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0002 <!DOCTYPE book PUBLIC "-//KDE//DTD DocBook XML V4.5-Based Variant V1.1//EN" "dtd/kdedbx45.dtd" [
0003   <!ENTITY % addindex "IGNORE">
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0006 
0007 <book id="kgoldrunner" lang="&language;">
0008 
0009 <bookinfo>
0010 <title>The &kgoldrunner; Handbook</title>
0011 <authorgroup>
0012 <author>
0013 <firstname>Ian</firstname>
0014 <surname>Wadham</surname>
0015 <affiliation><address><email>iandw.au at gmail com</email></address></affiliation>
0016 </author>
0017 <author>
0018 <firstname>Marco</firstname>
0019 <surname>Krüger</surname>
0020 
0021 </author>
0022 <!-- TRANS:ROLES_OF_TRANSLATORS -->
0023 </authorgroup>
0024 
0025 <copyright>
0026 <year>2015</year>
0027 <holder>Ian Wadham</holder>
0028 </copyright>
0029 
0030 <legalnotice>&FDLNotice;</legalnotice>
0031 
0032 <date>2021-06-30</date>
0033 <releaseinfo>KDE Gear 21.04</releaseinfo>
0034 
0035 <abstract>
0036 <para>
0037 &kgoldrunner;, a game of action and puzzle solving.  Run through
0038 the maze, dodge your enemies, collect all the gold and climb up to the
0039 next level. <emphasis>Note:</emphasis> The rules of digging have changed
0040 slightly in this version.</para>
0041 </abstract>
0042 
0043 <keywordset>
0044 <keyword>KDE</keyword>
0045 <keyword>kdegames</keyword>
0046 <keyword>game</keyword>
0047 <keyword>arcade</keyword>
0048 <keyword>strategy</keyword>
0049 <keyword>enemies</keyword>
0050 <keyword>brick</keyword>
0051 <keyword>bricks</keyword>
0052 <keyword>dig</keyword>
0053 <keyword>digging</keyword>
0054 <keyword>fall</keyword>
0055 <keyword>falls</keyword>
0056 <keyword>gold</keyword>
0057 <keyword>ladder</keyword>
0058 <keyword>ladders</keyword>
0059 <keyword>KGoldrunner</keyword>
0060 </keywordset>
0061 </bookinfo>
0062 
0063 <chapter id="playing-kgoldrunner">
0064 <title>Playing &kgoldrunner;</title>
0065 
0066 <sect1 id="introduction">
0067 <title>Introduction</title>
0068 <para>
0069 Game type: Arcade, Strategy
0070 </para>
0071 <para>
0072 Number of players: One
0073 </para>
0074 
0075 <para>&kgoldrunner; is an action game where the hero
0076 runs through a maze and dodges enemies.
0077 You must guide the hero with the mouse or keyboard and collect
0078 all the gold nuggets, then you can climb up into the next level.  Your
0079 enemies are also after the gold.  Worse still, they are after you!  They
0080 will kill you if they catch you!</para>
0081 
0082 <para>The problem is you have no weapon to kill
0083 <emphasis>them</emphasis>.  All you can do is run away, dig holes in
0084 the floor to trap them or lure them into some area where they cannot
0085 hurt you.  After a short time a trapped enemy climbs out of his hole,
0086 but if it closes before that, he will die and reappear somewhere else.
0087 </para>
0088 
0089 <para>If you have never played before, try the <quote>Tutorial</quote>
0090 game, which teaches you the rules and basic skills.  Then try the
0091 <quote>Initiation</quote> game.  Experts might enjoy the
0092 <quote>Challenge</quote>, <quote>Vengeance of Peter W</quote>,
0093 <quote>Count</quote> or <quote>Curse of the Mummy</quote> games,
0094 but the <quote>Initiation</quote> game has 100 levels and some are
0095 very difficult.  It is a good game for achieving a High Score.</para>
0096 
0097 <para>All those games use Traditional rules, which are similar to
0098 those used on early home-computers, such as the Apple II or Commodore
0099 64.  The <quote>&kgoldrunner;</quote> and <quote>State of Terror</quote>
0100 games use &kgoldrunner; rules, in which the enemies run faster and have
0101 a more aggressive search strategy than in Traditional rules.  See
0102 <link linkend="choice-of-rules">Choice of Rules</link> for details.</para>
0103 
0104 <para>As you move to more advanced levels, you will find that
0105 &kgoldrunner; combines action, strategy, tactics and puzzle
0106 solving &mdash; all in one game. Good luck!</para>
0107 
0108 </sect1>
0109 
0110 <sect1 id="typical-game">
0111 <title>A Typical Game</title>
0112 
0113 <para>Below is a typical game in progress.  The hero is at
0114 level 4 in the Advanced Tutorial game.  The window's lower part shows
0115 how many lives he has left and how many points he has scored.  It also
0116 shows that there is a hint available for this level (as there always
0117 is  in tutorial games) and that the action is stopped (while taking
0118 this snapshot), but can be continued by pressing <keycap>P</keycap> or
0119 &Esc;.</para>
0120 
0121 <para>The hero started at the top left, dug a hole and dropped into a
0122 line of false bricks and gold where you can now see him falling.  The
0123 enemy above him will fall into the hole, then climb out and be trapped
0124 up there till the end of the level.  He could cause the hero some
0125 problems then, because that is where the hidden ladders appear when
0126 all the gold is gone.  The hero has to use them to get to the next
0127 level.</para>
0128 
0129 <screenshot>
0130 <screeninfo>&kgoldrunner; typical game</screeninfo>
0131 <mediaobject>
0132 <imageobject><imagedata fileref="tute008.png" format="PNG"/></imageobject>
0133 <textobject><phrase>&kgoldrunner; typical game</phrase></textobject>
0134 </mediaobject>
0135 </screenshot>
0136 
0137 <para>The enemy on the right is falling and carrying some gold.
0138 The third enemy is about to come down a ladder to
0139 chase the hero, who will have to dodge both enemies when he reaches
0140 the floor.  This level also shows diggable bricks and undiggable
0141 concrete and has lots of traps (false bricks), which look just like
0142 ordinary bricks.</para>
0143 
0144 </sect1>
0145 
0146 <sect1 id="how-to-play">
0147 <title>How To Play</title>
0148 
0149 <sect2>
0150 <title>Starting the Game</title>
0151 
0152 <para>&kgoldrunner; begins by showing you a recorded demonstration of play. You
0153 can terminate this by clicking on the playing area with the mouse, pressing
0154 the &Space; bar or selecting a menu item or shortcut (such as <menuchoice>
0155 <guimenu>Game</guimenu><guimenuitem>New Game...</guimenuitem></menuchoice> or
0156 <keycombo action="simul">&Ctrl;<keycap>N</keycap></keycombo>).
0157 You can skip this demonstration in future by using menu item <menuchoice>
0158 <guimenu>Settings</guimenu><guimenuitem>Demo At Start</guimenuitem>
0159 </menuchoice>. You can also see it again at any time by using menu item
0160 <menuchoice><guimenu>Move</guimenu><guimenuitem>Demo</guimenuitem></menuchoice>.
0161 </para>
0162 
0163 <para>If you skipped the demo or used the mouse or &Space; bar to end it, a
0164 quick-start popup dialog shows you the names, number and a preview
0165 of the last game and level you loaded or, if you have not played before,
0166 the same information for Tutorial level 1.</para>
0167 
0168 <para>Click on the <guibutton>PLAY</guibutton> button to begin playing
0169 immediately. Otherwise you can click on the <guibutton>Quit</guibutton> button,
0170 the <guibutton>New Game...</guibutton> button or the
0171 <guibutton>Use Menu</guibutton> button. The first will close &kgoldrunner;, if
0172 you do not wish to play, the second will show you a
0173 <link linkend="select-game-dialog">Select Game</link> dialog,
0174 where you can choose a different game and level and the last will terminate
0175 the dialog, leaving you free to use the &kgoldrunner; menus.</para>
0176 
0177 <para>If you have chosen to play a game and level, it will then appear
0178 and the pointer will be over the hero. In a tutorial game, an
0179 explanatory message appears before each level begins. You start play
0180 by moving the pointer, clicking the mouse or pressing any key that can
0181 control the hero (&eg; &Space;), but avoid using
0182 <keycap>Q</keycap>, <keycap>S</keycap>, <keycap>P</keycap> or &Esc; at
0183 this stage. You start each level in the same way.</para>
0184 
0185 <para>You have five lives at the start and gain a bonus life for each
0186 level completed.</para>
0187 
0188 </sect2>
0189 
0190 <sect2 id="mouse-control">
0191 <title>Moving Around</title>
0192 
0193 <para>By default you control the hero with the mouse, but you
0194 can also control him with the keyboard (<link
0195 linkend="keyboard-control">see below</link>) or, on a laptop, by using a mix
0196 of the keyboard for digging and the touchpad or other pointer device to
0197 guide the hero.</para>
0198 
0199 <para>The hero moves towards wherever you place the pointer. He
0200 cannot move as fast as you
0201 can move the pointer, but he will try hard to catch up. If the
0202 pointer is above or below his level, he will always go up or down when
0203 there is a ladder available or a place to fall into. Otherwise he will
0204 move horizontally until he is below the pointer, above it or right
0205 at it. You can make him follow simple paths (like &mdash; | L or U), but
0206 be careful not to get too many twists and turns ahead of him.</para>
0207 
0208 <para>You can move left or right over bricks, concrete, ladders or
0209 bars and up or down over ladders. If you are on an empty square or a
0210 gold nugget and there is no brick, concrete, ladder or bar to hold you
0211 up, gravity takes over and you fall. You can also fall by moving down
0212 from a bar or the bottom of a ladder, so keep the pointer up
0213 there if you want to hold on.</para>
0214 
0215 </sect2>
0216 
0217 <sect2 id="keyboard-control">
0218 <title>Keyboard Control</title>
0219 
0220 <para>If you prefer, you can use the keyboard to control the hero. The
0221 default keys are the arrow keys and <keycap>I</keycap>,
0222 <keycap>J</keycap>, <keycap>K</keycap> and <keycap>L</keycap> (in
