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- +------------------------------------------+
- | SPRINGY MADNESS, ver. 1.10 |
- | COPYRIGHT by Creative Adept, 2000 |
- | ALL RIGHTS RESERVED |
- | **SHAREWARE VERSION** |
- +------------------------------------------+
-
-
-
- CONTENTS
-
- I. Game Description
- II. Shareware
- III. Requirements
- IV. Controls
- V. The Meanies
- VI. Treasures
- VII. Map Features
- VIII. Reporting Problems
-
-
-
- I. Game Description
-
- SPRINGY MADNESS is an interactive 3D puzzle game. A level starts
- out covered with a texture; and the player controls a spring, which
- looks much like a Slinky. When the player's spring touches a
- square it changes texture according to a set of texture progression
- rules that are shown for each level. The goal is to get from the
- starting point to an end square while changing a given percentage
- of the squares to the goal texture.
- Points are awarded for finishing a level, for every percentage
- point achieved above the target percentage, and for beating a par
- time for the level. A wide array of meanies crawl through the
- levels, trying to prevent you from finishing.
-
-
- II. Shareware
-
- This software program is distributed as shareware. The essence of
- shareware is to provide you with software that you get to "try before
- you buy", while rewarding the efforts of the developers. When you
- think about it, the opportunity to try before you buy is the ultimate
- guarantee of a product's quality and usefulness to you. In fact,
- shareware can be just as professionally developed as software that
- comes in a fancy box (with a lot of hype and yet no way to determine
- issues such as the "look and feel", etc.), but the price of shareware
- can be set lower because it does not have to cover expensive marketing
- costs. Still, software businesses that market their products as
- shareware need to get paid for their efforts just as any other business.
- When you support the shareware concept, it ensures that the concept will
- continue to work and you will continue to get to "try before you buy".
- Thank you for understanding and honoring the "shareware" concept.
-
- SPRINGY MADNESS is a shareware product. You are free to try it
- out, but if you like it we urge you to register the product using
- the information in the REGISTER.TXT file. The shareware version has
- fourteen levels; the registered version has fifty levels of ever
- increasing and maddening difficulty.
- When you register the game, you will receive a registration code
- to unlock the extra levels. You enter this registration code using
- the REGISTER selection in the OPTIONS menu that you can get to from
- the main title screen.
-
-
-
- III. System Requirements
-
- SPRINGY MADNESS will run on Windows 95/98 using DirectX. The
- minimum and optimal requirements are listed below:
-
- MINIMUM OPTIMAL
- CPU Pentium 200 PII 233 or greater
- RAM 32 Megs 32 Megs
- VIDEO 2 Meg SVGA 4 Meg SVGA
- OS Win95/98 Win95/98
- HARD DISK 25 Megs 25 Megs
- OTHER DirectX DirectX
-
-
-
- IV. Controls
-
- You may change the controls to suit your own needs. The default
- controls use the arrow keys and are listed below.
-
- RIGHT = right arrow
- LEFT = left arrow
- UP = up arrow
- DOWN = down arrow
- PAUSE = space bar
-
- You can use the OPTIONS menu to enable use of a joystick or to
- change the keys.
-
-
-
- V. The Meanies
-
- There are a variety of meanies that try to prevent you from
- achieving your goal. You can see the different meanie types during
- the short demo that runs before the start of a game. A description
- of each type and the varieties of each type are described below.
-
- A. Bouncers
-
- Bouncers are rubbery cylinders that bounce up and down. Touching
- one will destroy your spring. With careful timing you can pass
- underneath a bouncer when it is in mid flight. There are three types
- of bouncers, each a different color.
-
- YELLOW = These bouncers just hop up and down on a single square.
- They never move off the square they start on.
- COPPER = This type of bouncer goes back and forth in a horizontal
- or vertical path. You can easily tell which direction
- these bouncers go by watching them.
- BLUE = These bouncers travel in a straight line until they
- encounter an obstruction that prevents them from
- continuing in a straight line; they will turn always
- turn either right or left. You can tell whether a blue
- bouncer will turn right or always turn left by watching it.
-
- B. Grid Bugs
-
- Grid bugs are little critters that slide around the map, trying
- to run into the player. Any square they move into must be the
- same height as the one they are sitting in. There are three types
- of grid bugs.
-
- PURPLE = These grid bugs move either horizontally or vertically.
- When they encounter an obstruction, they turn 180 degrees
- and go the opposite direction.
- RED = These grid bugs always turn right or left when they
- encounter a square they cannot move into. You must watch
- them to tell if they always turn right or left.
- GREEN = These grid bugs turn a random direction when they hit
- an obstacle.
-
- C. Hoppers
-
- Hoppers are very similar to grid bugs, except instead of sliding
- from square to square they hop. They can move onto squares that
- are not the same height. There are also three types of hoppers,
- just as there are three types of grid bugs. The hopper types and
- the equivalent grid bug colors are listed below.
-
- RED WITH YELLOW SPOTS = Same as purple grid bugs.
- ORANGE WITH RED SPOTS = Same as red grid bugs.
- GREEN = Same as green grid bugs.
