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Quadrax - Introduction

Quadrax IV is a logical game where more than keen reactions you will need fast fingers and will have to use all your grey brain cells. :-) Just only that way you can succeed in solving all the ninety levels, which the game has.

Minimal configuration to run the game:

- Processor Pentium 500 Mhz or higher
- OS win 95/98/Me/2000/NT/XP/Vista
- OS Linux + WINE (tested in Ubuntu 8.04 with Gnome)
- Direct x 5.0 or higher
- RAM min. 64 MB (win 95), min. 128 (win 98-Me), min. 256 (win 2000-NT-XP-Vista)
- Free hard drive space min. 130 MB
- Min. 8 MB video card compatible with direct x, resolution 1024x768x32
- Sound card compatible with Direct Sound

To download this game, go to the Download section.


Quadrax - History of the game

I dare to say that only less than one percent of present players will remember the game Cauldron, that was developed for the computer ZX SPECTRUM. There is no worth talking about the hardware specification of that old computer because nowadays, nobody will believe that something like programs, games used to run on that computer with only 42 kB of RAM. But the main thing was that there had existed a lot of clever ideas at that time (even there was no graphic and sound devices as we know them nowadays). The game Cauldron was just the example of great ideas. But the time went by and also that game disappeared in the era of eight-bit computer history.

A couple years went by (approximately ten) and in November in 1995 the Slovak company Cauldron released the logical game Quadrax. (Interesting coincidence, isn’t it?). A very good logical game with very interesting story, that we (I and friends of mine) played in effort to be the first who would solve the magic 100 level. Who the first was at that time is not the main thing now, but all the players solved all the 100 levels which the game was proud of.

Then, one question showed up – “what is going to be next?”. There were no data disks and no a level editor. I succumbed to my friends insistence and made a copy of the Quadrax under the name of “Return to Quadrax”. The game had eighteen levels, new graphic environment and sound. This version was, unfortunately, finished as late as in 1997 (some problems with free time) and when I look back, again nothing special. Only eighteen level, but some of them hard to solve, and a level editor nowhere again. Moreover, the game ran under the dos system only because of the brutal routines in typescript which provided all the graphic operations and also mixed the sound tracks in real time. The picture of that version should be somewhere nearby...

Somehow, in 1999, I found the copy of Quadrax “Return to Quadrax” put in the corner lying on a hard drive. With regard to the abundance of a variety of 3D games I was very missing some logical game, (I guess that the last good game, I played, was “Fillets”, even if that game was rather getting old) I started to think to revive the game Quadrax. Simply, a new version was starting up under the name of “Quadrax III” and suprisingly the name of it lasted out up to the end when the game was finished. The core of the game was written in merely three weeks in the C++ program and whole game was compatible under the win 95/98 and direct x. There was also a level editor inbuilt in the game by which help all the levels were created. The Quadrax III game had full forty five levels and succeeded as a good freeware game between the players. Later in 2005, I improved the game, created more fifteen levels and named it as “Quadrax III 2005 Revision”. So the game had sixty levels then. Also, I fixed some routine problems from the previous versions. If you are interested in downloading the game “Quadrax III 2005 Revision”, please feel free and visit the still working web site http://quadrax3.wz.cz, where you can download the game from.

By the end of the year 2007 I decided to develop a new continuation of the game Quadrax, the version number 4 (or if you like number IV). It was partly based on engine of Quadrax III, nonetheless, it was so widely rewrote that the game Quadrax IV is practically brand new. The new graphic environment was created (approximately out of 80%), new sounds and music. The game Quadrax IV, with the title of “The secret of the pyramids” has ninety levels, some of them are very hard to solve!

To end up this prologue (it sounds rather weird) I would like to greet all the friends of the logical games. I hope this game will be enjoyable to the players. If you have any questions, hints or remarks, please feel free and send me an e-mail: . Information, updates or news about the game you will find on this web pages in the right sections.




Controls - controls, objects and their functions in the game

As to control the game and the functions of most objects in the game are very similar as in the original game Quadrax I. There is still a few little differences, so what worked in the version ”I“ that doesn’t have to work in this version and backwards. In addition, in this new version there are added some new ideas and technologies.

