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-
- Version 1.0
-
- Program and Documentation
- Copyright 1995 Michael D. Shotter
- All rights reserved.
-
-
- NOTE:
-
- a.
-
- Maze Blazers should run on all Amigas, regardless of CPU,
- graphics, or OS version, however, there may be some system and
- RAM configurations that are not 100% compatible. Please be
- aware that, although these incompatibilities should by no means
- cause any damage, they may adversely effect the playing of the
- game.
-
- In other words: I have done everything possible to ensure
- that the game will function properly on every system, but, with
- all the possible configurations out there, there is a chance that
- it won't work properly on a few machines.
-
- b.
-
- Given the extensive testing of this software on my own
- systems, I will take no responsibility for any damage inflicted
- to any system from its use or presence.
-
- In other words: You make the choice to keep and run this
- software. If something bad happens, it's NOT my fault.
-
-
-
- Contents:
- ---------
- I. - Introduction - What is Maze Blazers?
- II. - The Basics - How to play
- III. - Advanced Topics - Configuring the game
- IV. - Registration - Come on. It's free! What can you lose?
- V. - Extra Info. - Technical and general info
-
-
-
- -----------------------------------------------------------------
- Maze Blazes is Freeeware. See the Registration section of
- this documentation for more information.
- -----------------------------------------------------------------
-
-
-
-
-
-
- I. - Introduction
-
- Maze Blazers represents my first genuine attempt at a full
- fledged game. The basic concept reaches back to a time honored
- gaming genre, the "maze" game, but takes it to a new level by
- allowing up to four people to play simultaneously in a 3D, rather
- than the traditional top-down 2D realm.
-
- As with many multi-player games, the focus in Maze Blazers
- is on competition. Who among the players can reach the exit first?
- Of course, sometimes, simple competition isn't enough. That's why
- I have incorporated several "complications" into the game. These
- complications are discussed later in detail.
-
- The main thing to remember is that, although Maze Blazers
- supports single player play, for the purposes of testing new maze
- designs and sharpening playing skills, the game's entertainment
- value is drastically reduced without additional players.
-
-
-
-
-
-
- II. - The Basics
-
- Although Maze Blazers is a simple game at heart, there are
- some key elements that players need to be aware of to take full
- advantage of the game's features.
-
- Let's start at the beginning. After the title picture, a
- screen will appear, asking the user to select a rendering mode
- for the game's graphics. Experimenting with the various modes
- will allow the player(s) to choose the style of graphics that
- best suit both the system running the game and the artistic
- tastes of the player(s).
-
- Outside the game proper, the cursor keys can be used to
- alter game options. The 'enter' key is used to select an item,
- while Escape is used to abort operations. Also note that, on the
- Maze Blazers screen, F-1 and F-2 adjust the in-game motion delay
- value, while the space bar toggles the Wammy Bar on/off. The Wammy
- Bar is one of those complications that I mentioned earlier.
-
-
- The Basic Options:
-
- Start Game - After everything is set to your liking, select this
- option to begin the game.
-
- Number of players - Adjust this option to match the number of
- human players in the game.
-
-
- Game Modes:
-
- Single - Picks a single maze at random from the available maze
- files and declares the first player out the winner.
-
- Multi - selects a group of mazes from the maze files and
- calculates an overall winner based on points awarded for exiting
- each maze 1st 2nd... and so on.
-
- Countdown - Same as above but, players who don't find their way
- out before time runs out, receive 0 points.
-
-
- Edit Maze, Edit Palette, and Configure Keys - Simply follow the
- on-screen directions for each of these, or refer to the Advanced
- Topics section of this documentation.
-
- Wammy - Use the space bar to toggle on/off.
-
- Motion Delay - Use F-1 and F-2 to adjust the in-game motion
- delay. This feature is fur use with fast systems, Stock 68000
- users should leave the delay set to 0.
-
-
- OK, so you've made all your selections and the game proper
- is up and running. Depending on the number of players specified,
- you will see between one and four equally sized viewing areas
- which represent the first person view of each player. Let's
- assume that only one player is active for the sake of simplicity.
