• Home
  • History
  • Annotate
Name Date Size #Lines LOC

..03-May-2022-

config_aux/H19-May-2013-15,25811,912

data/H03-May-2022-

levels/H19-May-2013-8,8647,541

m4/H19-May-2013-10,4809,533

po/H03-May-2022-12,6129,670

src/H19-May-2013-11,7858,576

themes/H03-May-2022-2,7852,663

ABOUT-NLSH A D19-May-201377.7 KiB1,1021,055

AUTHORSH A D19-May-2013341 54

COPYINGH A D19-May-201334.3 KiB675553

ChangeLogH A D19-May-201373 KiB1,7121,144

INSTALLH A D06-Apr-201315.4 KiB371289

Makefile.amH A D19-May-20137.2 KiB189176

Makefile.inH A D19-May-201374.6 KiB1,4661,317

NEWSH A D19-May-20132.4 KiB5345

READMEH A D19-May-20138.1 KiB177136

aclocal.m4H A D19-May-201344.8 KiB1,2421,127

config.h.inH A D19-May-20134.8 KiB187130

configureH A D03-May-2022627.1 KiB20,86117,680

configure.acH A D19-May-20132.1 KiB7559

README

1PUSHOVER
2==========
3
4Pushover is a faithful reimplementation of the game with the same name published
5in 1992 by Ocean. It contains the original levels. The graphics and sound are
6very similar when compared with the original game.
7
8
9Gameplay
10----------
11
12The task of the game is to rearrange the dominoes on the different platforms so
13that you can start a chainreaction that makes all dominoes topple over. You may
14rearrange all dominoes (except for one kind of domino) and place them wherever
15suitable (except in front of a door).
16
17
18You win the level, when:
19
20- all dominoes (except for the blocker) have toppled
21- no dominoes have crashed, they may fall off the screen though
22- the trigger domino fell last
23- and you reached the exit door within the time limit
24
25The dominoes:
26
27All in all there are 10 different types of dominoes:
28
29- Standard, completely yellow. There is nothing special with this stone, it
30  falls when pushed.
31- Blocker, completely red. This domino can not fall over, so it is the only kind
32  of stone that may still be standing when the level is solved. Dominoes falling
33  against this stone will bounce back, if possible.
34- Tumbler, big red stripe. This domino will stand up again after falling and
35  will continue to tumble until it hits an obstacle or rests on another stone.
36- Delay stone, diagonally divided. This domino will take some time until it
37  falls, when it is pushed. Dominoes falling against this stone will bounce back
38  and later this stone will fall.
39- Splitter, horizontally divided. This stone will split into 2 stones, one
40  falling to the left and the other falling to the right. The splitter can't
41  be pushed. It must be split by a stone falling onto it from above. A pile of
42  rubbish falling into it also activates this domino.
43- Exploder, vertically divided. This stone will blast a gap into the platform it
44  is standing on, when it is pushed. Neither the ant nor the pushing domino are
45  harmed by that, the pushing domino will fall into the gap.
46- Bridger, 1 horizontal strip. The bridger will try to connect the edge it is
47  standing on with the next edge, if it is close enough, if not it will simply
48  fall into the gap.
49- Vanisher, 2 horizontal strips. The Vanisher will disappear as soon as it lies
50  flat on the ground. This is the only stone you may place in front of doors.
51- Trigger, 3 horizontal strips. This stone will open the exit door, as soon as
52  it lies completely flat and all other conditions are met (see above). This is
53  the only stone that you may not move around.
54- Ascender, vertical strip. This stone will start to rise as soon as it is
55  pushed. It will rise until is hits the ceiling, then it will start to flip
56  into the direction it was initially pushed. When you fall into a gap while
57  holding this stone it will also rise and stay at the ceiling until pushed.
58
59Controls
60
61The ant is controlled using the cursor keys and space. Use the space key to pick
62up the domino behind the ant or to place it down where you are currently
63standing. To push press first up to let the ant enter the row of dominoes. Then
64simultaniously press space and either left or right cursor key depending on
65whether you want to push the domino to your left or your right.
66
67Hints
68
69If you don't know where to start in a level, simply push a stone and observe
70what happens. This helps very often to get a general idea how to solve a level
71and where the problem is.
72
73If you forgot which domino has what kind of special property press F1 to get a
74short help. This window also displays a short hint, once the time of the level
75is out.
76
77The first few levels introduce you to the dominoes. Here you can explore how
78the different dominoes behave in different situations.
79
80
81Files
82-------
83
