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        BOMB CHASE 2009 - SPECIAL EDITION

            (C) 2009 The New Dimension

Format: Commodore C64/128

Programming ................ Richard Bayliss
Graphics ................... Richard Bayliss
Bitmap logo ................ Johan Janssen
MSCK Library display code .. Jon Wells
Disk Autoboot .............. Joe Forster/STA
IRQ Disk loader ............ Tufan Usyal
Tape loader ................ Paulie Hughes 
                             with additional code 
                             by Richard Bayliss
Music and Sound Effects .... Richard Bayliss

             COPYRIGHT NOTICE!

 This game is (C)2009 The New Dimension. All
rights reserved by the original game author!

 You are welcome to copy this production to 
 all of your friends, family, your dog, whoever
you wish to copy it to. However, we would prefer
 this production released in its original form.

   Unauthorized selling of this production is 
               strictly forbidden!
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LOADING INSTRUCTIONS:
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DISK VERSION: Type in LOAD "*",8,1 to autoboot the program.
Before you do, please make sure the Action Replay Fastload
or any other hardware fastload has been DISABLED else the
game will be disfunctional from the front end.

TAPE VERSION: Press SHIFT+RUN/STOP to load. Press play on
tape, and the game will load and then run.

The tape version uses FREELOAD source, with some nice
modifications to the interrupt loader added by Richard Bayliss. For the actual
Freeload/Freesave source, visit:

http://www.pauliehughes.com

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THE GAME STORY:
---------------

Poor old Smudge. He had a tiring day doing hell of a 
lot of work, but unfortunately he ended up getting
himself too drunk down his local pub. I guess 8 pints
of lager was a bit too much for this poor little fellow.
He goes to bed and then falls asleep. 

Smudge was having a lovely dream, where he was with his
ideal girlfriend, walking alongside the river of love, 
until his dream turns into a horrific nightmare. Poor
Smudge has found himself trapped in some strange dark
world, where bombs, monsters and moving walls lie.
Can he wake up from his nightmare?

PLAYING THE GAME
----------------

Smudge is trapped in a nighmare, and he has to get through
sixteen dark areas. Bombs are randomly placed in each area 
and Smudge only has a limited number of bombs to collect
per area (Setup using the game options menu) if he is to
wake up again.

One each area, Smudge has to collect bombs. It may sound 
easy, but not when this poor little fella has 10 seconds
to get to the bomb as quickly as possible. He has to watch
out for the monsters that are literally guarding each area.
(Levels 5 and 9 are death-saw zones). Smudge also has to 
watch that he does not crash into the walls, else they will
kill him.

At the start of each level, or after a life is lost. Smudge
will be invincible for a short time. (You will see this where
he is flashing). He will be invincible from the enemies for
a short time but still can die if he hits a moving wall.Also
to help Smudge on his quest. He can drop magic mines on to the
ground - hoping that an enemy will touch it. Only one mine at
a time can be dropped, and luckily Smudge has an infinite 
amount. So that will help him a lot.

Can Smudge get through all sixteen levels and wake up with
happiness, or will the nightmare get worse for him?

CONTROLS:
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Front end:

Spacebar - View high score table
Fire - Enter options screen

Options mode:

F1/F3 - Select number of mines to collect
F5/F7 - Select between in game MUSIC or SFX
Q / W - Select bomb screen flash ON / OFF
+ / - - Select no. of lives to start with
Fire - Start game

Game play mode:

Use joystick in port 2 only

UP - Move Smudge up
DOWN - Move Smudge down
LEFT - Move Smudge left
RIGHT - Move Smudge right
FIRE - Drop a mine (Cannot drop any more until the mine has exploded)

High Score entry mode:

UP - Go up a letter
DOWN - Go down a letter
LEFT - Go back a column
RIGHT - Go forward a column
FIRE - Store name to high score table


Use a joystick in port #2 only!



CONTROLS
--------

Use Joystick Port 2