction to start the player movement.
If you are using mouse mode #1, then the pixel distance required will be
divided by five (30).

Setting the sensitivity value down to 1 will require that you move the
mouse 450 pixels to get the player moving.  Each setting above this will
decrease the pixel distance by 50 pixels. The default setting of 7 should
be fine in most situations.

+                              MENU OPTIONS                               +

Bombzuka comes complete with an advanced menu and options system. You are
not at all required to look through or modify any of the settings to begin
the game, but there is a lot available to you if need be.

Like most other areas of the game, the menu (for the most part) can also be
navigated via the mouse, keyboard, or a joystick. The one exception is the
top bar of information (passwords, etc.) which must be configured via the
mouse due to its complexity.  While using a keyboard or a joystick, the
left and right KEYS will function just the same as the left and right MOUSE
CLICKS which can come in handy when setting music and sound volume, etc.:


START     - Takes you to the game (the level that the password(s) indicate)
HI-SCORES - Displays the top 10 record holders
OPTIONS   - Allows you to fully customize your gaming experience
QUIT      - Throws you out of the game and back to your Windows desktop

In addition to the above mentioned options, the "Main Menu" screen allows
you to perform a multitude of other tasks very similar to the original:

  • Click on the "One Up" or "Two Up" graphics to set number of players
  • Click on the "Control Type" graphics to change player(s) control type
  • Click on the "Camera Mode" graphics (above [CODE]) to switch view modes
      > Four "Bricks" means that the game will start in the default mode
      > "2D" means that the game will start in "Top-Down" camera mode
      > "3D" means that the game will start in "Perspective" camera mode 
  • Click on the "Code" graphic to manually input a password
  • Click on any "Code Character" spot to change that specific character
  • Click on the "Help" 'Previous' or 'Next' buttons to cycle through help

The passwords may be entered using either the keyboard or the mouse. To
use the mouse, click on the appropriate code character and then move the
mouse vertically to alter the letter - then click a button to set.



  > Music Volume [Adjusts the global volume level of all music files]
  > Sound Volume [Adjusts the global volume level of all sound files]
  > Movement Sounds [Toggles 'Walking' and 'Droid Engine' sounds]
  > Button Highlights [Beeps whenever hovering above an in-game button]
  > Button Clicks [Beeps whenever clicking on an in-game button]


  > Resolution [Switches between four available game resolutions]
  > Color Depth [Specifies 16-Bit or 32-Bit colors]
  > Shadows [Casts shadows on all in-game objects, kind of experimental]
  > Shadow Mode [GPU or CPU - GPU is HIGHLY recommended over the other]
  > Retro Filter [Produces fake scanlines etc. to emulate classic retro]


  *[PAGE 1]*
  > Timer Speed [Modifies speed of countdown timer (1=SLOW; 5=FAST)]
  > Enemy Speed [Modifies speed of both baddies (1=SLOW; 5=FAST)]
  > Stand-Still Time [Modifies amount of time that you may stand still
                      before a spinner spawns below you (1=SHORT; 5=LONG)]
  > Infinite Time [Will give you unlimited time to complete each level]
  > No Baddies [Will remove any and all enemies from each existing level]
  > No Spawns [Will never spawn a spinner beneath you, if standing still]

  *[PAGE 2]*
  > Default Players [Sets the number of players to start with by default]
  > Auto-Save Codes [Keeps track of all completed level codes for you]
  > Last Code At Start [Launches with last level code(s) already entered]
  > Pause Between Levels [Requires you to press any key before beginning]
  > Reset Hi-Scores [Will revert the high-score list back to its original]

  *[PAGE 3]*
  > Player Lives [Indicates number of starting lives (1=5/DEFAULT; 5=25)]
  > Infinite Lives [Will give you 99 total player lives which never expire]
  > Button Captions [Shows caption text when hovering over in-game buttons]
  > Caption Position [Sets caption placement (1=BOTTOM; 2=CENTER; 3=TOP)]
  > Caption Duration [Indicates length of caption display (1=FAST; 5=SLOW)]


  > Player [Sets the player that you would like to configure]
  > Default Camera [Indicates the camera mode that your turn starts in]
  > Top-Down Style [Toggles Top-Down camera mode (1=CLASSIC; 2=CENTERED)]
  > Use Mouse By Default [Will start your turn in "Mouse Control" mode]
  > Mode [Indicates style of mouse control behavior (See below)]
  > Sens. [Sets degree of mouse control sensitivity (1=LOW; 9=HIGH)]
  > Customize Controls [Takes you to a screen to set your player controls]

