	   
      /|
     / |
    /  |        _______
   /   |___--  /
  / ___     / /        /                / / TM
  --   |   / /_____   / .  __          / /
       |  / /        / / /-  -  /   / / /
       | / /        / / /    / /   / / /
       |/ /        / / /-__-  |___/ / /
		      /    * ADVANTAGE *
		     /
-----------------------------------------
Based on a game Flipull / Plotting
TM and  1989 Taito Corporation
All rights reserved

Flipull Advantage
2004 Acoders
All rights reserved
http://www.acoders.com
-----------------------------------------


(contents)
 _---  _
/ /_  /
\_ /  \_ O N T E N T S
  ---


1. version history
2. getting started
3. controls
4. gameplay
5. flipull history
6. legal notes
7. about


-----------------------------------------


(1. version history)
 _---  
/ /_  \ |               |_|
\_ /   \| E R S I O N   | | I S T O R Y
  ---


September 20, 2004
Version 1.1

+ added alittle improvment at the high score board


-----------------------------------------


September 18, 2004
Version 1

+ Completed 36 levels
+ Added color change for every 6 stages
+ Fixed collosion bugs
+ Added high scores
+ Added character
+ Finished adding musics and SFX


-----------------------------------------


(2. getting started)
 _---  _               _
/ /_  / _             /_    
\_ /  \_| E T T I N G _/ T A R T E D
  ---


After the intoductions, you'll start off at the title screen.
Press "enter" to go to the "game menu".

[GAME MENU]

START - starts the game

HIGH SCORES - shows the top 10 high scores
(Select "RESET TABLE" to clear all of your high scores)

RESOULTION - switches mode to full screen or window
(the full screen will change your resoultion to 640x480)

HELP - instructions on playing the game

EXIT - exits the game
(for quick exit, press "ALT+F4")


-----------------------------------------


(3. controls)
 _---  _
/ /_  /
\_ /  \_ O N T R O L S
  ---


[GAME MENU / OUTSIDE GAME PLAY]

UP / DOWN ARROWS - moves cursor up and down

ENTER - accept a menu - toggles resoultion - enter high score



[DURING GAME PLAY]

UP / DOWN ARROWS - moves character up and down

SHIFT - Shoot selected block


-----------------------------------------


(4. gameplay)
 _---  _
/ /_  / _
\_ /  \_| A M E P L A Y
  ---


*Main objective:*
Try to clear as many blocks as you can to reach the qualifying number before the time runs out.


[In-GAME SCREEN]

SCORE - your current score

TIME - remaining time left
(Every level, you will be giving 2 minutes)

QUALIFY - number of blocks you need to have on screen
(You will pass if you have equal or lower number or blocks over the qualifier)

REMAINING BLOCKS - number or blocks left on screen

WILDBLOCK STOCK - number of stocks left


[INSTRUCTIONS]

At the start of the stage, you will recieve a WILDBLOCK.
(A wildblock is a special block that can match with any blocks it touches.)

Every stage there are four (4) different kinds of blocks.
^  Blue Triangle
[] Green Square
O  Red Circle
X  Gray "X"


*DEALING WITH BLOCKS*

What you need to do is to match a block you have to the other at the pile.
For example, if you have a BLUE TRIANGLE BLOCK, you can match another BLUE TRANGLE BLOCK to clear. (Unless you have a WILDBLOCK, you can match with any blocks.)

If you clear at least one block and your selected block collides with a different block, it will switch places.
For example, after you shot a RED CIRCLE BLOCK then touches another RED CIRCLE BLOCK then touches a different block like a GRAY "X" BLOCK, the block you shot (the RED CIRCLE BLOCK) will switch places with the GRAY "X" BLOCK. Now the RED CIRCLE BLOCK takes the GRAY "X" BLOCK's place and the GRAY "X" BLOCK is now your selected block.

If you shot your selective block to a different block or shot the block to the wall without matching, your selected block will bounce back to you, paralize your character for a short time. This will lose most of your time if that happens. So, watch before you aim!

You can aim your selective blocks from the side or overhead. When you shot your selected block and it hits the side wall or the side of a pipe, it will go down. When your selected block goes down, it can go through pipes. This will be a good strategy for your game.


*MISS*

If you don't have any moves for your selected block, a MISS will be called.
Every time you have a MISS, your selected block will be replaced with a WILDBLOCK from your stock.
If you do not have any more WILDBLOCKS in your stock and you have no more moves left, your game is over.


*EXTRA WILDBLOCKS*

There are THREE ways to earn more WILDBLOCKS to your stock:

#1. Recieved over 20,000 points from your score. After that, every mulitiple of 20,000 will earn you an extra wildblock to your stock.
(example: 20,000; 40,000; 80,000; 160,000...)

#2. At the beginning of a stage, sometimes there's a WILDBLOCK in the pile of blocks. If any of your selected blocks touches it, it will add it to your stock.

