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apendix
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1995-10-13
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!HOW TO PLAY APPENDIX
#THE GOAL OF THE GAME
The worm is one of the oldest themes in the history of computer games.
The pattern is as follows: The worm enters a level, eats a certain number of
objects, which makes him progressively longer and finally passes through to the
next level.
With APPENDIX, the pattern is similar. You control one or more worms throughout
the game. At each level there are up to four tasks you have to complete:
1.- Eat all the fruits that appear.
2.- Remove all the garbage that is lying around on the screen.
3.- Visit all the "one by one" elements in their numerical order.
4.- Pass through an exit after having completed tasks 1-3!
In most cases it will be enough to complete the first and then the fourth task,
because there is no garbage lying around and there are no "one by one" elements
to visit. It may, however, happen that no fruits appear or else that Appendix's
only task is to reach the exit since there is nothing else to be done.
=
#START OF A GAME
The level has been loaded, the message in the lower right-hand corner says
"READY", and everybody is waiting impatiently for things to happen.
The game can be started by pressing <RETURN> or one of the direction keys.
If the worm is able to move in the indicated direction, he will do so (most
of the time!), or else he will start moving in the direction that he happens
to face at the start of the level. (This also goes for the case where you
start the level with <RETURN>.)
You control the worm's movement by means of the direction keys. Normally,
pressing the key for the direction opposite to the one the worm is moving in,
will not have any effect at all. If an "action key activator" has been eaten,
then the <SPACE> key has a special function, otherwise it has no effect.
Don't try to keep the direction keys pressed for a longer period, since the
keyboard buffer would then fill up and the worm would get out of control!
Keys may be redefined. If you redefine them, the descriptions given here will
of course become meaningless and must be adapted to the new definitions.
=
#THE TIME BARS (1)
Usually, after starting a level the first fruit will appear in some location
and at the same time two time bars will start expanding. One bar stands for
the total time that has already been used at the current level. The other time
bar may have different meanings depending on its colour (blue, red or brown).
- Grey time bar: This is the bar for the total time. The level must be
completed before the grey time bar reaches its highest point, otherwise
one of the worm's lives will have been lost through his failure to stay
within the time limit.
- Blue time bar: This is the bar for the time available for eating the next
fruit. Appendix is supposed to eat a fruit before the blue time bar reaches
its highest point. Eating a fruit will reset the time bar so it starts to
expand from the bottom again until the next fruit is eaten. Removing
garbage or visiting a "one by one" element will NOT reset the time bar.
(To be continued on the next page)
=
#THE TIME BARS (2)
- Red time bar: If for some reason the worm fails to reset the blue time bar,
all is not lost: Although the figure for CUR.PTS/LEV will be reduced (see
also under "INFORMATION"), he will get a second chance: If the blue time bar
reaches its highest point before Appendix has eaten a fruit, then the time
bar is erased and a red time bar starts expanding from the bottom in its
place. Generally,it expands very fast, so Appendix should hurry, for if
the red time bar reaches its highest point, no quarter will be given...
- Brown time bar: Time to reach an exit. If all fruits have been eaten and all
other tasks have been completed to the satisfaction of the level's designer,
then the brown time bar will start expanding. All the Appendixes in the
current level should have reached an exit before the time bar reaches its
highest point, otherwise all previous labour will have been in vain.
=
#TIPS FOR THE EFFICIENT USE OF TIME
If all fruits have been eaten but other tasks (such as removing garbage,
visiting "one by one" elements) remain to be completed, the situation becomes
critical, because the second time bar will keep expanding ruthlessly until all
tasks are completed, and there is no way of resetting it before that goal has
been accomplished.
That is why it is advisable to complete the other tasks between the eating of
fruits, otherwise you may get into trouble at the end.
=
#COMPLETING THE TASKS
If the worm eats a fruit, a number of points will be added to his score (see
also under "SCORING POINTS"), he will become a little longer (depending on
the level) and the next fruit will appear in some location on the screen.
If a "one by one" element has appeared (its size is 2 by 2 squares and it is
numbered in sequence, starting with 1), Appendix should visit it as soon as
possible. The amount of garbage that may be lying around on the screen does
not increase, so the player may plan in advance when and where to start its
disposal. Garbage is disposed of by simply swallowing it.
When all tasks have been completed, all exits begin to blink and the worm may
pass through any of them. After the level has been completed, the level bonus
is added to the score and play continues with the next level.
=
#THE EXTRA BONUS
From time to time an extra bonus will appear at some location on the screen.
If the worm swallows it, some form of reward (chosen at random) will be
activated. If the worm manages to complete the level, this reward will actually
be given to him. An extra bonus must be swallowed before the next fruit is
eaten, otherwise it will disappear again. Likewise, an extra bonus disappears
when the time control is exceeded for the first time (i.e. when the red time
bar begins to expand).
=
#INVULNERABILITY (1)
In mode "CHILDREN", all the worms that may be controlled by the player are
always "invulnerable"; in all other modes, Appendix may become temporarily
"invulnerable" through the effects of an extra bonus or super bonus.
In this state Appendix does not bump into deadly obstacles, but stops in front
of them for a while. Likewise, he will stop when you try to move him in a
direction where there is an unsurmountable obstacle. Therefore, mistakes made
by hitting the direction keys without thinking should not result in any
damage to the worm.