0223 honor of the original Apple II game), with the keys
0224 <keycap>Z</keycap> and <keycap>C</keycap> or <keycap>U</keycap> and
0225 <keycap>O</keycap> for digging. You can play one-handed by using
0226 <keycap>U</keycap>, <keycap>I</keycap>, <keycap>O</keycap>,
0227 <keycap>J</keycap>, <keycap>K</keycap>, <keycap>L</keycap> and
0228 &Space; (on a <quote>QWERTY</quote> keyboard) or
0229 two-handed by using the arrow keys, &Space;,
0230 <keycap>Z</keycap> and <keycap>C</keycap>. You can also choose other
0231 keys, on the <menuchoice><guimenu>Settings</guimenu>
0232 <guimenuitem>Configure Shortcuts...</guimenuitem></menuchoice> menu item.</para>
0233 
0234 <para>You enter keyboard mode by pressing one of the keys that can
0235 control the hero or by selecting the <menuchoice><guimenu>Settings</guimenu>
0236 <guimenuitem>Keyboard Controls Hero</guimenuitem></menuchoice> menu item.</para>
0237 
0238 <para>The movement keys (<keycap>I</keycap>, <keycap>J</keycap>,
0239 <keycap>K</keycap>, <keycap>L</keycap> or arrows) start the hero
0240 moving up, down, left or right. He continues moving in that direction,
0241 if he can, until you press another movement key or
0242 &Space; to stop. In mouse or laptop mode, he stops
0243 automatically when he gets to the pointer.</para>
0244 
0245 <para>A word of warning: using the keyboard is much harder, in the
0246 long run, than using the mouse. Think of the mouse as a
0247 joystick.</para>
0248 
0249 </sect2>
0250 
0251 <sect2 id="pausing">
0252 <title>Taking a Break</title>
0253 
0254 <para>You can stop the game at any time by pressing a Pause key
0255 (the default is either <keycap>P</keycap> or &Esc;). You can resume
0256 by pressing the Pause key again. There is also a
0257 <menuchoice><guimenu>Game</guimenu> <guimenuitem>Pause</guimenuitem></menuchoice>
0258 menu item, but the problem is to get the pointer up there without moving
0259 the hero and getting into trouble.</para>
0260 
0261 <tip><para>When you want to use the &kgoldrunner; menu or do
0262 some work in another window, always press a Pause key and stop the
0263 game. Otherwise the hero will go on following the pointer and
0264 might get into trouble.</para></tip>
0265 
0266 </sect2>
0267 
0268 <sect2 id="winning">
0269 <title>Winning a Level</title>
0270 
0271 <para>The object of the game is to collect all the gold, by moving or
0272 falling onto it. When there is none left, you must move to the top of
0273 the playing area to get to the next level. Often, as you collect the
0274 last piece of gold, hidden ladders will appear and you can use them to
0275 climb to the top. Sometimes there are no hidden ladders. Also, very
0276 rarely, the hidden ladders could be a decoy that leads the wrong way. If
0277 the level has no gold, there will be no hidden ladders and you just have
0278 to work out how to get to the top of the playing area.</para>
0279 
0280 </sect2>
0281 
0282 <sect2 id="false-bricks">
0283 <title>Beware of False Bricks</title>
0284 
0285 <para>False bricks, otherwise known as fall-through bricks or traps,
0286 are the other hidden feature of the game. They look just like ordinary
0287 bricks, but if you run over one you fall. This can be bad if there is
0288 an enemy or a pit down there, or good if there is some gold.</para>
0289 
0290 </sect2>
0291 
0292 <sect2 id="enemies">
0293 <title>Enemies</title>
0294 
0295 <para>Enemies move in very much the same way as the hero. The main
0296 difference is when they fall into a hole the hero has dug (see <link
0297 linkend="importance-of-digging">The Importance of Digging</link> below).
0298 </para>
0299 <para>
0300 They will pick up gold either always or at random, depending on the game
0301 settings, and will drop gold at random on brick, concrete or the top
0302 of a ladder. If an enemy is carrying the last piece of gold, you must
0303 get it away from him before you can finish the level.</para>
0304 
0305 <para>If an enemy touches you, you die and must start the level again,
0306 provided you have some lives left. However, it is possible to walk or
0307 stand on an enemy's head and you can ride an enemy down when he is
0308 falling. Some advanced levels require such a move.</para>
0309 
0310 </sect2>
0311 
0312 <sect2 id="losing-a-level">
0313 <title>Losing a Level</title>
0314 
0315 <para>As explained above, you can lose a level and a life by touching
0316 an enemy. You can also lose by getting caught in a dug brick when it
0317 closes. Otherwise you can commit suicide by pressing key
0318 <keycap>Q</keycap> or using the <menuchoice><guimenu>Game</guimenu>
0319 <guimenuitem>Kill Hero</guimenuitem></menuchoice> menu item. Why would
0320 you want to do that? Well, sometimes you can get trapped in a place from
0321 which you cannot escape. You will stay imprisoned for ever unless you
0322 commit suicide!</para>
0323 
0324 </sect2>
0325 
0326 <sect2 id="importance-of-digging">
0327 <title>The Importance of Digging</title>
0328 
0329 <para>Digging is one of the most powerful tactics you have. To dig a
0330 hole in a brick to the left or right, just click the
0331 <mousebutton>Left</mousebutton> or <mousebutton>Right</mousebutton>
0332 mouse button, or use one of the digging keys (defaults
0333 <keycap>Z</keycap>, <keycap>C</keycap>, <keycap>U</keycap>,
0334 <keycap>O</keycap>.)</para>
0335 
0336 <para>You can dodge an oncoming enemy by digging a hole, waiting for
0337 him to fall in and then running quickly over his head. At the same
0338 time you can collect any gold he was carrying. Usually you can dig two
0339 holes to capture and run over two enemies who are close together, but
0340 this rarely works if the enemies are separated or there are more than
0341 two of them.</para>
0342 
0343 <para>You can kill enemies by digging enough holes in their path. It
0344 usually takes two or more holes to kill one enemy and up to eight or
0345 more holes to kill four or five. When enemies die, they reappear
0346 immediately, either where they started the level or near the top of
0347 the playing area, depending on whether the game follows
0348 <quote>&kgoldrunner;</quote> or <quote>Traditional</quote> rules and
0349 settings (see <link linkend="choice-of-rules">Choice of Rules</link>).</para>
0350 
0351 <para>Finally, in many levels the gold is not immediately accessible and
0352 you must dig to get to it. Some of these digging puzzles are quite complex
0353 and you must work out a digging sequence then perform it in limited time
0354 before you can complete the level.</para>
0355 
0356 </sect2>
0357 
0358 <sect2 id="rules-of-digging">
0359 <title>The Rules of Digging</title>
0360 
0361 <para>You click the <mousebutton>Left</mousebutton> or
0362 <mousebutton>Right</mousebutton> mouse button, to dig a hole to the
0363 left or right, or use the <keycap>Z</keycap>, <keycap>C</keycap>,
0364 <keycap>U</keycap> or <keycap>O</keycap> keys.</para>
0365 
0366 <para>Only bricks can be dug, not anything else. The hole will appear
0367 in the floor on one side or the other (&ie; below and to the left or
0368 right of the hero). There must be an empty space or hole above the
0369 brick (&ie; no digging under a ladder, bar, gold, brick, concrete or
0370 false brick). You can be running, standing or riding down on a falling
0371 enemy when you dig. Digging while falling through thin air or false
0372 bricks is allowed in some games but not others. See
0373 <link linkend="dig-while-falling">Digging while Falling</link> below.</para>
0374 
0375 <para>The hero can move in any direction through dug holes, including
0376 falling right through a hole to escape an enemy. After a short time,
0377 dug holes close up, so you must use them quickly. Plan your digging in
0378 advance. There is no time to stop and think while you dig.</para>
0379 
0380 <para>Enemies are always captured if they fall into a dug hole and
0381 will always climb UP to get out of it. Their time in the hole is less
0382 than the time the hole stays open, so to kill enemies you usually have
0383 to dig several holes in quick succession. Enemies always give up gold
0384 as they fall into a hole, so you can quickly run onto the enemy's head
0385 and grab the gold before he climbs out.</para>
0386 
0387 <para>Enemies will never fall down through a hole from above, but
0388 depending on the game rules and <guimenu>Settings</guimenu>
0389 (see <link linkend="choice-of-rules">Choice of Rules</link>), they can
0390 run horizontally into a dug hole and not be captured and can fall from
0391 there or run into another hole or run out of the hole. Several levels
0392 that follow <quote>Traditional</quote> rules depend on an enemy being
0393 able to run through a hole. Some levels that follow
0394 <quote>&kgoldrunner;</quote> rules depend on an enemy NOT being
0395 able to run through a hole.</para>
0396 
0397 </sect2>
0398 
0399 <sect2 id="dig-while-falling">
0400 <title>Digging while Falling</title>
0401 
0402 <para>In the original game on Apple II and Commodore 64, the hero had to be
0403 supported on something solid when digging: a ladder, concrete, a brick, a
0404 bar --- or an enemy's head. This rule was overlooked in &kgoldrunner; and one
0405 day the author's son discovered that you could dig while falling! He
0406 immediately composed a level to exploit this. Other game composers
0407 have now done the same. You have to dig while falling in recent
0408 games of Championship skill such as <quote>State of Terror</quote>,
0409 <quote>Curse of the Mummy</quote> and <quote>Gold Rush</quote>.</para>
0410 
0411 <para>On the other hand, digging while falling makes older games too easy.
