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3737.txt
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1997-02-21
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***** RULES OF THE GAME *****
THE OBJECT OF F.GODMOM
The object of F.Godmom is to finish all fifty levels to free
your fellow fairy godmothers. To finish a level, you must
collect seven pennies and the key. After you collect seven
pennies, the exit door will appear (unless the space where the
exit door is to appear is occupied by another object.) Once you
reach the exit door with the key, the level is complete, and you
move on to the next level. When you complete all fifty levels,
the fairies will celebrate in your honor with music and dancing.
THE WAND
Your only weapon is a wand of transformation. This wand
allows you to transform objects for five seconds. First you must
scan the pattern of an object (like taking its picture) by
pressing the <Ctrl> key (or any key on the bottom row of the
keyboard.) The pattern you have scanned will then appear in your
WAND PATTERN box at the bottom of the screen to show you what
pattern your wand contains. You can then project that pattern
onto other objects by pressing the <Ctrl> key or the <Space bar>.
Transformed objects will stay that way for five seconds. At the
end of five seconds, the objects will go back to normal.
For example: If you want to change a brick wall to a ladder,
you should first face the ladder and press the <B> key. A
picture of a ladder will then appear in your WAND PATTERN box.
Face the brick wall and press the space bar. In a flash the
brick wall should transform to a ladder. At the end of five
seconds, the ladder will change back to brick.
Note: 1) The wand does not work on objects made of iron. You
can neither scan nor project the pattern of an iron wall or an
iron ladder. 2) You can fire the wand to the left and right only.
THE CRABS
As you make your way through the levels, you must be careful
not to be nabbed by the crabs. The crabs are stupid and cannot
run faster than you, but if they touch you, they caught you.
Note: The crabs are deathly afraid of heights and will not
willingly follow you off of a ledge. In fact, the crabs have
such a fear of heights that they will not step out over a gap in
the floor, even if there is a ladder to climb onto. This fact is
important to the completion of several of the levels.
HELP SCREENS
There are several on-line help screens available to help you
through F.Godmom. Press <H> or <F1> to get the general help
screens. Press <F2> to see the list of controls only. If you
need help finishing Level #1, you can press <F3> to receive
explicit instructions. Finally, if the boss comes around to
check on you, you can press the <!> key (known as the "Boss Key")
to hide the fact that you are playing a game.
GAME CONTROLS
+--------------------+-----------------------------------------+
| TO | PRESS |
+--------------------+-----------------------------------------+
| MOVE | an arrow key or joystick |
| PROJECT pattern | <Alt>, <space bar> or joy button #1 |
| SCAN pattern | <Ctrl>, bottom row key or joy button #2 |
| get main menu | <Esc> |
| get HELP | <F1> or <H> |
| get control list | <F2> |
| finish Level #1 | <F3> |
| restart level | <F4> |
| PAUSE game | <P> |
| UNPAUSE game | any key except <P> |
| SAVE game | <S> |
| RESTORE saved game | <R> |
| show BOSS screen | <!> |
| WARP to level #51 | <W> |
| toggle crab speed | <F7> |
| toggle sound | <F8> |
| toggle joystick | <F9> |
| EXIT game | <F10> or <Q> |
+--------------------+-----------------------------------------+
GAME CONTROL NOTES
Here are a few important things to know about the game controls:
1) If you press <P> while in the pause mode, the game will
unpause and then immediately repause. This allows you to
run the game frame-by-frame (to examine how the crabs move
or whatever.) Hit a key other than <P> to stop pausing.
2) When you save a game with the <S> key, the game will
always be saved to the file "SAVEGAME.DAT".
3) If you try to restore a game with <R>, and the file
"SAVEGAME.DAT" does not exist, the program ignore you.
4) You must have the magic warp key to use the warp command.
You are supposed to figure out how to get the magic warp
key on your own. However, there are other ways to find
out how to get it. (see FREE STUFF)
Copyright (C)1991,1992 John Blackwell. All rights reserved.
8
F.GODMOM 4.0 USER'S MANUAL
IF YOU ARE STUCK
There are several ways to get help if you are stuck:
1) If you do not know how to complete level #1, see the
section on the next page, "How To Complete Level #1."
2) If you are stuck at another level, it may be because you
have forgotten one of the rules of the game. Select RULES
from the menu to review the rules during the game.
3) To get a hint for a particular level, select HINT FOR
CURRENT LEVEL from the menu. You should save this feature
for when you are REALLY stuck, though. (We wouldn't want
you to get hint addicted, would we?)
4) You may want to use the magic warp door to bypass a
troublesome level until you can come back to it.
(see WARPING TO OTHER LEVELS)
5) If all else fails, you may wish to write me at:
F.GODMOM HELP
48 WALBROOK AVENUE
DAYTON, OH 45405
Please include a self-addressed, stamped envelope if you have
not yet registered your copy.
HOW TO COMPLETE LEVEL #1
Completing level #1 is fairly easy. Just follow these
instructions:
1) Scan the pattern of the ladder to your left by pressing
the <Ctrl> key (or any key on bottom row of the keyboard).
If you do this correctly, your WAND PATTERN box
(displayed at the bottom of the screen) will contain a
picture of a ladder.
2) Use the arrow keys to make the fairy walk forward until
she stops against the brick wall.
3) Project the pattern of the ladder onto the brick wall by
pressing the <Alt> or the space bar.
4) Walk past the ladder to the right. (You must do this
quickly, because the brick wall will remain a ladder for
only five seconds.)
5) Repeat steps #4 and #5 until you are past the brick walls.
6) Collect all seven pennies and the key. The exit door
will appear once you have collected the seven pennies.
7) Exit through the exit door.