However, the time bars will not stop expanding and so you should not tarry
too long before moving Appendix in a safe direction, otherwise he may get
impatient and try to move in the direction you have indicated after all. This
will of course have dire consequences!
=
#INVULNERABILITY (2)
To be precise, the maximum time you may leave Appendix "standing" is equal
to the time he would normally take to make 47 steps; after that amount of time
he will start moving again. As soon as he has moved - even if it is only by
one square - the count for the 47 steps will start again from the beginning.
If you have managed to "paint yourself into a corner", then even an
"invulnerable" Appendix will not help!
The number 47 results from the maximum size of the playing area, which is
47 by 47 sqaures. This means that the worm could move from one end of the
screen to the other in the time allowed for his "standing still".
Even when "invulnerable", Appendix is not immune to different types of shots.
Therefore it is advisable to avoid the particularly dangerous white, red and
yellow shots at all times. Likewise, the effects of poisoning will still be
felt even by an "invulnerable" worm.
=
#STAND-BY MODE / MAIN MENU
If at any time during the game you press the <ESC> key, the main menu will be
activated and the game will switch to "stand-by" mode.
This key will also get you to the main menu if you press it at the beginning
or at the end of a level. Depending on the point of time, some menu items may
not be available.
=
!INFORMATION CONCERNING THE CURRENT GAME
#GENERAL REMARKS
All the information relevant to the current game is displayed on the screen to
the right of the playing area.
#LEVEL
The current level. Underneath, the current mode (degree of difficulty) of the
game is displayed. Whenever Appendix happens to be "invulnerable" - for
whatever reason - this is indicated on the third line of the display.
You will receive an extra worm whenever you finish 3 levels.
#FRUITS
The number of fruits that remain to be consumed by Appendix.
#GARBAGE
The number of garbage elements still to be disposed of by Appendix.
=
#ONE-BY-ONE
The number of "one by one" elements that will appear at this level.
#REVERSE
There is an element which influences the way you control the worm's movements.
Every time one of these elements is consumedm, the north and south keys as well
as the east and west keys are exchanged. This line will inform you about the
"reverse status" (ON or OFF).
#LIVES
The number of worm's lives still available.
You will receive an extra worm whenever you finish 3 levels.
=
#LEVEL-BONUS
Minimum Bonus, Maximum Bonus, Current Bonus. After successfully completing a
level, you get a bonus, depending on the current level.
The higher the level and the degree of difficulty (mode), the greater the
bonus.
However, at the beginning of the game you will get only a meagre 5% of this
bonus. How many points that means is displayed in the line below LEVEL-BONUS.
This value increases by 5% with every level completed until it reaches the
maximum, which is displayed below MAX. If you lose one of the worm's
lives, the value of CUR.BONUS will be substantially reduced!
MAX.BONUS is not necessarily confined to 100%, even higher values may be
reached in the course of the game by means of an extra bonus!
=
#POINTS/LEVEL
Minimum number of points per level, Maximum number of points per level,
Current number of points per level. At each level you can win a certain total
number of points by eating fruits or reaching an exit.
The higher the level and the degree of difficulty (mode), the greater the
number of points. However, at the beginning of the game you will get only 5%
of this figure. How many points that means is displayed in the line below
CUR.POINTS/LEVEL.
This value increases by 5% with every level completed until it reaches the
maximum, which is displayed below MAX.POINTS/LEVEL. If you exceed the first
time control (red time bar), the percentage will be reduced and there will not
be any increase at completion of the level. Likewise, there is a reduction if
an enemy worm eats a fruit.
MAX.POINTS/LEVEL is not necessarily confined to 100%, even higher values may
be reached in the course of the game by means of an extra bonus!
=
#SCORE
The number of points you have scored so far.
#THE STATUS WINDOW
The status window consists of two lines and is located in the lower right-hand
corner of the screen. Several different messages may be displaed here, e.g.
that an extra bonus is available for consumption, that the extra bonus is
activated, which type of extra bonus it is, that the worm is ready to embark
on a new mission, etc. etc.
=
!SCORING POINTS
#GENERAL REMARKS
The scoring method used in Appendix may sound complicated at the beginning
but is basically simple. If you are not interested in your score and want to
concentrate on completeing all the levels, you may skip this chapter.
#HOW TO SCORE POINTS
There are four ways of increasing a worm's score:
1.- By eating or shooting a fruit.
2.- By reaching and passing through an exit (level bonus).
3.- By consuming an extra bonus of the right type (some bonuses do not
include scoring any points).
4.- By eating specific super bonus elements.
If you manage to complete all the levels of a certain mode (degree of
difficulty), you will get a number of additional points for each remaining
worm's life.
=
#POINTS PER LEVEL
At each level you can add a certain number of points to your score by eating
fruits. This number can be derived by a simple formula. For example, for
"normal" mode, it goes like this:
Number of points for level = 2500 + (100 * level).
This means that 2600 points can be reached at level 1, 3500 points at level 10,
12500 points at level 100 etc. This figure is equivalent to 100%
(MAX.POINTS/LEVEL). However, you start out with only 5% of this figure
(CUR.POINTS/LEVEL), which means that the 2600 points for level 1 are only
theoretical, since only 5% of this figure, e.g. 130 points, can actually be
reached. These 130 points are divided by the number of fruits to be eaten at
that particular level (130 / 24 = 5, remainder 10), i.e. there are 5 points to
be scored for each fruit. The remainder of 10 points will be added to the score
when the worm reaches an exit.