  > Control Type [Switches between "Keyboard" and "Joystick" control types]

    > Up, Down, Left, Right [Moves player in indicated direction]
    > Use [Allows you to transport/detonate bombs, activate switches, etc.]
    > Camera [Cycles between "Top-Down" and "Perspective" camera views]
    > Overview [Brings up the "Overview" level screen and pauses the game]

    > Swap Joy. Movement [Alternates between standard and HAT controls]
    > Use [Allows you to transport/detonate bombs, activate switches, etc.]
    > Camera [Cycles between "Top-Down" and "Perspective" camera views]
    > Overview [Brings up the "Overview" level screen and pauses the game]

All of the options will be saved automatically upon exiting each screen.

+                            IN-GAME INTERFACE                            +

The in-game interface is fairly straight-forward, and closely matches that
of the original with a few added changes.


  • Player 1 Score [Shows the total score for Player 1]
  • Player 2 Score [Shows the total score for Player 2]
  • Bonus Time Countdown [When this runs out, you will die]


  • Level [Displays the current playing level]
  • Lives [Indicates how many lives you have remaining]
  • Bombs [Indicates how many bombs and mines remain on the map]
  • Player & Control Type [Displays the current player and control method]


The bottom of the screen contains a set of buttons which can be toggled via
the mouse to simulate all of the controls of the game:

  • Exit Game [To Menu]
  • Toggle Mouse Control
  • Move Player Up
  • Move Player Down
  • Move Player Left
  • Move Player Right
  • Move Player Up
  • Activate / Toggle Object [Transport bombs, activate switches, etc.]
  • Top-Down Camera Mode
  • Perspective Camera Mode
  • Overview Camera Mode (Pause)

+                               EXPLOSIVES                                +

There are three general types of explosives found within Bombzuka, each of
which comes in a variety of flavors:

  • Bomb (Small, Medium, Large)

  • Aerial Bomb (Small, Medium, Large) - When one explodes, they all do

  • Mine (Small, Large) - Explodes on contact

The explosives have chain-reaction characteristics. This means that when
you detonate a bomb or a mine, any other explosive that exists within the
radius of the detonated object will then explode as well. You must use this
chain-reaction feature in most levels to successfully diffuse the objects
without igniting yourself in the process!

The original versions of Bombuzal varied somewhat in explosion behavior. On
the Atari ST and Amiga versions, the chain-reaction effect was actually a
bit faulty on certain levels when detonating multiple instances of 'Large
bombs in conjunction with other bombs.  The Commodore 64 and SNES versions
appeared to contain the most accurate and predictable explosion results,
and so the bomb behavior my game has been generally based off of these
versions. Either way, this hardly affects gameplay regardless of what
version you are used to.


o = Bomb spot
* = Explosion spot
+ = Trigger spot (if an explosive is on this spot, it too will detonate)


Small:	+ o +
	  + * +
Medium:	+ * o * +
	  + * +

            + * +
          + * * * +
Large:  + * * o * * +
          + * * * +
            + * +


Small:	  *

Large:  * * *

+                               TILE TYPES                                +

There are five different tile (platform) types in Bombzuka, each of which
behaves differently from one another based on your interaction. Keeping in
mind that the goal of the game is to diffuse all of the explosives on each
level while ensuring that you are safely on another tile at the end, it is
very important that you have a full understanding on how each of the tile
types functions and operates:

  • Normal    - These tiles are safe to walk and stand on, but they will
                be destroyed if hit by any explosion.
  • Slot      - If a bomb rests on a slotted tile, you will be able to pick
                the bomb up and transport it to any other slotted tile as
                long as these slot tiles are connected.

  • Riveted   - Bombs and explosives will still destroy all objects resting
                on top of riveted tiles, but the tiles themselves will
                remain unharmed.

  • Dissolver - Once you step off of a dissolver tile, it will dissolve and
                vanish - preventing you from walking over that spot again.

  • Ice       - If you step on an ice tile, you will continue to slide in
                the same direction of travel until you either reach a solid
                tile or fall off by reaching an empty spot (death).

NOTE: It is possible to restore and/or change certain tiles via switches.

