Smiler 2: In the City --------------------- Release 1.0 - 26th Feb 2010 PLATFORM: ZX Spectrum 48K & ZX Spectrum 128K Can use AY hardware if present even on a 48K system. KEYS: q,o,a,p - Move smiler around the level r - restart the level if stuck m - toggle between beeper Sound FX and AY music (in game only) INSTRUCTIONS: As in the first smiler game, the goal is to move Smiler onto the green house to complete the level. However, many red houses and arrows obstruct your path. You move onto any arrow only in the direction indicated. There are three types of arrows. Magenta arrows:- Rotate all arrows on the level clockwise by 90 degrees. Red arrows:- Rotate all arrows on the level anti-clockwise by 90 degrees. Blue arrows:- Rotate all blue arrows by 180 degrees. Rotate all magenta arrows clockwise by 90 degrees. Rotate all red arrows anti-clockwise by 90 degrees. There are a total of twenty levels to get through in order to complete the game. NOTES: This is my second game written using the Z88DK system and is the sequel to the (much easier) "Smiler in Arrowe Land". Game is freeware and in the public domain. Source code included. Some levels may seem impossible at first, but I have completed all of them. The supplied Makefile will build a tapefile of the game without the AY music attached. This has to be attached manually by using concatenation of tapfiles or a tool like ZX-Blockeditor. Alternatively, it can be compiled without AY support by changing a single pre-processor directive in the source. CREDITS: Game designed and coded by Digital Prawn Also uses AY music player "vtplayer" writen by Sergey Bulba. AY Chip music (taken from an old CSSCGC tape magazine) by The Simulacra. Uses Z88DK sound effects libraries by Stefano Bodrato & IM2 and malloc libraries by aralbrec. Not to mention much other code that made its way into the Z88DK system. ZX-Blockeditor by Claus Jahn was also used to construct the final tapefile. So big thanks to all of the above for making the game possible.