One Step Beyond is the sequel to Pushover from Quavers. Quavers is a British snack food, originally made by Smiths. But now produced by Walkers and owned bu PepsiCo. Developed by Red Rat and published by Ocean, for the commodore amiga in 1993.
On the other side of the screen it all looked so easy...
Rain battered the windows as Colin Curly settled down to play his favourite computer game, PUSH-OVER (which coincidentally happened to involve his favourite snack, QUAVERS). Other than eating Quavers, there was nothing Colin would rather do, especially on such a dark and stormy night.
As the puzzles in the game grew harder (and Colin's Quavers supply grew smaller) he became more and more absorbed in the game, failing to notice the storm raging harder and harder outside. All he
could think was, "This game plays curty!".
At last, Colin reached the final level, number one hundred (he was also down to his last packet of Quavers!). As fate would have it, two amazing things happened simultaneously: Colin popped his last
Quaver in his mouth (amazing!) just as he finished the game (most amazing!). This explosive one-in-a-million combination of Quavers and awesome gameplay resulted in Colin being digitised and
curtified...into his computer! He had never felt anything so exciting since he first tasted Quavers!
Colin is trapped on the inside of his own computer and an amazing array of challenges stands between him and escape from this electronic nightmare, the only good thing is that a truly massive
packet of Quavers awaits him at the end of each challenge.
it's the toughest computer game he's ever played...because this time he really has gone where no dog has gone before! He's disappeared into a land of both shadow and substance, of things and ideas...there's the signpost up ahead, Colin Curly has gone
ONE STEP BEYOND!
TIME
On the bottom left comer of the screen is a clock which displays the amount of time in minutes and seconds that is allowed for each puzzle. Unless you complete the puzzle within this amount of time,
you will not be able to get Colin out of the EXIT.
LEVEL & CODES
On the bottom right hand comer of the screen is the number of the level you are on. You will be presented with an access code number after the successful completion of each level and should write this down for future use. By entering the access number on the option screen the next time you come to play ONE STEP BEYOND you can go directly to the screen you wish to continue playing.
FALLING TOO FAR
If Colin falls too far from a platform before landing on another his attempt to complete the puzzle is at an end. You are deemed to have failed and will be invited to try again.
TOKENS
On successful completion of a puzzle, within the time allowed, the player will be rewarded with a TOKEN. These will build up as you progress through the levels and can be used should you fail on a
puzzle at any stage. If you have gained TOKENS you can use them when prompted by a message box and re-start the puzzle at a point prior to making the wrong move.
GIVE UP
If you have plotted a wrong course and find that there is no way to complete a puzzle, you can escape from the game by pressing the ESC KEY. You will then be given an option to continue.
HINTS
Bounce Down Platforms: These can be used to good effect because they will lower Colin safely to the platform below. If you are using a joystick PRACTICE the positions required to jump up and down on the diagonal movements. These are quite tricky until you master them.
Also read my beginner´s guide to getting started playing abandonware.
The Alien Breed saga began in 1992 when Team17 released the original. a six level arcade-style overhead blaster. The game proved to be a huge success. paving the way for a full-blown sequel in Alien Breed 2. and later the massive, more strategic Alien Breed : Tower Assault. Now. with the current thirst for 3D games. Team17 are extremely proud to present one of the most technically thrilling, atmospheric and genuinely playable games ever devised for the Amiga - Alien Breed 3D!
With dynamic 3D level design. first person perspective. real-time action and the option to play
head-to-head with machine linkup, Alien Breed 3D is a milestone in the development of Amiga games.
Trapped in an alien environment. you must escape through [6 complex levels. defeating all manner of incredible enemies with an arsenal of devastating weaponry that you find on your way Puzzles and traps have to be solved. you even have to negotiate submerged sections in order to win through.
This is the 3D adventure you've been waiting for... This is Alien Breed 3D.
Now The Story Continues...
Eyes Only - Triple Alpha Clearance
Ident Code 0294615349
To : General R.E.Grant
Earth Defence Force - Titan Base
From 2 Captain J.T.Reynolds
Commanding Osiris III
Message as tollows (Encrpt code 47984-771073):
Ridhard.
