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CHANGELOG
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UPDATED (march 2025):
(version 16.1.0)
- changed some levels for better estatic
- shield was not working good enough. some monsters could get through. works well now
- 15ms sleep mode for windows and android (could create screen tear)
- changed some rooms that were too hard

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UPDATED (march 2023):
(version 16.0.0)
- Monsters will desintegrate now better
- Some text changes and positions of texts

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UPDATED (november 2022):
(version 14.0.0)
- Hall monster timer for level 'hard' modified
- Button images instead of 'button 2', 'button 4', etc
- Some text changes
- Game window caption changed
- Room 30 had bad pixel in there (removed)
- Debug mode added 
- Some levels changed (added blocks in room)
- Some changes in position of monsters in room to make it a bit easier

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UPDATED (july 2021):
(version 11.1.0)
- Monsters will desintegrate now
- When arrow hits an exit door, it is destroyed

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UPDATED (july 2021):
(version 11.0.0)
- Adjusted the green arrow room. Made it easier. Now the blue wall can be shot with a blue arrow.
- When moving walls are shot with a blue arrow, and the wall can be destroyed, it is now destroyed in steps.

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UPDATED (december 2020):
(version 10.5.2020)
- Added left analog stick as alternative for d-pad (both work at the same time)
- Added OUYA icon

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UPDATED (july 2020):
(version 10.4.2020)
- Fixed nvdia shield controller
- Used newer compiler

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UPDATED (february 2020):
(version 10.3.2020)
- Some gamepads didnt work properly at the highscore screen (e.g. Nvidia Shield controller)

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UPDATED (february 2020):
(version 10.1.2020)
- Bug fixes

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UPDATED (january 2020):
(version 9.19.2019)
- Made the game crossplatform! 
  Now it works on Windows and Android systems (with gamepad or keyboard). 
  Game does NOT support touchscreen.
  Tested on Windows, OUYA and Nvidia Shield TV (with OUYA controller).
- Some bug fixes (including sound).

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UPDATED (september 2018):
(version 9.4.2018)
- Added gameover and lifeup sound. They were missing
- Altered dungeon 1 a bit, to make it resemble arcade version a bit more
- Added flood effect to "venture" logo in main screen. (just wait a bit)
- Added red flashing when player dies, just like arcade version
- Changed AI of monsters a bit to make them less aggressive
  They are still smart : they will try to dodge your arrows!
- Changed intro screen
- Added options screen with help scroller
- Changed "loading game" splash screen
- Changed level select screen (removed options at bottom of screen : moved to "options" screen)
- Rearranged snakes in snake room a bit
- Changed wall room to resemble arcade version more
- Changed font to arcade font (was colecovision font previously)
- room34 had little white dot in filled room (removed). Just a visual bug
- Some small bug with the room music when entering dungeon or room.
- room33 had no music, added goblin room music
- Changed buttons for weapon and pause for gamepad to make it more logical
- Changed scroller text in main screen
- Critical bug in room25: when with back to the left wall and firing green arrow to the right, 
  a critical bug occurs. Bug fixed
- When game is paused, you can exit game with gamepad button and ESC button. Previously you could exit game 
  unintentionally when hitting certain gamepad buttons, which can occur while in game, which was annoying.
  Now you can only exit game from intro screen.
- ESC button or button(3) on gamepad used to cancel or go back one screen implemented
- CHEAT : When on difficulty level screen and when in mode advanced : hold F1 or gamepad button(4) and then 
  select difficulty level with SPACE or button(2). Now, all arcade levels are skipped.
- Added transparency and collision detection to arrow heads with player (room14)
- Changed readme.txt accordingly

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UPDATED (august 2014):
(version 8.1.2012)
- Fixed bug with green hall monster entering room (raised an error)
- Hall monster alarm fixed when pausing the game (game will keep track of hall monster alarm when pausing)
- Fixed hall monster buzz sound when pausing the game
- Bomb is possible in room 26 now to make it easier and also changed the range of the blue wall a bit in this room

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UPDATED (februari 2014):
(version 8.0.2012)
- Minor fixes

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UPDATED (januari 2014):
(version 7.9.2012)
- Fixed joystick issue (nothing serious)

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UPDATED (september 2013):
(version 7.8.2012)
- Added debug mode: When game is set in debug mode with cheat, use F1 and F2 to skip dungeons, and 'L' to 
  change the level while ingame.
- Fixed some minor stuff in highscore entry list.