Very important: If you play this game at work, you will appreciate the hot key “F12” (or else BHK - Boss HotKey). This hot key works in any situation and after you push down this key, the game is immediately ended up, goes off of the screen and you are back in the system. As long as it is possible, rather leave the game by normal way through the menu in the game because when using hot key BHK, no data will be saved!!

It is very simple to control the game, but still should know something about movements in the levels.

The movement of the figures is based on using the cursor arrows. Forget the mouse, joystick, this is not about fast reaction (maybe sometimes it is), but more about logic. The mouse is needed only in the main menu and in the editor – see below.


So first of all, let’s go though the functions of the keyboard, by which the figures are commanded.

Cursor arrows - movement of the figure.
TAB - switch between figures.
Space, Enter - to use levers to switch with, movement through the secret passage.
F1 - to display the name of a level and a help if found.

In the playing window (there only):

F4 - open/close the sound panel
1,7 (numeric keyboard) - the music volume
2,8 (numeric keyboard) - the sound effect volume
Escape (Esc) - open/close the game control panel - restart or leave the game

Rules of movements of the figures: when you push down cursor arrow “left” or “right”, currently selected figure will set off that direction. If there is a stony block on its way, which can be pushed, the figure will push it automatically. The block cannot be pushed when on a block is sitting another block or the other figure. The blocks can be pushed only on strait floor or can be dropped from the edge of the floor. As long as you push down the cursor arrow “up” first and then the cursor arrow “left” or “right” and hold them the figure will claim up the block instead of pushing it. Of course, there is a rule that there has to be a space for the figure.

If a figure meets a stair about a half of the figure it will climb it up without hesitation. It it is a stair (or a block) about the height of whole figure it’s needed to push down also the cursor arrow “up”. If it’s a block tall a fold of one and a half of whole figure, the figure cannot climb it up but it can jump down from it. If a figure is in front of a stair and there is not at least one free patch above its head the figure cannot climb it up! When you want to go down, the situation is easier. When a way is free, the figure goes down automatically and jumps down from height a fold of one and a half of whole figure. If a figure can decide which way to go (up, down) or if the way down is being blocked by the wall (block) at the figure head level, it’s needed to push down the cursor arrow “up” or “down” and hold them both. It is very important to look where the figure is going to or where the figure can go and where it cannot. If you seem to be a lot of space in front of a figure and the figure cannot climb it up or go down, believe, that the figure cannot go that way.

Since this game is not only about walking, the figures can also perform simple manual tasks:

As long as an active figure is standing at the control lever, it means the figure stands on the same patch as the lever is being put, you can just push down the “SPACE” or “ENTER” key and the figure switches the lever unless the lever is blocked.

When you want to go through the secret hall (way-through), just put the figure in the place where the entrance to the way-through is and push down the “SPACE” or “ENTER” key.

If you want to switch between the figures, push down the key “TAB”. In right down corner, there is a small indicator in the shape of pulsing heart and according to the momentary color you can see which figure is just being active.
Attention: when the active figure is moving and you push down the key “TAB” to switch to the other figure, the first figure will finish its task (going through the tunnel, using the lift and so on) and then the switching to the other figure will be turned up.

It may seem to be very difficult to understand to you but believe me, this controlling is very intuitive and after you have solved several levels you will find it as a piece of cake.


Now let’s go to the description of the game:

In every level you are supposed to bring both figures carefully to the EXIT.



Not to be so easy for the figures, they have several blockages on their way to the exit. The blockages can or cannot help them to fulfil the tasks.
So let's go through them:


Help



• When some of the figures will get in the place where this scroll is,a small hint (writing) will show up in the upper left corner. This hint (help) can be displayed or canceled by pushing down the key “F1”. When there is no any scroll found yet, there a name of the level will be shown in the help window only. Attention!: the scroll doesn’t have to be in the right or save place! Always you have to decide it is worth picking it up or not. Sometimes the figure can get in the unsolvable situation. In some levels, there is no scroll, at all, or can be in a place where the figure cannot normally get to. That’s just a destiny...

