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PC-SIG: World of Games
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PC-SIG World of Games (CDRM1080710) (1993).iso
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INSTRUCT.DOC
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1992-10-05
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FUNGAL MAN / MAROONED AGAIN / SWINE ! / FALLOUT
Copyright 1991 Dennis Drew
Copyright Strictly Enforced
NOW FEATURING INSTANT ON-LINE REGISTRATION!
Documentation file. Please read this. Use PGUP/PGDN to move through
the file. When finished, press ESC to continue with the EMS program.
To print out this file, press P and then use PGDN to move through the
entire file. It will be printed as you scroll.
NOTE: The SHAREWARE disk may be copied and distributed to your
acquaintances.
FUNGAL MAN vC.1
REGISTRATION FORM
Yes! I love being a fungus hunter.
_____ I am enclosing $25 to become a registered user. Also
put me on your mailing list so that you can continually
deluge me with junk mail.
_____ I am enclosing $1,000,000.00 to become a REALLY, REALLY
registered user. I understand that I may use the program
in whatever way I wish and share equal copyrights with the
author. Also, the author will remember me in his
prayers and will send me a gift and thank-you card each
year on this date. The author will also forward to me
the secret of eternal life (although I probably won't
believe it). Oh, and don't forget that gold and diamond
and ruby hardcover manual.
_____ MAROONED AGAIN $10
_____ SWINE! $10
_____ FALLOUT $10
On a scale of 1-10, I'd rate FUNGAL MAN a: 1 2 3 4 5 6 7 8 9 10
NAME: _______________________________________________________________
ADDRESS:_____________________________________________________________
CITY, ST ZIP:________________________________________________________
PHONE: (_______)________-_________________________
I acquired this program from: _______________________________________
You can get a really terrific pizza at: _____________________________
(one never knows when such information will come in handy...)
DREW SOFTWARE
PO Box 101
Joplin, MO 64802
(417)781-4248
I acknowledge that I have read and agree to the licensing agreement. I
request to have my name added to your mailing list for future updates
and information.
___________________________________________ ___________________
signed date
VISA/MASTERCARD ACCEPTED
Outside U.S. orders payment by International Money Order only. Due to
difficulty in processing, no checks drawn on foreign banks, please.
WHAT IS THE FUNGAL MAN GAME PACK?
FUNGAL MAN
Prepare for the worst. Fungal Man is here. Idol of tens of
people. You are the intrepid super-hero who has one purpose in life:
to destroy the deadly mutant fungal blobs by trapping them in the
damper pods. Sounds easy, and sometimes it is. At other times, it's
a real pain in the dorsal fin. FUNGAL MAN is a "thinking arcade" game
which includes nine scenarios ranging from easy to moderately
difficult. You can also design your own scenarios and turn them in
for entry in our quarterly contest. Registered users can distribute
their scenarios (no royalty fee) and make millions of dollars (well, a
few bucks anyway) by selling them to their family members, close
friends, and other FUNGAL MAN addicts. A habit-forming game that will
have you designing your own scenarios before you can say, "Urg, that's
a really nasty looking fungus you've got there."
MAROONED AGAIN
Marooned is our very popular first adventure game. It's popular
because it's logical and it's funny. You have crash landed your space
ship on a barren alien planet. You send your clone aboard an alien
ship to find the parts you need to blast off to safety. This game is
the predecessor to our highly acclaimed ANOTHER LIFELESS PLANET AND ME
WITH NO BEER.
FALLOUT
Tired of playing Tetris? Sick of the Tetris clones? We are proud
to present our UN-TETRIS CLONE. Line up the fallout as it drops from
the skies. Place it in proper sequence and it obliterates itself.
But let it stack up, and you'll be overrun in radioactive waste. Like
all of our games, FALLOUT offers brilliant color, but works on ANY
monitor.
SWINE
Be a swine. Beat your friends at this age-tested game. Legend
has it that Captain Hook was so entranced by this game that it took up
all of his spare time (and that of his crew) on his voyages (it was a
pleasant alternative to pillaging and murdering). Play against
another person or (gasp) against a fiendish and tricky computer. The
computer has been intentionally programmed to play on the level of an
average person, so you actually stand a chance of winning. See if you
can master this ancient game of strategic stacking.
