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1992-03-10
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FAX: (0)1480 383626
Other E-mail: Intend to shortly have an electronic address
===== Information for Users ("READ-ME") ================
This package contains Adventure Gamer for Windows 1.0 (C) by Pepys Ltd.
1995 together with its own installation and distribution program.
This section of the document contains only a brief description of the
package and its features, along with instructions for its installation.
The program takes the original computer game idea and brings it right
up to date within Windows.
At its first level, the program is provided with two adventure games to
be played. The first is a 'training module' designed to help
familiarise you with the concepts of the game. There is then a
full-size game world for you to live in and solve all the puzzles to
reach the finish and save the world.
At the second level, it is a game creation system, with game authoring
and generation facilities. We have provided in the Shareware version a
trial demonstration version of these facilities, allowing you to create
a small game.
Use of the program should be intuitive to existing Windows users.
Quite detailed help is contained within the program. Further
information can be found in the section labelled:
'DETAILED PRODUCT DOCUMENTATION CONTENTS'
Adevnture Gamer for Windows is a shareware program is an evaluation
version which includes all features of the run-time program, and this
element is not crippled in any way. You may use it for as long as you
wish without charge. If you like the program, you are then welcome to
order a registered version which comes complete with an additional
game.
The design facility is limited to small adventure games. A full
development licence permits the generation of full-size games, and
production of distributable programs.
Any fee you may have paid to others (disk vendors, dealers, etc.) to
obtain this evaluation version was a fee for their copying and
distribution services, rather than a payment for continued use of the
program.
THE INSTALLATION PROGRAM
The package also contains our own FREEWARE installation program:
PEPYIN**.EXE (Where ** is the latest version number, eg 32)
This is a generic Windows installation program which can install any of
our packages (and those of any other author, vendor or distributor who
wishes to purchase it). It can also be used to create a distribution
diskette from your hard disk, and is self-propogating, working
alongside VENDINFO.DIZ.
The install program is self-documenting: see the installation
instructions section below on how to use it.
PEPYIN**.EXE is documented in its own VENDINFO.DIZ file; however, to
avoid conflict with this application's own file, it may be temporarily
named PEPYIN**.DIZ.
===== Packing List =====================================
As released by the author or publisher, this package contained the
following files in addition to this VENDINFO.DIZ:
Filename Size Date Time CRC32
AMMO.BMP 858 31-Jul-1995 01:00a CDB993C2
BATTERY.BMP 858 31-Jul-1995 01:00a 23A6DE42
BEANS.BMP 858 31-Jul-1995 01:00a 791A2BBE
CARD.BMP 858 31-Jul-1995 01:00a E565C68C
CLOCK.BMP 1198 31-Jul-1995 01:00a 519B350B
CLOTHES.BMP 858 31-Jul-1995 01:00a 2000CB12
EUROPOLY.BMP 2246 31-Jul-1995 01:00a E33E507C
FLOPPY.BMP 858 31-Jul-1995 01:00a 5382C527
FOOD.BMP 858 31-Jul-1995 01:00a F74C5DC3