0412 So, as of December 2015, it is forbidden in the <quote>Tutorial</quote>,
0413 <quote>Advanced Tutorial</quote>, <quote>Initiation</quote>,
0414 <quote>&kgoldrunner;</quote> and <quote>Challenge</quote> games. The
0415 <quote>Vengeance of Peter W</quote> game allows it in just one level
0416 and the new <quote>Beginner's Luck</quote> game, which is aimed at
0417 first time players, does not allow it.</para>
0418 
0419 </sect2>
0420 
0421 <sect2 id="winning-and-losing-the-game">
0422 <title>Winning and Losing the Game</title>
0423 
0424 <para>You win by completing the last level in the game. You lose when
0425 your last life is gone. Either way, if you have achieved one of the
0426 ten highest scores for that game, you can record your achievement in
0427 the <quote>&kgoldrunner; Hall of Fame</quote>.</para>
0428 
0429 </sect2>
0430 
0431 <sect2 id="recordings-replays-and-solutions">
0432 <title>Recordings, Replays and Solutions</title>
0433 
0434 <para>All levels in games are recorded as you play, so you can replay any level
0435 you have previously played. Also, some levels have recorded solutions, which
0436 may help you work out how to win them. Just use the <guimenu>Move</guimenu>
0437 menu and the <guimenuitem>Show a Solution</guimenuitem>,
0438 <guimenuitem>Instant Replay</guimenuitem>,
0439 <guimenuitem>Replay Last Level</guimenuitem> and
0440 <guimenuitem>Replay Any Level</guimenuitem> options. The
0441 solutions and replays can be interrupted at any time by clicking with
0442 the mouse on the playing area, pressing the &Space; bar or selecting a menu
0443 item or shortcut (such as <menuchoice><guimenu>Game</guimenu>
0444 <guimenuitem>New Game...</guimenuitem></menuchoice> or <keycombo
0445 action="simul">&Ctrl;<keycap>N</keycap></keycombo>).</para>
0446 
0447 <para><guimenuitem>Instant Replay</guimenuitem> and
0448 <guimenuitem>Replay Last Level</guimenuitem> let you continue playing
0449 after an interruption. So if things are not going well, you can use
0450 <guimenuitem>Instant Replay</guimenuitem>, interrupt the replay at some point
0451 and then try another approach. Or if the hero died already, you can use
0452 <guimenuitem>Replay Last Level</guimenuitem>
0453 in the same way.  These features can help you build up a solution to a
0454 difficult level in stages, but using them will invalidate any high score
0455 you might be working on.</para>
0456 
0457 </sect2>
0458 </sect1>
0459 
0460 <sect1 id="scoring">
0461 <title>Scoring</title>
0462 
0463 <itemizedlist>
0464 <listitem>
0465 <para>Start with 5 lives</para>
0466 </listitem>
0467 <listitem>
0468 <para>Lose a life and repeat a level when the hero dies</para>
0469 </listitem>
0470 <listitem>
0471 <para>Gain a life when you complete a level</para>
0472 </listitem>
0473 <listitem>
0474 <para>75 points for trapping an enemy</para>
0475 </listitem>
0476 <listitem>
0477 <para>75 points for killing an enemy</para>
0478 </listitem>
0479 <listitem>
0480 <para>250 points for collecting gold</para>
0481 </listitem>
0482 <listitem>
0483 <para>1500 points for completing a level</para>
0484 </listitem>
0485 </itemizedlist>
0486 
0487 </sect1>
0488 
0489 <sect1 id="choice-of-rules">
0490 <title>Choice of Rules</title>
0491 
0492 <para>Most of the rules of &kgoldrunner; are covered in the section
0493 <link linkend="how-to-play">How to Play</link>, however there are two
0494 major rule settings that affect the style of play: known as
0495 <quote>Traditional</quote> and <quote>&kgoldrunner;</quote>. It is
0496 important to know which settings are in force when you are playing a
0497 game. &kgoldrunner; automatically chooses the correct settings for
0498 a game when you play one of its levels and the rules for each game are
0499 shown in the <link linkend="select-game-dialog">Select Game</link>
0500 dialog.</para>
0501 
0502 <para>The main difference between <quote>Traditional</quote> and
0503 <quote>&kgoldrunner;</quote> settings is the method by which the
0504 enemies choose a path to the hero.</para>
0505 
0506 <itemizedlist>
0507 <listitem>
0508 <para>In the <quote>Traditional</quote> search method, enemies look
0509 for vertical paths (ladders and falls) and they try to stay higher than the
0510 hero or at the same height. They go below him only as a last
0511 resort. The enemies make no attempt to chase the hero in the
0512 horizontal direction until they are at the same height and can find a
0513 horizontal path. This leads to situations where you can
0514 <quote>control</quote> enemies who are far away from you and make them
0515 work for you or at least keep out of your hair.</para>
0516 </listitem>
0517 <listitem>
0518 <para>The <quote>&kgoldrunner;</quote> method searches alternately for
0519 horizontal and vertical paths, which tends to keep the enemies over
0520 your side of the playing area and at about the same height (&ie; they
0521 are more aggressive and not so easy to manipulate). That leads to a
0522 more action-packed game, but with less opportunity for strategy and
0523 puzzle-solving. However the <quote>State of Terror</quote> game, added in 2007,
0524 uses <quote>&kgoldrunner;</quote> rules and has plenty of puzzles to
0525 solve while you are on the run. That is why it is such a difficult game.</para>
0526 </listitem>
0527 </itemizedlist>
0528 
0529 <para>The other differences are listed below:</para>
0530 
0531 <itemizedlist>
0532 <listitem>
0533 <para>In <quote>&kgoldrunner;</quote> play, the hero and enemies move
0534 at fixed speeds in every level and bricks always take the same time to
0535 close. In <quote>Traditional</quote> play, the game speed depends on
0536 the number of enemies in a level. The more enemies, the slower they
0537 run. The hero also becomes slower, but not so noticeably.</para>
0538 </listitem>
0539 <listitem>
0540 <para>In <quote>Traditional</quote> play, enemies  always collect gold
0541 nuggets when they run into them. In <quote>&kgoldrunner;</quote> play,
0542 it is a random choice. The enemies drop nuggets after a random time in
0543 both types of play.</para>
0544 </listitem>
0545 <listitem>
0546 <para>Enemies can run horizontally through holes in
0547 <quote>Traditional</quote> play but not in
0548 <quote>&kgoldrunner;</quote> play. The trick in several
0549 <quote>Traditional</quote> levels depends on releasing an enemy from
0550 behind a brick wall. When you dig away the bricks, he runs out through
0551 the hole. In some <quote>&kgoldrunner;</quote> levels, on the other
0552 hand, you must hide inside or behind a dug brick to escape an enemy.</para>
0553 </listitem>
0554 <listitem>
0555 <para>When enemies die in <quote>&kgoldrunner;</quote> play, they go
0556 back to where they started the level. In <quote>Traditional</quote>
0557 play, they reappear at a random place near the top of the playing
0558 area. This makes a big difference, especially in levels where you have
0559 to get enemies to fetch nuggets down for you, but also because the
0560 enemies keep falling down onto you as fast as you can kill
0561 them.</para>
0562 </listitem>
0563 </itemizedlist>
0564 
0565 </sect1>
0566 </chapter>
0567 
0568 <chapter id="select-game-dialog">
0569 <title>The Select Game Dialog</title>
0570 
0571 <sect1 id="select-game-dialog-box">
0572 <title>Using the Select Game Dialog</title>
0573 <screenshot>
0574 <screeninfo>The Select Game dialog</screeninfo>
0575 <mediaobject>
0576 <imageobject>
0577 <imagedata fileref="select.png" format="PNG" />
0578 </imageobject>
0579 <textobject>
0580 <phrase>The Select Game dialog</phrase>
0581 </textobject>
0582 </mediaobject>
0583 </screenshot>
0584 
0585 <para>This dialog appears when you select the <guimenuitem>New Game...</guimenuitem>
0586 action and also when you select options from the <guimenu>Editor</guimenu>
0587 menu or any replay option from the <guimenu>Move</guimenu> menu. You use
0588 it to choose a game and a level to play, replay, edit, save,
0589 move, re-number or delete. The main button at the bottom is the
0590 <guibutton>OK</guibutton> button. Its label changes according to what
0591 you are doing: in this case choosing a game and level to play.</para>
0592 
0593 <sect2 id="selecting-a-game">
0594 <title>Selecting a Game</title>
0595 
0596 <para>There are several <quote>System</quote> games that come with the
0597 &kgoldrunner; release and you can add your own games by using the editor.
0598 All these games appear in the list at the top of the dialog, grouped by
0599 level of difficulty. The tutorial games appear last in the list and the
0600 games of normal skill appear first. To select one of the games, just
0601 click on its name.</para>
0602 
0603 <para>The list shows what rule settings apply to each game (see
0604 <link linkend="choice-of-rules">Choice of Rules</link>) and how many levels
0605 there are. When you select a game, a box lower down the screen shows
0606 you further information about that game.</para>
0607 
0608 </sect2>
0609 
0610 <sect2 id="selecting-a-level">
0611 <title>Selecting a Level</title>
0612 
0613 <para>You can choose to start a game at any level, but it is best to start
0614 at level 1 and work up, especially if you are going for a high score. In
0615 general, the higher numbered levels are more difficult.</para>
0616 
0617 <para>When you start the <guilabel>Select Game</guilabel> dialog, the default level will
0618 be something reasonable, such as the last level you played or edited.
0619 You can select another level by using the spinbox arrows, by typing the
0620 level number into the spinbox or by moving the slider. The arrows at
0621 the ends of the slider increase or decrease the number by one. Also
0622 you can drag the slider with the &LMB; held down and change
0623 the level number rapidly. Or you can change the level number in steps of 10
0624 by clicking in the space above or below the slider handle.</para>
0625 
0626 <para>As the level number changes, a preview of the level appears in the
0627 small preview window and the level's name (if it has one) also appears.</para>
0628 
0629 </sect2>
0630 
0631 <sect2 id="completing-selection">
0632 <title>Completing your Selection</title>
0633 
0634 <para>When you have chosen a game and level, just click the main
0635 button at the bottom and proceed with your edit, play or replay.</para>
0636 
0637 <para>Until you do that, nothing changes, so you can always click
0638 <guibutton>Cancel</guibutton> and go back to what you were doing
0639 earlier. Note that the game action is frozen while the dialog
0640 is active, so you can continue playing where you left off if you
0641 choose <guibutton>Cancel</guibutton>.</para>
0642 
0643 </sect2>
0644 
0645 <sect2 id="saving-changes">
0646 <title>Saving Changes</title>
0647 
0648 <para>If you select an option on the <guimenu>Game</guimenu>,
0649 <guimenu>Editor</guimenu> or <guimenu>Move</guimenu> menus and you were
0650 previously editing and had
0651 not saved your changes, you will get a message asking you to save,
0652 abandon or continue your work. Neither the new action nor its dialog will
0653 begin until you have made a decision about your previous work.</para>
0654 
0655 </sect2>
0656 
0657 <sect2 id="any-level">
0658 <title>Playing or Editing <quote>Any</quote> Level</title>
0659 
0660 <para>Note that the menus and dialog allow you to select and play or edit
0661 <quote>any</quote> level. If you start a game after level 1, that is
0662 OK, you will just not get such a high score. Dedicated players often
0663 prefer to play high-numbered levels for fun, rather than go for a high
0664 score, or they might like to <quote>train</quote> on higher levels
0665 before attempting a high score.</para>
0666 
0667 <para>If you select a System level for editing, that is OK too, but
0668 you must save it in one of your own games: not back in the System
0669 game. For example you might want to modify a very difficult level so that
0670 you do not go back to the start of the level every time you die.</para>
0671 
0672 <para>To see what this means, try the <quote>Challenge</quote> game,
0673 level 16, <quote>The Three Musketeers</quote>. That level has about
0674 ten difficult puzzles in it. When you have solved puzzle 1, you do not
0675 want to keep repeating it while you work on puzzle 2. The secret is to
0676 make an editable copy, then keep updating it and changing the hero's
0677 starting point, until you have solved all the puzzles. Then you can
0678 go back and attempt the real thing, from start to finish.</para>
0679 
0680 </sect2>
0681 </sect1>
0682 </chapter>
0683 
0684 <chapter id="menu-reference">
0685 <title>The Menu Reference</title>
0686 
0687 <sect1 id="menu-overview">
0688 <title>Overview of Menus</title>
0689 
0690 <variablelist>
0691 <varlistentry>
0692 <term><link linkend="game-menu"><guimenu>Game</guimenu></link></term>
0693 <listitem>
0694 <para>This menu contains options affecting game play, such as starting
0695 and finishing games, saving games, loading saved games and showing high
0696 scores (if available). Also contains the <guimenuitem>Quit</guimenuitem>
0697 option, or you can quit by clicking the <guiicon>X</guiicon> at the top
0698 right of the &kgoldrunner; window.</para>
0699 </listitem>
0700 </varlistentry>
0701 
0702 <varlistentry>
0703 <term><link linkend="move-menu"><guimenu>Move</guimenu></link></term>
0704 <listitem>
0705 <para>This menu contains an option to get a hint (if there is one).