There are no points to be scored for disposal of garbage or for visiting
"one by one" elements.
=
#NUMBER OF POINTS PER LEVEL (1)
Below CUR.PTS/LEV you can see the number of points still to be scored at the
current level, i.e. the number of points still available. This figure decreases
every time a fruit is eaten and will be equal to 0 when an exit is reached.
With certain types of extra bonus it may happen that the CUR.POINTS/LEVEL
figure is re-displayed at the end of a level because this information may be of
interest to the player.
The percentage displayed below CUR.POINTS/LEVEL is set to 5% at the start of a
new game and increases automatically by 5% for each level completed, unless
the first time limit has been exceeded (the red time bar has started
expanding).
Every time the "blue" time limit is exeeded at the current level, the current
percentage is reduced by 3%. As long as the red time bar is running, there
will be a additional reduction by 1% in regular intervals.
If there has been at least one overstepping of the time limit, the rule that
5% are added at the next level is revoked.
(To be continued on the next page)
=
#NUMBER OF POINTS PER LEVEL (2)
CUR.POINTS/LEVEL can never become smaller than MIN.POINTS/LEVEL nor greater
than MAX.POINTS/LEVEL. MAX.POINTS/LEVEL may be increased by means of an extra
bonus, which makes higher values than those given by the starting formula
possible.
If an enemy worm swallows a fruit before Appendix can get at it,
CUR.POINTS/LEVEL will be reduced by 1%, but the increase by 5% at the next
level will still be awarded.
=
#THE LEVEL BONUS
For the completion of each level, an additional level bonus will be granted,
according to the same formula as the one given above for calculating the
points per level.
Here, too, the starting value is set to 5% of the maximum (MAX.LEVEL-BONUS),
and the current bonus (CUR.LEVEL-BONUS) can never get greater than
MAX.LEVEL-BONUS nor smaller than MIN.LEVEL-BONUS.
If the first time limit is exceeded (red time bar) the percentage of
CUR.LEVEL-BONUS will not be reduced, but the reduction of percentage points
incurred when a worm's life is lost will be dramatic.
Every time a worm's life is lost, the current bonus will be reduced, usually
to 66% of its former value, or to 75%, if the death was caused by overstepping
the grey, red or brown time limit. The value obtained will be rounded to an
integer.
=
!THE MENU SYSTEM
#GENERAL REMARKS
The operating structure of APPENDIX 6.11 should basically be self-explanatory.
During the game you can always activate the menu by pressing <ESC> (or the
corresponding key if you have redefined the keys). The game will then
automatically be switched to "stand-by mode". In this mode, not all the menu
items may be available at all times.
In the right-hand corner of the screen there is a display explaining how menu
items can be changed and/or selected.
Selecting some menu items will lead you to a sub-menu, where you have to
specify the desired operation in more detail. Pressing <ESC> will take you
back to the main menu from any sub-menu.
=
#NEW GAME
Select this item to start APPENDIX at level 1. A sub-menu will appear,
prompting you to enter the mode (degree of difficulty) of the game.
The default is "Normal". After you have entered your selection you will be
ready to start a new game with 10 worm's lives.
The different modes of play are characterized mainly by different levels of
speed, only the "Children" mode has some additional simplifications built in
(such as permanent "invulnerability", more time, less increase in length after
eating a fruit etc.). The faster the game, the more points there are to be
scored at each level!
Only modes "Easy", "Normal" or "Difficult" allow all the levels to be played
through. In modes "Children" and "Beginner", the "end of game" message is
displayed earlier.
=
#LOAD GAME
Here you may load a game that was saved earlier and resume play at the point
where you finished your last session.
You can choose from among 9 different slots. Slot 9 has a special significance:
It always contains the current state of play and is brought up to date after
completion of each level. This relieves the player of the responsibility of
saving the game after each level.
#SAVE GAME
You can save the state of the game into one of the 8 slots available for this
purpose. Slot 9 is reserved for the current state of the game. Although you
can save a game at any time, you must remember that only the state of the
game after completion of the previous level will be saved. Therefore it is not
possible to start a game in the middle of a level.
=
#SETTINGS
Language: German and English are available.
Define Keys: If you are not satisfied with the original definition of the
control keys, you can redefine them. ATTENTION: The "action" key works only
if an "action key activator" has been eaten.
#QUIT
Not a particularly attractive option, let's hope...
#HIGHSCORES
Displays a report showing who scored best in a certain mode and how many levels
have been completed. The best 15 players are retained in memory.
=
#ABOUT APPENDIX
Displays information about the current version of APPENDIX and a note of
thanks to the most important contributors.
#RESUME/CONTINUE
Has two functions:
1.- If you have switched to the menu by pressing <ESC> during the game, this
option will allow you to resume play.
2.- If you have lost your last worm's life and the game is over, you get a
chance to start a new game from the last level that was successfully
completed. This avoids the annoying necessity of restarting from the
beginning (i.e. it allows you to continue the game). You may invoke this
option as often as you wish.