+                             SPECIAL OBJECTS                             +

Throughout the game, you will encounter a variety of objects that will
perform a specific function when activated or stepped on:

  • Teleport  - Step into a Teleport and you will be transported to an
                unmarked, but designated spot at another location on the
                level. Be careful, even if no platform exists or even if
                a mine rests underneath the destination, you will still
                teleport over there!

  • Bubble     - When activated, the Bubble object will put you in control
                 of a droid which can move about the map just as you can.
                 However, Bubble will treat all bombs as mines which means
                 that as soon as he makes contact with any explosive, he
                 will set it off and self-destruct.

  • Squeak     - Like Bubble, Squeak is another droid that you will take
                 control of after activating the object.  Unlike Bubble,
                 Squeak acts exactly as you and will not treat all bombs
                 as mines. Instead, you will be able to manually activate
                 bombs just as you can as the default player.

  • Temple     - The Temple object will absorb any nearby explosion, which
                 means that setting off a large bomb next to a Temple will
                 cause only the bomb spot and the Temple spot to explode,
                 it will not explode in all directions as it usually would.

  • Spinner    - If you walk into a Spinner object, you will be pushed off
                 in a random direction. Thus, it is possible that you will
                 be pushed into a mine, enemy, or hole and get destroyed.

  • Switch     - Activating or deactivating a Switch will change a specific
                 tile or object within the level. Flipping the switch again
                 will restore the original tile and object (with a few


If you detonate a bomb and then immediately walk into a teleport, you will
remain in a teleported state until all explosions have occurred before you
are zapped to the destination tile. This means that you will be fully
protected from said explosions.

It is possible for two or more teleports to share the same destination
tile. Likewise, it is also possible that one teleport will zap you to
another teleport, and so forth.

Baddies do not have the ability to teleport.


Temple objects will cause bombs directly adjacent, and even certain bombs
nearby to behave somewhat differently than they generally would outside the
presence of a temple.

If you blow-up a bomb that is directly connected to a temple, only that
specific bomb tile and the temple tile will be destroyed.

If a large bomb is within two grid positions of a temple, the large bomb
will be reduced in strength so that it is approximately equal to that of a
large mine. This knowledge might come in handy in several later levels.

The exact behavior and detonation order of temple objects in connection
with bombs might vary somewhat from several of the original ports of
Bombuzal.  Unfortunately, even across the original versions these slight
differences existed (C64 and SNES versions varied somewhat from Atari ST
and Amiga versions).  However, you will only notice such differences on a
small number of levels and gameplay-wise everything will still remain very
similar to the original versions.  You just may have to plan a little


If you remain still for too long without doing anything, one of these
spinner objects will automatically spawn underneath you. If you are
standing over an explosive, the object will immediately explode. If you are
standing of a dissolver platform, the tile will dissolve at once. So, you
must always try to be on the move.

(This stand-still feature is customizable via the Options)


Switches can be toggled an infinite amount of times and always hold two
different values depending on which state they are in (active or inactive).

Switches have the ability to change any platform type into any other
platform type. Likewise, switches also have the ability to convert an
existing object into any other object type, or to spawn objects where
there was none originally.

Most objects and platforms which are controlled by a switch will never
fully be destroyed.  After they have exploded, you can respawn them by
flipping the switch back off and on again (or vice versa). Certain levels
require you to do this to succeed.

Certain levels handle switches and objects differently.  In some cases,
depending on the level you are on, certain objects and/or platforms will
never be restored even after flipping the switch back off to restore the
original tile data.  Examples of such items include large bombs and
mines.  This is by design to match that of the original game and to create
additional challenges within the levels.

+                                 BADDIES                                 +

In addition to the natural hazards within the game (dissolving platforms,
spinners, explosives, holes, etc.), there also exists two types of enemies:

  • Sinister   - Recognizable as a large, tan-colored blob, Sinister will
                 constantly bounce around the level in hopes that you get
                 close enough for him to pounce on you! Whenever possible,
                 Sinister will always try to turn LEFT.

  • Dexter     - Recognizable as four spinning, tan-colored discs, Dexter
                 spins around the level hoping to get the chance to slice
                 you up for dinner if you get close enough.  Whenever
                 possible, Dexter will always try to turn RIGHT.

These baddies move constantly until they reach an empty platform where they
then will try to turn. With the exception of explosions, no platform or
object types affect either enemy type.