0706 Championship and Tutorial games have hints on every level. Other games
0707 rarely have hints. It also contains options to replay recordings of
0708 play, as when running demonstrations, showing examples of solutions and
0709 replaying your own efforts.</para>
0710 </listitem>
0711 </varlistentry>
0712 
0713 <varlistentry>
0714 <term><link linkend="view-menu"><guimenu>View</guimenu></link></term>
0715 <listitem>
0716 <para>This menu contains an option to alternate the full screen mode.</para>
0717 </listitem>
0718 </varlistentry>
0719 
0720 <varlistentry>
0721 <term><link
0722 linkend="editor-menu"><guimenu>Editor</guimenu></link></term>
0723 <listitem>
0724 <para>This menu has everything you need to create your own games and
0725 levels and maintain them, including features to help you re-order levels
0726 or move them between games or to delete them when no longer needed. When
0727 you reorganize your levels, the level numbers in your game remain
0728 consecutive (no gaps) and the levels are automatically
0729 renumbered.</para>
0730 <para>When you are using the Game Editor a graphical toolbar with tool
0731 tip text appears under the menu bar. See the <link
0732 linkend="game-editor">Game Editor</link> for more details of how to
0733 create and edit &kgoldrunner; levels.</para> </listitem>
0734 </varlistentry>
0735 
0736 <varlistentry>
0737 <term><link
0738 linkend="settings-menu"><guimenu>Settings</guimenu></link></term>
0739 <listitem>
0740 <para>This menu has several groups of &kgoldrunner; settings, including the
0741 choice of mouse, keyboard or hybrid (laptop) control and the choices of themes and
0742 game-speed. The current selections are checked. The settings are automatically
0743 selected when you start playing, but you can use this menu to vary them
0744 if you wish.</para>
0745 
0746 <para>There is also an option to re-assign keyboard shortcuts and
0747 hero-control keys.</para>
0748 </listitem>
0749 </varlistentry>
0750 
0751 <varlistentry>
0752 <term><link linkend="help-menu"><guimenu>Help</guimenu></link></term>
0753 <listitem>
0754 <para>The <guimenu>Help</guimenu> menu contains access to the
0755 &kgoldrunner; Handbook (this document), <guimenuitem>About
0756 &kgoldrunner;</guimenuitem> and <guimenuitem>About &kde;</guimenuitem> options.</para>
0757 <para>There is also an option to report a Bug or Wishlist item.</para>
0758 <para>If you would like to make a suggestion or you have some new levels
0759 to contribute, the current author's email address is in the
0760 <guimenuitem>About &kgoldrunner;</guimenuitem> option.</para>
0761 </listitem>
0762 </varlistentry>
0763 </variablelist>
0764 
0765 </sect1>
0766 
0767 <sect1 id="game-menu">
0768 <title>The Game Menu</title>
0769 
0770 <variablelist>
0771 <varlistentry>
0772 <term><menuchoice>
0773 <shortcut><keycombo action="simul">&Ctrl;<keycap>N</keycap></keycombo></shortcut>
0774 <guimenu>Game</guimenu><guimenuitem>New Game...</guimenuitem>
0775 </menuchoice>
0776 </term>
0777 <listitem>
0778 <para>Shows the <guilabel>Select Game</guilabel> dialog (see
0779 <link linkend="select-game-dialog-box">
0780 Using the Select Game Dialog</link>), where you choose a game
0781 and a level within that game. At first it is easiest to start at level 1,
0782 because the levels are arranged approximately in order of difficulty.
0783 Also it is best to start there if you are going for a high score.</para>
0784 </listitem>
0785 </varlistentry>
0786 
0787 <varlistentry>
0788 <term><menuchoice>
0789 <shortcut><keycombo action="simul">&Ctrl;<keycap>O</keycap></keycombo></shortcut>
0790 <guimenu>Game</guimenu><guimenuitem>Load Saved Game...</guimenuitem>
0791 </menuchoice>
0792 </term>
0793 <listitem>
0794 <para>Brings up a table of previously saved games, sorted with the
0795 latest first. Each line lists the game, level, number of lives, score,
0796 day of week, date and time. If you select a line and click the
0797 <guibutton>OK</guibutton> button, that game starts at the beginning of
0798 that level, with the lives and score you saved.</para>
0799 </listitem>
0800 </varlistentry>
0801 
0802 <varlistentry>
0803 <term><menuchoice><shortcut><keycap>Y</keycap></shortcut>
0804 <guimenu>Game</guimenu><guimenuitem>Play Next Level</guimenuitem>
0805 </menuchoice>
0806 </term>
0807 <listitem>
0808 <para>Loads the next level in the current game, ready to play and without
0809 any further dialog. You can use this to browse quickly through the levels
0810 of a game.</para>
0811 </listitem>
0812 </varlistentry>
0813 
0814 <varlistentry>
0815 <term><menuchoice><shortcut><keycap>S</keycap></shortcut>
0816 <guimenu>Game</guimenu><guimenuitem>Save Game...</guimenuitem>
0817 </menuchoice>
0818 </term>
0819 <listitem>
0820 <para>Saves the current game, level, lives and
0821 score.  The option will only save the position and score as at the start
0822 of the current level.  You can save when you are mid-way through a
0823 level, but &kgoldrunner; will still save the position (and score) as it
0824 was at the start of the level.  You will receive a warning message about
0825 that.  Before using this option, you should press a Pause key
0826 (<keycap>P</keycap> or &Esc;), to freeze the game as you move the mouse,
0827 but it is much easier to use the <keycap>S</keycap> key as a
0828 shortcut.</para>
0829 </listitem>
0830 </varlistentry>
0831 
0832 <varlistentry>
0833 <term><menuchoice><shortcut>
0834 <keycombo action="simul">&Ctrl;<keycap>S</keycap></keycombo></shortcut>
0835 <guimenu>Game</guimenu><guimenuitem>Save Edits...</guimenuitem>
0836 </menuchoice>
0837 </term>
0838 <listitem><para>This option is enabled only if you have been using
0839 the Game Editor.  It brings up the <guilabel>Select Game</guilabel> dialog and lets
0840 you choose a level number and game in which to save your work.  Its
0841 action is exactly the same as the <menuchoice><guimenu>Editor</guimenu>
0842 <guimenuitem>Save Edits...</guimenuitem></menuchoice> menu item and
0843 the <guiicon>disk</guiicon> icon on the Editor toolbar.</para>
0844 </listitem>
0845 </varlistentry>
0846 
0847 <varlistentry>
0848 <term><menuchoice><shortcut>
0849 <keycombo action="simul">&Shift;<keycap>S</keycap></keycombo></shortcut>
0850 <guimenu>Game</guimenu><guimenuitem>Save a Solution...</guimenuitem>
0851 </menuchoice>
0852 </term>
0853 <listitem><para>Save a solution for a level into a file called
0854 <quote><filename>sol_<replaceable>prefix</replaceable>.txt</filename></quote>
0855 in your user's data directory.</para>
0856 </listitem>
0857 </varlistentry>
0858 
0859 <varlistentry>
0860 <term><menuchoice>
0861 <shortcut><keycap>P or &Esc;</keycap></shortcut>
0862 <guimenu>Game</guimenu><guimenuitem>Pause</guimenuitem>
0863 </menuchoice>
0864 </term>
0865 <listitem>
0866 <para>Stops or restarts the game action.</para>
0867 </listitem>
0868 </varlistentry>
0869 
0870 <varlistentry>
0871 <term><menuchoice><shortcut>
0872 <keycombo action="simul">&Ctrl;<keycap>H</keycap></keycombo></shortcut>
0873 <guimenu>Game</guimenu><guimenuitem>Show High Scores...</guimenuitem>
0874 </menuchoice>
0875 </term>
0876 <listitem>
0877 <para>Shows a table of up to ten high scores for the currently selected
0878 game.  Each line shows the player's rank and name, the level reached,
0879 the score achieved, the day of the week and the date.</para>
0880 </listitem>
0881 </varlistentry>
0882 
0883 <varlistentry>
0884 <term><menuchoice><shortcut><keycap>Q</keycap></shortcut>
0885 <guimenu>Game</guimenu><guimenuitem>Kill Hero</guimenuitem>
0886 </menuchoice>
0887 </term>
0888 <listitem>
0889 <para>Kills the hero when he is in a position from which he cannot
0890 escape.</para>
0891 </listitem>
0892 </varlistentry>
0893 
0894 <varlistentry>
0895 <term><menuchoice><shortcut>
0896 <keycombo action="simul">&Ctrl;<keycap>Q</keycap></keycombo></shortcut>
0897 <guimenu>Game</guimenu><guimenuitem>Quit</guimenuitem>
0898 </menuchoice>
0899 </term>
0900 <listitem>
0901 <para>Terminates &kgoldrunner; immediately.  If a game is in
0902 progress, it disappears forever (unless you have just saved it) and
0903 there is no check for a high score.  If you were editing a level, you
0904 are given an opportunity to save your work.</para>
0905 </listitem>
0906 </varlistentry>
0907 
0908 </variablelist>
0909 
0910 </sect1>
0911 
0912 <sect1 id="move-menu">
0913 <title>The Move Menu</title>
0914 
0915 <tip><para>All the demo and replay moves will replay previously recorded
0916 levels. All can be interrupted and stopped by clicking on the playing area
0917 with the mouse, pressing the &Space; bar or selecting a menu item or shortcut
0918 (such as <menuchoice><guimenu>Game</guimenu>
0919 <guimenuitem>New Game...</guimenuitem></menuchoice> or <keycombo
0920 action="simul">&Ctrl;<keycap>N</keycap></keycombo>).</para></tip>
0921 
0922 <variablelist>
0923 <varlistentry>
0924 <term><menuchoice><shortcut><keycap>H</keycap></shortcut>
0925 <guimenu>Move</guimenu><guimenuitem>Hint</guimenuitem>
0926 </menuchoice>
0927 </term>
0928 <listitem>
0929 <para>Shows a popup hint, if there is one for the level being played.