=
!THE ELEMENTS OF THE APPENDIX GAME
#@02411APPENDIX, THE WORM
This is what the head of the charming animal that will accompany you
throughout this game looks like. Don't worry, it doesn't bite!
Appendix is the one who must eat fruits, he is the only one who can remove
garbage and he is also the only one who can make the next "one by one"
element appear.
At some levels it may happen that several Appendixes move around the screen.
It will be your responsibility to control all these worms by means of the
operating keys. Each worm has the same capabilities, but not necessarily
the same length and/or speed.
=
#@02403APPI, THE LITTLE BROTHER
He is Appendix's little brother. He is very timid, so he is of a somewhat
darker colour. Although he is able to eat fruits, this will not give you
(the player) any additional points, the number of fruits still to be eaten
will not diminish, the time bars will keep advancing. Garbage is deadly for
him, "one by one" elements do not disappear when he visits them.
Nevertheless it will be your responsibility to control him! If he loses
one of the worm's lives, this will be just as bad for you as if the same
accident had happened to Appendix himself.
Appi may also have several incarnations. In any case you must see to it
that his big brother Appendix eats the fruits, removes the garbage and visits
the "one by one" elements.
By some mysterious ritual, Appendix and Appi exchange places every time
Appendix eats a fruit. But see for yourself...
=
#@02410FRANZ, THE LAZY ONE
Franz is a distant relative of Appendix and cannot be controlled by the
player. You can recognize him by his blue colour.
Franz isn't very fond of changing direction, so he will keep moving
straight ahead as long as he can. If this is not possible at some point,
he will decide where to go in each case.
#@02412RUDI, THE PERPLEXED
Rudi is a distant relative of Appendix and cannot be controlled by the
player. His colour is turquoise and he is difficult to figure out because
he can never decide where he wants to go. So he will change his direction
to this side or that side in a random manner. Thus he makes his restless way
through the level, and you must always be prepared for a surprise.
=
#@02414HARALD, THE HUNGRY ONE
Harald is a distant relative of Appendix and cannot be controlled by the
player. His colour is purple and this should already serve as a warning to
you: He is always hunting for fuits. He can smell those delicacies from
afar and will always try to approach them by the shortest route possible.
You will have to be faster than he is or else poor Appendix will have to
starve. Fortunately, Harald is usually far from clever.
If you eat all the fruits before Harald can get at them, he will be very
cross and try to block your exit to the next level!
#@02413KARL, THE KILLER
Karl is a distant relative of Appendix and cannot be controlled by the
player. His colour is red, and this symbolizes his bloodthirsty thoughts.
His only goal is to send Appendix or Appi to the happy hunting grounds
of worms. He will keep trying to interfere with your progress and to block
your way with his body. Your only chance is the fact that he is not
particularly bright.
=
#@02416THEO, THE TERMINATOR
Theo is a distant relative of Appendix and cannot be controlled by the
player. His colour is white, the colour of innocence, but he is the most
unpleasant of all your potential opponents. He will try to prevent you
from successfully finishing a level in one of two ways: On the one hand
he eats the juicy fruits that Appendix needs, and on the other hand he
will try to push you aside and make you collide with some obstacle.
So you can see that he combines all the unpleasant properties of Harald
the Hungry One and Karl the Killer. Fortunately, his IQ is also below par.
#@04615FRUIT
This is (by definition) a fruit which Appendix must either eat or shoot.
The colour of the fruit is unimportant.
=
#@11105GARBAGE
Garbage lying about on the screen must be disposed of by Appendix.
Only he is capable of doing that, since the things are deadly for Appi,
and his distant relatives (Theo and company) will not touch them either.
Disposal can happen either by eating (which doesn't hurt Appendix, who
has a strong stomach) or by shooting the things.
#@15500"ONE BY ONE" ELEMENT
At some levels, Appendix must visit a certain number of "one by one" elements
in order to finish these levels successfully. However, the second element
will not appear until Appendix has visited the first one, and the same goes
for element number three (which appears only after the second element has been
visited) and so on.
"One by one" elements cannot be destroyed by shooting like fruits or garbage!
=
#@32600EXIT
The exit is closed (and therefore deadly for Appendix and Appi) as long as
Appendix hasn't finished all his tasks. Once an exit starts blinking, Appendix
only has to pass through it in order to move on to the next level.
If there are several Appendixes at one level, each one of them will have to
pass through an exit for the current level to be completed successfully.
Appi, however, does not need to pass through an exit, although he MAY do
so, if he feels like it. All the other worms, which you cannot control,
will never pass through an exit, but they may try to block it by running
to and fro in front of it.
#@02000WALL
Except for a few special cases, the wall is an obstacle that Appendix cannot
overcome. His only way of surviving is to avoid it.
=
#@32513EXTRA BONUS
Will appear unexpectedly at some time and in some place. If Appendix or
Appi eat it or shoot it before swallowing the next fruit, the extra bonus
will be activated. If Appendix for some reason prefers to have his meal
right away, the extra bonus will disappear again.
If a level is completed while the extra bonus is active, there will be a
reward (which is selected at random). Just wait and see!
After completion of the level, the reward for the extra bonus will be
displayed on the two message lines in the lower right-hand part of the
screen. It will have its maximum value if you have completed the level
without ever seeing the red time bar.