I‘ve very little time. The Breed have got out! They've taken over the
station. By pure chance I was outside when they made their move.
I've loved some supplies and weapons in the disused observatory.
I intend to return to the base and search tor some way to get oif this
planet- You must send the fleet to wipe this place clean whether I
succeed or not.
My oxygen is low I expect 1 have less than eighteen hours grace.
Wish me luck. General
Reynolds out.
Excerpt from Progress Report 4098 by Dr. Alan Stout - Director of Project Osiris The eggs discovered in the aftermath of Azarin have proved fertile. Culture solution 34/R has resulted in over 70% hatching. The growth rate is phenomenal. We’re already seeing second generation clones. Modification and enhancement projects have been submitted...
Excerpt from Progress Report 4123 by Dr. J. Cleary - Head of Bio-engineering The first phase of cybemetic enhancement is complete. Primary evaluation shows a high level of rejection and unstable bonding. Plans to introduce human DNA into the genome should improve stability by 30-40%.
Excerpt from Internet Memo by D. Deakin´s - Maintenance and Support Services Given the astronomical increase in temporary system failures I need an extra digital-neuron technician to run diagnostics on all systems. Especially containment. Thank God. none of those have failed yet.
LEVEL CODES:
Level 1: The gate
The basse looms dead and silent in front of me, blotting out the sky. The main entrance is out of the question, choked with rubble and bodies, not all of them human. I didn´t look too closley. Picking my way through the debris around the perimeter, I find a way in, A serice entrance located in a storage bay below ground level. I grip my pulse rifel tightly and lower myself into the pit. No turning back now.....
Level 2: Storage bay - KOOPAMFJFFNNFFFF
Taking my life in my hands, I jump into the teleporter. Hoping it will take me further into the complex, although I´m pretty hazy about what I´m going to do when I get there. As I materialize, however, my hopes sink. The transporter was intenden for freight only, and I find myself in a huge empty storage room. Looks like I´ll have to find some other way in. The breed howl there greetings as i stride forward.
Level 3: Sewer network - OKOOEGBLBENNFFFF
In the computer room I try to call up a map, or blueprint, or anything to tell me where I ought to be heading. The only plans I can access from this terminal, however, are some schematics for the sewer system. Poring over them I find a possible route. There´s a waste outlet I can reach form my current location which seems to lead further into the complex. Unfortunately, the sewers are partially flooded most of the time. And sloshing through thigh-deep sewage is not my idea of fun. It seems to be the only way forward, though, and retreat into the infested passages behind me is an even less inviting prospect......
Level 4: The courtyard - KPKOEOLLBENNFEMN
Shivering and sweating at the same time, I try to shake the icy water from my clothes and take in my new surroundings. I think I must be somewhere in the research department. The token military presence I commanded here was always discouraged from poking their noses into matters that didn´t concern them. Lokking around I catch my breath, this place is enormous. Even bigger than I had thought. The purpose of this area elundes me. The cavernous rooms and winding staircases serve no immediately visible function. Stepping over the huddled body of another luckless soldier I back up against the cold stone wall and edge towards the corner. The hate-filled cries of the breed echo through the dim vaulted chambers. This strange place is anything but deserted.....
Level 5: System purge - PLKKMELLFENJFEMN
As I pause for breath I notice a sign on the wall nearby: COMBAT TEST ARENA ALPHA
Pointing back the way I have just come. Now it makes more sense! All those rooms and walkways were some sort of testing ground for - what? The grotesque experiments now littering the halls with there bodies? Or something else, something I haven´t seen yet, perhaps? I glance around nervously as the thought takes shape, but as my eyes adjust to the gloom I see nothing but bank upon bank of computers stretching as far as the eye can see. Now this is more like it! If I can gain access somehow, I might be able to find a way to escape! A databank this size must hold all sort of useful information. There are no terminals though. Maybe if I find my way out I cna hack in from somewhere nearby.
A gurgling, half-human grunt behind me makes me spin around, heart pounding....
