What is it all about?
As the name suggests, Scorch Went Bonkers is a remake of the old PC classic. However, many things were changed and the type of fun
delivered by the game is different. Where Scorched Earth put emphasis on tactics and careful calculations, SWB requires quick
thinking, perfect timing and only one finger for controlling your tank. As you may have already noticed (if you ran the game before
reading the manual, like most people do :), the game is real-time instead of turn based. Last on the field wins. Have fun.
Operating menus
The game is meant to be accessible by using only one key from the keyboard (as to reasons why, see the end of the document).
Because of that, the menus are set to "auto-cycle" mode by default. That means that the option selected
will change by itself at regular intervals, and selecting a particular option is done by pressing any key on the keyboard (apart from Up,
Down, and C). However, this behaviour is unfriendly to those who can use more than one key, so pressing Up or Down while any menu is
active will disable auto-cycle and allow you to control your menus by Up, Down, and Space/Enter, in a traditional fashion. Pressing the
C key while a menu is active will turn the auto-cycle back on.
Accessibility options
The game includes some options to make it easier to operate by the impaired. Of course there are multiple speed settings and many other
tweaks in the Gameplay menus to make the game less difficult, however, there are special options in the Accessibility menu. First of
them is "Menu cycle speed". This allows to adjust the pace at which the marker is cycling between the menu options. The other two
are "Ingame tap threshold" and "Delay shooting". The first one is neccessary because the game involves tapping the key briefly, which
causes shield activation. The notion of a brief tap may be different for the impaired, hence the setting. The "Delay shooting" option
is connected with the previous one. When the threshold is set to one of the higher settings, enabling this option may be needed to
allow shooting at little power even when the tap is long. When it is not needed, it is better left disabled - this allows more precise
control over your shots.
General idea
Basically, this game is about blowing other objects to smithereens, whether they are other players' tanks, practice targets or
something entirely different. You achieve this by firing bullets. Bullets can be fired from your gun at different angles and
speeds. The bullet will then fly across the screen, obeying the basic mechanics laws like gravity and air friction, to finally
fall down back to the ground, where it will spawn a nice and colorful explosion. If it explodes close to what you were trying
to hit, good for you. Each destructible object on the playfield has its energy level. The closer the explosion is to the object,
the more energy the object in question will lose. When the object's energy level reaches zero... boom.
In addition to attempts to destroy everything that moves (and many objects that do not), you will try to protect yourself. This
can be achieved by skillfully using your shield. Unfortunately, the components your shield uses were made in Taiwan. Because of
that, the shield can only be activated for short periods of time and drains a little of your energy level every time you engage
it. However, if your timing is right, the shield will deflect any bullets that hit it. When the shield is fully activated, it
will deflect the bullets at almost the same speed they had when they hit it, but if it is only partially active (not at the
highest level of opacity), it will deflect them at much less speed - which can cause them to fall right back on your face.
Controls
Each player controls his tank by only one button on his controller. This controller can be a keyboard key (any key chosen by
the player), a mouse button, or a button on one of the joysticks/gamepads connected to your computer.
When you start the game, you see your tank constantly changing the angle at which the bullets are fired, which is depicted by
the rotating barrel and a moving crosshair. When you depress the button of your controller, the barrel stops moving and the
firing angle is set. Now you can see the crosshair moving towards your tank. The closer the two are, the more speed the bullet
fired will have. When you're satisfied with the power of the shot, you release the button and the bullet is fired. After the
shot, you must wait a moment for the tank to restore its energy. During this period, you will not see your crosshair, which
signifies that you cannot shoot.
Besides firing, you can also activate your shield by tapping your controller button briefly. The shield will quickly go up,
and then, almost as quickly, disappear. You can activate your shield as many times as you like, and even if your crosshair
is not visible. However, each activation of the shield costs you a little amount of energy, so beware.
In addition to players' controllers, there are also two special keys available in game. First of them is "P", which allows you to
pause the game for a while (and listen to the music while you hold :). The other one is "ESC", which immediately returns to
the main menu. Of course, those special keys can't be used as controller keys (along with "C" which is used in the menus).
Why only one button?
The game was originally developed for the One Switch competition, hosted by Retro Remakes
in cooperation with oneswitch.org.uk. The rules clearly state that there can be only one
key used, plus one extra key for quitting the game. I believe I bent the rules a little by allowing an up-down-space interface in the
menus, and allowing several players to play with multiple keys. However, the game still can be operated with a single key, and
even if there are multiple players, each of them only uses one key, so I hope I'm still okay with the rules. If I'm not... well, it
still will be a great experience. The whole game was designed and finished within 18 days (I had a bit of a late start in the
competition), and consumed most of my free time during the period. However, the overwhelming satisfaction I feel now was worth it.
I hope you'll be enjoying the game at least as much as I do :).