The colour of the extra bonus is unimportant.
=
#@07400@07500@07600POTENTIAL WALL
When a worm meets one of these elements, it may pass over it the number of
times indicated (i.e. 1, 2 or 3 times). After the final pass the element
turns into a "real" wall.
#@08800PASSAGE TYPE 1
If a worm passes through one of these (passages of this type are marked with
a turquoise arrow), it will reappear at the extreme edge of the playing area,
continuing in the same direction as before. If there happens to be some
obstacle (such as another worm) in its way - bad luck!
=
#@08900PASSAGE TYPE 2
This type of passage (marked with a purple arrow) is a particularly
insidious element! After passing through one of these the worm will look
for the nearest element that is normally deadly for him (this may also be
his own body!) and from which he can make at least one step in the same
direction as before without hitting any obstacles. He will continue his
way from that point. By blocking as many elements as possible, you can force
the worm to appear farther away from the passage.
The key to the successful completion of many levels containing this type of
passage is the following method: Block all the squares from the nearest wall
to the passage itself with the worm's own body in order to make the worm
reappear in the desired position. There is really only one way of
understanding this mechanism: Try, try, try again!
=
#@09000@09100PASSAGE TYPE 3 WITH RE-ENTRY SQUARES
Passages of this type are marked with a yellow arrow and associated with
special re-entry squares (the second character shown above). The arrows in each
re-entry square point in a certain direction.
After passing through one of these passages, the worm will reappear at
the re-entry square which points in the direction he was moving before
entering the passage.
If there are several re-entry squares pointing in the same direction, then
another re-entry square will be chosen at each passage until all have been
used and the first one is reactivated.
If the square in front of a re-entry square is occupied the worm will look
for a different, unoccupied square. If there is none, one of the worm's lives
is lost.
=
#@32800PASSAGE TYPE 4
After passing through one of these (passages of this type are marked with
a white arrow), the worm will reappear at a point as far distant as
possible from its original position and continue in the opposite direction
from the one it had before entering the passage.
#@32900PASSAGE TYPE 5
After passing through one of these (passages of this type are marked with
a dark blue arrow), the worm will reappear at some point and continue in a
random direction.
=
#@10300TURNAROUND
If a worm hits a "turnaround" element, his head and tail will change places
and he will continue in the direction of his new head (i.e. the direction
where his tail pointed before he hit the element).
#@10615ONE-WAY PASSAGE
A worm can enter one of these elements from any direction but must leave it
in the direction the element is pointing. If you fail to observe this rule,
you will get the message "Sorry, youv'e failed".
The colour of the one-way passage is unimportant.
=
#@10415@10515GATE AND KEY
If a worm swallows a key, all the gates of the same colour will be opened
(i.e. the disappear from the screen). The worm will eject the key from
his tail end immediately after swallowing it (it's indigestible).
While a gate is open, the worm may eat a fruit without any changes occuring
in regard to the gate. However, if the worm swallows another fruit, all
the gates will be closed, i.e. they will reappear on the screen. Eating the
key again will reopen the gates and so on. By repeating the sequence
"eat key - fruit - key..." etc. the gates can be kept open all the time.
If part of a block of gates is obstructed (possibly by the body of a worm)
when they are closing, then this part will remain open until the next
fruit is eaten. This means that Appendix can, as it were, "put a foot in the
door" in order to keep it partly open in case he somehow fails to swallow
the key.
=
#@11000TUNNEL
While a worm is passing through a tunnel, you cannot see him. So beware!
#@11216@11310@11413@11515INCREASE IN LENGTH
If a worm passes over one of these squares, his length will increase by the
number of elements indicated (1, 2 or 5). This may not sound like much,
but these increases tend to accumulate! When passing over an "R" square
the worm's length will be increased by a random number of elements.
The colour of the element is unimportant.
#@11600THREEFOLD INCREASE IN LENGTH
Passing over one of these squares will increase the worm's length by three
times the number of elements it would be increased by eating a fruit on
that particular level.
=
#@11700HALF DECREASE IN LENGTH
After passing over one of these squares the worm will immediately shed the
back half of his body, which remains on the screen as an obstacle.
If the worm is too short to shed part of his body, this element will have
no effect.
#@11814TRANSPORTER
Transports the worm to another transporter of the same color.
#@12911MOVING BARRIER
A moving barrier will keep moving until it hits an obstacle and then
reverse its movement. It may be short or long, fast or slow. The golden
rule is: Don't bump into it!
The colour of the element is unimportant.
=
#@12116@12516STRONG AND WEAK MAGNETS (1)
The difference between strong and week magnets lies in their sphere of
influence. Weak magnets have an effect only if there is no obstacle (such
as a wall, a moving barrier, a worm's body, etc.) between the worm's head and
the magnet. Strong magnets have an effect through any number of intervening
obstacles.