Level 6: The mines - POKKIMKLAENJFEMN
As I had hoped, there is a room just outside the entrance to the computer store with an operational terminal. After nearly two hours of desperate hacking, the computers grudgingly furnish me with the information I need. A replay of the message my second in command sent to our superiors off-planet when the outbreak became unstoppable. He was planning to escape on our private shuttle, after disabling the cooling system ont the main reactor. I watch in dismay as his message is cut short. The horde of slavering breed which break down the door and devour him alive pay no heed to the camera still recording his screams. A split second later the net security catches up with my activities and the terminal shots down. I know what I must do. A reactor meltdown would blow this whole wretched place into orbit and the breed with it. And I might just live to see it happen. But to go any further I need a high-clearance access card. The security systems here aare not responding to my palm print or retina scan. The breed howl mockingly as I set out to find it....
Level 7: The furnace - KKKOIGKLFEJNFEMN
I found the access card, along with the remains of its owner. What posessed him to flee into the mines no-one will ever know. His midly surprised face gazing up at me from its watery hiding place is an image I have difficulty banishing from my mind. Along with many others. The transporter takes me down and down into the substructure of the base. According to my route plan, I should be able to get back into the main building further on, saving time and avoiding some dangerous areas. This way is far from safe though, a lot of fuel lines go through this area.....
Level 8: Test arena gamma - PPKKIOKLFFINNFKN
As soon as I step into the transporter I realise something is wrong. The instrument panel dangles from a jumble of wires, Sparks and smoke ussue from within. I curse loudly and lunge for the door, a faulty transporter can be lethal. But before I can get out, something within the scorched mess of electronics crackles and I am - somewhere else. After checking that I am in fact still whole, I look uneasily around myself. An icy chill settles over my heart as I see a sign - scored and dented by some massive impact - whict reads: COMBAT TEST ARENA: GAMMA
The huge exit door is locked. I´m going to have to find the key. Hopefully whatever they were isn´t still here.....
Level 9: Surface zone - LLKOCEKLFEIJNFLJ
Glad to be alive, I stumble out of the combat arena and collapse, the door slamming shut behind me.
When I come to my senses again, I find myself on some sort of lift. The only way seems to be upwards, but I have no idea where it will take me. My only hope is to find another terminal and get back on track. Exhausted, I bandage my wounds as best I can and stagger to my feet. I press a nearby button and the lift judders upwards in response. I wipe my sweaty palms on my jacket and grip my gun more tightly - things are too quiet up here....
Level 10: Training area - LOKOCMKLFEIJNFLJ
I am beginning to think that there is simply no end to this hellish place. My fevered imagination conjures up an entire planet riddled with these dark corridors and rooms, empty and deserted except for the screams and the breed. With difficulty I get a grip on myself. A barely readable notice on the wall gives me hope. One of the facilities it mentions, the administration block, was right near the route the computer game me. Straightening with new purpose, I set my jaw and continue. But in the shadow ahead, the breed reach out for me....
Level 11: Admin block - PKKOCGKLFEIJNFLJ
I made it! The transporter dumps me in a brightly-lit room in the administration center. Supplies are at hand, and I waste no time provisioning myself. All that remains is for me to find my way out of here and I´ll be right on top of the reactor core! I press the panel which opens the door with renewed hopw. I might just beat them yet.....
Level 12: The pit - LPKOCOKLFEIJNFLJ
I smal the door af the admin block behind me, and stare about wildly. I hadn´t expected so much resistance, what has happened here? I can only assume that I am approaching the centre of the infestation. But here! On the wall opposite, a sign pointing the way to the reactor control room!
I lurch off in the direction it points, but am brought up shot with a shout of despair. The whole corridor is blocked with rubble! I punch the wall in anger and fustration, but I will not - cannot - give up now. I look around desperately, a wall plan nearby shows no other connection corridors, but there is an alternative route. A winding tunnel leading to a deep borehole. From there I can ride a lift back up to the surface and gain access to the reactor from the other side. I stare for a while at the mountain of debris, mere yards on the other side of which is my goal, then turn my back and walk away......
