Welcome to 'Worthy'! A brand new OCS Amiga game from PixelGlass!


System Requirements
--------------------

Disk version: Any PAL Amiga with 512kb chip, 512kb other RAM and a disk drive.

CD version: Any PAL Amiga with 1.5mb free RAM (512 free chip) and a CDROM
(the CD version is bootable with CD32).

HD version: Any PAL Amiga with a hard drive and 1.5mb free RAM (512 free chip).
You will need 2.5mb of free hard disk space to install.


The story so far...
-------------------

The sacred Mega-diamond (part of princess Ruby's private collection) is gone!
Battle-mage Malek has stolen and hidden it (along with other trinkets) in
his dungeon complex!

Enter Aldo, a young boy whose goal is to impress Ruby and win her heart!
Aldo is fearless and he is prepared to throw himself into some serious peril
to retrieve the stolen goods (so long as he has enough beer to keep him going)!
Your role is to guide him through his difficult and dangerous journey: be brave
and be smart, prove you are WORTHY!


Main Menu
---------

Start: Begin the game from level 1

Level: Select a starting level. As you progress with the game, each level you
beat is unlocked. Choosing this option will allow you to continue from the
last unlocked level or revisit levels you have already cleared!
(note if you play the game from disk, keep write protection off in order
for the game to save your progress - same goes for saving score).

Score: Opens the hiscore screen.

Credits: Check the game's credits.

Quit (only on HD version): Quits to workbench.

Controls
--------

Keyboard:
- Cursor keys: move your character
- Ctrl or Return: attack/activate levers
- M: toggles music on & off
- P: pause the game
- ESC: quit to Main Menu

Joystick:
- Any direction: move your character 
- Button 1: attack/activate levers

CD32 Joypad:
- Pad: move your character
- Red: attack/activate levers
- Blue: pause the game
- Play: quit to Main Menu (when paused)


Goal of the game
----------------

To win each level you need to collect a set amount of the diamonds and then
reach Ruby. The princess will be satisfied if you collect up to a specific
number of them per level (so you don't have to -usually- to pick them up all).
However she will reject you if you deliver less, so take notice!


In-game: HUD
------------

The panel at the right side of the screen displays useful info:

Diamonds: Each level starts with a specific amount of diamonds you need to
pick up. Everytime you collect one, the counter goes down. Once it drops to
zero you will be able to finish the level by reaching Ruby. 

Swords: Some levels have a number of swords scattered around. Arming yourself
with them will allow you to kill enemies. However there's a catch: the enemies
are imbued into some kind of dark magic and weapons used against them will also
be destroyed! This means that after you've used a sword and killed an enemy,
it will be no more! So be mindful of the swords you collect and use. 

Green Bottles: A man can't do without a beer, right? That's particularly
true with Aldo! As much as he loves Ruby, he just can't do without them!
Keep him fresh and filled up and Aldo will keep coming back to life 
(1 bottle = 1 life), but watch out: once all you beers are consumed it's
game over!

Time: Each level offers a time limit in which it can be completed. Doing so,
will give you special bonus points. Note that failing to complete a level
before the counter reaches zero, holds no negative penalties (you don't lose
a life), so it's ok to take your time. 


Enemies
-------

Malek's dungeons are filled with his slimy minions! These nasty blobs can be
lethal on touch and they will pursue or attack if they see you! Happily
they are not particularly bright or tough, so they can be outsmarted or
killed with one blow.  

Red blob: Relatively slow and easy to outrun. Red blobs are found early in
the game.

Blue blob: Unlike the red ones, the blue blobs are really fast! Keep them
at a distance!

Green blob: Found in later levels, green blobs won't follow you but they
will spit as soon as they see you! Their spit is lethal to you but it has
a surprising effect against other enemy types: Red or blue blobs hit by it
will fall asleep (while if they are already sleeping, they will wake up)!
Strange, huh? 

Malek: The "boss" himself awaits you at the deepest level of his lair!
Little is known about him other than he is a fire caster and a master summoner.


Enemy states
------------

Enemies in Worthy have many different states and behaviours. Understanding
them is key for winning each level! 

Sleeping mode: These lazy blobs spend all day sleeping! If you stand 1 block
away from them (horizontally or vertically) they will be awoken and will
enter 'guard mode'. In open spaces, sleeping enemies can also wake up if
you are 1 block away diagonally from them.