A magnet will attract a worm irresistibly. As soon as a worm enters a
magnet's sphere of influence, he will invariably change his direction and
start moving towards the magnet. In addition, it will become uncontrollable
for a certain number of steps, depending on the colour of the magnet:
- white magnet : worm becomes uncontrollable for 50 steps
- red magnet : worm becomes uncontrollable for 25 steps
- yellow magnet : worm becomes uncontrollable for 10 steps
- turquoise magnet : worm becomes uncontrollable for 5 steps
- all other colours: worm becomes uncontrollable for 1 step
(To be continued on the next page)
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#@12116@12516STRONG AND WEAK MAGNETS (2)
Passing behind a magnet is not dangerous, its effect is felt only in front
of it. If a square is within the sphere of influence of two magnets on
opposite sides of the playing area, their effects will cancel each other
partly or completely. If two magnets are positioned one behind the other,
pointing in the same direction, their effects will be combined (provided
the one at the back is a strong magnet).
#@12716MAGNET SWITCH
Passing over a magnet switch will deactivate all magnets of the same colour as
the switch. If this has happened and a fruit is eaten, no changes will occur.
However, the next time a fruit is eaten the magnet switch will reappear on the
square where it was passed. If this square happens to be occupied, its
reappearance will be deferred until the next time a fruit is eaten. When the
second fruit is eaten, all magnets of the same color will be reactivated.
By repeating the sequence "eat magnet switch - fruit - magnet switch etc."
all magnets of the same colour can be kept deactivated all the time.
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#@12807REVERSER
If Appendix passes a reverser, the consequences for you will be rather
horrible! The control keys for north and south will be exchanged as well
the keys for east and west. Only by passing over a reverser again or by
completing the level will you be able to obtain the normal control keys
again.
If the control keys are reversed, the display to the right of the playing
area will show the message "REVERSE ON".
#@13113@13115SPEED CHANGER
- Red variety: The worm's speed will increase a little.
- Yellow variety: The worm's speed will decrease a little.
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#@13300@13400HEAVY AND LIGHT BOXES
A worm can easily move a box as long as it is moved to an unoccupied square.
If, however, the box is blocked by some obstacle, the worm will lose one
of his lives. One-way passages have no influence on boxes. They may be
moved against the direction of the one-way passage provided the worm
himself does not enter the passage.
A worm may move any number of light boxes, but there may be at most one
heavy box in any group of boxes. If there are two or more heavy boxes the
worm will lose one of his lives.
#@13500WALL BREAKER
As long as some part of a worm's body covers a wall breaker element,
the worm can pass through almost any kind of wall. Only the walls that mark
the edges of the playing area are always taboo.
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#@13614DELAYING ELEMENT
Delaying elements have good and bad effects.
The positive effect: The worm's length decreases when he passes a delaying
element.
- white element : worm's length is decreased to 1 element
- red element : worm's length is decreased by 50%
- yellow element : worm's length is decreased by 35%
- all other colours: worm's length is decreased by 20%
The negative effect: When the worm's length is decreased, his head remains
staionary while the tail continues moving. This will cost the worm
valuable time and will also make life easier for any evil relatives that
may happen to be around.
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#@13700POISON
If a worm swallows a poison element his body will start deteriorating.
There are three stages of poisoning, with the worm getting progressively
thinner. Once a worm has swallowed poison, his health will deteriorate even
if he eats a fruit! If a poisoned worm manages to complete a level, then
he will be healthy again when the next level starts.
#@13800@13900POISON CURE (TEMPORARY AND TOTAL)
Passing over a temporary cure element will restore a worm's full strength,
but the deteriorating effect will start again when the next fruit is
eaten. Passing over a total cure element will restore the worm's health
to its former state.
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#@14100REVOLVING DOOR
If a worm hits a revolving door, the latter will turn by 90 degrees, unless
it is blocked. A revolving door is blocked when there is an obstacle in the
new location or if it cannot turn because there is an obstacle between the
old and the new locations. A blocked revolving door has the same effect as
a wall! Revolving doors may have different sizes.
An example: | . If there is an obstacle in any of
worm = = > | . . the locations marked with a '.', then
| . . . the revolving door is blocked.
. . . . o . . . .
. . . |
. . |
. |
The colour of the revolving door is unimportant.
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#@14315@14414@15113JUMPER
There are 9 different kinds of jumper, each of which causes the worm to jump
by the number of squares indicated. The worm jumps easily over obstacles of
any kind! But look out where the jump ends because it happens very fast!
#@15213@15216INVISIBILITY (PARTIAL AND TOTAL)
If a worm eats a "partial invisibility" element, he will be visible only at
every other step. Every time he eats a fruit or another "partial
invisibility" element, his state will get worse and he will only be visible
at every 3rd, 4th, 5th etc. step.
Eating a "total invisibility" element will make the worm totally invisible
(what else did you expect?).
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#@15315@15312@15310VISIBILITY
This element will make a worm that has swallowed an "invisibility" element
visible again.
- Yellow element : Makes the worm permanently visible.
- Turquoise element: Makes the worm visible, but the invisibility effect
will be refreshed the next time a fruit is eaten.
- Blue element : Reduces the invisibility effect by one level.
#@15416TIME STOPPER
A welcome opportunity to stop the time bar(s) in critical situations.
- White time stopper : Stops task time for 50 units and
total time for 10 units.
- Red time stopper : Stops task time for 50 units.
- Yellow time stopper: Stops total time for 10 units.
- All other colours : Stop task time for 25 units and
total time for 5 units.
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#@22113@22213FILTER
Only one single element is allowed between two opposing red filters.
If, for example, another worm has just passed between two red filters and
not yet left the danger zone, then this area is deadly for Appendix!
