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PC Format Collection 6
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FRUIT
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FRUIT.DOC
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1994-12-10
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----------------------------------------------------------------------
Please Register!!!!
-------------------
If you like this game, then please consider registering for the FULL
version!. I have spent over 10 months creating this game, and have
had to design, program, and debug it, as well as producing the
graphics, and personally feel that I have created one of the most
(If not THE most) playable shareware fruit machines on the market.
If you enjoy playing this small demo of it, then I'm sure that you
would agree that a price of just £3.00 for the full version makes it
VERY good value!
If you register for the full version of this game, you will receive the
COMPLETE version of this game, with many features not incorporated into
this shareware demo version. Some of the features included in the
FULL version are:-
* NO Time Limit per game. (Of course!)
* 30 or 50 credits per game (Enough for at least 15-60 minutes playing
time per game!)
* Hi-Score entry and Saving of Hi-Scores enabled.
* Sound ON/OFF toggle (Very useful in certain places!)
* Boss Key (To quit the Fruit Machine ULTRA fast!!)
* The REELMAKER Program, to create brand new random reels whenever you like!
* FOUR versions of the game! (30 / 50 credit versions of both the 286 and
the 386/486 versions of the game!)
* Clear, printed instructions for the fruit machine!
All this can be yours for the VERY low price of £3.00!. This, by
the way, covers all costs for the game. (The packaging, postage, AND
printed instructions for the game, as well as the obvious cost of
each diskette!). There's no need even to send a self addressed
envelope - it's all paid for. I can even supply the fruit machine
on either 3 1/2" or 5 1/4" disks!
Not only that, but, if ordering more than one copy (for friends,
maybe, or even as a group order?), then the price of each copy drops
down to just £2.50! (What I save in postage, goes right back to you!)
So, if you do like this game, but would prefer a fully functional
version, then please register for the full version! - All you have
to do is send a cheque or postal order for payment of your order,
along with an order form (There should be on supplied with this
game), or even just the required details on a sheet of paper, to the
address below!
All orders are greatly appreciated, as I am not making a penny from
this shareware version! - Who knows, if enough people register THIS
fruit machine, then I may start producing them on a regular basis!
Thanks for taking the trouble to read this, and I hope you have as
much enjoyment playing my Fruit Machine, as I had creating it.
Denis Evans.
30, Arley House,
20, Sheldon Heath Road,
Sheldon,
Birmingham,
B26 2DQ.
-----------------------------------------------------------------------
IMPORTANT NOTE **** If running FRUITBANK on a 486 dx2 machine, then
you will probably find that the game runs faster if you turn your
turbo OFF. This is due to the way that the processor is Double
Clocked (to improve the speed of the computer), and so the timing
routines work faster if this is turned OFF!
GAMEPLAY / LOADING INSTRUCTIONS
-------------------------------
To start FRUITBANK, simply move to the directory in which FRUITBANK
is stored, and type:-
FRUIT <RETURN>
The Game will now load. (If there are any errors whilst loading,
you will be informed, and an appropiate (and hopefully helpful!)
error message will be given.)
If you have a VGA/MCGA graphics system, then a title screen will
appear. If a key is pressed, then loading will continue immediately.
If no keys are pressed, then the game will continue loading in 5
seconds. Once the game has loaded, you will see the FRUITBANK logo,
and a Title/Hi-Scores screen.
From the Title/Hi-Scores screen, Pressing `ESC' will return you to
DOS, while any other key will take you into the game!
NOTE : If at any time the game could NOT load the hi-scores, you
will hear a trilling sound informing you of this. Also, when first
loading, if the game could not find any hi-scores, you will hear a
trilling sound. This sound may vary in pitch from time to time.
When the game first loads, you may hear the trilling sound play
twice - This will be the game informing you that it could not find
any hi-scores, and also could not create any!.
IN-GAME KEYS
------------
Cursor keys Move cursor Left/Right/Up/Down around buttons
Space/Enter Press currently selected button (IF FLASHING)
F1 Show `Win Amount' help screens
F2 Toggle sound effects On/Off. (Registered Version Only!)
F10 Quit to DOS instantly (Could come in useful!) (Regd Ver. Only)
ESC Quit to title/hi-scores screen (When the START
button is flashing) (N.B. - If you quit your game,
your score will be ignored!)
PLAYING THE GAME
----------------
You start each game with 30 credits, which will decrease by one each
time the START button is pressed. Once all credits have been used,
the game is over, where, if you did really well, you may have a
hi-score!
When START is flashing, pressing it will spin the reels. Once
stopped, you will either have a win, or, if you don't have a win,
you may have some features.
IF YOU SPUN A WINNING COMBINATION
---------------------------------
If a win was spun, then, if you didn't get the jackpot (£4.80), you
will have the chance to gamble the amount that you have won. You
will notice that the amounts below and above the amount you have won
are now flashing. If you do not wish to gamble your win, simply
move to the COLLECT button and press it.