-
- D. Fallers
-
- Fallers are spinning cubes that fall on to a square. After a
- short time they reappear and fall again. There are two types.
-
- YELLOW = These fallers simply fall onto a square.
- BROWN = These fallers momentarily change the texture of the square
- they land on. While it is changed, you may quickly move
- onto it and change it to another texture.
-
- D. Sliding Blocks
-
- Sliding blocks merely sit at rest. You may push them around the
- map to expose the squares underneath them. There are two types.
-
- GREEN = When pushed these will continue to slide until they hit
- some sort of obstruction.
- BROWN = These sliding blocks only move one square at a time.
-
- E. Mines
-
- Mines are activated when you move onto a square adjacent
- to them. They then begin ticking. There is one type.
-
- GRAY = These kill you if you are too close to them when
- they explode.
-
- F. Alien Springs
-
- These are other springs on the map. They mirror your movements
- and change square textures, just like you do. You must be careful
- to make sure that not only you but also the enemy spring do not
- leave unchanged squares. There are four types.
-
- BLUE = This type exactly mirrors all your movements.
- GREEN = This type mirrors you verticial movements, but inverts
- your horizontal movements. So when you move right, the
- green enemy spring will move left.
- RED = This type mirrors your horizontal movements, but inverts
- your vertical movements.
- PINK = This type inverts both vertical and horizontal movements.
-
- G. Followers
-
- Followers, when activated, will follow you for a while. They
- are activated when you move adjacent to it. You must move quickly
- and without hesitation to prevent yourself from being run over.
-
- H. Speed Bugs
-
- Speed bugs are similar to grid bugs, except when the turn to face
- another direction they leap into the air, giving you a chance to
- move under them. There are three types:
-
- PURPLE = This type move back and forth.
- GREEN = This type always turns right or always turns left
- when they hit an obstruction
- LIGHT BLUE = These speed bugs are the most dangerous type. They
- turn a random direction.
-
- I. Crag Hoppers
-
- Crag hoppers are much like hoppers except that they leap into the
- air when turning, giving you an opening to move under them. There
- are three different types:
-
- GREEN = These crag hoppers just move back and forth, always
- turning 180 degrees.
- RED = This type always turns right or always turns left. Watch
- them to find out which direction they turn.
- GREY = This type turns in a random direction.
-
- J. Groos
-
- Groos only move one square before making a decision to turn. There
- are two types:
-
- ORANGE = This type just moves back and forth, vertically or
- horizontally.
- PURPLE = This type always turns right or always turns left, moving
- in clockwise or counter-clockwise circles.
-
- K. Kill Sliders
-
- These green blocks have pointy, pyramidal tops; and they can be
- pushed into other meanies to destroy the them. Time your push
- carefully to hit an offending meanie.
-
-
-
- VI. Treasures
-
- There are several different kinds of goodies that you can grab for
- extra points, extra lives, and such. Each one of the treasures is
- shown and labeled during the demo that runs before a game starts. Each
- of the types is described below.
-
- A. Points.
-
- These are spinning gold disks stacked on top of each other. You
- get five points for each disk, so a stack of three is worth fifteen
- points.
-
- B. Extra Try
-
- These are rotating silver cylinders. Grabbing one of these gives
- you an extra try.
-
- C. Extra energy.
-
- These silver and black striped disks with a holes in the center
- will give you one hundred extra units of energy.
-
-
-
- VII. Map Features
-
- There are many map features that need special explanation. You
- can watch the demo that runs before a game starts to see the various
- map features. Each one is labeled.
-
- A. Teleporters
-
- These are rotating cubes with bubbles coming out of the center.
- When you move onto a teleporter, with a whoosh of sound, you will
- instantly be transported to another location.
-
- B. Killer Pyramids
-
- These are small orange and yellow pyramids, and hitting one of
- these will instantly destroy your spring.
-
- C. End Square
-
- The end square is the square you must move onto to finish the
- level. It is a mottled red color.
-
- D. Switches
-
- Switches are a mottled blue color. Moving onto one of these
- squares will depress the switch and activate some other feature
- of the map, such as an elevator.
-
- E. Elevators
-
- Elevators are gray in color. There are many different types.
- Most are activated by the player moving onto them. Some require
- a switch to be hit.
- Some elevators will delay for a short time before continuing.
- In these cases a timer will be displayed in the upper left part
- of the screen. The timer will count down; at zero the elevator
- will continue on its way, and if you are not on it when it goes
- up you may be left trapped.
-
- F. Water
-
- Water comes in various colors. Falling into it is fatal.
-
- G. Null Squares
-
- These are gray colored squares. The texture on these squares
- never changes, so you can move onto them as many times as you like.
-
-
-
- VIII. Reporting Problems
-
- If you should encounter a problem with the game, please send
- a description of the error and the situation that it occured to
- our e-mail address at creativeadept@yahoo.com. It would be very
- helpful if you could run the program from the DOS command-line
- with the following command, "smadness -log". This will produce
- a file named "boot.log", and if you will send this file to us it
- will help us find the problem.
-
-
- #END OF FILE
-
-