FUNGAL MAN INSTRUCTIONS
You are FUNGAL MAN, super-hero of the laboratory folks and idol of
tens of people. In the thankfully not-too-near future, scientists
will discover that fungus is the dominant source of energy in our
universe. The terrible and dread FUNGAL REACTORS are far more
powerful and potentially deadly than any nuclear reactor of our day.
Unfortunately, the ANTI-FUNGUS league has been sabotaging the
reactors, hoping that they will blow up and kill many millions of
people in an effort to demonstrate how dangerous the reactors are to
human life. They have been spreading bioactive FUNGAL BLOBS over
the countryside. If these blobs are not contained within DAMPERS,
they propogate, spreading terminal cases of acne throughout the human
race. Your job is to contain the blobs, as you are the only living
human that can approach these multitudinous monstrous mounds of murky
malevolent muck without shooting zits a hundred feet.
Your object is to maneuver all the fungus blobs into the dampers.
You do this mainly by pushing them around, but you also have a wealth
of tools which will help you in this task.
Å YOU. You push fungals around with your super-powered hands. It's a
nasty, icky job which covers you with slime from head to toe, but life
is hard.
▓ CONTAINMENT WALL. Placed by well-meaning city workers to help in
containing the spread of fungus, but mostly just get in the way.
Θ DAMPER POD. The only thing that can control a fungus. Maneuver a
fungus into a damper pod and it's instant history.
± ANTIMATTER. Destroys just about anything but a fungus. To use, walk
up to the item you wish to callously destroy, trigger the antimatter,
and point it at the target.
ε BLASTER. Causes fungus to vibrate at incredible speeds, literally
pushing them through solid walls (or just about anything else). To
use, maneuver the fungus up to a wall, trigger the blaster, and point
it at the fungus.
⌠ GRABBER. Pulls a fungus along behind you one space. To use, walk
up next to a fungus, trigger the grabber, and walk away from the
fungus.
» HYPER. Allows you to trade places with some items. To use, walk up
next to an item, trigger the hyper, and point it at the item.
≈ TELEPORTER. Allows you to move through solid walls and other
objects. To use, walk up to a wall, trigger the teleporter, and point
it at the wall.
You can only hold two tools at a time (one in each hand). If you
pick up a new tool when you hold two, you will drop one tool (the one
in your right hand. Tools rotate from left to right hands).
Your goal is to maneuver all fungus blobs into the dampers. Each
damper pod can be used only once.
PLAYING HINTS!!!
These hints are designed to help you play FUNGAL MAN without going
insane (or at least, TOO insane).
HINT #1: Unless you're a genius, don't try to figure out the whole
scenario before making your first move. Study the board a minute or
two, then figure out a good starting place and just start
experimenting. You will undoubtedly make mistakes, but that's half
the fun. You learn from those mistakes and next time, change your
moves to avoid them. FUNGAL MAN is largely a game of intelligent
trial and error (much like the process of scientific discovery).
HINT #2: Count the number of anti-matter pods available. This
will tell you how many places anti-matter must be used. Then examine
the game board and figure out where those places are. That will give
you a head start.
HINT #3: If you come across a complex scenario (and we've got some
real noggin bonkers), don't let it spook you. You'll go crazy if you
try to analyze the whole scenario at once. Rather, examine the
locations of individual fungi and try to figure out how to get them to
a damper one by one.
HINT #4: Don't expect to solve a scenario on the first try. If
you do, terrific, but it won't happen very often.
HINT #5: If you find yourself getting frustrated, stop playing and
come back again later. Just like anything worthwhile, some scenarios
take time.
HINT #6: Hypers are more powerful than Grabbers, because a Hyper
usually leaves you in a position to move a fungal after hypering it.
So just as with antimatter pods, examine the places on the board where
a hyper MUST be used, and save the hypers for those places. Never use
a hyper on a place where a grabber could be used instead, unless there
are an abudance of hypers.
HINT #7: HAVE FUN!
MAKING YOUR OWN SCENARIOS
Fungal Man allows you to design your own games. It's easy to do.
Rather than give you extensive instructions, we'll let you try it out
and see how it goes. You'll learn how it functions very quickly.