1. Blocks, rocks



• The most often used things in the game. Blocks can be pushed, dropped from various heights, folded one on another. There exist a explosive block (with the blue crack in the middle of it). It can be pushed and dropped like the other blocks but when this explosive block is next to (on, below) the other explosive block they both will explode and there is going to be nothing left after them.

2. Moving, sliding walls



• Open the doors, access to the rooms, create stairs, unblock blocks and something else. They can move to all the four sides, they slide always two patches into length. The object which stands on horizontal moving platforms stays at the same position even if the platforms is moving! (It may seem to be illogical but it helps to drop the blocks and figures down).

3. Cranes



• When activated, they can lift a block if lying under the crane or if it is pushed forward under the grab of the crane and there is no blockage on the way between the crane and the block. When activated next time, the crane will drop the block and it free-falls down to the floor, or on something that is brought under the crane (platforms, blocks...).

4. Lifts



• They are good to transport figures and blocks in vertical direction. If a figure or a block will be put on the roof of the lift, the lift will not move till the block is removed.

5. Trap-cellars

• Some floors and ceilings are not pretty stable and can be broken through when a figure goes above or below them. But the figure can stand on it or put a block on it without damaging it. The fall of a figure from the height higher than three patches will cause that the figure will be destroyed and killed and you will have to restart the level.

6. Levers and platforms

      

• They are instrumental in controling the moving walls, cranes and lifts. There are some important properties relating to them: if something is blocking the sliding wall from sliding out, it won’t slide out but a lever will get switched. When a block is removed the wall will normally slide out. This is the same as with a lift. When a lift goes up or down and is blocked on its way up or down, it will stop. You can also change the direction of the lift by switching the lever back and the lift will go backwards.

One lever can operate many objects at the same time and also one object can be operated by many levers!!!

Some of the levers have special lock. They can be switched only once. Once they are switched they are blocked for ever but the object which was controlled by that one use lever can be controlled by another lever or levers. Those one use levers are distinguished from all by blue color of its base. Even there can be levers which don’t operate anything. These levers are there just only for decoration or to confuse a player.

Platforms have the same functions as the levers (they can operate lifts, walls, cranes), but there is one big difference between levers and platforms, that in contrast to levers, platforms have to be pushed down all the time it means, when a figure stands on it or will put block on it or even a platform is under a lift and a lift will sit on the platform. Otherwise, anything else which holds for platforms holds as well for levers. There are also one use platforms when they are pushed down they stay locked and they have very light blue base. There are special kinds of platforms which are placed on the ceilings or the walls and those platforms can be pushed down only by a block or a lift.

7. Passage, way through



• When a figure stands in the place where is the entrance to the passage and a key “ENTER” or “SPACE” is pushed down, the figure will go through the system of secret hallways and labyrints and will show up in other place by a passage. Attention!!! When a figure goes from point A to point B, it doesn’t mean yet that the figure can always go back from point B to point A. Sometimes the figure cannot go back, it has to go to some place else and sometimes the figure can reach the dead end from which it cannot get away because the figure used one way path.



The system of the passwords and other information about controls

When you click on the item “New game” in the main menu, a screen will appear asking for a password. It is nothing more than just to put down a password of a level. Always when you have finished a level, a screen will appear with a password for the following level and it is very wise to put always down every shown password!! When you are solving the levels one after the other continuously, simply put the passwords down because you will need them next time when you start playing. As to continue, click on the new game in the main menu and put down the last shown password. If you put down wrong password or nothing, the game will start from the beginning (level zero). T he password itself has only five digits and you can use the letters A-Z of the capital alphabet. Complete written password will be activated by pushing down the key “Enter”. By pushing down the key “ESC”, you will get back to the main menu.

Attention: Database of the passwords is generated randomly at every new installation of the game. As long as you reinstall the game, the passwords will be completely rewritten and changed. Even the password to the access to the editor.

During playing the game, you can push down the key “ESC” and you will call out the little menu, from where you can restart the level or you can leave the current level and go the main menu. You can leave this little menu by pushing down the key “ESC” again or clicking by the mouse on the item “continue”.