NOTE: Like the player, both droid types (Bubble and Squeak) will also die
      if they get too close to any enemy. There will never be more than
      one of each enemy type in any given level.


The enemies (baddies) in the game can be destroyed in a number of ways:

  • Catch an enemy in an explosion and the enemy will die a fiery death.

  • Walk over a dissolver tile or otherwise destroy a platform (via
    switch, etc.) with an enemy close behind and with all luck they will
    fall into the hole never to be seen again.

  • Isolate the enemy onto a single platform and they will self-destruct.

+                              CAMERA MODES                               +

Just like the original, Bombzuka comes complete with three different types
of cameras. Furthermore, Bombzuka includes an optional alternate version of
the classic "Top-Down" view which can be toggled via the "Player Options"
section of the Main Menu. The camera types are described below:

  • Perspective View   - This camera mode will position the camera
                         diagonally in front of the player, and will remain
                         constantly centered on him. Visually speaking,
                         this is perhaps the most appealing view as it has
                         a great depth to it and allows you to see the full
                         details of each object. Generally speaking, this
                         view also tends to show you more of the background
                         tiles than any of the "Top-Down" views.

  • Classic Top-Down   - This mode will position the camera directly above
                         the level. At any given time, you will be able to
                         see eight full platforms horizontally and five
                         full platforms vertically. The camera will
                         automatically scroll as soon as your player
                         approaches the edges of any side.

  • Centered Top-Down  - This mode is exactly like the "Classic Top-Down"
                         with the one exception being that the camera is
                         always centered above the player. Each time you
                         move, the camera moves as well.  You will always
                         be able to see three full platforms to your right,
                         four full platforms to your left, and two full
                         platforms above and below you.

  • Overview (Pause)   - Overview mode will stop the timer and all enemy
                         movement, and will present you with a much wider
                         view of the surrounding tiles. The overview camera
                         will always show 15 full tiles horizontally and 11
                         full tiles vertically.  Furthermore, the camera is
                         'smart' and will position itself differently
                         depending on the player position in relationship
                         to the level so that the most effective number of
                         surrounding tiles are displayed.

By default, the camera is set to "Isometric View".  While playing the game,
you may switch between "Isometric" and "Top-Down" by using the appropriate
controls. You may also use the button options at the bottom of the screen
to switch modes.

To specify a different default camera mode, or to change the method used in
the "Top-Down" view, go into the "Player Options" screen and modify the
appropriate settings for the player in question.

When you die or complete a level, the overhead view will automatically be
shown for a brief period of time along with any bonuses that you may have
received. Pressing a key while in this type of preview mode will speed up
the sequence.	

+                             SCORING SYSTEM                              +

The scoring system in Bombzuka is very similar to that of the original
Bombuzal.  You are able to score points by detonating bombs, destroying
enemies, dissolving platforms, activating droids, and teleporting. In
addition, at the end of each level you will be awarded +10 points for each
tile which still remains. Finally, at the end of each round you will also
receive a time bonus which will be based off of the total time remaining.
An outline of the exact scoring system is as follows:

 • Kill off Enemy      - +200 Points
 • Dissolve Platform   - +60 Points
 • Activate Explosive  - +50 Points
 • Activate Droid      - +20 Points
 • Teleport            - +10 Points
 • Floor Bonus         - +10 Points (Per Tile)
 • Time Bonus          - Total time on timer / timer speed level*


To better balance out the scoring system across all difficulty levels and
gameplay options, several additional scoring rules and checks have been
put into place:

• Timer Bonus - At the end of each level, the remaining time on the timer
                will be processed through a series of formulas to ensure
                that the bonus score is approximately equal regardless of
                what speed the timer is set to (1-5).  The system is based
                off of speed #5 (default).

• Lives Used  - Upon each death, the game will check to see if the "Lives"
                setting is greater than the default (1) and also if you
                have used up more lives than the default total (5).  If
                so, you will lose a set amount of points from your total
                score depending on the "Total Lives" setting. The idea here
                is that generally the more lives one has, the more chances
                he or she has to rack up the points.
                  • Total Lives Setting = 2  |  -250 Points 
                  • Total Lives Setting = 3  |  -400 Points 
                  • Total Lives Setting = 4  |  -550 Points 
                  • Total Lives Setting = 5  |  -700 Points                 

• Baddies     - There is no penalty or change in the scoring system when
                you kill off an enemy. However, be advised that sometimes
                slower baddies does not equal easier or quicker gameplay.
                At times you may find that setting the enemy speed slower
                than default actually makes the game more difficult as they
                may not get out of your way as fast.  Furthermore, if you
                disable enemies all-together you will miss out on the
                opportunity to earn big by destroying them.