If, on the other hand, you wish to gamble for more money, move to
the GAMBLE button, and try to press it as the amount ABOVE the
current amount won is lit. If you were successful, the amount you
have won will now increase, and you can either gamble again or
collect your winnings. You can continue gambling until you have
either won the jackpot, or have stopped the light on the amount
BELOW your currently lit win. Once gambling is finished, START will
flash, and pressing it will spin the reels again.
IF YOU DID NOT SPIN A WINNING COMBINATION
-----------------------------------------
If there are any symbols with numbers on the win-line, then the
numbers are added up, and the appropriate number of letters in the
word, `FRUITBANK', are lit up. if any letters were already lit,
and held, then the appropriate new letters of the word `FRUITBANK'
are lit up.
If any question marks `?' are on the win-line, then the player has a
chance to gamble for all of the letters. The GAMBLE button will
light, and the remaining unlit letters of the word `FRUITBANK' will
flash randomly. When GAMBLE is pressed, all of the letters up to
the one that was lit when GAMBLE was pressed, will light up.
If ALL of the letters are lit, then the player has got a feature!.
If not, then you will be returned to a flashing START button, where
you may have the chance to HOLD any reels, and may also keep your
lit FRUITBANK letters, if the FEATURE HELD light is lit!
If you managed to light up all of the FRUITBANK letters, then the
feature types will flash, and once GAMBLE is pressed again, will
stop on the feature that was last lit. The feature types are
explained on the following pages.
THE CASHPOT
-----------
This is not a feature in the sense of the four features below, but
is still a feature nonetheless. Each time a `ú' symbol appears on
the winline, another 50p coin is added to the CASHPOT (The 15 coins
in the bottom left of the screen). If all of the coins are now lit,
you will automatically win the CASHPOT. The £7.50 will be added to
your score, and the CASHPOT will be reset to one coin (50p).
FEATURES
--------
There are four special types of feature. These are CASHPLUS,
SUPERNUDGE, SPINAWIN, and STOPAREEL, all explained below.
All features will automatically give you a chance to REPEAT the
feature. The GAMBLE button will flash, and the REPEAT feature will
light up. The YES/NO lights underneath the REPEAT light will flash
in turn, and pressing GAMBLE will stop them flashing.
If the YES light was lit when you stopped them flashing, you get the
feature again!. If NO was lit, however, you will be returned to the
flashing START button.
CASHPLUS
--------
The coins in the cashpot will flash, the GAMBLE, STAKE, and COLLECT
buttons will be activated, and the computer will automatically bet
one of your coins.
Pressing COLLECT will collect the amount of coins that are lit (not
flashing) and half of the coins that are flashing. This is because
when STAKE is pressed, ONE lit coin is replaced by TWO flashing
coins, so that collecting only gives you back your original amount
of coins.
i.e. - If 5 coins are in the bank, then pressing STAKE five times
will give you 10 flashing coins, so that if you press GAMBLE when
they are all lit, you will effectively double your money. If they
were not lit, however you would lose your original 5 coins!.
If GAMBLE is pressed, and the flashing coins are lit, then you will
win them all, and get the chance to gamble for more (Unless you have
got all 15 coins, in which case they will be added to your
winnings!). If the flashing coins were unlit when GAMBLE was
pressed, however, all of the flashing coins will be lost, and the
remaining coins are added to your winnings. Each coin is worth 50p,
giving a possible jackpot of £7.50.
SUPERNUDGE
----------
When chosen, the numbers on the NUDGE strip (far right) will flash
randomly until GAMBLE is pressed. Once pressed, you can either
press COLLECT to use these nudges, or GAMBLE for more.
The numbers above and below the amount that you stopped the flashing
on will flash, and once again the aim is to stop the flashing light
on the amount ABOVE your currently won amount, where this will now
be the amount of nudges that you have. You can keep gambling for
more nudges, either until you manage to get unlimited nudges,
collect the nudges you have so far, or stop the flashing light on
the LOWER amount.
If you obtained any nudges, then you can now use these to try to
align a win. The six NUDGE/HOLD buttons will flash, and pressing
one of the top three buttons will nudge the chosen reel up, while
pressing one of the lower three buttons will nudge the chosen reel
down.
If a win has been got, you can GAMBLE it or COLLECT it as you would
any normal win. You will then have a chance to REPEAT the
supernudge feature. If you got a REPEAT, then the reels may
randomly spin, and you will have a chance to nudge again. You can
keep repeating the feature until you lose on the REPEAT, where you
will then be returned to the START button
N.B. - ANY win will automatically STOP the nudge feature, so keep an
eye out for low winning combinations, and avoid them if you can get
higher ones!.
SPINAWIN
--------
A nice easy one, this - The computer will automatically spin the
reels, and give you a random 3-symbol win. When the winnings have
been added to your score, you will then have a chance to REPEAT the
feature.
STOPAREEL
---------
The COLLECT button will flash, and the computer will spin the
left-hand reel 5 times, pausing for around 1.5 seconds after each
spin. When you see a symbol that you would like the computer to try
and match a win with (i.e. The Double Bars), simply press COLLECT.
