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You've got to set bombs of different lengths on fire to make all of them disappear in one level. Sounds easy, but there are a lot of tricky levels. The special option is that you can choose between two- and threedimensional view.







Commodore 64

© 1987/88 Image Works  

PAL (heavy bugs on NTSC)

Tape / Disk
















1 Player

Joystick in Port 2 and Keyboard















Development by Ratt and Bish

Concept by David 'Bish' Bishop

Coding, Graphics and Music
by Antony 'Ratt' Crowther













Most Level Design by
Antony Crowther and David Bishop

'Level 25' Design by Jeff 'Yak' Minter

'Level 69' Design by Mule

'Level 70' Design by Pete

'Level 88' Design by Jon Ritman














Released in November 1988


















Version 129 Levels

























Cover













Hi-Scores


any dimension
1. 155,110 Steve Pimblett Merseyside PAL
2. 154,650 Ruben Spaans Brønnøysund PAL
3. 52,520 Remi Spaans Brønnøysund PAL
4. 40,070 Werner Level 23 PAL
5. 28,340 Adam Huemer Kirchseeon Level 16 PAL CCS64
6. 25,130 Sledgie Hannover Level 17 PAL
7. 2,510 Zenobits (Greco?) Bochum PAL



2D Game
1. 28,340 Adam Huemer Kirchseeon Level 16 PAL CCS64



3D Game
1. 21,030 Adam Huemer Kirchseeon Level 14 PAL CCS64











Passwords


Level Password
   
08 RACE
16 RATT
24 LISA
32 DAVE
40 IRON
48 LEAD
56 WEED
64 RING
72 GIRL
80 GOLD
88 OPAL
96 SONG
104 FIRE
112 LAMP
120 TREE
128 SINK