GASMASK.BMP 858 31-Jul-1995 01:00a EB3C2F89
HGE.BMP 858 31-Jul-1995 01:00a C9EA974D
JUCE.BMP 858 31-Jul-1995 01:00a 60D48DE3
JUNCT.BMP 858 31-Jul-1995 01:00a EEB22A86
KEY.BMP 858 31-Jul-1995 01:00a 97D649B2
LETTER.BMP 858 31-Jul-1995 01:00a 1E481748
MONEY2.BMP 858 31-Jul-1995 01:00a D0A88C9D
ORDER.BMP 4038 31-Jul-1995 01:00a 4A5499B6
PENKNIFE.BMP 858 31-Jul-1995 01:00a C1B7A758
PEPYSASW.BMP 5326 31-Jul-1995 01:00a 5EE6AED9
QUIZ.BMP 1430 31-Jul-1995 01:00a 1DE4F21A
ROPE.BMP 858 31-Jul-1995 01:00a 5890425A
SHIP.BMP 1922 31-Jul-1995 01:00a 6E1724A0
SMG.BMP 858 31-Jul-1995 01:00a C3B43A9F
SPECS.BMP 858 31-Jul-1995 01:00a D749512A
SWORD.BMP 858 31-Jul-1995 01:00a 7EC95518
TORCH.BMP 858 31-Jul-1995 01:00a 0196A5B4
TRADER.BMP 858 31-Jul-1995 01:00a E2E39B83
WORD.BMP 1270 31-Jul-1995 01:00a 1FDD943C
ADVNTR.CRE 1063 31-Jul-1995 01:00a 01A57746
ADVNTR10.EXE 316664 31-Jul-1995 01:00a 1B14E3CB
1_008.ICO 766 31-Jul-1995 01:00a B3F31B3C
1_052.ICO 766 31-Jul-1995 01:00a 21296EF1
1_056.ICO 766 31-Jul-1995 01:00a DDFB6B50
3DCHEM.ICO 766 31-Jul-1995 01:00a 3AD68BB7
3DPACM.ICO 766 31-Jul-1995 01:00a 8F48CA43
3DPIE.ICO 766 31-Jul-1995 01:00a B201044B
APPLE.ICO 766 31-Jul-1995 01:00a 8639314F
BICYCLE.ICO 766 31-Jul-1995 01:00a E45F7735
BLOBBY.ICO 766 31-Jul-1995 01:00a 022C1772
CALVIN.ICO 766 31-Jul-1995 01:00a 3EFEE260
CORELMAN.ICO 766 31-Jul-1995 01:00a C2ED2988
CROC.ICO 766 31-Jul-1995 01:00a 3DC22DA3
DISK08.ICO 766 31-Jul-1995 01:00a 71AD934D
FRANKEN.ICO 766 31-Jul-1995 01:00a EE319D4C
GATES.ICO 766 31-Jul-1995 01:00a 7F5914D4
GUARD.ICO 766 31-Jul-1995 01:00a D48A7F87
GUMBY.ICO 766 31-Jul-1995 01:00a 31EE6F5D
KEYBRD01.ICO 766 31-Jul-1995 01:00a F6CFCCCB
LADDER.ICO 766 31-Jul-1995 01:00a 9A471065
LEMMING.ICO 766 31-Jul-1995 01:00a 4E57AE33
MAIL10.ICO 766 31-Jul-1995 01:00a 818E8C63
MONITR01.ICO 766 31-Jul-1995 01:00a CA94BECB
MP.ICO 766 31-Jul-1995 01:00a 38295B7A
MUNCH.ICO 766 31-Jul-1995 01:00a EF598C36
OPENER.ICO 766 31-Jul-1995 01:00a 42100CE7
PC04.ICO 766 31-Jul-1995 01:00a AFB2098F
PISTOL.ICO 766 31-Jul-1995 01:00a C9E7631E
SANDWICH.ICO 766 31-Jul-1995 01:00a D66AF2A6
SECUR05.ICO 766 31-Jul-1995 01:00a 569B6F49
SECUR06.ICO 766 31-Jul-1995 01:00a 6F1CE15C
SECUR08.ICO 766 31-Jul-1995 01:00a AC3CE871
TEST.ICO 766 31-Jul-1995 01:00a 2E19029E
VIRUSA.ICO 766 31-Jul-1995 01:00a 0582B8FD
WATER.ICO 766 31-Jul-1995 01:00a 540BECE4
WINE.ICO 766 31-Jul-1995 01:00a CF1545BF
DISTRIB.INF 391 31-Jul-1995 01:00a E0256D25
PEPYINST.LST 1115 31-Jul-1995 01:00a 497C10E6
ADVNTR.OBJ 1027 31-Jul-1995 01:00a 26B85E85
GATES.SG0 33004 31-Jul-1995 01:00a ABFD7EC9
TRAINING.SG0 6199 31-Jul-1995 01:00a A61C699F
GATES.STY 1754 31-Jul-1995 01:00a D512FDD4
TRAINING.STY 882 31-Jul-1995 01:00a CF13BA38
GATES.T00 266 31-Jul-1995 01:00a 027659AA
TRAINING.T00 2668 31-Jul-1995 01:00a 8DA13D97
GATES.T01 1199 31-Jul-1995 01:00a 9F0290B6
TRAINING.T01 1078 31-Jul-1995 01:00a 7BA8688C
GATES.T02 1782 31-Jul-1995 01:00a FCF594A7
TRAINING.T02 515 31-Jul-1995 01:00a 125290BA
GATES.T03 1455 31-Jul-1995 01:00a 54743B87
TRAINING.T03 492 31-Jul-1995 01:00a AEFA94B8
GATES.T04 513 31-Jul-1995 01:00a 6EF01F0E
TRAINING.T04 1060 31-Jul-1995 01:00a 731C89E4
GATES.T05 694 31-Jul-1995 01:00a 3CF80F9F
GATES.T06 634 31-Jul-1995 01:00a CBF8CB1E
TRAINING.T06 429 31-Jul-1995 01:00a 81EBB2D2
GATES.T07 845 31-Jul-1995 01:00a CA1789EA
GATES.T08 324 31-Jul-1995 01:00a 310DB287
TRAINING.T08 104 31-Jul-1995 01:00a AC20F3A9
GATES.T09 466 31-Jul-1995 01:00a 60C453E8