The computer will then bring reels 2 and 3 down until it finds a
matching symbol. Bear in mind though, that if the computer comes
across the matching symbol on reel 2 first, then it will stop,
effectively giving you a 20p win!
NOTE : Any matching symbols that are ALREADY on the winline will be
held automatically, giving you a 3-symbol win for that symbol!
If, after the FIFTH spin, you have still not pressed COLLECT, then
the computer will match up a win for the symbol that is now on the
left-hand reel.
WHEN THE `HOLD' BUTTONS ARE FLASHING
------------------------------------
When the three HOLD buttons are flashing, then pressing a FLASHING
button will cause it to stay lit. Pressing a LIT (Not flashing)
button will cause it to flash. When START is pressed, any reel
whose HOLD button is LIT (Not flashing) will be held, and will not
spin.
NOTE : If a win is spun that is higher than £2.00, then there will
be slightly less chance of getting a `HOLD' on your next turn.
ENDING THE GAME
---------------
If you wish to quit to the title screen, then pressing ESC whenever
START is flashing will quit to the title screen. Note, however,
that doing this will cause the game to ignore any score that you may
have got! (So don't do it if you've got over £100!)
If, on the other hand, you have no credits left, then pressing any
key will take you to the title screen, where, if you have a good
score, you may have a place in the hi-score table. (Registered
version will save allow hi-score saving!). If you did get a
hi-score, you will see a grid of letters, and a blue cursor.
If you DID get a hi-score, then simply move around the letters, and
press ENTER or SPACE to add the chosen letter to your name. If you
make a mistake, move to DELETE (The Left Arrow), and press SPACE or
ENTER. Once you have entered your name, move the cursor to the
ENTER symbol (Bottom Right), and press SPACE or ENTER once more.
The maximum length that you can input is 12 characters. Once input,
the hi-scores will be shown, and saved.
IF THE BOSS SHOULD WALK IN (Registered Version only!)
--------------------------
Don't Panic! - just press the F10 key, and you'll be back in DOS,
ready to re-enter whatever application you're SUPPOSED to be using!.
(NOTE : This quickie way out is only available from the hi-scores
screen, and the game itself - NOT the initialisation/loader routine!)
HINTS & TIPS
------------
When gambling for a higher win, if you wait a while before pressing
the GAMBLE button, then you will notice that the speed at which the
win amounts are flashing decreases gradually, then resets to its
fastest. If you can time your gamble when the flashing has slowed
down, then you will have a better chance of winning.
The above technique also works for CASHPLUS, in that if you wait a
while the speed at which the cashpot is flashing while move out of
step for one flash, then carry on flashing normally for 4-5 times.
The object this time, however, is to press GAMBLE at any time that
the coins are lit, BEFORE or AFTER the one "step" which isn't
synchronised.
Also remember - On SUPERNUDGE, make sure that you try to miss any
low wins if it is possible to obtain a higher one, by skillful
manipulation of the reels!
*------------------------------*
| |
| |
| |
| Have Fun!!! |
| |
| |
| Denis Evans |
| |
| |
| |
*------------------------------*
-------------------------------------------------------------------
TECHNICAL INFORMATION
---------------------
Each reel consists of around 500 symbols, the exact quantity per
reel remaining constant for every game. The reels are large so as to
give a much more even chance of getting a low win, yet a lower
chance of getting a high win. The positioning of the symbols can be
randomized every time that the game is loaded, effectively giving an
infinite variation on them. Storing the reels in this way
effectively gives three PHYSICAL reels (i.e.- as opposed to random
symbols being generated every time START is pressed!), which will
behave exactly like the reels of a true gambling machine.
I have developed a pseudo-multitasking environment for this game,
using BASIC (and NO assembly language!), consisting of intricate
timing loops, and `slack time' usage, as at most parts more than one
thing are apparently happening at once. For instance, when
gambling, you are able to simultaneously move your cursor around and
press buttons while the gamble amounts and cursor are flashing, as
well as the buttons that are enabled at the time, in this case
GAMBLE and COLLECT, whilst also being able to press F1 in case help
on the win amounts is required!.
The timing for the gamble, button flashing, and other time crucial
routines, is calculated from the system timer, and so should remain
constant on any machine (except, of course, where the machine is
slow, and only just finishes its task outside the strict timing
limit that I have allocated for it).
Being written in QuickBasic, and with NO assembly `helping hands',
smooth scrolling the reels was out of the question. Instead, I have
simply scrolled the contents of the visible window by one symbol
position for every move. The result may take a little bit of
getting used to, but once a game has been played, you will notice
when the reels are scrolling up or down, especially when they slow
down at the end of a spin.
As the resulting program was larger than QuickBasic would allow, I
have had to split it into two parts. The first of these is the
initialisation routines, graphic loading, and reel and graphic
screens setup routines. The other section is the game itself, and
the hi-scores/title screen section of the game. In addition to
this, there are a LOT of graphics to the game, so memory was very
tight, forcing me to have to use the BRUN45.EXE runtime file
supplied with QuickBasic, in order to keep the variables and data in
memory when switching between the two game modules.