0930 By convention, Championship and Tutorial games have hints on every level.
0931 Other games rarely have hints. The lower part of the &kgoldrunner; window shows whether a hint is
0932 available or not.</para>
0933 </listitem>
0934 </varlistentry>
0935 
0936 <varlistentry>
0937 <term><menuchoice><shortcut><keycap>D</keycap></shortcut>
0938 <guimenu>Move</guimenu><guimenuitem>Demo</guimenuitem>
0939 </menuchoice>
0940 </term>
0941 <listitem>
0942 <para>Plays a demonstration of play in a few recorded levels. These are
0943 the same as in the startup demo.</para>
0944 </listitem>
0945 </varlistentry>
0946 
0947 <varlistentry>
0948 <term><menuchoice>
0949 <guimenu>Move</guimenu><guimenuitem>Show a Solution</guimenuitem>
0950 </menuchoice>
0951 </term>
0952 <listitem>
0953 <para>Replays a recorded solution of a level, if there is a solution on
0954 file in the released game-data.</para>
0955 </listitem>
0956 </varlistentry>
0957 
0958 <varlistentry>
0959 <term><menuchoice><shortcut><keycap>R</keycap></shortcut>
0960 <guimenu>Move</guimenu><guimenuitem>Instant Replay</guimenuitem>
0961 </menuchoice>
0962 </term>
0963 <listitem>
0964 <para>Stops play in the current level and replays the recorded version from
0965 the beginning. If you interrupt the replay, you can continue playing from
0966 that point and try another approach. You can use this feature to build up
0967 a winning sequence of moves in stages, but that will invalidate any high
0968 score you might be working on.</para>
0969 </listitem>
0970 </varlistentry>
0971 
0972 <varlistentry>
0973 <term><menuchoice><shortcut><keycap>A</keycap></shortcut>
0974 <guimenu>Move</guimenu><guimenuitem>Replay Last Level</guimenuitem>
0975 </menuchoice>
0976 </term>
0977 <listitem>
0978 <para>Replays the recorded version of the last level you played, from
0979 the beginning (&eg; if you lost the level). If you interrupt the
0980 replay, you can continue playing from that point and try another
0981 approach. You can use this feature to build up a winning sequence of moves
0982 in stages, but that will invalidate any high score you might be working
0983 on.</para>
0984 </listitem>
0985 </varlistentry>
0986 
0987 <varlistentry>
0988 <term><menuchoice>
0989 <guimenu>Move</guimenu><guimenuitem>Replay Any Level</guimenuitem>
0990 </menuchoice>
0991 </term>
0992 <listitem>
0993 <para>Replays the recorded version of any level you have previously played.
0994 </para>
0995 </listitem>
0996 </varlistentry>
0997 
0998 </variablelist>
0999 
1000 </sect1>
1001 
1002 <sect1 id="view-menu">
1003 <title>The View Menu</title>
1004 
1005 <variablelist>
1006 <varlistentry>
1007 <term><menuchoice>
1008 <shortcut>
1009 <keycombo action="simul">&Ctrl;&Shift;<keycap>F</keycap></keycombo>
1010 </shortcut>
1011 <guimenu>View</guimenu>
1012 <guimenuitem>Full Screen Mode</guimenuitem>
1013 </menuchoice></term>
1014 <listitem><para><action>Toggles the Full Screen mode</action> on and off.
1015 </para></listitem>
1016 </varlistentry>
1017 
1018 </variablelist>
1019 
1020 </sect1>
1021 
1022 <sect1 id="editor-menu">
1023 <title>The Editor Menu</title>
1024 
1025 <variablelist>
1026 <varlistentry>
1027 <term><menuchoice>
1028 <guimenu>Editor</guimenu><guimenuitem>Create Level</guimenuitem>
1029 </menuchoice>
1030 </term>
1031 <listitem>
1032 <para>Shows the Editor toolbar and a blank playing area
1033 on which you can draw a new level.  When done, use the
1034 <guimenuitem>Save Edits...</guimenuitem> option to assign the new level to a game
1035 and level number.</para>
1036 </listitem>
1037 </varlistentry>
1038 
1039 <varlistentry>
1040 <term><menuchoice>
1041 <guimenu>Editor</guimenu><guimenuitem>Edit Level...</guimenuitem>
1042 </menuchoice>
1043 </term>
1044 <listitem>
1045 <para>Shows the <guilabel>Select Game</guilabel> dialog, where
1046 you choose a game and level to edit.  You can choose a System game and
1047 level, but you get a warning that you can only save the edited level
1048 in one of your own games.</para>
1049 </listitem>
1050 </varlistentry>
1051 
1052 <varlistentry>
1053 <term><menuchoice><shortcut>
1054 <keycombo action="simul">&Ctrl;<keycap>S</keycap></keycombo></shortcut>
1055 <guimenu>Editor</guimenu><guimenuitem>Save Edits...</guimenuitem>
1056 </menuchoice>
1057 </term>
1058 <listitem>
1059 <para>Shows the <guilabel>Select Game</guilabel> dialog with
1060 appropriate default settings for saving a new or edited level.  You can
1061 change the game and level number and achieve a <quote>Save As...</quote>
1062 effect. This dialog has a special button, <guibutton>Edit Level Name or
1063 Hint</guibutton>, which shows a dialog where you can add an optional
1064 name and hint to your level.</para>
1065 </listitem>
1066 </varlistentry>
1067 
1068 <varlistentry>
1069 <term><menuchoice>
1070 <guimenu>Editor</guimenu><guimenuitem>Move Level...</guimenuitem>
1071 </menuchoice>
1072 </term>
1073 <listitem>
1074 <para>This is a two-part operation.  Before using <guimenuitem>Move
1075 Level...</guimenuitem>, you must load a level to be moved by selecting it
1076 for play or edit. Then shows the <guilabel>Select Game</guilabel>
1077 dialog, where you choose a new place
1078 for the loaded level.  You can change both the game and the level
1079 number, to move a level to another game, or you can just change the level
1080 number to re-order levels within a game.  You cannot move a System
1081 level.</para>
1082 </listitem>
1083 </varlistentry>
1084 
1085 <varlistentry>
1086 <term><menuchoice>
1087 <guimenu>Editor</guimenu><guimenuitem>Delete Level...</guimenuitem>
1088 </menuchoice>
1089 </term>
1090 <listitem>
1091 <para>Shows the <guilabel>Select Game</guilabel> dialog, where you choose a level
1092 to delete.  You cannot delete a System level.</para>
1093 </listitem>
1094 </varlistentry>
1095 
1096 <varlistentry>
1097 <term><menuchoice>
1098 <guimenu>Editor</guimenu><guimenuitem>Create Game...</guimenuitem>
1099 </menuchoice>
1100 </term>
1101 <listitem>
1102 <para>You need to use this option before you start
1103 creating your own &kgoldrunner; levels.  It shows a dialog where you
1104 can enter the name of a new game, a 1-5 character prefix for
1105 level-file names, the default rules for your game
1106 (<quote>&kgoldrunner;</quote> or <quote>Traditional</quote>) and an
1107 optional description or comment about the game.</para>
1108 </listitem>
1109 </varlistentry>
1110 
1111 <varlistentry>
1112 <term><menuchoice>
1113 <guimenu>Editor</guimenu><guimenuitem>Edit Game Info...</guimenuitem>
1114 </menuchoice>
1115 </term>
1116 <listitem>
1117 <para>Shows the <guilabel>Select Game</guilabel> dialog, where
1118 you choose a game to be edited, then shows the game information in a
1119 dialog where you can edit the name, rules and description, but
1120 not the file name prefix, in case you have saved some levels.  That
1121 is because the prefix is used in level-file names internally.</para>
1122 </listitem>
1123 </varlistentry>
1124 
1125 </variablelist>
1126 
1127 </sect1>
1128 
1129 <sect1 id="settings-menu">
1130 <title>The Settings Menu</title>
1131 
1132 <variablelist>
1133 <varlistentry>
1134 <term><menuchoice>
1135 <guimenu>Settings</guimenu><guisubmenu>Change Theme</guisubmenu>
1136 </menuchoice></term>
1137 <listitem>
1138 <para>This submenu offers you a choice of background themes or
1139 <quote>worlds</quote> in which to play. You can change the theme at
1140 any time, even as the game is playing. For those who are artistically
1141 inclined, it is possible to compose new themes, including graphics
1142 or sound or both and add them to &kgoldrunner;. Just contact the author
1143 for details.</para>
1144 <variablelist>
1145 
1146 <varlistentry>
1147 <term><guimenuitem>The Treasure of Egypt</guimenuitem></term>
1148 <listitem>
1149 <para>Matt Goldrunner finds himself in an Ancient Egyptian temple, being
1150 pursued by mummies who are determined to protect their ancestral jewels
1151 at all costs.</para>
1152 </listitem>
1153 </varlistentry>
1154 
1155 <varlistentry>
1156 <term><guimenuitem>Black on White</guimenuitem></term>
1157 <listitem>
1158 <para>This theme is stripped down to its barest graphical units and
1159 painted in black and white only.  It is intended to help players who
1160 may be visually impaired.  The author would appreciate email responses on
1161 how effective it is and what improvements in visibility could be made.</para>