HELPC.TXT 23770 31-Jul-1995 01:00a 43F9AADD
HELPH.TXT 4850 31-Jul-1995 01:00a BE0056FA
HELPL.TXT 1237 31-Jul-1995 01:00a 11346462
HELPM.TXT 21685 31-Jul-1995 01:00a 222EE0F9
HELPO.TXT 5836 31-Jul-1995 01:00a 98D680DB
TITLES.TXT 10421 31-Jul-1995 01:00a 938BE3B9
===== Installation =====================================
The installation procedure for this application is very simple. The
package includes a program, "PEPYIN**.EXE", which automates the entire
process. You will need about 1200K of available disk space on the hard
drive on which you plan to install the application. If the Visual
Basic 3 DLL: VBRUN300.DLL is not already installed on your system then
this requirement increases by about 400K.
The exact steps you need to take will depend on how you received the
application.
INSTALLING FROM DISKETTES
To install from diskette(s), you need to perform the following steps.
1 Place the distribution diskette in the appropriate diskette drive.
2 Load Windows and go to File Manager
3 Run the "PEPYIN**.EXE" program on the distribution diskette.
For example, if the distribution diskette is on drive A then
issue the following command: FILE, RUN, a:pepyin** (inserting the
version number actually included on your disk) or double click
on the program in the a: drive directory listing.
4 Follow the instructions presented by the installation program.
You will have a chance to approve installation before any changes
are actually made to the contents of your hard drive. The program
will ask you for a destination drive and directory (after
suggesting defaults) and will copy the application's files to that
directory. If you so direct it, the installation program
will install the application in other drives\directories of your
choice. It will make no other changes; specifically, it will not
modify your autoexec.bat or config.sys files.
INSTALLING FROM A HARD DRIVE
If you downloaded <product> from a BBS (or received it in the form of
archive files from some other source), you will need to perform the
following steps.
1 Extract the contents of the archive file(s) in a temporary
directory on your hard drive. The procedure for doing this
varies, depending on the form in which you received the package.
If you do not know the procedure, you should be able to obtain
directions for this from the same source from which you received
the package.
2 Load Windows and go to File Manager
3 Execute the "PEPYIN**.EXE" program which you have extracted.
For example, if the temporary directory into which you have
extracted the application is C:\TEMPDIR, you would issue the
following command in File Manager: FILE, RUN,
"c:\tempdir\pepyin**" or to double click on the filename
"pepyin**.exe" in the c:\tempdir directory listing.
4 Follow Step 4 as for INSTALLING FROM DISKETTES above
5 When you're satisfied that the installation was successful, you
should delete the temporary directory FROM which you installed
the application (C:\TEMPDIR, in the above discussion).
YOU'RE READY TO GO
Once you've complete the installation, you should consult the other
sections of VENDINFO.DIZ, which contains all relevant documentation .
In particular, read at least the "Quick Start" and "Using ...."
headings of the 'OTHER INFORMATION' partition of VENDINFO. That
documentation will tell you how to invoke the program, and will give
you other information you need to properly evaluate the application. We
hope you enjoy the program.