Level 13: Strata - PLKOKEKLFEIJNFLJ
The lift takes me up to ground level, but what had been marked as a passageway on the plane, turns out to be still under construction. Wetting a finger and holding it aloft I find that there is indeed a sluggish current of air from the black passage ahead, but the labyrinth of caves also echoes with the cries of the enemy. I briefly consider returning to the pit and trying to find a diffenrent way, but shudder and dismiss the idea immediately. Gritting my teeth, I plunge into the darkness with guns ablaze.....
Level 14: Reactor core - OOKOKMKLFEIJNBKJ
Getting to the reactor control center proves to be only half the battle. The place is a maze of corridors and rooms centred around the - maddeningly close but still unreachable - reactor core itself.
Somehow I must raise the walk.ways leading to the cooling system and extract it from the core.
Then I´ll have about two hours to get into orbit before meltdown occurs. If the shuttle is flight-ready, that´s no problem. If not...
Level 15: Cooling tower - LKKOKGKLFEIJNBKJ
Mission accomplished, I pelt out of the reactor core towards the command center, witch lies some distance from the main base. First though I have to get out of the power plant, and with fuel coming to the boil in the groaning pipes all around me, that´s easier said than done. The corridors here are thick with the breed too, and I´m going to have to wade right through them. My own scream of rage and hate rising to challange the horde, I charge the lot of them....
Level 16: Command center - OPKOKOKLFEIJNBKJ
Slamming the door shut on the grasping claws and rending teeth, silence engulfs me. I turn and lean on the wall, heaving a sigh of relief. The reactor is behind me now, and all that remains is for me to find the shuttle and get out of here. Grabbing as much equipment as I can carry, I set of, the nearness of my goal gurring me on. I pass a sign: COMMAND CENTER: AUTHORIZED PERSONNEL ONLY. CLEARANCE MU T BE OB AINED FRO. The rest of it is unreadable, a charred mess. I resolve to be on the look out for anyone who looks likely to hold a passkey. As I step outside I can see the command center, the only amess from this side see,omgæu voa a gamtry high overhead. Somewhere there must be a way up to that gantry. And somewhere there´s a passkey to get me inside....
Also read my beginner´s guide to getting started playing abandonware.
Made by Ocean France, published by Ocean in 1991 for the commodore amiga.
A proud and mighty warrior. His adventures revered in song as Toki's fair maiden, Miho, is for her beauty. Yet now, Toki lies, ashamed - angry. Bashtar it was, who unleashed his Powerful sorcery upon the brave Toki. Bashtar, with hsi spell casting hands aflame with evil, blue, electric power
transformed Toki into a lowly Neanderthal ape. Only then then could the evil wizard kidnap Miho.
Yet Toki, a warrior in an ape’s body, will not relent. He must pursue Bashtar conquering all manner of demonic.
X
X
X
HINT AND TIPS
Enemies can also be defeated by jumping on them. When you have the helmet, you may walk quickly, without it take your time and watch out for everything! Find and learn the best position to attack each end of level guardian aka the BOSS. It is always easier to kill the end of level guardian with a special weapon.
Also read my beginner´s guide to getting started playing abandonware.
Yet another promotional game.Developed by Red Rat and published by Ocean for the commodore amiga in 1992.
THIS GAME IS NO PUSH-OVER
Colin Curly has lost his yummy Quavers down an anthill. Upset and hungry, he is delighted when his old buddy, G.I. ANT appears to lend his assistance. G-I. ANT, a soldier ant, is super strong and able to gain access to the small anthill entrance. Straightforward, huh?.........NOT!
You see, this particulare anthill is a tunnel entrance to domino domain. A mini world comprised of nine different continents. In order to make his way through these continents, G.I. ANT must negotiate many screens of brain-teasing problems. Each level has a door to the next. To open the door, the "trigger" domino block must be felled by causing a chain reaction with all of the other domino blocks in the level. Easy, huh?........NOT!
GAMEPLAY
The objets of the game is to manipulate the blocks in order to achieve a chain reaction of falling dominoes.The last domino to fall, must always be the trigger block. All other blocks, apart from the red stoppers, must have fallen before the trigger block. G.I. ANT can pick up and carry,then drop, any of the blocks into different positions,except for the trigger which cannot be moved many blocks have different symbols, signifying the particular property of that block - at any time during play, pressing 'P' or F1 will pause the game and bring up the help screen, showing you the symbols and their meanings.
