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- ===================================================================
-
- R U N N I N G
-
- ===================================================================
-
-
-
-
- A nice little game for every Amiga lover.
- Written by Jorrit Tyberghein © 11 Nov 1990.
-
-
-
-
- What is it ?
- ------------
- 'Running' is a classical maze and puzzle game. You run around in a maze
- and try to catch the ghosts or spiders. Of course do not forget to collect
- some bonus points. 'Running' requires both speed of reaction and logic
- thinking.
- In fact, you can play this game with two aims in mind. One is to collect
- as many bonuses as you can. This is called 'The struggle for the highscore'.
- The other aim is simply to solve each level.
-
- Shareware ?
- -----------
- 'Running' is shareware. If you like this game send $15 US to:
-
- Jorrit Tyberghein
- Hepmansbossen 31
- 2450 Meerhout
- Belgium
-
- Please send money by international money order, EuroCheck (in Belgian
- Francs (BF) !) or cash, because it's very difficult for me to cash
- in other checks. (You can also send utilities if you like)
-
- Passwords
- ---------
- What I hate very much in some games is that you have to start them all over
- again when you are dead. In 'Running' some levels have passwords. Once you
- got to a certain level, you can restart there.
-
- Multitasking
- ------------
- This game is multitasking friendly. Simply go back to the workbench screen
- (with Amiga-N) whenever you feel like it. There is one caveat: when you are
- playing the game, you should press 'p' for pause before you return to the
- workbench. There are two reasons. One is of course that the game simply
- continues while you are busy in the workbench. Your score won't be that
- high if you do this. The other reason is that in order to achieve maximum
- keyboard smoothness, I had to change the preferences settings. I have set
- the autorepeat speed and treshhold almost to maximum. When you pause the
- game or go to the menu, the original preferences values are restored.
-
- Compatibility
- -------------
- 'Running' is written on an Amiga 3000/16 with AmigaDOS 2.0, but it has also
- been tested on an Amiga 500 with AmigaDOS 1.3. Of course it runs a bit slower
- on the Amiga 500, but I think this can be neglected.
-
- 'Running' requires a PAL machine. This means that you must have the new
- agnus or an Amiga 3000 if you want to run this program in the USA.
- When you have an Amiga 3000, you can switch to PAL mode using the
- preferences tool. In Europe PAL is default.
- If you have an older Amiga with the new agnus (the 1 meg chip agnus) you
- can use the available public domain utilities to switch to PAL mode.
- (One of these utilities (made by Nico François) is included on this disk).
-
- Features
- --------
- 'Running' also has a built-in field editor, so you can design your own
- games and give them to your friends.
- There is a simple online help available in the menu.
- You can play this game with joystick or keyboard.
- Start running from the workbench or the cli (Note that if you start 'Running'
- from the cli, you must first set the current directory. This is because
- 'Running' requires some extra files).
-
- Robustness
- ----------
- When I wrote this game I was especially concerned that it reacted well in
- bad conditions. Everything is nicely being allocated and checked. In some
- cases it is almost impossible to resume when there is not enough memory.
- If that happens, 'Running' simply quits and no harm is done (except that
- you can loose some game information :-( ). However, these conditions should
- be rare. In most cases you get a nice requester telling you there is a
- problem. You can then continue with something else.
-
- 'Running' will fail to start if something is wrong. If, for example, you
- have started another game or program that uses sprites, 'Running' will
- not be able to allocate any sprites for himself. When that happens, you
- must quit the other program or don't start 'Running'.
-
- Bugs
- ----
- Unfortunately there are still two (known) bugs in 'Running'.
- When there are many explosions the explosion sound becomes a bit strange.
- The 'shift' key instead of the space key feature while you are playing, only
- works in AmigaDOS 2.0.
-
- Harddisk
- --------
- If you have a harddisk you can install 'Running' on it. Go to the cli
- and copy the following files to your harddisk. All these files must
- be in the same subdirectory.
- Running
- Running.info
- Running.Fields
- Running.Fields.info
- #?.Raw
-
- How does it work ?
- ------------------
- When you start 'Running' (by double clicking on the Running icon in the
- workbench or by typing 'Running' in the cli) the next thing you will
- see (I hope), is the main menu. It is recognizable by a little goblin.
-
-
- Requesters:
- There are three possible requesters:
- - Requesters that ask for something (a filename, a number, ...).
- The editing field is a string gadget and all editing features for
- string gadgets are available there.
- In most cases, pressing enter cancels the operation.
- In some cases, pressing enter gives a default value.
- When there is not enough memory for the requester, it will simply not
- appear and act as if enter is pressed (see above for the real
- action).
- - Requesters that ask a 'yes' or 'no' question. Press 'y' for yes.
- Press 'n' or space for no.