FURTHER DISTRIBUTING THE APPLICATION
As a demonstration program freely distributable, you are free to pass
this software (unchanged) onto anyone else. The best way of ensuring
that you do this is to use the Installation Program PEPYIN**.EXE which
has an option to create a distribution diskette or BBS Upload.
----- Detailed Product Documentation Contents -----------------------
The following 'headings' follow within this section:
* Quick Start
* Release History
* Hey! Authors, Vendors and Distributors - S@@ our INSTALL PROGRAM
* !! ATTENTION !! Windows Software Authors - L@@k at our ORDER FORM
* Company Information
* Viewing this File in Full.
----- Quick Start ---------------------------------------------------
To help you use this application, the installation program creates an
icon in a group called 'Pepys Applications'. Double click on the icon
to start the application.
----- Using Adventure Gamer for Windows ------------------------------
Use of the program should be intuitive to existing Windows users. After
the welcome window the main window allows the user to:
* Select and Play a Game.
* Use the Game Authoring Facility.
* See the Order Form
* Quit the Game
----- Select and Play Game -------------------------------------------
On the main window, select the desired game, and click the button 'Play
Selected Game'.
ABOUT ADVENTURE GAMER FOR WINDOWS
---------------------------------
The object of the game is to reach the finish. This finish will be
given a descriptive title in the game story.
To reach the finish you must survive. To do so you must learn to find
your way around the world in which you have been placed.
(SEE About the Game Area)
You must find food objects in order to keep up your #ENERGY. You have
other attributes which you must take note of, and you can collect, use
and wear objects.
(SEE About You)
You will find objects on the ground and held by game characters, and
must work out what they can do for you.
(SEE About Objects)
You will also encounter characters in the game, some friendly, some
hostile, and you will find that some of these objects will help you
deal with these characters more effectively.
(SEE About Characters)
All the information you need to know is displayed on (or accessed
through) the main game window.
The Upper Panel displays the game map, information about the cell you
are in and adjacent squares
(SEE The Upper Panel)
The Lower Panel displays information about your own status and
possession of objects.
(SEE The Lower Panel)
A variety of transactions can be carried out on objects - they can be
described, picked up, taken, bought, sold, used, worn, removed and
dropped.
(SEE Object Transactions)
You can interact with the characters in the game. Not only can you buy
and sell objects from and to them, but you can also try to take objects
from them or attack them. They may also pre-emptively attempt to
attack you, sell an object, or give you an object.
(SEE Character Encounters)
You will almost certainly not complete a game in one go from first
attempt. There are therefore functions available to save, load and
re-start games, and to leave the program
(SEE File Menu Functions)
ABOUT THE GAME AREA
-------------------
The game area is rectangular, comprising cells, and can be anything
from 10x10 (100 cells) to 69x69 (4761 cells) in size. The player can
navigate around this world, their routes constrained by the layout of
roads, passages or whatever terms are used for them.
Two different types of scenery can be displayed: either indoors or
outdoors. There is no difference in behaviour in either type of
scenery, the two scenes are used to help provide landmarks.
'Roads' can either be straights, bends, T-junctions, crossroads or
dead-ends. When located on a stretch of road, the game automatically
offers the appropriate choices of direction, by displaying movement
buttons over-laid on the central square of the map display (where you
are located).
(SEE The Upper Panel)
In addition, other features can be over-laid on roads. These are
detailed below:
START: There is only one start in the game, denoted by a Green 'S' in a
circle.
FINISH: There is only one finish, denoted by a Red 'F' in a circle.
SAFE-HAVENS AND HAZARDS: Some crossroads are marked with an 'H' either
in a circle (outdoors) or in a square (indoors). These can be one of
two things: either, a SAFE-HAVEN, where no other character can enter,
or, an invisible hazard, where something quickly saps at your #ENERGY.
The name of the cell or its description may give you a clue which type
of cell it is. If you stay there unprotected for more than a short
while, you will die. Some objects may give protection against the
hazard.
(SEE About Objects)
JUMPS: In some dead-ends will be seen a lightning flash in a circle.
This denotes that you may 'jump' from here to another location. The
cell description may variously describe the 'jump' as a tunnel,
teleport device or magic place. An additional movement button is
available on the square (if the current location) to make the jump.