1162 </listitem>
1163 </varlistentry>
1164 
1165 <varlistentry>
1166 <term><guimenuitem>&kgoldrunner; Default</guimenuitem></term>
1167 <listitem>
1168 <para>Gives you the default &kgoldrunner; theme, with
1169 red bricks and gray concrete.</para>
1170 </listitem>
1171 </varlistentry>
1172 
1173 <varlistentry>
1174 <term><guimenuitem>Geek City</guimenuitem></term>
1175 <listitem>
1176 <para>Our hero is trapped inside a computer. Will he escape
1177 when he finally reaches the last level?</para>
1178 </listitem>
1179 </varlistentry>
1180 
1181 <varlistentry>
1182 <term><guimenuitem>Nostalgia Blues</guimenuitem></term>
1183 <listitem>
1184 <para>Recalls the Apple II game, where the bricks and concrete were a
1185 nice blue color, the hero was white, the enemies had white pants and
1186 orange (flesh-tint) tops and the gold was white boxes with orange
1187 panels.  The whole effect was fuzzier (a sort of hardware
1188 anti-aliasing), which made the bricks look almost
1189 three-dimensional &mdash; difficult to recreate on today's
1190 pin-sharp monitors.</para>
1191 </listitem>
1192 </varlistentry>
1193 
1194 <varlistentry>
1195 <term><guimenuitem>Nostalgia</guimenuitem></term>
1196 <listitem>
1197 <para>Recalls the days of the original Apple II and Commodore 64 game, as it
1198 was when you plugged your machine into your TV set &mdash; otherwise you had
1199 a monochrome monitor. For those who do not remember such heroic days, this
1200 is not an exact reproduction, but it gives you a general idea. For example
1201 the hero was all white back then, but today he is blue.</para>
1202 </listitem>
1203 </varlistentry>
1204 
1205 </variablelist>
1206 </listitem>
1207 </varlistentry>
1208 
1209 <varlistentry>
1210 <term><menuchoice>
1211 <guimenu>Settings</guimenu><guimenuitem>Play Sounds</guimenuitem>
1212 </menuchoice></term>
1213 <listitem>
1214 <para>Toggles the sounds on and off.</para>
1215 </listitem>
1216 </varlistentry>
1217 
1218 <varlistentry>
1219 <term><menuchoice>
1220 <guimenu>Settings</guimenu><guimenuitem>Play Footstep Sounds</guimenuitem>
1221 </menuchoice></term>
1222 <listitem>
1223 <para>Toggles the sounds of footsteps on and off.</para>
1224 </listitem>
1225 </varlistentry>
1226 
1227 <varlistentry>
1228 <term><menuchoice>
1229 <guimenu>Settings</guimenu><guimenuitem>Demo At Start</guimenuitem>
1230 </menuchoice></term>
1231 <listitem>
1232 <para>Toggles the startup demo on and off
1233 (see <link linkend="how-to-play">Starting the Game</link>).</para>
1234 </listitem>
1235 </varlistentry>
1236 
1237 <varlistentry>
1238 <term><menuchoice>
1239 <guimenu>Settings</guimenu><guimenuitem>Mouse Controls Hero</guimenuitem>
1240 </menuchoice></term>
1241 <listitem>
1242 <para>Sets mouse control of the hero
1243 (see <link linkend="mouse-control">Moving Around</link>).</para>
1244 </listitem>
1245 </varlistentry>
1246 
1247 <varlistentry>
1248 <term><menuchoice>
1249 <guimenu>Settings</guimenu><guimenuitem>Keyboard Controls Hero</guimenuitem>
1250 </menuchoice></term>
1251 <listitem>
1252 <para>Sets keyboard control of the hero
1253 (see <link linkend="keyboard-control">Keyboard Control</link>).</para>
1254 </listitem>
1255 </varlistentry>
1256 
1257 <varlistentry>
1258 <term><menuchoice>
1259 <guimenu>Settings</guimenu><guimenuitem>Hybrid Control (Laptop)</guimenuitem>
1260 </menuchoice></term>
1261 <listitem>
1262 <para>Sets hybrid control of the hero, for laptops, where the touchpad or
1263 other pointer device is used to guide the hero and the dig keys, on the
1264 keyboard, are used for digging left and right.</para>
1265 </listitem>
1266 </varlistentry>
1267 
1268 <varlistentry>
1269 <term><menuchoice>
1270 <guimenu>Settings</guimenu><guimenuitem>Click Key To Move</guimenuitem>
1271 </menuchoice></term>
1272 <listitem>
1273 <para>In keyboard mode, click a direction-key to start moving
1274 and keep on going until you click another key.</para>
1275 </listitem>
1276 </varlistentry>
1277 
1278 <varlistentry>
1279 <term><menuchoice>
1280 <guimenu>Settings</guimenu><guimenuitem>Hold Key To Move</guimenuitem>
1281 </menuchoice></term>
1282 <listitem>
1283 <para>In keyboard mode, hold down a direction-key to move
1284 and release it to stop.</para>
1285 </listitem>
1286 </varlistentry>
1287 
1288 <varlistentry>
1289 <term><menuchoice>
1290 <guimenu>Settings</guimenu><guimenuitem>Normal Speed</guimenuitem>
1291 </menuchoice></term>
1292 <listitem>
1293 <para>Sets normal game speed (10 units).</para>
1294 </listitem>
1295 </varlistentry>
1296 
1297 <varlistentry>
1298 <term><menuchoice>
1299 <guimenu>Settings</guimenu><guimenuitem>Beginner Speed</guimenuitem>
1300 </menuchoice></term>
1301 <listitem>
1302 <para>Sets beginner game speed (5 units, half of normal speed).</para>
1303 </listitem>
1304 </varlistentry>
1305 
1306 <varlistentry>
1307 <term><menuchoice>
1308 <guimenu>Settings</guimenu><guimenuitem>Champion Speed</guimenuitem>
1309 </menuchoice></term>
1310 <listitem>
1311 <para>Sets champion game speed (15 units, 1.5 times normal speed).</para>
1312 </listitem>
1313 </varlistentry>
1314 
1315 <varlistentry>
1316 <term><menuchoice><shortcut><keycap>+</keycap></shortcut>
1317 <guimenu>Settings</guimenu><guimenuitem>Increase Speed</guimenuitem>
1318 </menuchoice></term>
1319 <listitem>
1320 <para>Increases the game speed by one unit, up to a maximum of 20
1321 units (twice normal speed).  You can use the <keycap>+</keycap> key
1322 as a shortcut.</para>
1323 </listitem>
1324 </varlistentry>
1325 
1326 <varlistentry>
1327 <term><menuchoice>
1328 <shortcut><keycap>-</keycap></shortcut>
1329 <guimenu>Settings</guimenu><guimenuitem>Decrease Speed</guimenuitem>
1330 </menuchoice></term>
1331 <listitem>
1332 <para>Decreases the game speed by one unit, down to a minimum of 2
1333 units (a fifth of normal speed).  You can use the <keycap>-</keycap> key
1334 as a shortcut.</para>
1335 </listitem>
1336 </varlistentry>
1337 
1338 <varlistentry>
1339 <term><menuchoice>
1340 <guimenu>Settings</guimenu><guimenuitem>Configure Shortcuts...</guimenuitem>
1341 </menuchoice></term>
1342 <listitem>
1343 <para>In the &kde; desktop this item allows you to change the keyboard
1344 assignments (&eg; for keyboard control of the hero) or to assign your own
1345 shortcut keys for menu items.</para>
1346 </listitem>
1347 </varlistentry>
1348 
1349 </variablelist>
1350 </sect1>
1351 
1352 <sect1 id="help-menu">
1353 <title>The Help Menu</title>
1354 
1355 <para>
1356 Additionally &kgoldrunner; has the common &kde; <guimenu>Help</guimenu>
1357 menu items, for more information read the section about the
1358 <ulink url="help:/fundamentals/menus.html#menus-help">Help Menu</ulink>
1359 of the &kde; Fundamentals.
1360 </para>
1361 
1362 </sect1>
1363 
1364 </chapter>
1365 
1366 <chapter id="game-editor">
1367 <title>The Game Editor</title>
1368 
1369 <sect1 id="editor-start">
1370 <title>Getting Started with the Editor</title>
1371 
1372 <sect2 id="creating-a-game">
1373 <title>Creating a Game</title>
1374 
1375 <para>Before you create or edit a &kgoldrunner; level, you must create
1376 a game in which to save it. Use the <menuchoice><guimenu>Editor</guimenu>
1377 <guimenuitem>Create Game...</guimenuitem></menuchoice> menu item. If you
1378 forget, you will be reminded.</para>
1379 
1380 <para>The most important decisions to make when creating a game are to
1381 choose the rules you are going to follow (<quote>Traditional</quote>
1382 or <quote>&kgoldrunner;</quote>, see <link
1383 linkend="choice-of-rules">Choice of Rules</link>) and to choose a
1384 unique 1-5 character file name prefix for your game and levels. You
1385 also need a name and description for your game, but those can easily
1386 be changed later.</para>
1387 
1388 <para>The prefix is used internally by &kgoldrunner; to identify level
1389 files, high score files and saved games. You can use your initials as
1390 a prefix provided they are not the same as a &kgoldrunner; prefix. So
1391 far, the prefixes <quote>level</quote>, <quote>plws</quote>,
1392 <quote>wad</quote>, <quote>plwv</quote>, <quote>sot</quote>,
1393 <quote>cnt</quote>, <quote>CM</quote>,
1394 <quote>tute</quote> and <quote>tutea</quote> have been used.</para>
1395 
1396 <para>The four-letter <quote>tute</quote> prefix is reserved for
1397 tutorial games, which show the hint on each level as you play it.
