Berks Four - Atari 8-Bit - 64K 

V1.0 - 23rd March 2019

Berks Four requires 64K to run and uses all of that memory.

BERKS4.ATR is an auto-booting file that loads the game into memory and also loads data under the ROMs. There's no need to hold down the Option key when booting.

There are no apologies for the old school feel of the game or the music ... which will drive you mad after a while. Luckily, or maybe by good design, the music can be toggled on or off via a password.

The game is based on my C16/Plus 4 program Berks 3 which was released in 1985. I always wanted to revisit it and make some improvements. Berks 3 consisted of 30 rooms in a 6 by 5 layout. The aim of the game was to explore and locate keys to gain access to the Crystal. Berks Four expands on this so there are now 4 Worlds with the original Berks 3 layout forming World 3. The size of the layout increases from 4 by 4 in World 1 to 6 by 6 in World 4. The last World has been further divided into 3 Zones. Completing a World, or Zone, presents the player with a password that can be used to skip that level next time around. 
 
Passwords

When powered up for the first time you are presented with a simple title screen and the ability to enter an 8-character password. As well as the World / Zone skip passwords there are a couple to help along the way:

MUSICOFF = Toggles the music on or off - including the in-game tune that plays and plays and ……

GOFASTER = The speed the player moved was originally faster but it became difficult to control in the later, more confined rooms. This password allows you to play at the faster speed but I haven’t fully tested the game with this password - so you’re on your own.


Location Map

A Location Map is one of the things I always wished had been in the original version of Berks 3. Some people may argue that it makes it much easier but they can always remove their ‘M’ key.

The Location Map shows how the rooms in the grid link to each other and a large flashing cursor shows your current room. The map shows the location of any remaining Key or Life collectible and also shows the shootaway blocks. 

A larger flashing dot shows your current destination. This is especially helpful in World 4 where you have to play Zones in a particular order. 
 

A few tips …
 
    • Pressing the Space Bar during play will pause the game. Press again or use the Fire Button to return to the game.
    • While in Paused mode press ‘X’ to exit the game to the title page (after confirmation).
    • Pressing ‘M’ while playing, or when in Paused mode, opens the Location Map.
    • Each ‘normal’ room has one special collectible item – either a Key or a Heart. Collect all of the keys to gain access to the Final Chamber and collect hearts for an extra life.
    • Berks wander aimlessly around a room and can be destroyed.
    • Drones home in on your location but can only be stunned. They indicate when they’re about to resume by flashing faster. Keep your eyes on this as it helps.
    • Snakes appear in World 4 and are smaller and faster than the Drones. I hate them!
    • If you want to make sure the stun time is at maximum before moving past just keep firing at it until you hear the sound effect to indicate it has been stunned again.
    • You can use the shootaway blocks to your advantage by stunning Drones or Snakes behind them allowing you to access tricky areas safely.
    • Once you’re familiar with the way the Drones and Snakes home in on you, it’s possible to lure them into a ‘safe location’ and stun them before moving to where you need to go. This is especially useful if you have to clear the way to a Key. 
    • When a World has been completed you will be shown your score and a percentage completion value. The latter is solely based on the number of shootaway blocks completely removed. The Location Map is invaluable in checking that you’ve removed all of the blocks if you’re trying for 100%.
    • When entering a room, the position of enemies is randomly set so be ready with your finger on the Fire Button!
    • Sometimes it is wise to back out of a room if the positioning of enemies makes things difficult.

