

-= PYRO : World Espionage =-
OVERVIEW
Spread chaos as a secret agent on a vital mission of destruction. Infiltrate sites around the world to recover or destroy top secret files, then burn the evidence as you make your escape. How far can you go?
Based on the DOS game Pyro II (itself based on the Apple II game Firebug).
INSTRUCTIONS
Shortly after entering a floor, your Fuse will ignite - use it to burn as much as you can before making your way down the exit stairs.
- Use Gas Canisters to spread gasoline, or leave them behind to cause explosions
- Only some walls burn, others cannot be burnt, though they can be exploded
- The staircase can only be entered from the right side, regardless whether the walls around it are burned down.
- Your Fuse will burn slower the more fire currently in the level - use this to your advantage to give yourself extra room to maneuver.
- The starting delay for your Fuse igniting is determined by your Fuse length at the end of the previous level.
- Touch any fire and you'll instantly Mission Fail.
CONTROLS
-
X - Hold to pick up a Gas Canister when walking over it.
NOTE: After you have exited the floor or died, you can hold X to speed up time. - O - Drop Gas Canister. If moving, you will spill out the gasoline, causing it to spread wildly. If standing still, you will randomly place the Canister on your tile. If fire touches a Canister, it will explode.
SCORING
- Explode a Gas Canister - 100
- Spill a Gas Canister - 50
- Recover Intel - 500
- Burn Intel - 100
- Burn a wall - 10/tile
- Burn all walls - 5000
- Explode a safe wall - 10/tile
INTEL
Intel is picked up by walking over the asset. They can also be burned.
There are three types of Intel:
- Confidential (Grey) - Can be left behind with no negative effect.
- Secret (Orange) - Mission Fail if you don't recover or burn before leaving the floor.
- Top Secret (Yellow) - Mission Fail if you don't recover before leaving the floor.
SAFES
Some Intel may be locked in a safe. A Gas Canister explosion is the only way to open a safe.
LOCKED DOORS
Some floors may have the exit staircase blocked by a locked door. Find the door's control button and touch it to open the door.
VERSION HISTORY
V1.0
- Release version
V0.71
- Changed building colors to have a consistent color progression, to make it easier to understand how deep into the mission you are.
- Updated main menu layout for clarity.
- Reformatted the Field Agent Manual layout and added credits and game info.
- Gave the Agent a little face because it's funnier to watch him zoom around.
V0.70
- Added a tutorial demo that auto-plays through a level showing basic game concepts.
- Updated the Field Agent Manual with details on wall types and how buildings get more difficult as the mission progresses.
V0.66
- Exploding a safe now gives bonus score for each safe wall, to encourage opening a safe even if you can't reach the document inside.
- High Scores are now marked with (complete) if you finished all buildings and completed the mission.
- Updated Mission Debrief ending text to be more specific about type of failure.
- Added support for spawning pre-made levels in buildings (not yet used).
V0.65
- Fixed a crash bug that occurred after clearing final level.
- Fast Forward prompt is now hidden while holding fast forward.
V0.64
- Added difficulty levels (in progress on exact settings), and per-difficulty high scores.
V0.63
- Changed how some wall layouts are constructed to provide better overall pathing for basic layouts.
- Updated the main menu to use selection interface.
- Updated instructions to allow page up/down, and improved formatting.
- Added temp high score screen (high scores will be split by difficulty later).
V0.62
- Added ability to see floor layout before starting.
- Updated stair graphics to make them more obvious as an exit, and darkened player as they go downstairs.
- Add fast forward indicator after dying or exit.
- Added some other floor color variants for testing.
- Adjusted how the amount of fuse carried over between floors is calculated.
- Fixed a bug where you could walk out of the map in the lower corners.
- Fixed a bug where fuses covered by gasoline would not be cleaned up when calculating fuse length for end of level carryover.
- Fixed a bug where the Burned % was not being displayed at end of level.



oh my gosh this is a blast from the distant, distant past, thank you!
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