1398 If you compose your own Tutorial game you could use the
1399 prefix <quote>tutex</quote>, to make it run as a tutorial but not get
1400 its files confused with those of the basic Tutorial or Advanced Tutorial
1401 (prefixes <quote>tute</quote> and <quote>tutea</quote>).</para>
1402 
1403 </sect2>
1404 
1405 <sect2 id="creating-a-level">
1406 <title>Creating a Level</title>
1407 
1408 <para>When you have a game set up, use the <menuchoice><guimenu>Editor</guimenu>
1409 <guimenuitem>Create Level</guimenuitem></menuchoice> menu item to start
1410 creating a level. It provides you with a blank playing area of 28x20
1411 squares, with the hero at the top left. You can put the hero somewhere
1412 else if you prefer and you do not have to use the whole 28x20
1413 area. Lots of interesting levels use smaller areas.</para>
1414 
1415 <para>The minimum requirement for a level to be playable is to have a
1416 hero who is standing on something at the top of the playing area, but
1417 that is a trivial case. More realistically, you could have a maze to
1418 solve and some visible ladders leading to the top of the playing
1419 area, but no gold. You do not have to have enemies, gold, bars, hidden
1420 ladders or even bricks. There are many challenging levels that have no
1421 enemies or no bricks, however most levels have at least one gold, some
1422 enemies and
1423 some hidden ladders that appear when the last gold is collected.</para>
1424 
1425 </sect2>
1426 </sect1>
1427 
1428 <sect1 id="editing-and-testing">
1429 <title>Editing and Testing</title>
1430 
1431 <sect2 id="editing-a-level">
1432 <title>Editing a Level</title>
1433 
1434 <para>Use the <menuchoice><guimenu>Editor</guimenu> <guimenuitem>Edit
1435 Level...</guimenuitem></menuchoice> menu item to start editing an
1436 existing level or use the <menuchoice><guimenu>Editor</guimenu>
1437 <guimenuitem>Create Level</guimenuitem></menuchoice> menu item to start
1438 editing a new level.</para>
1439 
1440 <para>If you choose
1441 a System level, you are warned that you will have to save it in one of
1442 your own games. Otherwise, the default is to save the level back where
1443 it came from, but you can vary that.</para>
1444 
1445 </sect2>
1446 
1447 <sect2 id="painting-objects">
1448 <title>Painting Objects in a Level</title>
1449 
1450 <para>The picture below shows the edit toolbar, which
1451 appears when you first choose <guimenuitem>Create Level</guimenuitem>
1452 or <guimenuitem>Edit Level...</guimenuitem> options from the
1453 <guimenu>Editor</guimenu> menu and so change from Play to Edit
1454 mode. It disappears when you go back to Play mode. Note also that, in
1455 Edit mode, false bricks and hidden ladders are made visible in the
1456 playing area.</para>
1457 
1458 <para>The three icons on the left of the edit toolbar have the same
1459 actions as the <guimenuitem>Create Level</guimenuitem>,
1460 <guimenuitem>Edit Level...</guimenuitem> and <guimenuitem>Save
1461 Edits...</guimenuitem> menu options. The other eleven icons are for editing and
1462 painting objects in your level.</para>
1463 
1464 
1465 <para>From left to right the other eleven icons are <guiicon>Name/Hint
1466 </guiicon> (light bulb), <guiicon>Erase</guiicon> (background),
1467 <guiicon>Hero</guiicon>,
1468 <guiicon>Enemy</guiicon>, <guiicon>Brick</guiicon> (can dig),
1469 <guiicon>Concrete</guiicon> (cannot dig), <guiicon>Trap</guiicon>
1470 (also known as a false brick or fall-through brick), <guiicon>Ladder</guiicon>,
1471 <guiicon>H Ladder</guiicon> (hidden ladder), <guiicon>Bar</guiicon> (or pole)
1472 and <guiicon>Gold</guiicon>. The graphics for these icons, except for the
1473 light bulb, are copied from whatever &kgoldrunner; theme you are using.</para>
1474 
1475 <screenshot>
1476 <screeninfo>Editing a level</screeninfo>
1477 <mediaobject>
1478 <imageobject>
1479 <imagedata fileref="editbar.png" format="PNG" />
1480 </imageobject>
1481 <textobject><phrase>Editing a level</phrase></textobject>
1482 </mediaobject>
1483 </screenshot>
1484 
1485 <para>The <guiicon>Name/Hint</guiicon> icon pops up a dialog in which
1486 you can create or edit your level's name and hint. Both are optional,
1487 but they are essential for tutorial levels and it is usual to provide
1488 them with very difficult levels, such as in Championship games (see the
1489 <quote>Vengeance of Peter W</quote> game).</para>
1490 
1491 <para>When you click on one of the other 10 icons, the mouse becomes a
1492 <quote>brush</quote> that paints that icon. Initially the brush is set
1493 to <quote>brick</quote>.</para>
1494 
1495 <para>You paint either by pointing and clicking the &LMB;, to place a
1496 single object in a square, or by holding the &LMB; down and dragging
1497 the mouse, to fill a line or area, such as a long ladder, a large
1498 block of bricks or a concrete floor. Painting stops wherever you
1499 release the mouse button. If you make a mistake, you can use the &RMB; to
1500 erase it, or you can select the <guiicon>Erase</guiicon> icon and draw
1501 with that.</para>
1502 
1503 <para>The hero icon works differently, because there can be only one
1504 hero. When you paint the hero, he moves from his previous position to
1505 wherever you release the mouse button.</para>
1506 
1507 </sect2>
1508 
1509 <sect2 id="saving-your-work">
1510 <title>Saving Your Work</title>
1511 
1512 <para>When you have finished painting, save your work using the
1513 <guiicon>disk</guiicon> icon or the <menuchoice><guimenu>Editor</guimenu>
1514 <guimenuitem>Save Edits...</guimenuitem></menuchoice> or
1515 <menuchoice><guimenu>Game</guimenu> <guimenuitem>Save Edits...</guimenuitem></menuchoice>
1516 menu items. You must always save into your own games, never into the
1517 System games.</para>
1518 
1519 <para>If you are creating a level, you use the <guilabel>Select Game</guilabel> dialog
1520 to assign it to a game and level number. You use the same dialog if
1521 you have been editing a level, but the default is to save it where it
1522 came from. You can change the game and level, to get a <quote>Save as...</quote>
1523 effect. If you have been editing a System level you must
1524 save it as a copy in one of your own games.</para>
1525 
1526 </sect2>
1527 
1528 <sect2 id="adding-name-and-hint">
1529 <title>Adding a Level Name and Hint</title>
1530 
1531 <para>On the Save version of the <guilabel>Select Game</guilabel> dialog is a
1532 button marked <guibutton>Edit Level Name or Hint</guibutton>. You can use
1533 this to put the finishing touches on your level by adding a name and
1534 hint. Both are optional, but they are essential for tutorial levels
1535 and it is usual to provide them with very difficult levels, such as in
1536 Championship games (see the
1537 <quote>Vengeance of Peter W</quote> game). Of course you can also use
1538 the <guiicon>Edit Name/Hint</guiicon> icon, at any time, to add or edit a
1539 name and hint.</para>
1540 
1541 </sect2>
1542 
1543 <sect2 id="testing-a-level">
1544 <title>Testing a Level</title>
1545 
1546 <para>After saving an edited level, you can test it by using the
1547 <menuchoice><guimenu>Game</guimenu> <guimenuitem>New Game...</guimenuitem></menuchoice>
1548 menu item or the equivalent keyboard shortcut. By default the game and
1549 level number are remembered and you can get straight into the level with
1550 just a few clicks. If you then want to edit some more, the same is true
1551 when you use the <menuchoice><guimenu>Game</guimenu>
1552 <guimenuitem>Edit Level...</guimenuitem></menuchoice> menu item again.
1553 It is essential to test every level you compose, to make sure that it is
1554 possible to complete it and that it is not too easy.</para>
1555 
1556 </sect2>
1557 </sect1>
1558 
1559 <sect1 id="reorganizing-games">
1560 <title>Reorganizing Games and Levels</title>
1561 
1562 <sect2 id="moving-a-level">
1563 <title>Moving a Level</title>
1564 
1565 <para>You can use <guimenuitem>Move Level</guimenuitem> on the
1566 <guimenu>Editor</guimenu> menu to re-order or re-number the levels in
1567 a game or to move a level from one game to another. <guimenuitem>Move
1568 Level</guimenuitem> is a two-part operation. You must first load a
1569 level by selecting it for editing or play, then when you use
1570 <guimenuitem>Move Level</guimenuitem>, the <guilabel>Select Game</guilabel> dialog
1571 appears and you can select the new level number and game (as
1572 required).</para>
1573 
1574 <para>Moves leave no gaps in the sequence of level numbers in a
1575 game. For example, if you move level 10 of game A to level 3 of game B,
1576 levels 11 and above in game A are re-numbered down by one (to close
1577 the gap) and levels 3 and above in game B are re-numbered up by one
1578 (to make room for the newcomer).</para>
1579 
1580 </sect2>
1581 
1582 <sect2 id="deleting-a-level">
1583 <title>Deleting a Level</title>
1584 
1585 <para>You can use the <menuchoice><guimenu>Editor</guimenu> <guimenuitem>Delete