Start with a very simple scenario then progress from there. MAKE SURE
YOU DO NOT ACCIDENTALLY SAVE YOUR SCENARIO OVER A PREVIOUSLY EXISTING,
DIFFERENT ONE! Doing so will erase the existing scenario. Also, when
sharing new scenarios with your friends, make sure you don't
accidentally copy a scenario bearing the same name as a scenario you
currently own. We recommend numbering scenarios as we have done... a
letter or two of the alphabet followed by a number. Then people can
play your scenarios in sequence. Please note that scenarios beginning
with DD are reserved for our use, and that you must be a registered
user to distribute your own scenarios.
DESIGN HINT #1: Don't get too complex too soon. Start with
designing easy scenarios, then progress to more difficult ones as you
get the hang of it. People like to play the easy ones as much as the
hard ones. So walk before you try to run. Experience counts.
DESIGN HINT #2: Anti-matter is likely the most powerful tool in
the game. Make sure you don't make anti-matter too available. What
you should do after designing your scenario is figure out what is the
LEAST number of anti-matter pods to include, and then delete all the
other pods and replace them with things like teleporters and blasters.
Otherwise you will find that people will easily solve your tricky
scenario by using a spare anti-matter pod to blow away a wall you
didn't intend them to blow away.
DESIGN HINT #3: Inter-relate areas. This isn't a hard-fast rule,
just a concept. Some things should be easy to do. Others should be
more difficult. A way to make your game more difficult is to require
one section of the scenario to be visited before you visit another.
For example, consider a scenario divided into 6 sections. You may
decide to place a fungus in section 1. But to get to it, you have to
have an antimatter pod from section 5. But to get to the antimatter
pod, you have to have a teleporter which you get from section 2.
Then once you have the fungus, you have to move it to section 6. See
how it works? You can make inter-relations as complex or easy as you
wish.
DESIGN HINT #4: As noted in the play hints area, hypers are more
powerful than grabbers. So when you design your game, figure out the
places that a hyper MUST be used and place only that many hypers on
the board. In any instance where a grabber could be used, place a
grabber rather than a hyper. Of course, you can replace any grabber
with a hyper just to confuse people (if you're feeling ornery).
PLEASE NOTE:
Each FUNGAL scenario is copyrighted by the author of that
scenario. It is ill-mannered (not to mention illegal) to alter any
scenario which you have not designed. Sometimes there is an urge to
think "This scenario is too hard to solve. There must be something
wrong with it. I'll just change it so it's easier to play." Please
do not do that. A Fungal scenario is the property of the individual
author. Altering a scenario is the equivalent of going to an art
gallery and "touching up" a painting because it doesn't quite suit
your taste. Please leave other folk's work alone and instead, take
pride in working on your own scenarios. Thanksabunch.
CHARGING FOR SCENARIO DISKS
You are welcome to make scenarios and show them to others.
However, if you wish to distribute them (through shareware or other
means) or sell them (no matter what the charge) then we require that
you be a registered user. After all, registration is cheap. If
you're going to distribute scenarios, it's a small enough amount to
pay for the game which has allowed you to make the scenarios in the
first place. Thanks. Note: scenarios created by UNregistered users
fall under our copyrights and are not copyrighted by the individual.
However, we automatically allow REGISTERED users to retain copyright
of their scenarios. Just another reason to register.
THE CONTEST!!!
Send in to us your FUNGAL MAN scenarios (along with the solutions,
please). If we like them, we'll publish them on our ADDITIONAL
SCENARIOS disk and give you full credit (only with your permission, of
course).
Plus, once every 6 months we decide on the BEST SCENARIO sent to
us and the winner receives a prize (no, we can't tell you what it is,
mainly because it changes from time to time. It could be anything from
a collector's comic book to a free, registered copy of one of our
games). You'll also get a certificate of honor in the FUNGI-HUNTERS
HALL OF FAME. This is to encourage you to share your scenarios with
us so that we can make them available to others!
Please note that only registered users can enter the contest,
although we will accept submissions for disk inclusion from anyone.
But please, register. It's inexpensive, the game is fun, and it will
give you a warm feeling inside.
end of FUNGAL MAN instructions
=================================================
MAROONED AGAIN ver A.1
Copyright 1985,1990 Dennis Drew.
IMPORTANT INFORMATION ABOUT THIS AND ADDITIONAL SOFTWARE:
Marooned Again is a "user-supported" program. Please feel free to copy it
and give copies to your friends. We feel this is one of the finest
adventure games ever written. If you like it, we ask that you send us
a $10 donation. You will then be a REGISTERED user, and we will send
you a catalog of our other programs. As a registered user, you may
also call in for help if you get stuck. You will also help us to have
shoes for this winter... it's supposed to be really cold.