When you're sure you have positioned all of the blocks correctly, you have just one push to succeed. If successful,you must exit the open door within a time limit, otherwise the screen will have to be re-played. If you are unsuccessful at completing a screen, press ESC to re-try.
G.I. ANT
G.I. ANT is tough,and can fall from a pretty good height with just a dazed head.however, there is a limit,and if G.I. ANT falls too far, he will disintegrate. The level will have restarted if this happens.
Similarly,he can get crushed if caught under a toppling block.he is also quite happy to run up and down steps with blocks,if necessary. G.I. ANT is strong enough to carry blocks along the surface, and even up and down ladders. Basically,the only thing too heavy for him to move is the trigger block. Due to the energy exerted to manipulate all the blocks, G.I. ANT only has enough strength for one push per screen.
PAUSE/HELP
When 'P' or F1 is pressed during gameplay, this will pause the game, and bring up a help sreen, showing and describing the 'special' domino-blocks.Additionally, once you have overrun the time limit,this screen will also display a hint on how to complete the current screen.
DOS & DON'TS
Do ensure that the trigger is the last block to topple. Don´t allow a block to fall from directly above onto another block, unless the lower block is a splitter. Do keep your exit door clear.
TOKENS
When you complete a screen successfully,and within the time limit,you will be awarded a token. Tokens can be used in two ways:
1) If you complete a screen, but have gone beyond the time limit, you will be allowed to use a token to allow you to progress to the next level.
2) if you fail a screen for any reason other than overunning the time limit you can use a token to replay the screen from the point at which you 'pushed' i.e. the screen will be set up as you arranged previously. Note the timer will also be reset to the time at which you made the push.
QUAVERS
On each level,there is a screen which,when completed successfully, will award you with a pack of Quavers. The specific screens are unknown, but you will need to collect all ten packs in order to play the very final screen.you will not be awarded your pack of Quavers if you have used a token to complete that particular screen.
PASSCODES
After each screen is complete,you will be given a number, which will allow you to play the game from the level you last played. The passcode number contains information relating to:
1) The screen you have progressed to.
2) The number of packs of Quavers collected The passcode does not contain information relating to tokens, so when you restart using a passcode, you will have no tokens.
HINTS & TIPS
1) Although you only have one push, results can sometimes be achieved in other ways.
2) No matter how many blocks are on screen,you only need to rearrange a few sometimes no blocks need to be moved, it is just a question of which to push!
3) It is possible (and sometimes necessary) to move standing blocks after a cascade has started!
4) Always ensure G.I. ANT has access to the exit, although he CAN move faster than toppling blocks.
5) If you run out of time, you can always access the pause/help screen for a hint.
Level
Code
Level
Code
Level
Code
Level
Code
Level
Code
1
512
21
15878
41
31246
61
17892
81
29439
2
1536
22
14854
42
32270
62
16958
82
30463
3
1024
23
14324
43
31758
63
16510
83
29951
4
3072
24
10246
44
29726
64
16511
84
31999
5
3584
25
10758
45
30238
65
17023
85
32511
6
2560
26
11782
46
29214
66
18047
86
31487
7
2048
27
11270
47
28702
67
17535
87
30975
8
6144
28
9222
48
20510
68
19583
88
26879
9
6656
29
9734
49
21022
69
20095
89
27647
10
7680
30
8718
50
22046
70
19071
90
28671
11
7168
31
8206
51
21534
71
18559
91
28159
12
5122
32
24590
52
23852
72
22655
92
26111
13
5634
33
25102
53
24094
73
32167
93
26623
14
4610
34
26126
54
23070
74
24191
94
25599
15
4098
35
25614
55
22558
75
23679
95
25087
16
12290
36
27662
56
18494
76
21631
96
8703
17
12802
37
28174
57
19006
77
22143
97
9215
18
13826
38
27150
58
20030
78
21247
98
10239
19
13314
39
26638
59
19518
79
20735
99
9727
20
15362
40
30734
60
17470
80
28927
100
44543
Also read my beginner´s guide to getting started playing abandonware.