1586 Level...</guimenuitem></menuchoice> menu item to remove an unwanted level.
1587 The other levels are re-numbered so as to close the gap in the sequence.</para>
1588 
1589 </sect2>
1590 </sect1>
1591 
1592 </chapter>
1593 
1594 <chapter id="tips-tricks-and-hints">
1595 <title>Tips, Tricks and Hints</title>
1596 
1597 <sect1 id="tips-overview">
1598 <title>Overview</title>
1599 
1600 <para>This chapter presents some general tips and hints for playing
1601 &kgoldrunner;, as opposed to the specific hints you will find on the levels
1602 in tutorial and championship games (see <link linkend="move-menu"><menuchoice>
1603 <guimenu>Move</guimenu><guimenuitem>Hint</guimenuitem></menuchoice></link> or
1604 <keycap>H</keycap>). The hints are grouped as follows:</para>
1605 
1606 <itemizedlist>
1607 
1608 <listitem>
1609 <para><link linkend="hints-dealing-with-enemies">
1610 Dealing with Enemies</link></para>
1611 </listitem>
1612 
1613 <listitem>
1614 <para><link linkend="hints-digging-puzzles">
1615 Digging Puzzles</link></para>
1616 </listitem>
1617 
1618 <listitem>
1619 <para><link linkend="hints-tricks-with-gold">
1620 Tricks with Gold</link></para>
1621 </listitem>
1622 
1623 <listitem>
1624 <para><link linkend="hints-solving-difficult-levels">
1625 Solving Difficult Levels</link></para>
1626 </listitem>
1627 
1628 </itemizedlist>
1629 </sect1>
1630 
1631 <sect1 id="hints-dealing-with-enemies">
1632 <title>Dealing with Enemies</title>
1633 
1634 <itemizedlist>
1635 <listitem>
1636 <para>You can always trap a single oncoming enemy in one hole, get his
1637 gold and run on over him without killing him. It is often a good idea
1638 to dig behind you and delay him further, but that might kill him. In
1639 some levels it is not a good idea to kill enemies.</para>
1640 </listitem>
1641 <listitem>
1642 <para>You can usually trap two oncoming enemies in two holes, get
1643 their gold and run on over them, but this is dangerous if the enemies
1644 are separated by two or three spaces. Sometimes two holes kill one of
1645 the enemies and the other escapes and sometimes both escape. In
1646 &kgoldrunner; rules it is easier to trap two enemies and run over them,
1647 because they stay in the holes for longer.</para>
1648 </listitem>
1649 <listitem>
1650 <para>It is nearly always impossible to trap three oncoming enemies
1651 and run on over them. You will have to kill them, dig and drop through
1652 the floor or simply run away.</para>
1653 </listitem>
1654 <listitem>
1655 <para>Try to get all the enemies running together in one group. That
1656 way you will not get surrounded and you can do such fun things as
1657 collect gold while they run along behind you.</para>
1658 </listitem>
1659 <listitem>
1660 <para>Sometimes you can kill an enemy with two holes, but it often
1661 takes three to nine holes to kill one to five enemies.</para>
1662 </listitem>
1663 <listitem>
1664 <para>It is possible to kill an enemy with one hole if he is far
1665 enough away when you dig it.</para>
1666 </listitem>
1667 <listitem>
1668 <para>In the <quote>Traditional</quote> game, you can trap an enemy
1669 permanently in a pit of brick or concrete. Stand near the edge of the
1670 pit on the opposite side to the enemy. As he approaches the pit, move
1671 down one square (to the level of the floor of the pit) and the enemy
1672 will usually run into the pit.</para>
1673 </listitem>
1674 <listitem>
1675 <para>In some levels in the <quote>Traditional</quote> game, you can
1676 force an enemy to climb a ladder ahead of you if you stand somewhere
1677 above the bottom of the ladder.</para>
1678 </listitem>
1679 <listitem>
1680 <para>In the <quote>&kgoldrunner;</quote> game, you can trap an enemy
1681 in a pit by getting him to fall from above you, then running sideways and
1682 digging out before he reaches you.</para>
1683 </listitem>
1684 <listitem>
1685 <para>In the <quote>&kgoldrunner;</quote> game, enemies cannot run through
1686 dug bricks, so you can sometimes use them as a barrier or hiding place.</para>
1687 </listitem>
1688 </itemizedlist>
1689 
1690 </sect1>
1691 
1692 <sect1 id="hints-digging-puzzles">
1693 <title>Digging Puzzles</title>
1694 
1695 <itemizedlist>
1696 <listitem>
1697 <para>To dig through more than one layer of bricks, start by digging
1698 as many bricks as there are layers, jump in, dig one brick less and so
1699 on.</para>
1700 </listitem>
1701 <listitem>
1702 <para>If you dig next to a ladder or a succession of bars, you can dig
1703 down through any number of layers and up to five or six bricks
1704 horizontally. Just return to the ladder or bars after digging each
1705 layer, then move down one square, run out and dig the next
1706 layer.</para>
1707 </listitem>
1708 <listitem>
1709 <para>If a digging puzzle looks impossible, consider that there might
1710 be some false bricks in it. Maybe the bottom layer is false or maybe
1711 you can stand in a false brick and dig next to it.</para>
1712 </listitem>
1713 <listitem>
1714 <para>Think about the order in which you will collect the gold. If you
1715 pick the right order, the digging might be easier.</para>
1716 </listitem>
1717 <listitem>
1718 <para>Some levels require you to dig away a brick wall, run in,
1719 collect some gold and run out again before the bricks close up and
1720 trap you.</para>
1721 </listitem>
1722 <listitem>
1723 <para>It is possible to dig while falling through empty space, if you can
1724 get the timing right. You do not need to have an enemy to ride upon. This
1725 is a bug which has become a <quote>feature</quote> and is used extensively
1726 in the <quote>State of Terror</quote>, <quote>Count</quote> and
1727 <quote>Curse of the Mummy</quote> games.</para>
1728 </listitem>
1729 </itemizedlist>
1730 
1731 </sect1>
1732 
1733 <sect1 id="hints-tricks-with-gold">
1734 <title>Tricks with Gold</title>
1735 
1736 <itemizedlist>
1737 <listitem>
1738 <para>If you cannot get to a piece of gold, think about getting an
1739 enemy to go there and get it. Even think about using an enemy's head
1740 as a bridge to get across a pit or precipice.</para>
1741 </listitem>
1742 <listitem>
1743 <para>In some levels there is a nugget that must be collected last of
1744 all, because you will need the hidden ladders to get away from that
1745 position.</para>
1746 </listitem>
1747 <listitem>
1748 <para>In some situations an enemy can be killed without giving up the
1749 gold he is carrying. The gold becomes a <quote>lost nugget</quote>.
1750 You score no points for making an enemy lose a nugget,
1751 but at least you can finish the level.</para>
1752 </listitem>
1753 <listitem>
1754 <para>If there is nowhere to dig, keep the enemies running over
1755 concrete and the tops of ladders and so make them release their gold
1756 at random.</para>
1757 </listitem>
1758 </itemizedlist>
1759 
1760 </sect1>
1761 
1762 <sect1 id="hints-solving-difficult-levels">
1763 <title>Solving Difficult Levels</title>
1764 
1765 <itemizedlist>
1766 <listitem>
1767 <para>Try changing the speed settings to Beginner or even lower.</para>
1768 </listitem>
1769 <listitem>
1770 <para>Use the Editor feature to <quote>peek</quote> at where the false
1771 bricks and hidden ladders are.</para>
1772 </listitem>
1773 <listitem>
1774 <para>Use the Editor feature to save the level in one of your own
1775 games, then you can edit it so that you do not always have to start at
1776 the beginning when you die. This allows you to develop the solution in
1777 easier stages.</para>
1778 </listitem>
1779 <listitem>
1780 <para>In digging puzzles, look for false bricks you can fall into and
1781 thus have one less brick to dig. Or consider using an enemy to go
1782 ahead of you, so that you can stand on his head and dig.</para>
1783 </listitem>
1784 <listitem>
1785 <para>Look for a theme or trick in the level, such as riding down on
1786 an enemy's head, trapping all the enemies in a pit, luring the enemies
1787 to a corner where they will stay and not chase you, luring the enemies
1788 into pits you must cross to get to some gold, getting the enemies to
1789 fetch gold for you or finding spots where you can stand and make an
1790 enemy move to where you want him.</para>
1791 </listitem>
1792 <listitem>
1793 <para>Use the <menuchoice><guimenu>Move</guimenu>
1794 <guimenuitem>Show a Solution</guimenuitem></menuchoice> menu item to check if
1795 there is a recorded solution to the level. This will show you some ways
1796 to handle difficulties in the level, but not necessarily the best
1797 ways. There are often many ways to win a level and each time you play
1798 it there are small differences in timing, &etc; So you probably will not
1799 be able to copy the recorded solution exactly.</para>
1800 </listitem>
1801 <listitem>
1802 <para>Use <menuchoice><guimenu>Move</guimenu>
1803 <guimenuitem>Instant Replay</guimenuitem></menuchoice> or
1804 <menuchoice><guimenu>Move</guimenu>
1805 <guimenuitem>Replay Last Level</guimenuitem></menuchoice> to replay a
1806 level to a point just before you had trouble, then interrupt the
1807 replay and try some other approach.</para>
1808 </listitem>
1809 </itemizedlist>
1810 </sect1>
1811 
1812 <!-- This is the place for a FAQ section, if required.
1813 <sect1 id="hints-faq">
1814 <title>FAQ</title>
1815 
1816 <qandaset id="faq">
1817 
1818 <qandaentry>
1819 <question>
1820 <para>Question 1</para>
1821 </question>
1822 <answer>
1823 <para>The answer</para>
1824 </answer>
1825 </qandaentry>
1826 
1827 </qandaset>
1828 </sect1>
1829 -->
1830 
1831 </chapter>
1832 
1833 <chapter id="credits-and-license">
1834 <title>Credits and License</title>
1835 
1836 <para>&kgoldrunner; copyright 2003 Ian Wadham and Marco Krüger.</para>
1837 
1838 <para>&kgoldrunner; is inspired by an early computer game called
1839 <trademark>Lode Runner</trademark> which was written in the USA
1840 by <trademark class="copyright">Doug Smith</trademark> and first released
1841 in 1983 by <trademark class="copyright">Broderbund Software</trademark>.  It
1842 appeared originally on the Apple II and Commodore 64 computers, which was
1843 where the Wadham family and Marco Krüger became hooked.  It was a major
1844 best-seller in its day and is one of the all-time great computer games.</para>
1845 
1846 <para>You can find out more about <trademark>Lode Runner</trademark> and
1847 the various versions that have come out since 1983, on the
1848 website <ulink url="https://entropymine.com/jason/lr/">Jason's Lode Runner
1849 Archive</ulink> (https://entropymine.com/jason/lr/).
1850 That site also has the story of the game's original development, in the file
1851 <ulink url="https://entropymine.com/jason/lr/misc/ldhist.html">
1852 misc/ldhist.html</ulink>. Wikipedia also has a very good article on
1853 <trademark>Lode Runner</trademark>, with interesting links to other
1854 sites.</para>
1855 
1856 <para>&kgoldrunner; is an attempt to preserve the spirit of the original
1857 classic game on a platform that will be portable and will last more than
1858 a few years.  It is available as free software in source code form.  Copies
1859 of the original game are unobtainable now and the machines it ran on are
1860 going into museums.</para>
1861 
1862 <para>Marco Krüger developed &kgoldrunner; as far as v0.3, out of
1863 nostalgia for the original Commodore 64 game.  Ian Wadham added
1864 several features and levels and created the current version.  Ian's
1865 elder son Peter composed the 100 levels in the <quote>Initiation</quote>
1866 game and the 20 tricky levels in <quote>Vengeance of Peter W</quote>.
1867 The other levels
1868 were composed by Ian, Peter, Marco Krüger and friends and Ian's other
1869 children, Simon and Genevieve.
1870 </para>
1871 <para>
1872 Stuart Popejoy of New York contributed
1873 the <quote>State of Terror</quote> game, in 2007, the first Championship game
1874 to use &kgoldrunner; rules and one of the most difficult games ever.</para>
1875 
1876 <para>Steve Mann of Waterloo in Canada contributed the <quote>Count</quote>
1877 game in 2008 and the <quote>Curse of the Mummy</quote> game in 2008. Both
1878 use Traditional rules and both have interesting themes running through them,
1879 as well as being quite difficult.</para>
1880 
1881 <para>Peter Wadham composed the sound effects in 2008 and Luciano Montanaro
1882 incorporated the sounds into the &kgoldrunner; program.</para>
1883 
1884 <para>Special thanks are due to &Mauricio.Piacentini; and Dmitry Suzdalev,
1885 who converted &kgoldrunner; to &Qt; 4 and &kde; 4, and to the many graphics
1886 artists who contributed to the new SVG graphics and themes in the &kde; 4
1887 version: especially &Mauricio.Piacentini; for the <quote>Default</quote> theme
1888 and the new runners, Johann Ollivier Lapeyre for the ladders and bars,
1889 Eugene Trounev for the <quote>Geek City</quote> and
1890 <quote>Treasure of Egypt</quote> themes and, last but not least,
1891 Luciano Montanaro for the two <quote>Nostalgia</quote> themes, the
1892 <quote>Black on White</quote> accessibility theme, improvements to the
1893 runners, multiple backgrounds and several other ideas.</para>
1894 
1895 <!-- TRANS:CREDIT_FOR_TRANSLATORS -->
1896 &underFDL;
1897 &underGPL;
1898 
1899 </chapter>
1900 
1901 </book>
1902 
1903 <!--
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