If you do not wish to make a donation, please pass this program on to a
friend. We don't want you to even think about the shadowy form around here
that seems to have taken a liking to us, or the terrible things it does to
people who continue to use this program without making a donation; they
don't even print that kind of thing in the newspaper. Our company is
supported entirely by your generosity. Your donations help us to produce
additional software. Please send your donation to: Dennis Drew PO Box 101,
Joplin, MO 64802. (417)781-4248
THE PLOT
You have crashed your ship on a hostile alien planet. All is not lost,
however. Your scanners have located a deserted alien ship! Scanners show
no life aboard. You figure the crew must have been killed by hostile native
life forms. But the ship is in perfect condition.
You are acquainted with this particular type of vessel and know you must
find several components to get it to blast off. Because of your injuries
you also know you would never survive the takeoff. Fortunately, your ship
has an extensive cloning section, and you are able to make several clones
of yourself to search through the alien ship. The clones, of course, have
no thoughts of their own and must be controlled through telepathic link.
Unfortunately, the telepatic link section was also damaged in the crash.
The clones are all functioning, but your link with them is shaky at best.
Upon testing them you discover a few commands in one or two words such as
LOOK, GET CHAIR, GO DOOR, N,S,E,W,U,D (directions of travel) and you figure
you'll discover the rest by trial and error.
The clones must go aboard the alien vessel and find the components needed
to lift off and go for help. If they fail, you will die a slow and
agonizing death aboard your own ship. With hope in your heart, you send
the first one out.
HOW TO PLAY AN ADVENTURE GAME
This game is actually an intricate puzzle. Get a piece of paper and a
pencil. It is ESSENTIAL you map your travels. This is an alien ship;
corridors may twist and turn and you may find areas that teleport you to
differnt locations without even telling you they have done so. Remember:
alien architects do not think like we do.
The word INVENTORY (or I) will show you the components and items you have
collected thus far. There are many other commands available. The object
is to find out exactly what the others are!
This game is not easy to solve. In fact, you can expect to lose a number
of clones while traveling through the ship. It should take you between 10
to 30 hours to complete the game. When you do so, do not tell anyone how
to do it. Any such clues spoil the game for the next one playing. Don't
let anyone give you clues either; once the game is completed, it's
finished. The fun after that comes from watching your friends go nuts
playing it.
The main thing to remember is this: nearly everything you see has a
purpose. Subtle clues are placed all over. Even so, it will take you days
to complete it. The first person who tried it took two weeks. When he was
finished, he emerged from his room with a grin on his face and said, "Gaaa
urk bleh...."
He's still recuperating.
Despite any possible bias on my part, I feel that Marooned Again is the
finest adventure game I have seen. Many adventure games have you perform
completely illogical or silly actions in order to complete the game,
forcing you to become illogical and silly to win.
Marooned Again is completely logical. Everything you do and everything you
see has a logical and understandable purpose behind it. Of course, there
are a couple of things thrown in to confuse you... but at least it's
LOGICAL confusion.
Enjoy, and remember: be PATIENT. If you cannot solve it today, you may
wake up with the answer tomorrow.
TO RUN THE PROGRAM: Enter DOS in your usual manner. Insert the program in
the active disk drive. Enter: MAROONED
end of instructions
FUNGAL MAN UPDATE HISTORY
1.0 The incredible first version. WOW! Actually, a BETA version
that was released only to test people on a local BBS. If you are
using v 1.0, you shouldn't be. It was never intended for release.
It's still a lot of fun and is workable and compatible with later
versions, but it was after all, a beta test version with a couple of
minor bugs.
2.0 Minor alterations. When pressing ESC during a game (to stop the
game) it now simply allows entry of another filename (previously it
returned to the VISIBLE/INVISIBLE LANDMINES prompt). This saves a
keypress (always interested in helping the haggard user!). Altered
DD06 scenario. There were a couple of tools in the wrong places. This
didn't prevent the game from being played--rather it made it extremely
easy to solve! Don't want to do that, do we? Corrected a minor bug
in which a fungus HYPERED onto a damper wouldn't register as captured.