Also, when pushing down the key “F4” the little audio panel (window) will show up where you can adjust the sound effects. To adjust the sound you can only use the keys “7, 1, 8, 2” on numeric keyboard. You can display this setup sound panel in every level which is being solving, only. Once, the sound is set up, it is valid for every level but you can reset up it whenever you want to. To close the setup sound panel, just push down the key “ESC or F4”. But also, you should know that when leaving the game, the sound will go back to the basic levels which are setup on optimal grades (MAX, MAX ;-).

Time after time you can see and read a diary of one of the figures during the game. At the beginning you will read the base story and after every 10 levels which are solved, the new part of the story will be displayed to reading. The beginning of the story is displayed at the start of the first level or when clicking on the item “New game” in the main menu. Simply, you can page through the diary by clicking the left button of the mouse on the pages or by the cursor arrows “left or right”. Clicking by the right button of the mouse or pushing down the key “ESC”, the diary will be closed.



Records - or else game Quadrax IV as a logical express train...

Game Quadrax IV has one interesting speciality. It clocks the shortest achieved time in all levels. (As a bonus, it clocks total time which has been spent in playing this game).

The table of time records is easily available by pushing down the key “F3” on the main screen of game Quadrax IV. The game clocks always the shortest time from the beginning of a level or restart to the point the game is solved. So it means that after you finished a level you can look at your score time you achieved in that level and you can even start to play the same level over to overcome your best time. :-) If you find out that your shortest time of a level differs from the time stated on the Quadrax IV web page, so you can:

a) your time is shorter, so immediately send your file (see below)
b) your time is longer, so why you are slower, try to solve the lever faster, how come the record on the web page is about two minutes shorter? Where do I make a mistake?

Well, your records can also be stated in Best times section. If you desire to be your records written in this table of the fastest players of whatever the level is, just e-mail me a file “roomtcc.dat” that is placed in folder "data/rooms/" in the folder of the installed game.

I strongly warn against the attempts to deceive and try to modify the file somehow. Not only I will know it but if you start to play the game with this modified file, it can happen that you could lose all your passwords, or data of records, or the worst case you will not be able to run the game at all. So I warn the hackers in advance and let them know what can happen to them. :-)

Those, who is honest I offer imperishable fame and honor and being placed in this auditorium of honor... Simply, your best time will be written into the table and also your name or nick (of course, if it will fit into).



Editor - how to create your own Quadrax

This game has its own editor, with its help all the levels have been created. So as to get to the editor, just go to the main menu and click on the item “New Game”. You will be asked for the password to put down. The password is available after you have solved all the ninety levels! This is a protection against cheating and also it prevents people from looking how the levels are made. The editor is controlled mostly by the mouse and only a few functions are controlled by the keyboard.

Tip1: Before you start editing your own level, it is a good idea to make a copy of the folder “Rooms” to save your origin data files and origin levels (your record data file will be saved too), it is not necessarily important to do it, but there are, of course, some exceptions (see the following tip).

Tip2: When you open an origin level in the editor, a time remark will be made and written into the file of the presently open level. So it means that you cannot claim it as the fastest time of that level then! (It is, because, if somebody modified [made it easier] a level and then he or she would boast about the time he or she had achieved, it is not just fair and honest). If you want to preserve the file of times unviolated, so see the Tip1 above.

The editor is consisted of three main parts:

1. Level preview mode and architecture of the levels

All the levels will be shown in this mode. NOTE: Editor and the game itself supports one hundred levels even, which it is not meant that all the hundred levels must be availed. You can Drag & Drop each level by holding the left button of the mouse into your required arrangement. The levels, you want to have in the game, should be in the continuous line starting by the level 00. Only then the game will work properly. When there is an unfinished level (especially there is no EXIT door in the level), the game will guess that it is the end of the game as well as when you solve the last hundredth level. The program will end up the game, will show the last chapter of the story and will give you the access password to the editor.

Right clicking of the mouse someplace in the preview screen, it will send you back into the main menu of the game.

Left clicking of the mouse on the desired level you will get to the second part of the editor. It is a room arrangement (editing).