Only two elements at most are allowed between two yellow filters.
Only three elements at most are allowed between two turquoise filters.
#@13215DIAMONDS
Running into one of these is deadly. Likewise one of a worm's lives is lost
if Appendix, Appi or Franz happen to hit them with a shot. Therefore it is
wiser not to shoot at them at all.
The colour of the element is unimportant.
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#@29513@29516GUARDIAN (FRUIT-GUARDIAN AND EXIT-GUARDIAN)
The guardians may look inconspicuous at first sight (they don't blink and
they don't wander about on the screen), but they are mighty enemies of
Appendix and Appi. Red guardians keep a careful watch to prevent any worm
from eating or shooting a fruit or passing through an exit. White guardians
try to prevent any worm from passing through an exit.
If Appendix or Appi eats a fruit or passes through an exit while a red
guardian is visible, this means instant death for them.
If Appendix or Appi pass through an exit while a red and/or white guardian
is visible, this also has dire consequences.
How then is Appendix to get at his favourite food or pass through to the next
level? He must see to it that no guardian is visible and able to watch him
while he is eating a fruit (or doing something else)! One possibility is to
simply pass over the guardian. But beware! They don't disappear completely but
reappear in the same location after the entire worm has passed over them!
There are other possibilities which you will find by yourselves while
playing through the relevant levels...
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#@33013DEFLECTORS
They deflect any shot by 90 degrees and are taboo for worms. The white and
red deflectors turn by 90 degrees every time they are hit, deflectors of
other colours are in a fixed position.
#@29914AMOEBAS
Amoebas are deadly for Appendix. They do not move, but they can multiply at
fantastic speed. As soon as a worm passes next to them either vertically
or horizontally or moves directly towards them, they split and create a
new generation of amoebas, which may itself split again! In this way they
may soon crowd the entire screen and deprive Appendix of his living space!
However, Amoebas are easy to shoot down. Often one shot is sufficient to
eliminate an entire row of Amoebas.
The colour of the element is unimportant.
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#@30114SUPER BONUS
A well-beloved element of the game is the super bonus.
There are different flavours:
- White super bonus : + 3 worm lives.
- Red super bonus : + 1 worm life.
- Yellow super bonus : "Invulnerability" from now to the end of the level.
- Turquoise super bonus: Lots of points.
- Blue super bonus : Many points.
- All other colours : As many points as you get for eating a fruit.
Usually a super bonus appears only when you try a level for the first time.
If Appendix loses one of his lives and the level has to be restarted, super
bonuses do not appear. One exception is the yellow super bonus, which will
reappear every time you restart a level.
A super bonus cannot be shot down.
=
#ACTION KEY ACTIVATOR, GENERAL REMARKS (1)
If a worm eats this element he will get special capabilities. This is true
for Appendix and Appi as well as for their relatives. If Appendix swallows
this juicy object, then you will get control over this particular ability.
The action key then gets a special significance, depending on the colour
of the action key activator.
If one of the four types of shot is activated, then the worm has the ability
of firing such a shot. Appendix fires as soon as you press the action key.
You can shoot fruits, garbage and the extra bonus, the effect is precisely
the same as if they had been eaten. Moreover, some (but not all!) walls
can be shot away, and other elements may react in some fashion. Just try
your luck! Each worm must wait until his shot hits something, only then will
he be allowed to fire the next shot.
=
#ACTION KEY ACTIVATOR, GENERAL REMARKS (2)
Franz, the lazy (blue) worm will shoot without thinking if he has eaten an
activator and the action key is pressed. Some levels can be completed only with
the help of Franz, because Appendix may not be able to get at an action key
activator. If Franz shoots a fruit or an extra bonus (with your help), this
is fully equivalent with the same action being performed by Appendix.
(This is only so where Franz and the action of shooting are concerned.)
Rudi, the turquoise worm, fires just like he moves: at random.
Harald, the purple worm, fires only when he sees a fruit.
Karl, the red worm, fires every time he sees a green worm.
Theo, the white worm, fires whenever he sees a fruit or a green worm.
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#@29816WHITE ACTION KEY ACTIVATOR
Activates a white shot.
If Appendix or Appi are hit by a white shot, one of their lives is lost.
If you fire a white shot and hit yourself or another green worm, then the
death of the poor creature will be on your conscience.
If you hit a worm of another colour, he will shrink to a length of 1,
Rudi and Franz will be slowed down a little and go on as if nothing had
happened, Appendix's other relatives will get a little more confused with
every shot, but not slower.
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#@29813RED ACTION KEY ACTIVATOR
Activates a red shot.
A worm that is hit by a red shot is poisoned. Even though he may continue
to eat fruits without negative effects, his condition will get worse with
every further hit. If Appendix or Appi, having reached the final stage of
poisoning, are hit once more, then farewell, little worm!
All other worms will shrink to a length of 1, Rudi and Franz will slow down
a little, but regain their health in a mysterious fashion and move on.
All other relatives of Appendix will get a little more confused (but not
slower) and also regain their health completely.
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#@29815YELLOW ACTION KEY ACTIVATOR
Activates the yellow shot.
A worm that is hit by a yellow shot will stop moving as if paralyzed for a
while and then go on in the normal way. If he is hit again while in a state
of paralysis, that state will be prolonged. In this way you may turn enemy
worms into "statues" for quite a long time...