(Minor because none of our beta test scenarios required such an
action). Changed some wall colors so it's all pretty. Renamed
scenario files to follow a more consistent numerical pattern. Added a
ZAP BACKGROUND function so that game design may start with either an
all-blank or all-wall background. Encoded the game so that it is not
so easy to tamper with someone else's work. Added nifty PRESERVE and
RESTORE game functions so that you can store your game in progress
when you are interrupted. We decided to charge $1,000,000 as a
registration fee. However, if you don't have $1,000,000 the old fee
will still be accepted.
A.2. Our automatic loading and distributed version. Realized that no
one had ordered the $1,000,000 version thus far, so we are now
offering a solid gold cover with diamond and ruby inlay hard-cover
manual for each $1,000,000 version sold. I'll even autograph it.
B.2 Now allows instant, on-line registration. WOW!
Still no one has ordered the $1,000,000 deluxe version. However, we
are confident that when people realize the true value of the program
(as well as the solid gold cover manual with diamond and ruby inlay)
we will be certain to begin receiving orders for the deluxe version.
In fact, I'll number and sign it. Only one will be released. Maybe
two. Depends on how I'm feeling.
C.1 Improved registration system. The $1,000,000 deluxe version is
still available. However, we have lots and lots of bidders who are
really, really anxious to get their hands on it, so if you want it for
yourself you better get your offer in right away!
IMPORTANT: HOW TO OBTAIN THE INSTRUCTION MANUAL
Our programs are very easy to use. You do not need an instruction
manual to operate them. However, the manual allows you to gain
greater benefit from this program. To get the manual, you must
REGISTER with us. We depend on your registration fee to continue
operation. Registration brings you:
1. Instruction manual.
2. Call-in telephone support.
3. Places you on our mailing list for notification of future
updates.
4. Usually brings you a more advanced version of the program.
We will support you if you register; absolutely no support will be
given to non-registered users.
USER REGISTRATION AND LICENSE AGREEMENT
ARTICLE 1. ACCEPTANCE.
In registering for our programs, the user agrees to abide by all
articles and restrictions of this license. It is the responsibility of
the purchaser to note the items of this license, and decide upon
agreeability of its terms prior to the registration of the program.
ARTICLE 2. LICENSING.
This program is licensed, not sold. As such, the user/
purchaser has the right to use the program on a day-to-day basis,
but recognizes the ownership of the program and all materials as
belonging to Dennis Drew.
ARTICLE 3. COPYING AND MULTI-USER.
This program is USER SUPPORTED. You are encouraged to copy
the SHAREWARE diskette and give it to your friends and acquaintences.
You may use this program freely and distribute it as you wish.
However, the following restrictions do apply:
1. You may not charge a fee for this program, other than for
the cost of duplication.
2. You may not alter the program or supporting items in any
manner, may not add to or remove items from the disk.
3. You may not copy or reproduce in any way the instruction manual
that is available for this program. The instruction manual is provided
to REGISTERED USERS ONLY. Copying of this manual in any form is
strictly forbidden. If several copies of the manual are required,
then a discount is provided on request.
4. Shareware companies must obtain a distribution license from the
author.
ARTICLE 4. WARRANTY AND LIABILITY.
It is the responsibility of the purchaser to decide upon
usability and application of this program to his/her particular
needs. Every effort has been made to insure the accuracy and
reliability of this program. However, since the success of this
program relies a great deal upon individual use and dedication to
the use thereof, and the fact that this program is user copiable
(thus limiting our control over what the end-user receives),
We will not be held responsible for any results obtained from the
direct or indirect use of this program nor does this program
comply to the laws of merchantability of any state.
ARTICLE 5. TERMINATION.
If the user/purchaser breaks any article of this agreement,
all items pertaining to the program shall be returned to the
publisher. This will not exclude any additional punitive damages
incurred according to national and civil laws.
ARTICLE 6. CUSTOMER SUPPORT.
We are eager to support our customers. Technical
assistance is available to REGISTERED USERS ONLY by calling
(417)781-4248 Monday through Friday during the hours of 9am to
5pm.
If your diskette is damaged in any way, return it to us along
with $10.00 to cover cost of replacement. We will rush you a new
diskette.
It is recognized that the purchaser is already bound by the terms
of the LICENSING AGREEMENT enclosed with this package. This
registration form serves two purposes:
1. To emphasize agreement with the terms of the license.
2. To allow us to provide you with timely updates and information.
Thank you for registering!