84Pushover places a few files on your hard-disc in everyday running. Those files
85will be placed in your home directory. This directory is in
86
87-  My Documents\Pushover    on Windows systems
88-  ~/.pushover              on Unix systems
89
90The following files are saved:
91
92- solved.txt: This file contains checksums of all the levels that you have
93  successfully solved. In the level selection dialogue those levels contain a
94  mark. If you loose this file those marks are gone.
95- *.rec: These files contain recordings of activities within a level. They are
96  automatically created whenever you solve a level but you can also actively
97  make a recording by pressing 'r' while you play a level. When you observe
98  something strange while playing, make a recording and send it to me. Also when
99  the game crashes a recording will be saved.  You can delete these files
100  whenever you want. You can distinguish the recordings by the prefix in their
101  name. "Sol" stands for solved levels, "Man" for manually created recordings
102  and "Err" for recordings made when the program crashed.
103
104
105Graphics
106----------
107
108Right now Pushover uses scaled versions of the graphics of the original game.
109You are very much invited to improve those graphics. Please contact me if you
110are interested so that I can tell you what the state of affairs is. But I will
111tell here the basics
112
113I have already replaced the dominoes with new graphics, but the graphics for the
114ant and the background themes still need improvement.
115
116The backgrounds are made out of 20x13 tiles. Each tile has a size of 40x48
117pixel. The reason for that is the non square pixel of the 320x200 resolution of
118the original game. For each theme there is a PNG image file containing all the
119blocks that may be used by the levels. To make it possible to place the blocks
120more freely into the PNG file a LUA file accompanies the image. This LUA file
121contains the block positions of all the used blocks. Right now all the blocks
122are one below another so the LUA files contain ever increasing y positions and
123always the same x position.
124
125It is already implemented to use transparency within the blocks. All the
126existing levels use just one layer and thus need completely opaque tiles. But
127many of those tiles could be separated into a stack of different tiles. This
128then means the level need to be updated to actually use a stack of tiles instead
129of just one. Right now we are limited to 8 layers, but if necessary this can be
130made dynamic.
131
132It is also planned to have something like animated tiles, but they have to be
133kept at a low count. Not too many frames and not too many animations. They are
134not intended to make the background dynamic, but to rather be a little finishing
135touch to the graphics. Possibilities are trees that move from time to time in a
136breeze, a bird that sails through the sky from time to time....
137
138The ant is more complicated. The image ant.png contains all possible animation
139images for the ant, one animation below the other. I have an additional GIMP
140image that contains in separate layers possible surroundings of the ant in
141different animation frames (like ladders, steps, ground, a carried domino...). I
142will happily provide that image to the interested artist.
143
144
145Level Designers
146-----------------
147
148Pushover will eventually get a level editor, but right now it hasn't, please be
149patient.
150
151But here are already some rules that you have to adhere to if you want your
152levels included into the program
153
154- They need to be put under the GPL licence, or something compatible. Otherwise
155  inclusion is legally not possible. Copyright stays with you, of course.
156- Please only contribute complete sets and no single levels. They don't need to
157  be long, 10 levels is enough but this way you can keep up a constant scheme and
158  theme logic of the levels.
159- You absolutely _must_ provide a recording of one possible solution to each
160  level. That solution is not within the distribution, just within the source
161  code repository. It is used to ensure that the solution of your level is still
162  possible after we made changes to the program. This way we limit possible
163  frustration.
164- Do only send non-compressed level sets. We need those for the inclusion in the
165  source. And we need those for possible future updates.
166- Use the index file to reorder levels, don't rename the files. This way
167  inserting a level becomes very easy.
168- You must not have more than one animated tile per level background.
169
170
171Credits
172---------
173
174My thanks go to the original developers of the game. .....
175
176
177