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CyberMycha 2001 April
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CMycha200104.iso
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OdjazdowyPakiet
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Springy
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README.TX_
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README
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2000-03-28
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12KB
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329 lines
+------------------------------------------+
| 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