2. Room arrangement (editing)

This is the main section of the editor, where all the creation of the levels is taking place. The levels are displayed in special graphic edit mode, that makes the orientation in the level easier. There is a main control bar in the left upper corner, which has four items/icons. Let’s describe them from left to right.

EDIT GRAPH: Clicking on this icon or putting a cursor into the very left upper corner, the panel of objects will be displayed from which you can select an object that you want to install in the room. (The patches “RESERVED” are for relevant new graphic and so they are unusable). When any object has been chosen, the cursor of the mouse switches to the object and you can put it someplace (patch) in to the room then. The movement of the mouse will change to stepping, according to the basic scheme of the level. Left click of the mouse on the chosen place (patch) in the room; you will paste the selected object. Right click of the mouse will take you back to the basic, starting point. I hope that the icons of the objects are telling you enough to understand. Just little note to the sliding walls: The arrow leads towards the side into which the wall is moving, it means it should move (push) into the solid wall. (But the editor strictly doesn’t require it).

Some of the object gives you more opportunities. When the object “Rock, block” is active, we can choose between forty kinds of blocks in four basic colors on your keyboard using the arrow keys “left, right”. Object “solid wall” gives you the opportunity to erase the walls by the right button of the mouse (instead of going back to the starting point, when using right click button). To leave this mode, just put your cursor (mouse) into the left upper corner.

There is a very special object “DELETE” (very first, an empty square). As it results from its name, it enables you to delete or erase any object or thing in the level, which you want to get rid of. Whereas, there are some particularities and restrictions. When you erase a lever, a platform or a wall, everything is ok, but as long as you want to delete an object bigger than 1x1 of the base patch, you must set the object DELETE into the left upper corner of the object which is determined to be deleted! Another bad thing about the editor is that when an object, determined to be deleted, is overlapping other object and you delete it, it will also delete or cut off a part of the object which was overlapped. But you have a possibility to fix it by pushing down the key F3 or F4, which will start-up the appearance of the editor. The same keys you can use if you have any doubt about the completeness of the graphic appearance in the editor. Also, the key F3 hides indicating sequence numbers of the objects. The key F4, on the other hand, switches on the objects.

Important: maximum amount of all the moving objects in the room is limited only to 255 objects.

HELP LINES: Clicking on this icon you will display so-called linkages between objects. These linkages are easy to make or cancel. Insofar as you want to install sliding (moving) walls, it is displaying that whether the wall has to be pulled out by default (an empty square), or pulled in by default (horizontally hatched) and by clicking on the wall you can easily switch this state to backwards. The elevators (lifts), there is displaying an arrow (more like a triangle) which way they will move first and also as at the walls, you can change the movement of it by clicking on the elevator.

The linkage between control element (a lever or a platform) and a controlled object you will perform: click on a lever and the cursor will turn to a small arrow with the writing “URCI CIL – SPECIFY THE GOAL”. Then click on the specified, chosen object and the linkage is done. To cancel any performed linkage between an element and an object, do it by the same way as described above. Clicking on a lever and then on a goal [object]. When you double-click with the cursor “URCI CIL – SPECIFY THE GOAL” on any active control element (a lever, a platform and so on), a little square will show up above the element which means that this control element can be used just once – after switching the lever, it will get blocked. To cancel this function you will achieve by the same procedure as described above (double-click on the control element). These elements for one usage are not distinguished by the colors of the graphic in the editor but merely by graphic illustration in the help lines.

The amount of the objects which can be controlled with one lever, platform is ten, unless it is setup as a blocked lever, platform. It is, the amount of the objects is nine. An object itself can be controlled with a variety of controls and their combinations.

The linkages between way-throughs (passages) are based on the same principle. The passage “dead end” you can perform by clicking on itself.

When function “Display the linkage” is turned ON, you can easily edit and create your level, because as long as an object is erased, the linkage is automatically cancelled (deactivated), too. Just you have to pay attention to a lot of displayed lines because too many of them will hinder the work in the editor - see the note below.

