A CCC EEEEE SSSS W W IIIII L DDDD A A C C E S W W I L D DD AAAAA C EEE SSS W W W I L D D A A C C E S W W W I L D DD A A CCC EEEEE SSSS WWWWW IIIII LLLLL DDDD Aces Wild Version 1.0 by Mbeanis N. Alzin mbeanis@mindless.com Aces Wild is the first of a series of high quality levels for Sqrxz for the TI-85 Calculator. Aces Wild I consists of four levels. It was created on June 24, 1998, and is entirely copyrighted, including this text file. BRIEF OVERVIEW -------------- These are four levels for the experienced player. Although they are hard, however, ample extra lives have been added so that the player should not very often encounter a Game Over message. The longest and hardest of these levels is level three. Aces Wild contains no hidden spikes, no necessary enclosed jumps, no necessary rainbow jumps, and no game traps (this means that you are never stuck in a place where you must restart the game). I find these tricks to be evidence of a lack of creativity in level design. LEVEL ONE --------- The Disappearing Bridge. The first screen takes some practice. It helps if Sqrxz jumps onto the last of the three top bridge squares instead of running, because that allows more time before he drops to his death in which you can maneouver him onto the edge for a good clean jump. However, it is possible by both running and jumping. Once you reach the part with the green men, something should be said. There is a bug in the program in which, given a square of bridge adjacent to a square of something other than air, sqrxz may stand on less than half the bridge square indefinately if more than fifty percent of him is hanging over onto the other square, in this case spikes. This means that sqrxz can stand still or jump repeatedly on the bridge squares as the green men run past him. This makes that part much easier. LEVEL TWO --------- The Race Against the Little Green Man. This level starts off just where the first ended, except the portculis on the right is open. Once Sqrxz makes it through this treacherous pit of hedgehogs and green men, he finds himself racing with a lone green man, who takes the bottom route, while Sqrxz must take the top route. The objective is to trap the green man in the portculis, but beware, if Sqrxz goes too far to fast, the green man may be lost on the far left, but if Sqrxz is slow, the green man may pass back through the portculis before Sqrxz can close it, or kill him while he is closing it. Then the green man is released by stepping on the bridge, and Sqrxz must drop onto the green men on the lower level, surpass him, and then use him for a high jump when the green man returns in the opposite direction. LEVEL THREE ----------- A Theme of Spikes. This level is quite uneventful until the most difficult part of the world, the Iron Maiden. This is a complicated system of portculises and spikes, in which no doubt Sqrxz will die many times, and will have to move slowly. Beware also as the next Switch doesn't appear until after a very difficult jump over a long pit, and after the onrush of two green men and a hedgehog. Good luck. Then jump across a line of bats, drop the portculis and jump on the green man to get up to the tower, and over to the necessary death station, where you must flip the switch, die, and then release the green man to use him for a high jump. This was originally meant to be harder, but I couldn't get it to work. Finally, there is a secret passage in the spike pit, the first exit is impossible to enter. Follow the bats across the bottom and you're finished. LEVEL FOUR ---------- The level begins with an opportunity to stock up on lives, followed by a fork in the road. The lower path is right choice. Then walk slowly to stagger the appearance of the hedgehogs so that Sqrxz can jump over them separately. Then release the bats, jump across them on their return route, and hit the switch. To the best of my knowledge this pit is impossible to traverse unless you die and start where the switch is. After that is the end. NOTES ----- The reason I chose the name Aces Wild is on an alphabetical basis, no other reason, so don't ask. The program takes up about 1200 bytes, so it's pretty small. Thank you for playing, and feel free to distribute the zip file, un- modified, and with this text file. Thanks to Jimmy Mardell for adapting this wonderful game for the TI-85. (C) 1998 Mbeanis N. Alzin