- When there is not enough memory for the requester, you will see an
- alert (a red flashing box in AmigaDOS 1.3 or a green flashing box in
- AmigaDOS 2.0). Press the left mouse button for yes, and the right
- mouse button for no.
- - Informative requesters. Press 'n', 'y' or space when you have read the
- message. These requesters can also change into an Alert in low
- memory situations.
-
-
- Available keys in this menu:
- Space :
- Start the game.
- You will be asked for a password. Simply press enter when you
- play this game for the first time. You will start at level 0.
- F2 :
- Start the field editor.
- The keys for the field editor are explained below.
- F3 :
- Show the current highscore list.
- When you don't like the current highscores, you can delete the
- highscore file 'Running.highscores'. 'Running' will
- automatically create a new one.
- F4 :
- Load a new set of fields.
- When you have designed your own fields, you can load them with
- this key. The default fields are located in the file
- 'Running.fields'.
- HELP :
- Brings you to the simple online help.
- Press F1 to leave this online help, or any other key to go to
- the next page.
- ESC :
- Quit 'Running'. If I were you I should not use this key :-)
-
-
- Available keys for the game.
- Space :
- Drop a bomb.
- The aim of each level is to kill all ghosts and spiders. You
- will automatically advance to the next level when you have done
- this. Of course, this means that you must hesitate to kill
- a ghost or spider when you still want to collect some bonuses
- in this field.
- To destroy a ghost or spider you must drop some bombs. After a
- while these will explode. With any luck some ghosts will explode
- with them.
- Shift :
- Drop a bomb.
- The shift key is completely the same as the space key. The only
- difference is that your hero won't stop moving when you hit
- this key. It's a pity, but I haven't been able to do this for
- the space key. Maybe in a future version...
- (Note: This feature only works in AmigaDOS 2.0, in AmigaDOS 1.3
- or 1.2 the shift key is the same as the space key.)
- JoyStick button :
- Drop a bomb. (Another one :-)
- Note that you must plug the joystick in the right port (port
- 1). This is not the port where the mouse resides.
- Arrow keys :
- Move the hero in the indicated direction.
- JoyStick :
- Move the hero in the indicated direction.
- P :
- Pause the game. Use this key if you want to do something else
- (like multitasking something).
- F1 :
- Go to the main menu.
- ESC :
- Quit 'Running'.
-
-
- Keys in the field editor.
- (Note that at the top left of the screen you can read the current field
- number. In the top right is the total number of fields.)
- I also explain all the game objects in this section.
- Note that there are maximum 1000 fields in one game file.
-
- ESC :
- Quit 'Running'.
- F1 :
- Go to the main menu.
- Shift+F1 :
- Copy a field from an other game file.
- The field editor will first ask for the name of the other file.
- Then it will ask for the field in the other file that you want
- to copy to the current field in memory.
- Note that this function does not insert a new field for the
- field from the other file. The current field will be
- overwritten with the new field.
- F2 :
- Swap the current field with another one.
- The field editor will ask for the other level.
- If you change your mind and you decide you do not want to swap
- two fields, simply press enter. This practice is the normal
- behaviour for all requesters that ask for something.
- F3 :
- Delete all fields.
- Use this key if you want to start a new set of fields.
- Note that all destructive commands ask for confirmation.
- F4 :
- Update the current field parameters.
- This key is only necessary for old fields. When you have made a
- new field, you can use the space key (see below).
- The field editor asks for the following information:
- - The number of ghosts in this field. There must be at least
- one ghost, and at most three.
- - If they react clever or not. If you answer yes to this
- question, the ghosts will be aware of bombs. This does not
- always make them really more clever.
- - If the bombs drop automatically or not. If you answer yes to
- this question, the hero will automatically drop bombs
- wherever he walks.
- - The maximum number of bombs the hero can drop. If you press
- enter in this requester you get the default value of 7.
- This means that the hero can drop 7 bombs, and then must wait
- until at least one of them has exploded before he can drop
- another one.
- - An optional password for this level. If you do not want a
- password, clear the stringgadget and press enter.
- F5 :
- Go to a level.
- F6 :
- Remove the current field.
- F7 :
- Insert a new field before the current field.
- This field will be empty except for the walls arround the
- field.
- Note that you must press space (see below) before this new field
- is really added.
- F8 :
- Append a new field at the end of all fields.
- (See F7)
- F9 :
- Load a new set of fields.
- This key is equivalent with F4 in the main menu.
- F10 :
- Save the current fields.
- DEL :
- Clear the current field except for the walls around the field.
- Note that you must always provide walls or other hard things
- around the field. Otherwise you could simply walk out, and
- no one knows what can happen there :-)
- HOME :
- Go to the top left position with the cursor. (The HOME key is
- the '7' key on the numeric keyboard).