#3. If you earn a PERFECT CLEAR, you will be awarded with an extra WILDBLOCK.


*TIME*

Every stage you play, your time will always start for 2 minutes. The time will start when you are playing. When you recieve a MISS, your timer will freeze till you recieved a WILDBLOCK. If you have 30 seconds remaining, a warning will alert you. If you ran out of time when you didn't make a move, your game is over.


*CHAIN REACTIONS*

If you match 2 or more blocks at the same time, you will recieved an extra bonus for creating a CHAIN.
If you collide 2 blocks, it will award you 400 points.

Here's a short table:

       | Normal|Special
 Chain | Score | Score 
-------|-------|-------
   1   |  100  |  200  
   2   |  400  |  800  
   3   |  900  | 1,800 
   4   | 1,600 | 3,200 
   5   | 2,500 | 5,000 

(more than five (5) chains can be made!)


*CLEARING*

After you have number of blocks that are lower or equal to the qualifier and there's no more moves, the stage is cleared.
For clearing bonus, your remaining time will be added to your score by 10 points a second, adds 1,000 points from the difference between the remaining blocks and the qualifier, and adds 1,000 points for clearing the stage.


*SPECIAL STAGES*

Special stages are stages where the point values are doubled, taking advantage to gain more extra WILDBLOCKS.
Getting to play a special stage is quite tricky. You can play the special stage if you get a JUST CLEAR or PERFECT when finishing a stage.

Here are the list of CLEARS:

(Qualfying number = "8")

    Type    |           No moves left
------------|----------------------------------
    CLEAR   | + Remaining blocks should be
            |   between seven (7) and four (4)
	    |   without having a miss.
            | + Ramaining blocks should be
	    |   any number lower than nine (9)
	    |	if had one or more misses.
------------|----------------------------------
 JUST CLEAR | + Must have eight (8) remaining
	    |   blocks without having a miss.
	    |   (matching the qualifying # .)
------------|----------------------------------
   PERFECT  | + Must have three (3) remaining
	    |   blocks without having a miss.

If you get a JUST CLEAR, your next stage will be a special stage.

If you get a PERFECT, you will awarded with an extra wild block and your next stage will be a special stage.


*GAME OVER*

There are 2 ways that will end your game:

* If you ran out of moves and have no more wildblocks to your stock
+ If your time reaches zero (0)

At the game over screen there is a menu:

CONTINUE
END

At the start of every game, you will have three (3) credits.
They are used to let you continue where you start off.
If you have no more credits left, than you cannot continue and have to start the game to the beginning.
If you do continue, your score will be reset back to zero, as well has having 3 wildblocks to your stock.

When you end your game, you will be taken to the high score table where you can enter your name with your score.


-----------------------------------------


(5. flipull history)
 _---  __ 
/ /_  |_               |_|
\_ /  |  L I P U L L   | | I S T O R Y
  ---

The following are systems that has a game Flipull / Plotting
(most may not be released in North America)

 Arcade
 Commodore Amiga
 Atari ST
 Gameboy
 NES
 Commodore 64

Bibliography: http://taito.overclocked.org/


-----------------------------------------


(6. legal notes)
 _---  
/ /_  |           |\|
\_ /  |_ E G A L  | | O T E S
  ---

This README file was created by Jonnathan Smadello of Acoders.
For more questions relating to his games, you can e-mail him at:
Johns_program*operamail.com
(replace * with @)
Any spams, or requests including ROMS will be ignored.

Flipull / Plotting is orginally owned and maded by Taito Corporation

"Flipull Advantage" is a remake / fan game, and it's not suppose to be for sale
at any cost. This game was made to be as freeware.

If you are planning on adding my game into your website, using any of my graphics,
or using my sounds, please get my permission first.

The musics are NOT made my me. They are made by their rightful owners themselves and allows
to be used for freewares.

ANYBODY WHO MAKES A REMAKE OUT OF ONE OF MY GAMES, RELEASING OR SELLING THE GAME
UNDER SOMEONE ELSES NAME, OR USING MY GRAPHICS WITHOUT PERMISSION FROM ME (JONNATHAN SMADELLO)
AND ACODERS WILL BE SUBJECTED TO SEVERE PENALTIES.


-----------------------------------------


(7. about)
 _---  
/ /_   /|
\_ /  / | B O U T
  ---

"Flipull Advantage" game and README was created by Jonnathan Smadello of Acoders.
2004 Acoders
All rights reserved
http://www.acoders.com

Musics used for "Flipull Advantage" were created by:

Josh Whelchel
Nicolas Desessart

[unknown names]
XTD
WARHAWK
Cyborg JEff


Font used for "Flipull Advantage" was created by:

Brian Kent


"Flipull Advantage" was based on a game Flipull / Plotting
TM and  1989 Taito Corporation (NES/famicom verson)
All rights reserved