LOCKED GATES: A key in an oval denotes a locked gate (or door, or
howsoever described). You cannot enter these cells. You must find the
object which is the correct key, or a master key (that opens all
gates). From the adjacent square you must then USE the key, and the
gate will 'open' by means of the movement button which appears in the
direction of the gate.
(SEE About Objects)
SWITCHED GATES: A plan view of a wooden gate/door denotes a switched
gate, which may either be open or closed. Each gate has a switch
located somewhere on the game map, the switches being on corners
showing a graphic of a lever switch. When on the switch cell, the gate
switch can be operated
(SEE The Upper Panel).
0NE-WAY ROUTES: A cell with a ramp on one side and a 'cliff-face' on
the other side denotes a one-way route. Normally players can only go
up the ramp and down the 'cliff', not the other way. Certain objects
provide the ability to scale the 'cliff' obstacle.
(SEE About Objects)
DARK CELLS: Some cells can be dark: they are shown as being dark blue,
and no information is provided to the player about them. Most dark
cells have a switch available on the game map which will switch on a
light. The switches are on corners showing a graphic of a lever
switch, identical to those for gates. When on the switch cell, the
light switch can be operated.
(SEE The Upper Panel)
Some objects also provide the ability to see in the dark.
(SEE About Objects)
ABOUT YOU
---------
You are wonderful. You are a very complicated being, and have many
qualities which effect the outcome of the game. The major attributes
about the player are as follows:
#ENERGY
This is the amount of energy possessed by the player. It decrements by a
small amount for each cell moved. It decrements rapidly in hazard
areas, and by varying amounts when fighting characters. #ENERGY may be
restored by using objects such as food.
#SKILL
This is ability of the player to fight successfully. The #SKILL level
of the player will mainly depend upon the use of objects which have an
effect on this attribute.
#WILLPOWER
This is the ability of the player to bargain for selling and buying.
The more #WILLPOWER, the lower the price at which you can obtain
objects from other characters, and the higher the price you can sell
at.
#LUCK
This attribute has two effects:
The lower your #LUCK, the more likely the chance that another character
will take pity on you and give you an object.
An element of #LUCK is consumed to determine the outcome of fights, so
the higher your #LUCK the greater the chance of winning fights.
#TORCH-LIFE
This is the amount of life in any object defined to light dark areas
(eg a torch). Other objects may be available to replinish this life (eg
Batteries, Fuel).
Players also possess the attributes of Sight and hearing. These both
start as normal in all games, but can be improved or worsened as
follows:
SIGHT
Infra-Red: Player can see in the dark and see invisible objects.
Blind: Player can see nothing.
HEARING
Ultra-sonic: Has acute hearing - can hear characters in adjacent cells.
Deaf: Can hear nothing - no sound effects.
The player can also possess objects which have been picked up, taken,
given, or bought. These objects can be used as required: some when
used are worn on the player and have a continuous effect whilst worn.
(SEE About Objects)
ABOUT OBJECTS
-------------
Objects are things which can be used in the game such as weapons, food,
money, etc. An object may either be located on the ground, with the
player, or on a character.
If on the ground they will be evident to the player on the Upper Panel.
These may be picked-up.
(SEE The Upper Panel)
If the player holds an object they may use it (which may involve
wearing it if the object is so defined), drop it or sell it. If the
player is wearing an object it can be dropped.
(SEE The Lower Panel)
If a character holds an object the player is informed through the Upper
Panel display when both are on the same square. The player may attempt
to buy it or take it; they may or may not comply depending on the
nature of the character.
(SEE The Upper Panel)
Objects may have one, many or even no qualities (ie they could be
useless red herrings!). These qualities may be combinations of:
OPENS GATES: The object is a key. It is either a key for a specific,
or a master key which may opens gates.
INVISIBILITY: Objects might be invisible and can only be seen with
infra-red vision.
CLIMBS OBSTACLES: Object may be able to be used to help climb
obstacles - ie, go the 'wrong' way through a one-way route.
PROTECTS FROM HAZARD: Some objects protect against invisible hazards
(eg gas mask, radiation suit, magic shield)
LIGHTS DARK AREAS: An object may be a torch or similar device. This
is a special device in that it is controlled by the Player's
#TORCH-LIFE attribute: no #TORCH-LIFE and it will not work.