#@29810BLUE ACTION KEY ACTIVATOR
Activates the blue shot.
A blue shot does not have any effect on any kind of worm. It serves only
to shoot fruits, garbage, an extra bonus, walls etc., i.e. it can do the
things you can do with all types of shot.
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#@29812TURQUOISE ACTION KEY ACTIVATOR
Activates the "switch" option.
If you press the action key, some elements will disappear from one part of
the screen while others will appear in a different part. However, if there
happens to be an obstacle in a location where elements are supposed to appear,
the "switch" option will have no effect.
#@29814@29807PURPLE AND BROWN ACTION KEY ACTIVATOR
Activates the "swap places" option.
After eating a purple activator, pressing the action key will cause Appendix
and Appi to swap places without Appendix having to eat a fruit.
After eating a brown activator, Appendix and one of his relatives will swap
places, which may sometimes cause his colleagues great anguish.
=
!PERSONAL REMARKS
#THE HISTORY OF APPENDIX (1)
Ever since I first became acquainted with the Worm Game in 1987 I have been
fascinated by the concept. I realized it was possible to put together a rather
interesting game (at least for that time) with relatively simple means. After
I had played through all of the about 30 levels of "Simmy" I began to wonder.
There had to be something more than just a more or less planless building of
walls. Ever since that time I have collected ideas about this topic, most of
which have been realized in the current version 6 of APPENDIX.
Version 1 was written for the C64 and used block graphic characters. (It is
remarkable that even today there are shareware worm programs using the same
method!) There were 25 levels in it, which wasn't much, but at that time the
only storage medium I had was a cassette recorder (Ah, those good old times!),
and it wasn't advisable to load levels from tape. There wasn't room for more
than 25 levels in memory. Even then I was using the element called "passage
type 1", which has remained alive until this day and is one of the most
frequent elements in the present game, apart from the "wall".
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#THE HISTORY OF APPENDIX (2)
Version 2 was written in GfA-Basic for the Atari ST and was offered as
shareware by the Austrian magazine XEST.
Version 3 was also written for the Atari, but never finished, because I was
on the point of changing over to the PC.
Version 4 didn't have a very long life either. It was already developed on the
PC, but after having left the worm alone for a longer period, I did not feel
like returning to the "old" style of programming, and so the next version was
born, with many important routines carried over from version 4.
Version 5 grew to V5.50 and was almost finished, with no fewer than 170 levels
available to the player. Then I gave the program to some office colleagues for
testing, and their reaction convinced me that a total re-programming was
required and that it was time for version 6. Unfortunately, the "old" version
can still be found spooking on some computers.
=
#WHAT APPENDIX CAN(NOT) DO (1)
I am not a professional games programmer, so APPENDIX lacks some features
such as sound. But what purpose would be served by this nerve-wracking beeping
from a PC loudspeaker - which I could no doubt program if I wanted to - if you
might as well listen to a good CD while playing the game? People who expect
gorgeous graphics with special effects will also be disappointed with APPENDIX.
My interest lies in the idea itself and a reasonably good implementattion,
not in any commercial aspect. The symbols are simple and functional.
I paid particular attention to the design of the levels. Each level was tested
and played through by me several times (development time per level: about
30 minutes on average, in some cases even several hous!). Every level can be
completed, none of them is constructed so that you can finish it only through
luck (although a little bit of luck always helps!).
The program is capable of varying each level, so don't be surprised if you
play through level x for the second time and it looks somewhat different from
the first time. The starting positions of the worms and the location and number
of exits may also be different, even allowing for rotations and/or mirroring.
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#WHAT APPENDIX CAN(NOT) DO (2)
Many weeks of tests have made me reasonably sure that APPENDIX should run
without crashing on any "normal" configuration. No major problems were detected
under DOS and WINDOWS (in a DOS-box, but only in full screen mode!).
The speed of the PC does not matter, on slower machines the game may be slowed
down a little if there is a lot going on at the same time.
If you delete the file containing the highscore list (APPENDIX.HSC), the
program will generate a new, empty list at the next start.
If you accidentally delete the graphics file (APPENDIX.GFK) you need not worry,
it will also be recreated at the next start of the program. In that case you
will see a quick "run" of all the symbols before the start screen appears.
If the configuration file (APPENDIX.CFG) is deleted, the program will use
its default settings and create a new configuration file at the next start.
=
#AND FINALLY: A BIG THANK YOU!
There are some people without whom APPENDIX would not be available in its
present form. I wish to thank them for their efforts:
#WOLFGANG GRATZL
Without the Turbo Pascal tools he has developed I could not have implemented
some features at all. His sceptical attitude ("You'll never get to the end of
this program!") gave me the decisive impetus to start working seriously on the
program, just to show him that he was wrong!
#GÜNTHER GIELGE
He took a lot of time for testing and offering constructive criticism. He has
shown great reliability and competence. He did more than he needed to do!
#THOMAS MALLY
He provided the English translation of APPENDIX. All errors remaining are my
own fault...
#HERBERT ERHART
Tested version 5.5 and contributed important ideas to the present version.
#RONALD MADER
My son pestered me so long that I finally decided to implement the "Children"
mode.