• Stand-Still - There is no penalty or change in the scoring system no
                matter how slow or fast you set the stand-still time.
                Having said that, it is important to remember that your
                time moves quicker while standing still and thus the longer
                you stand in one place, the lower your end score will be.

• Inf. Lives  - If you enable the option for "Unlimited Lives", you will
                not be able to submit a score since the game will never end
                until you manually exit it yourself.

• Inf. Time   - If you enable the option for "Infinite Time", you will
                still qualify for the hi-score option but will not receive
                any end-of-level time bonuses which may severely limit the
                chance of making it to the top!


As you play each level, the timer located in the top-right hand of the
screen will continuously countdown until you either beat the level or until
the timer reaches zero (0) at which point you will die.  If you go into Map
Overview mode, the timer will also stop and will not resume until you
switch back to any of the play-mode views.

The timer countdown speed will vary depending on your actions in the game.
The general timer equations are presented below:

 • SLOW speed While you are moving and/or while bombs are exploding
 • MEDIUM speed while you are standing still
 • FAST speed when you have detonated an explosive but haven't moved off it


If you have topped any of the existing Top-10 scores after losing all of
your lives, you will be taken to the "Hi-Score" screen.  It is here that
you must enter your name or alias so that you appear on the list. There is
a variety of methods you may use to enter your name:

 • Type your name out on the keyboard and then hit ENTER. If you make a
   mistake, simply hit the BACKSPACE and enter the letter again.

 • Use the mouse to specify each character; This is done by moving the
   mouse upwards or downwards slightly so that the letters begin to scroll.
   When you reach the letter you would like to use, re-position the mouse
   back approximately to where it was initially.  LEFT-CLICK to set each
   letter, RIGHT-CLICK to confirm the name. If you need to backspace, you
   must use the keyboard or joystick to do so.

 • If your control type was set to Joystick, you may cycle through the
   letters and confirm your name using just that.  Move the joystick UP
   or DOWN to cycle through the letters, move the joystick RIGHT to move on
   to the next letter, move the joystick LEFT to delete a letter, and press
   your FIRE button to confirm the name.

The ten highest scores and names are shown under the "Hi-Scores" section of
the main menu.  If you tie with another player, your name will be placed
above his or hers.  To reset the scores back to default, select the
appropriate action from the "Game Options" section.

+                              HINTS & TIPS                               +

Listed below are a number of hints, tips and guidelines which will help you
out as you progress through the game:

  • Unlike most of the original versions of Bombuzal, the "Overview" camera
    mode in Bombzuka does NOT continue to decrease your time.  This allows
    you to seriously study the maps and plot out possible paths and actions
    which will (hopefully) get you to the end, safely!

  • The solution to more than a few levels in the game is more simplistic
    than many would imagine on first glance (certain levels are designed to
     appear intimidating, while in reality they are not too difficult).

  • Enemies move at 1/3rd their original speed while bombs are exploding.
    This feature can result in either positive or negative consequences
    depending on where the enemies are as you detonate the bomb(s).

  • If you are trying to kill off an enemy by removing the tile below them
    (via switch or dissolver), you will find the most luck if you remove
    the tile as the enemy is immediately approaching it, rather than
    waiting until the enemy is directly above the platform.

  • While moving, if you hold down your 'Activate' key and then stop over
    a bomb or other togglable object with the 'Activate' key still held in,
    the activate countdown will begin immediately.

  • While using the 'Activate' key on an object, if you hold down any other
    move key, as soon as the activation countdown has completed and the
    object has been toggled, you will immediately move towards the
    designated direction.

  • In theory, you can play through an entire level with the 'Activate'
    key constantly held down.  As long as you are moving you do not have to
    worry about activating or detonating the wrong object, and as long as
    the level does not require that you pick-up and move bombs, when you
    approach an object you wish to activate simple release all move keys
    to stop on it. By doing this, you will achieve some of the fastest
    times possible.