WORN OBJECTS: Some objects can be worn and their effect endures whilst
worn. This effect may either be applied on every move, or its effect
is applied when it is put on and stopped when removed.
FIXED OBJECTS: Some objects cannot be moved from their defined cell.
The player can 'take it' so that they can use it, but they then become
fixed until they drop it.
MONEY: Some objects are money. Money is a special object, in that the
player only ever holds one object of money. Any other items of money
found along the way are added to their cumulative money amount.
MONETARY VALUE: The basic value of the object in money. Characters
may not necessarily buy or sell for this price, but it gives a guide to
the value.
NUMBER OF USAGES: Objects have a limited number of usages before they
break, are consumed or disappear, from 1 to 1000.
USE ONLY WHEN OTHER OBJECTS ARE HELD: Some objects can only be used if
another object is held. For example, the torch batteries cannot be
used to recharge the torch unless the torch is held. A tin of food may
need a tin opener. A floppy disk needs a computer to work and vice
versa.
An object may have a number of effects on the Player's attributes of
#ENERGY #SKILL #WILLPOWER #LUCK #TORCHLIFE, Sight and Hearing. Their
effect is:
EITHER a consumptive effect on each use, ie, every time the object is
used the effect is applied. A typical object of this nature would be a
package of food: 1 pack of 3 sandwiches would have a consumptive effect
on each of 3 usages.
OR, the effect is reversed after use. Whilst the object is in use the
player's attribute(s) is/are effected: when usage ceases the effect is
reversed. A typical object would be weapon such as a a sword which
only increased skill whilst it was being used.
This effect varies in both value and direction: ie, the value of a
player's attribute may either be increased or decreased as a result of
using an object.
Finally, the object may have an effect on sight and/or hearing, or no
effect.
(SEE About You)
ABOUT CHARACTERS
----------------
'Living' and normally mobile characters that are either beneficial or
harmful to the player are found in the game. Each animated character
has its own personality and behave in a different way. Their behaviour
is defined in a number of areas:
MOBILITY
MONEY
'LIFE' ATTRIBUTES
ENCOUNTER BEHAVIOUR
MOBILITY: Their mobility will vary as follows:
DARK AREAS: Some characters are not afraid of the dark and will enter
dark areas whether or not the lights are on - other characters will
only enter dark areas where the lights are switched on.
INVISIBLE HAZARDS: Some characters are impervious to the effects of
invisible hazards and will enter them and survive.
JUMPS: Some characters can go through jumps, others treat them as dead
ends.
SWITCHED GATES: Some character can go through switched gates whether
they are open or closed - others can only pass through open gates.
LOCKED GATES: Some character can go through locked gates.
ONE-WAY OBSTACLES: Some characters can climb the obstacles presented by
One-Way routes.
RANDOM WANDERING Some characters wander randomly during the game.
FOLLOWS PLAYERS Some character will follow the player once they have
been on the same cell as a player, within other limitations on their
movement.
Some character may not move at all.
MONEY
Characters do not hold money objects but they hold money as a separate
entity. (BUT, when they die, the money is deposited on the ground as an
object)
LIFE ATTRIBUTES
The character possesses the same life attributes as a player, namely:
#ENERGY #SKILL
#WILLPOWER #LUCK
These are used to determine in comparison with the player to determine
the outcome of encounters between the characters and the player.
SIGHT: A character's sight is either:
Blind: They will not see a player, and will only respond if the player
interacts with them.
OR, Normal: They will behave normally.
OR, Infra-red: They can see in the dark.
ENCOUNTER BEHAVIOUR
Different characters will interact differently with the player in
encounters on the same cell:
PLAYER ATTACKS: If the player attacks a character, all will defend
themselves. Some will then fight back, but others will offer to sell
or give an object away as appeasement.
PLAYER TRADING REQUESTS: Some characters may respond favourably to a
player demand to buy (or exceptionally take) an object, or if the
player is selling an object.
UNSOLICITED ATTACKS: Some characters may attack without provocation,
especially if the player's #SKILL is low.
UNSOLICITED SELLING: Some characters may attempt to sell items
unsolicited, especially if the player's #WILLPOWER is low.
UNSOLICITED GIVING: Some characters may attempt to give items
unsolicited,