Guard mode: Blobs in guard mode just stand their ground and wait. Red and
Blue ones will enter 'chase mode' if they see you, while green ones will
spit against you. Despite the direction they seem to look (and thanks to
their semi-transparent body), blobs will react as long as you cross with
them horizontally or vertically, no matter your distance!  

Patroling mode: Assigned to patroling duty, these blobs will follow a set
path until disturbed. Red and Blue ones will enter 'chasing mode' if they
see you while Green ones will spit against you and continue with their
path (unless provoked again).

Chasing mode: Blobs in 'chasing mode' will follow you relentlessly until
they reach you. However they still need to have you in sight, otherwise
they can get lost! In this case, they enter 'searching mode'.

Searching mode: Chasing blobs that have lost you, will roam around the
maze continuously until they see you again (in which case they re-enter
'chase mode'). Note that even if they don't see you, these agitated,
searching blobs are not all that helpless! Apparently they can also 'smell'
you, so they tend to be attracted to your position on the maze.
As Malek quotes (in true 'Andresian' accent and under his heavy helmet):
"you cam rum but you cammot hibe!" 


Level stuff
-----------

Gates & levers: Some levels contain various gates which open and close
with specific levers. Other than blocking your path, doors are also useful
in blocking enemies or projectiles sent against you. Use this to your
advantage!

Arrow traps: These dangerous arrows are activated by pressure plates set
nearby. An error in their design made them lethal against blobs as well
as yourself, so with careful handling you may be able to use these against
them!

Spike traps: Spikes coming out of the ground are a standard feature
(when it comes to traps) for dungeon building 101! Cheap and reliable,
they open and close at a specific rate, giving you only a small window
to traverse them safely. Unlike the arrow traps, Malek made sure these ones
don't mess with his minions, so blobs can move accross them without
getting hurt! 


Continue
--------

After game over, you can retry current level as many times as you wish
(without the need to manually select it from the main menu).
However note that choosing to continue, will erase your score and start
you again from zero! If your total score is high enough to enter
the hiscore list and you want to save it, select "save hiscore" and you
will be guided to the hiscore screen to enter you name. After that you
can still continue from the level you left (just choose the level from
the main menu).

Also note: for your progress to be saved (unlock levels you reached)
you need to reach the Main Menu screen again. The game will NOT save your
progress if you reset your Amiga while being in-game (or at the continue
 screen)!


Score & Badges
--------------

At the end of each level, Ruby will mark your performance and award you
with various bonus points & badges. In addition, depending on your total
score, you are gifted with extra beers (from the majesty's royal stash)
the higher you get! Ultimately, when it all comes to an end, you can also
enter your name into the hall of heroes (if you are worthy enough)!  

Diamonds: You get 2 points for each diamond collected. If you collect all
diamonds in the level you'll get a badge (note: each badge is worth +200 points).

Red blob: You get 20 points for each red blob killed. To get a badge you
need to eliminate as many enemies as the level allows you to
(sometimes this means all of them, other times less).
Note that with levels that don't give you means to kill enemies (like
swords and arrow traps) blob rating will be excluded from the score list. 

Blue blob: You get 40 points for each blue blob killed. Same conditions
as with the red blobs apply here to get a badge.

Green blob: You get 80 points for each green blob killed. Same conditions
as with the other blobs apply here to get a badge.

Time: You get a badge if you have completed the level before time runs out.
Also for every second left you get 10 points. 

Beers: Having beers left also grants you extra points: +30 for every bottle
reserved (No badges here though)!  

Perfect: The ultimate prize! Collecting all available badges per level
grants you a 'Perfect' score and 800 bonus points! Yummy!
Note that depending on the level, there may (or may not) be blob ratings
on the score list (even though you may have found enemies of that type
into that level). So in case a blob type is missing from the list,
it's also excluded as a condition to score a 'perfect'.Example: if there
are only Diamonds and Time into the list, you only need those 2 badges
to score a 'perfect'. If there are Red blobs as well, you 'll need all
3 badges for a 'perfect' e.t.c.  


Tips & tricks
--------------

- Game endings: Worthy features 2 different endings! Each one marks
a difference in the game's difficulty. You can see the first if you finish
the game with continues or by level selection and the second if you complete
the game from level 1 with no continues! Only the worthiest players will
witness the "true" ending!

