* * ***** ***** * * * * * **** * * * * * * * * * * * * * * * * ***** * * ***** * ***** * * **** * * * * * * * * * * * * * * * * * ***** * *** * * * **** * * ***** A thoroughly tasteless game by Christian Graus. If, like most people you loaded the game before the docs you will notice a splodgy shape appearing beneath you when you fire. What is it and why does it explode ? Well, with all due apologies to ELSPA, I'm afraid it's vomit, radio- active vomit from the mouths of a radioactive frog. You see, our friends live next to a nuclear waste dump, and they're not well at all. Each time they vomit they have a few seconds to get out of the way before it explodes, blowing up swamp, octopuses, frogs and anything else in the way. The idea of the game then is to blow a path to your opponent and spew him out of existance. To help you do this some swamp has bonuses under it that will be revealed when it blows up. They can be blown up, so grab 'em while you can !! The little vomit with a + sign adds to the number of vomits you can have on screen at once. Note if an exploding hurl blows into another chuck it will go off as well, creating a chain effect. The little vomit with a P adds one to the blow range of each spew. It's not all easy though. You can't jump over spew, so you can trap yourself. Also if an octopus touches you, you will die. At the top of the screen you can see how many lives you have left. If there are no little frogs on your side, you have one life left. If a player dies and the other player dies while the first is sinking into the swamp then neither of you loses a man. When a life or game is lost you will be transported to a graveyard to see the winner jumping for joy on his opponents grave. For the life lost routine the computer plays 'Another One Bites the Dust' by Queen. I have used this because it is instantly recognisable and I hoped it had a comedic effect. I hope I haven't broken any copyright, if I have just copy 'DM.sng' over 'ABTD.sng' in the DATA draw. Naturally we hear the death march at the end of a game. In both these situations, only the winning player can speed things up by pressing fire so you don't lose any gloating time. Pressing ESC during gameplay will restart, and Q from the title page will quit. Hop & Hurl also detects if you have an A1200, and if so doubles the no. of octopus as it can handle the speed. Speaking of speed, if the game is too fast for you, type in I'm from the country on the title page, with no spaces, and it will slow down. To go back to fast mode, type I'm from the city. Remember to use no spaces or punctuation. If you've done it right you will hear a vomit, and the title tune will re-start. It doesnt matter if you type it in lower or upper case. Unfortunately, quitting on an Amiga with less than two meg will freeze the machine, due to the Amiga being unable to free the memory H&H uses. Sorry. Happy Hurling !! Christian Graus, 25/6/94 Credits: Hop & Hurl was written in Blitz Basic II v1.8 by Christian Graus. As I cannot draw the Frog, Lilypad, Octopus and Fish shapes are from Amos. The moon and clouds are also from Amos and the Rip was originally clipart. I drew the spew ( I'm also a poet ), the titles and the powerups, etc. All drawing and converting of shape colours etc was done with DPaint IV I created the music using OctaMed v4 ( see above ) Thank you to the Floppy Shop in Hobart for use of an A1200 to test H&H.