  • Remember that switches can be toggled on/off an indefinite amount of
    times, and typically these switches will always re-spawn any objects
    and tiles that they control even if they were previously blown up or
    otherwise destroyed.  You MUST use this feature in many levels.

  • The direction of the player at the start of each level in NO way
    indicates which direction you should move at first.

  • Although some levels require that you complete it a specific way, there
    are other levels which can be completed any one of a number of ways. In
    some instances there is a very long way to complete a level, and a very
    short way - so you may have to experiment a bit to find the best route.

  • Baddies are terribly annoying when you are trying to explore a level or
    compete it.  If you can, try to kill them off as early as possible in
    each level so that they don't get in your way.

  • Like the original, the "Overview" camera mode does not always show the
    full level if the level is over 15 tiles in a horizontal direction or
    11 tiles in a vertical direction.

+                               ODDS & ENDS                               +


The heaping majority of levels available in this game have been faithfully
reproduced from the originals, and you will rarely encounter much of any
noticeable differences between the remade levels and the originals.

A small handful of the levels have been modified ever-so-slightly from their
original version for one reason or another (i.e.: I felt the original was
either too difficult for its stage, or too reliant on exact timing). I am
confident that not even the hardcore Bombuzal fans will be upset with the
way these few levels have been tweaked!

I have included a second version of each 'modified-from-original' level, and
these second versions are more faithful to the original (and generally more
difficult).  If you'd like to swap any of the modified levels with the
alternate versions, you will find them all in the "Levels" folder indicated
by a "_B" after the level number. Simply rename the original and then
remove the added "_B" to swap - or run the supplied "Swap_Levels" batch
file to automatically swap all the levels with alternate versions.

Due to minor technical differences between the original version and my
remake, a very small number of levels may operate slightly differently from
the originals. I've tried my best to make everything as similar as possible
when remaking this game.


There was actually quite a bit more that I wanted to do in regards to the
sound and music in the game, but unfortunately time got the best of me and
the audio was one of the very last sections that I had only a little time
to work on. So, the audio is 'as-is' (and also highly compressed).

All of the sound and music files, with the exception of the text-to-speech
synthesizer voice, were generated using my own, now very retro, electronic
keyboards. I tried to include numerous different loops for in-game music,
and the music is randomly selected each time either player dies.

I am aware that the short looping music gets repetetive very quickly.
This is especially the case when you haev 130 levels to get through!  So,
you can actually swap any of the music files with any of your own as long
as they remain in WMA format with the same names (in the Music folder).

+                           DEVELOPMENT CREDITS                           +

Programming...............................................xCept (Matt Pilz)
Graphics..................................................xCept (Matt Pilz)
Textures..................................................xCept (Matt Pilz)
Models....................................................xCept (Matt Pilz)
Levels....................................................xCept (Matt Pilz)
Sounds....................................................xCept (Matt Pilz)
Music.....................................................xCept (Matt Pilz)

Original Level Design........................Crowther/Imageworks/Mirrorsoft

ALL of the content in this game was created exclusively for Retro Remakes'
"The Big 2006 Compo" (www.retroremakes.com) by myself. Please ask for my
permission before using any of the source files within your own projects.


                           /shmhs-       .oyddy+`                          
                         -dNNNNNMMs`    +mNNNNNMm/                         
                        .mNNh/:+mMM+   /NNmsohNMMN-                        
                        oNMd``. :NMd---hNm.```oMMMs                        
                        oMMh`.-`:MMh///hMh ./`:MMM+                        
     sNd:          `-::///////:/++oooooo++//+++++++++++-          :dN+     
+md+.+hh+ :hmy`   `-::///////+:/+oossssoo/:/+++++++++++/-   `smh: +yy/`/hm
 -+shy++ooso+-   `-::://////++/:::/+ooo/:--+++++++++++++/-   -+osoo/++ss/- 
    omMNMMd/    `-:::///////+++/::--:/:--:+++++++++++++++/.    .yNMNMNy`   
          `.-/:-::///:`  `hds./hhhy-hddh/.shh     ://////:::/+:-.`         
             `--:::::/:.````  .+so/ /os+`       `://////::::-`             
             `.-:::::::::.``````````````````   .////////:::--.             
             `--:::::::::::.``````......```  .://///:::::::--.             
           .---------:::/-`..--.`  `````  ``....                           
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