- END :
- Go to the bottom right position with the cursor. (The END key
- is the '1' key on the numeric keyboard).
- N :
- Go to the next field (or to the first if you are at the last
- field).
- Shift+N :
- Go to the previous field (or to the last if you are at
- the first field).
- Space :
- When you change things in the current field, these changes are
- not directly reflected upon the real current field. This only
- happens when you press space.
- This key really adds the field on the screen to the current
- field. Before you use this key, it is still possible to restore
- the previous contents of the current field. (Press 'n' for next
- field, press 'y' to say that you are sure, press Shift-'n' to
- go back to the current field).
- If the current field is a new field, this key will
- automatically press F4 for you (see F4 for details).
- Note that you must press this key before you can go to another
- field.
- Also note that this command will complain if you forgot to set
- the startlocations for the hero and the ghosts.
- Arrows :
- Move the cursor (in the image of the hero).
- Shift+Arrows :
- Put a yellow arrow on the current position.
- The hero cannot move against the direction of the arrow.
- He can move in all other directions.
- Ctrl+Arrows :
- Put a red arrow on the current position.
- A red arrow is the same as a yellow one, except that it rotates
- to the right if a bomb explodes in its vicinity.
- 3 :
- The startlocation for the hero.
- 4 :
- The startlocation for the ghosts.
- 5 :
- The optional startlocation for the spider.
- The spider can only move up and down. He is sometimes hard to
- catch, because he is rather smart about bombs.
- 6 :
- The optional startlocation for the watermonster.
- Note that the watermonster only swims in water and below
- bridges. Don't make him too uncomfortable and give him some
- water to swim in.
- The hero can't kill the watermonster but the watermonster can
- kill the hero. He will shoot the hero if there is no
- obstacle between him and the hero and if he is above water.
- B :
- <B>omb. This bomb will explode when the hero puts another bomb
- near it.
- Shift+B :
- Horizontal <B>ridge. The watermonster can swim here, but cannot
- rise above water. You and the ghosts can walk over it.
- Ctrl+B :
- Vertical <B>ridge.
- E :
- Wat<e>r. This is room for the watermonster to swim in. It is
- also deadly for our beloved hero. Note that you can use water
- without a watermonster.
- Shift+E :
- Horizontal invisible bridg<e>. This bridge is initialy water,
- but will become a real bridge when a bomb explodes in its
- vicinity.
- When it is still water, the watermonster can rise here.
- Ctrl+E :
- Vertical invisible bridg<e>.
- W :
- <W>all. Ghosts and the hero can't move through this.
- S :
- <S>oft wall. These are walls that you can explode into
- nothingness.
- Shift+S :
- Almost blown <S>oft wall. These soft walls are already half
- exploded.
- 1 :
- Left soft wall.
- 2 :
- Right soft wall.
- Shift+1 :
- Almost blown left soft wall.
- Shift+2 :
- Almost blown right soft wall.
- C :
- <C>oin. When the hero takes this, he gets 10 points.
- Shift+C :
- <C>offin. When the hero takes this, he gets 100 points. Make
- this object very rare, and difficult to obtain.
- I :
- <I>nvisible wall. This object acts completely as a normal
- wall, but it is not visible.
- Z :
- Really soft wall. ('Z' is for the dutch <Z>acht :-).
- The hero can simply walk through this, but the ghosts cannot.
- D :
- <D>oor. When the hero enters a door, he will randomly reappear
- in another door. If you use only 1 door, this object does
- nothing.
- The hero will never appear in the same door he went through.
- If you have more than 30 doors, they are ignored.
- M :
- <M>oving object. The hero can push this object and it will move
- (if there is nothing behind this object).
- If a bomb explodes next to this object it will move also.
- BS :
- (backspace). Delete the current block.
- > :
- (or ':' if you have an AZERTY keyboard). These are the only
- keys that do not look to the current keymap.
- This command puts a monster looking right on the field.
- This monster shoots and is deadly for the hero.
- Use the tab key to enable all the fields where the monster must
- shoot.
- It is not required for the hero to kill this monster. He can
- kill it if he explodes two bombs in its vicinity.
- If you have more than 30 monsters, they are ignored.
- < :
- (or ';' for AZERTY keyboards).
- Monster looking left.
- TAB :
- Toggle a monster-shooting field on or off. A Monster (with '<'
- or '>') will only shoot when you are on a monster-shooting
- field. You can put monster-shooting fields on empty blocks
- (with BS) and on the moving object ('M').
-
-
-
- This is it. I hope that you will enjoy this game as much as I do. When you
- have suggestions or bug reports please write to:
-
-
-
- Tyberghein Jorrit
- Hepmansbossen 31
- 2450 Meerhout
- Belgium
-