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UPDATED (september 2013):  
(version 7.7.2012)
- Added gamepad support (tested with Logitech Cordless Rumblepad 2), but in theory it should work with any 
  controller that is recognized by Windows. Controller must have at least 4 buttons.
- Added some room transitions when exiting and entering a room.
- Fixed some minor things
- Removed ingame SAVE option.

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UPDATED (march 2013): 
(version 7.6.2012)
Game finished 100%.

- Changed highscore screen. It will use an arcade like way to enter your name (use 'H' in main screen to see the
  highscore list).
- Added shortcut to skip first arcade dungeons (start new game, in blue screen hold F1, then choose level)
- When you exit the same room 5 times, a hallmonster will always be standing next to you and kill you. 
  (just like the arcade version)
- Changed the black holes in room 24: When level <= 4, blackholes wont be random. Above level 4, they are. 
  Just to make it a bit easier.
- Added game mode : advanced mode (default) and arcade mode (just like the arcade version: only the first three
  dungeons). Change the mode in the blue screen, when starting a new game.
- Save file is compatible with last versions.

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UPDATED (october 2012): 
(version 7.4.2012)
Game finished 100%.

- Added pause screen (press P ingame to pause game)
- Set arrow in intro screen on "continue" instead of "new game" to prevent accidently overwrite save game
- Press S to save game while ingame (when choosing "continue" this savegame will be used)
- Fixed level bug: If all dungeons are completed, the level was increased with more than 1.
- Changed room 24 and 29 spawn time: monsters wont emerge too fast now.

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UPDATED (march 2012): 
Game finished 100%.

- Change some room transitions so it looks better (now the HUD wont move during room transition)
- When continue game, now the game sets the score to 0.
- Fixed window bug when switching to highscore screen with 'H' (now it wont change size)
- Fullscreen/windowed screen is now saved instantly when hitting F4.

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UPDATED (8 november 2011): 
Game finished 100%. This is the final version, unless I find bugs :)
ENJOY!!

- Removed polygon filling algorithm, because it indeed contained bugs which lead to visual problems.
- Added all alarms for green room monster.

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UPDATED (5 november 2011): 
(version 5.9)
- Finished all the rooms. Game fully playable. After 36 levels, game goes level up, and loops.
- Game 99% finished.

TODO:
Different alarms for room monster that will appear after some time.
now monster wont appear soon...

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UPDATED (1 november 2011): 
(version 5.3)
- Fully working save system (in .sav file). 
  Might not be compatible with last save file, if not, then delete .sav file, then start game.
- Settings saved in settings file (.ws file). 
  When switching window size with F4, settings are stored in this file.

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UPDATED (october 2011): 
(version 4.9)
- Changed intro screen.
- When a dungeon is completed, bonus multiplier is raised +1, and exta lives added (one life for dungeon 1, 
  two lives for dungeons 2, etc). When all rooms are robbed from treasure, game restarts at dungeon 1, with 
  the level raised +1. 
- When room is robbed from treasure, it is closed and now filled solid like Colecovision version. 
  Polygon algorithm to fill room solid _might_ contain visual bugs though (!)
- New working save system (in .sav file), not compatible with previous version (sorry).
- More rooms finished, except room 29,30,31,33,34 and 36 which are still not finished. << TODO
- New weapon "shield" implemented. 
  When shield is activated, monsters have a hard time getting you, since the shield repells them. 
  However, if you stay still too long, a monster might eventually get through the shield. Only usable in 
  certain rooms.
- When same room is visited 3 times in a row, green room monster will appear almost immediately. You must visit
  other room first. When it's the last room in a dungeon, the green monster wont appear immediately.
- Added some custom room transitions.
- display text, when new weapon is collected 
- Certain bugs fixed.
- Changed weapon system: Choose weapon (arrow, bomb or shield) with Z and X, and space to use current weapon.
  Weapons are: blue arrow, green arrow, red arrow, bomb and shield. 
               Yellow arrow is standard first weapon.


NOTE: Not all weapons are available in every room.
 

TODO:
- have to finish last 6 rooms
- highscore screen

- when last room in dungeon is visited three times, green monster must not appear !!??

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UPDATED (june 2011): 
- First version (demo/beta version), v0.34
- Fully working save system (in .sav file)
- 7 dungeons complety done
- All arrows implemented
- Bomb implemented.

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