Note: On the older computers with the processors PII300 and less, the activity of the editor is strongly hindered in the mode HELP LINES especially when there is a lot of lines displayed by virtue of their depiction as the bitmap objects. I recommend turning on this function “Display the linkage” only and when it is desperately needed to display or create linkage.

You can turn off this function by clicking on the icon HELP LINES.

CREATE BMP (bitmap): - By clicking on this icon you will get to the third part of the editor ( the drawing the level). It will be described in details – see below.

TEST – when clicking on this icon the test of the room (level) will start. It means that you can solve the level and correct possible mistakes. You will play, solve the room in the graphic of the editor. HELP LINES will be automatically turned off (if it was turned on) and everything will be working as if you normally played the game. Only the differences missing are: editor graphic and music. It is very important to check out every level several times and correct possible mistakes to avoid the faults which would cause impossibility to finish the level!! Often times you can find some other solution and adjust or redo it. The rule is: if you are able to solve the level in the TEST MODE you will surely solve the level in the game itself because the editor uses the same engine of the game as the game itself. You can interrupt testing the level by pushing down the key “ESC” or the test mode will be ended up when both figures get to the exit door.


SECIAL HOT KEY – during editing the level (room) you can erase all objects, including walls, by pushing down the key “F8” but pay high attention – it is NOT ENSURED by any questions!!! So just one keystroke “F8” and all room is erased. F8 = ERASE ALL. This function is very helpful when you want to create wholly new level without saving the old one, just you want to start it from the beginning. Otherwise, it is very clever to start editing an empty room and then to DRAG&DROP it to the right place in the level preview.

The room editor can be left by right clicking of the mouse, just in the moment when the normal cursor is displayed. All the changes will be automatically saved to the data files of the rooms – so it is not necessary to save it. (NOTE: The same happens when you start the TEST mode or when you leave for the depiction of the room).

3. The depiction of the room

You will get to this mode when you click on the icon “CREATE BMP” in the edit room. In this special graphic mode you should give the created level the final image. Controls are again very easy to understand, so let’s take it shortly. The main raster netting you can turn on/off by pushing down the key “F1”. Sliding (moving walls) are indicated by the rectangle with the showed direction of their movement, the trap-cellars are marked with the cross, the bugs are marked with the double square. When you put the cursor to the very upper left corner in the room, the first graphic page will be displayed. You can switch between them by the key arrows “left, right”. The specific graphic object, which we want to choose and use, will get you automatically back to the graphic mode by clicking on it. Then, it is up to you where you will place the chosen object into the netting. When you want to erase any object, click on the left upper corner of the object and select “DEL”. Objects can be overlapped with one over another; nothing can set bounds to your fantasy. Also, we have to realize that this is merely the graphic side of the room and as long as you draw (add) the floor in the place in this depiction mode and there is no floor in the editor, the figure will not get into there even if whatever they try to do. This is the same about the walls, when you place a wall in some place and there is no wall in the editor, the figure will go through the walls.
In this mode, the layer of the drawn graphic is slightly moved into the foreground so that you can see and check all the created elements, objects and so on. On the other hand, this graphic layer is not seen in the game because of all the objects are overlapping it. You have to bring that into view when you are creating the graphic page of the room.

SECIAL HOT KEY – during drawing the level (room) you can erase all objects, including walls, by pushing down the key “F8” but pay high attention – it is NOT ENSURED by any questions!!! So just one keystroke “F8” and all room is erased. F8 = ERASE ALL.

In addition, the key “F2” turns on/off the displaying of the background for the specific level. Also, by using this key, you can re-initialize the display. Simply, push it down twice.

To leave the graphic editor, just use right click of the mouse in the mode deleting (showed cursor DEL). All the changes will be automatically saved.



That could be enough to know about the inbuilt level editor.

Advanced properties of editing

Who doesn’t want just create his/her own level, but he/she wants to write his/her own story, he/she has the chance to do it. Whole story is saved in the text format in the file “story_cz.dat”, respectively in English version in the file “story_en.dat” in the file “rooms”. You, of course, have to preserve several very important rules when you write your own story:
In the file, all the titles of the chapters have to stay unchanged, there have to be all eleven titles and the word “KONEC” to indicate the end of the story. Used Czech code is Windows-1250.
The whole story is limited to 350000 symbols (I think that is enough), but the chapters itselves are not limited.
When there is an empty chapter, there must be at least one symbol, for example: “space”!
One line can have max. 36 characters!

