Red Jumpy Ball v.5
By: Ryan

(Bug fix info at bottom.)

Well, unfortunately this entry is not all that I intended for it to be.
It is playable, though, and definitely addictive.  I've had guys in
the dorms sit there and play it for hours.. good thing I had no working
high score table yet, because they got good enough to put me to shame.

The controls are as follows:
Up/Down - Select Menu Choice
Enter - Make Selection
Space - Used to Continue

Up - Jump in Game
Escape - Quit the Current Game
Enter - Saves the Screen to Snapshot.bmp (During game play or scoring)

The game involves a lot and has some mad replay value.  The object is
to get the highest score possible, and there are a couple ways to do
this.  The screen advances by itself, and you use the control key to
jump and try to stay high on the bricks.  The higher you are, the more
points you will get.  There are bonuses all throughout the level and
level completion bonuses to increase your score.  Be careful, though,
because if you don't reach the end before time is up, you lose!

To jump, hold down the jump key.  This will power up your jump.  Release
the key to jump.  The more power built up, the higher you will go.
Timing is everything as far as jumping goes, especially to get the
bonuses (which can be a little buggy and frustrating at times).

If you get stuck, hold down the jump key to charge up your laser.  You
have to wait till the laser is fully charged (totally red) to fire or
it will start all over.  Firing the laser takes time, so watch your
clock or you might run out.

The only two game play modes implemented are Classic and One Screen.
In each, the object is to get the highest score possible.  With good
bonuses, it is very possible to get 40,000 points or more.  KP, a friend
of mine here at school, got over 60,000 points in One Screen mode.

Classic Mode - 10 screens long, approx. 75 bricks per screen, and a
spattering of bonuses.  The clock is set to 250, so get ready to roll!
The line in the bottom right will tell you how much further you have
to travel to the end.

One Screen Mode - 1 screen, obviously...  75 bricks, and a fat wad of
bonuses to boost your score.

Push space to drop into a level and start the clock.  If you're
dissatisfied with your starting position or just need to quit to save
some face, hit escape.  You can only get a high score if you complete
the level.

Bonuses:
Credit - Gives you a credit
1 UP - Gives you a 1 UP
Point Bag - Gives you some points
Speed Bonus - Can be good and bad, increases the level speed
Time Bonus - Adds some time to the clock
Jump Bonus - Boosts your jump power
Laser Bonus - Makes your laser charge faster
Translucency - Lets you pass through and jump up through bricks.  When
     you get this, a bar showing how much you have left shows up in the
     middle of your jump bar showing how much time you have left.
x2 - Score multiplier.  They're cumulative, so the first you get gives
     you score x2, second is score x4, third is score x8, etc.  When
     you get this, your jump bar is outlined in white.  You lose your
     multiplier when you hit the ground!
     (You always start with a x2 bonus!)

Level Completion Bonuses:
Height - However many tiles high you are x 100.  There are multipliers
         for getting real high, as well.
Time - Time left on the clock x 5.

Tips:
- Take advantage of the starting multipier bonus.  I've had 9000+ points
  before hitting the ground.
- The time bonus isn't that great, so it might be worth it to get that
  extra bonus and sacrifice a little time.
- The level ending height bonus is a gold mine for points.  Try to get
  jump bonuses and translucencies to increase your ending height.  KP
  snagged a 3700 x3 height bonus for his high score!
- Careful with the speed bonuses.  They let you go faster but make
  timing those jumps harder.
- Master the small jump.  Enough said.

Bug Fix:
The game normally runs in 320x200 with 16bit graphics.  If you get a 
vesa error, go into the data directory and edit settings.ini to switch
to 640x480.  This should fix the problem, though the graphics and text
will be a little buggy since it's not optimized for 640x480 gameplay.
Sorry, this was the only fix I could get in time.

All coding/graphics were done by Ryan.  (Well, the background graphic
is edited from a web page.  It's there because I was going to plot the
player's location on it real time in story mode.  Didn't quite get
there...)  If you have any comments or bug reports, drop me a line at
szrrya@yahoo.com.  Thanks for playing!