- True ending guide: finishing the game in one go is the ultimate
challenge and may seem a pretty intimidating task at first look. However
there are ways to make it there: What is crucial here is to maintain a
healthy amount of beers (lives) to make it through the toughest levels.
Make sure you've gone through each level first and you do know how to
finish it, then try to collect as many beers as possible and score as
much as you can! There are up to 29 beers you can collect from the 40
levels of the game, while you can gain another 23+ from score accumulation
(first beer at 1000 points and then +1 at +1300, +1600, +1900 points e.t.c.).   

- Score tip #1: Getting the time bonuses is an excellent way to up your
score fast (which can also make your way to the true ending a safer task).
However, getting the score bonus for each level is a meta-game on it's own
which may require you to rethink how you approach each level. When you know
how to do it, make sure you get it right on your first couple of tries.
If you get killed, the time counter does not reset with the rest of the
level (just continues from where you left it). That means that if much time
has passed it may be impossible to beat the stage in time. In general, note
that various levels can be solved in a number of different ways (so there's
more than one approach to their solution). This means that levels you know
how to beat in time may be possible to beat even faster, which can give you
a wealth of extra bonuses!

- Score tip #2: Getting all the diamonds in each level is also an important
part for boosting your score. But in some levels, reaching for all the
diamonds yields a significant risk! Weigh your options carefully and see
if the benefits are worth the risk involved. In general, between getting
all the diamonds (plus the diamond badge) vs finishing the level in time,
the first may be less or more profitable depending on the total number of
diamonds vs the total time a level can be completed. Either case however
is far less rewarding than going for a 'perfect'.  

- Score tip #3: The more beer you save, the more score you get! Key for a
good score is to maintain a high ratio of beers intact, which in turn can
get you a steady , high amount of points as a bonus per level, which in
turn can get you even more beers! Crazy, right?

- Lever tips: Aldo can activate levers while he is moving. This is
particularly useful when you are on the run. Just note that when you try
to flip a lever while carrying a sword you will swing it and -therefore- be
delayed. Use with caution!

- Quick items pickup: Just slightly touching an item (sword, beer or diamond)
is often enough to pick it up, so you don't need to completely move on top
of it to collect it. Again quite useful while you are on the run! 

- Quick activating enemies: Samewise, enemies can spot you the second you
cross their line of sight (so you don't need to be fully exposed). If you
want to activate them and retreat, quickly move in and out from their sight
this strategy is particularly useful with Blue ones which you want to keep
as far away as possible or activating enemies that are lurking right past a
corner!

- Wake up tips: it takes a couple of seconds for a blob that has just
waken up to get a full grasp of it's surroundings. During this time you
can freely move past it without noticing you! Only watch out: the moment it
fully wakes up, it will react instantly!

- Movement tips: Worthy is a block based game when it comes to movement,
that means that your character can move from block to block only horizontally
or vertically.  Here's a list of things you can do:

a) pushing your joystick to a direction and immediately letting go, Aldo will
move automatically to the block next to him and stop (if there is no
obstacle there).

b) Continue pushing, you are allowed to change to an opposing direction
mid block when moving left/right or up/down.

c) Pushing diagonal or up/down while you are moving left/right and vice versa,
will make Aldo turn 90 degrees when he reaches the next block
(granted there is no obstacle to where you are pointing at, otherwise he
will continue with his current direction). 

d) Note lastly that the only way to stop mid block is to attack with a sword
(attacking stops you from moving). After you've performed a swing, next time
you press a direction, Aldo will always move either forwards or backwards
in relation to the direction he faces.
So, f.e. if you attack mid block facing left, and then you press UP, or DOWN
or LEFT, you'll move to the next block to your left, while if you press RIGHT
you'll move to the next block to your right. 
This can be tricky in open spaces. In this case, when you have killed an enemy
on the move, while another enemy is following up closely (and you want to evade
him), back up instead of trying to move sideways cause you'll end up moving
forwards! Alternatively just make sure to be stopped in position before
you perform an attack.


Credits & thanks:
-----------------

Game design: Tsak/alpine9000
Code: alpine9000
Gfx: Tsak
Music: JMD/Tsak
SFX: Tsak
Cover art: Artdrone

Thanks: Erik Hogan, BSzili, Amiga.net.pl, EAB,
Indie Retro News/Commodore Amiga facebook group (Neil Green),
AmigaBill, Per-Ola Eriksson, Hipoonios, DamienD, Liviux76, Graham Humphrey,
Toni Wilen, Photon, Phx and Stefan "Bebbo" Franke.


29/5/2018, PixelGlass
