Jewel Thief - 9/28/94 9/28/94 - ver 1.2 - Fixed problem with MakeUp and Play Ahead Days not keeping track of how many days a player could play. This would allow more games than allowed to be played at one time. Hopefully fixed the bug that would allow the Static guards to stay awake at the higher levels. This seemed to happen on makeup or play ahead days and when there were 4 Static guards. I sure hope I have that one fixed. Added a Special Level Message Screen that pops up at the 3 special levels so that the player will know to notify the Sysop that they hit one of the special levels. 9/07/94 - ver 1.1 - The levels with the roving guards will not start until the Thief is moved. Also found and fixed where the Thief could be placed on the same row as the 2nd roving guard. 8/27/94 - ver 1.0 - Problem with number of games allowed per day was not working correctly. I think I have that fixed. Added in Escape option when all the jewels are picked up for those times when the Door is opened where the Thief can't get to it. 8/21/94 - ver .60 - Jewels increase in value every 10 levels. Added 4th Static Guard and changed where 2nd Roving Guard shows up. Arrow Keys work for local play. Game now displays special message when level 30, 60 and 100 are reached that writes a validation code to a file that is worth a free registration of another one of my doors. 8/15/94 - ver .54 - It looks like I finally fixed it so that the thief is not started on a row or col as a guard. The game will not run out of levels now (preveous ver ran out at 25) but will keep incrementing them as long as the thief is alive. At level 25 there is now 2 (yes, TWO!) roving guards. Fixed the problem of the static guards changing states faster when you do key presses. 8/12/94 - ver .52 - Still trying to fix it so the Thief does not start on a row or column that a guard does. Fixed the Setup program so that it includes the Action Index. 8/09/94 - ver .51 - Several people could not see the jewels so I changed them to plain ascii characters. Everyone should be able to see them now. I've had no complaints about the Guards or the Thief so I am leaving them the way they are, unless I hear something from someone. 8/07/94 - ver .50 - Changed colors around to try and improve visibility during game. Did some work on movement and play routines. Corrected documentation for Ansi and Ascii bulletins. Added in Color Toggeling of the Guards, Jewels and Thief. Played with the look of the characters again. 8/04/94 - ver .40 - Added in independent guard movement. Also added sysop selectable Action Index to *.cfg file. Clean up some bugs in the different levels. 7/19/94 - ver .38 - Just minor detail things. Jewel values increase from 100 to 200 and bonus jewel from 300 to 500 above level 10. 7/17/94 - ver .37 - I found out why nobody was going beyond Level 10 in the game. On Level 10 there were the 3 static guards and the 1 roving guard...the problem was that somebody had slipped the static guards NoDoze and they weren't sleeping, which meant you couldn't get past them. That has been fixed 7/12/94 - ver .36 - Change the symbols used for the Jewel and Bonus Jewel so that they would show up when the game is played in RIP mode with Rip Term 1.54. This version of Rip Term has a bug that it will not see several characters, of which my jewels were one. 7/10/94 - ver .35 - Fixed the problem of the level not reverting back to level one after getting zapped.