Before you make any changes, save your original data and files to avoid any problems between the program and new data.

Important notice:

This game is FREEWARE with the possibility to modify it by using those above described methods. There is just one condition that this game has to be distributed with this complete reference book in the unchanged form. Therefore, I ask all the changes makers for enclosing all their modifications in the format for example: “TXT or HTML”.



So, as long as you decide to try to create your own level, firtly look how the original level are made. Don’t be afraid to experiment. I tried to write this program (game) to be stable on all the computers with all the operating systems (windows). If a problem will show up, feel free to send me an email and I will look what can be done about it. I wish you a lot of luck when creating your own Quadrax!




Technical specifications

Minimal configuration to run the game:

- Processor Pentium 500 Mhz or higher
- OS win 95/98/Me/2000/NT/XP/Vista
- OS Linux + WINE (tested in Ubuntu 8.04 with Gnome)
- Direct x 5.0 or higher
- RAM min. 64 MB (win 95), min. 128 (win 98-Me), min. 256 (win 2000-NT-XP-Vista)
- Free hard drive space min. 130 MB
- Min. 8 MB video card compatible with direct x, resolution 1024x768x32
- Sound card compatible with Direct Sound

Notification: On some very cheap and very old computers with old graphic card with slow memory, there was a problem that the game was slow, even if the processor was higher than minimum, because of the graphic resolution which has to be min. 1024x786x 32 pixels. If the graphic card is enable to transfer big amount of data (20pic/sec.), the game was rapidly impeded. Present version of the game solves this problem by turning on the mode HFRM (Half Frame Rate Mode) and displays every second counted screen of the game to be kept right timing. Animations can seem to be snatch! That special mode is indicated by the icon of the snail in the right down corner, right next to the heart. Notification: On some very cheap and very old computers with old graphic card with slow memory, there was a problem that the game was slow, even if the processor was higher than minimum, because of the graphic resolution which has to be min. 1024x786x 32 pixels. If the graphic card is enable to transfer big amount of data (20pic/sec.), the game was rapidly impeded. Present version of the game solves this problem by turning on the mode HFRM (Half Frame Rate Mode) and displays every second counted screen of the game to be kept right timing. Animations can seem to be snatch! That special mode is indicated by the icon of the snail in the right down corner, right next to the heart. When using the newer graphic cards (since the year 2002), there is no problems because they have sufficiently enough big and fast memory. Attention: It doesn’t solve the problem if the processor is not enough strong! So nothing can help, only to buy a new processor. :-)

Before playing the game, it is recommended to close all the useless programs and applications because the game is demanding about the system sources. Pay attention when you are using the key ”ALT+TAB” for switching between the applications when you are working in the editor. Due to the right screen and other memory, the game is always returning from the editor to the main menu when switching between the applications and actual made changes and modifications will be lost (unless they were written on the hard disk).

When you decide to uninstall the game from your computer, you will lose all your passwords including the access password to the editor!!! (See the chapter “The system of the passwords”).



All known errors

So far (5-28.2008), there are neither any known errors nor conflicts of the game on any computers. It seems to be stable in all operation systems for 100%. If you have some problem, (technical or logical character), you can give me a notice... Here is my e-mail



Credits

Programming
- Josef KREUTZER

Screenplay
- Josef KREUTZER

Graphic
- Josef KREUTZER

Betatesting
- Josef KREUTZER
- Petr KVARDA

Sound
- Josef KREUTZER

Music
- Kde se co našlo, přesnější specifikace jsou vždy v samotné skladbě v info části.

Sound system
- MIDAS Digital Audio System - Sahara SURFERS

Translation to english
- Life -


My e-mail for contact or notices etc.:





Appreciation

To the company CAULDRON for theirs great game and the friends of mine who helped me test some levels and gave me several ideas.





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