- Above the viewing area, printed in white, is the current compass
- direction of player one. Assuming that the default keys haven't
- been changed, the F-1 key can be used to turn the view ninety
- degrees left, while the F-3 key can be used to turn ninety
- degrees right. F-2 will advance player one forward one 'step'.
- Within minutes, the movements will become almost second nature.
- Users should note that player one may also be controlled by a
- joystick in port two. Players two, three, and four must be
- controlled with the keyboard.
-
-
- Default Keys:
-
- Forward Left 90 Right 90
-
- Player 1 F-2 F-1 F-3
- Player 2 F-7 F-6 F-8
- Player 3 x z c
- Player 4 Cursor Up Cursor Left Cursor Right
-
-
- Of course, these keys can be changed completely using the
- keyboard configuration option, but, assuming that player one uses
- a joystick, the default keys should be fine.
-
-
- Now that you've mastered moving around, try to find the
- exit. The exit is always represented by a Color 15, the middle
- color of the non-dithered ceiling/sky, section of wall. Please
- be aware that, since each player can only see up to four steps
- away from their current position, you will need to come fairly
- close to the exit to see it.
-
- The default mazes are meant to be fairly easy to complete,
- so, with a little trial and error, the exit should be easy enough
- to find, however, if you find yourself getting frustrated, you
- can either press escape (ESC) to abort back to the main menu, or,
- if in multi mode, press F-10 to skip to the next maze.
-
-
- Multi-player games:
-
- This is what it's all about. Grab a few friends and or
- relatives and set up for something simple, like a five maze
- ninety second countdown game. In multi-player games, the
- following elements can really add to the game play.
-
-
- 1 - The Wammy Bar
-
- When the Wammy Bar option is set to on, every time the
- space bar or joystick 2's fire button is pressed, one of the
- following things will happen:
-
- a. - If in countdown mode, the timer will gain five seconds
- b. - If in countdown mode, the timer will lose ten seconds.
- c. - One of the players will be blinded for a randomly selected
- number of moves. Their view will go black until they move
- around a bit. (Very disorienting and pretty funny if
- you're not the victim. :) )
- d. - One of the players will have their cardinal direction
- altered, accompanied by a quick white flash. The bright
- side is that this will remove any effects of a blinding.
- e. - Nothing. (Hit it again! Hit it again!)
-
- Players who have already entered the exit cannot be affected
- by the Wammy Bar, however, there is nothing stopping someone
- who has already reached the exit from pressing the Wammy Bar,
- unless, of course, you count threats of physical violence from
- the other players. :)
-
- Of course, the Wammy Bar has it's problems. For example,
- taking the time to hit it will certainly distract the player,
- even if for a moment, which can throw off his/her rhythm. Most
- importantly, the Wammy Bar shows no mercy. Since it does not know
- which player pressed it, it is entirely possible that a player,
- hoping to frustrate his opponents, may find him/herself blinded
- for the next twenty moves. Ah well, that's life. :)
-
-
- 2 - The Timer
-
- Let's face it, nobody wants to be the guy who couldn't make
- it out of the maze, but, it's gonna happen eventually to even the
- best players. The problem is that, in countdown mode, if you
- don't make it out in time, you don't get any points, which will
- hurt your overall score, in turn hurting your chances of winning
- the overall game.
-
-
- 3 - Frustration (In multi mode)
-
- See above, but this time there's no timer to mercifully end
- your pain. You'll have to do it yourself by pressing the
- Surrender key (F-10) which will produce the same effect as time
- running out. Note that, although F-10 works in all modes, it was
- designed particularly for this one, which is the only one it
- really should be used in.
-
-
- Well, that covers most of it, except for one question
- which might be on your mind. Why can't the players see each
- other?
-
- That's a fair question. Here are my answers:
-
- 1 - It makes it too easy to 'cheat', by following someone around
- and then turning around early when you see that they've hit a
- dead end.
-
- 2 - It really slowed the game down. No problem for most newer
- systems, but, many stock machines couldn't have handled it.
-
- 3 - I'm not the most visually artistic person in the world, and
- the graphics I had representing the players were crude at best.
-
- I agonized over this for weeks, after having implemented the
- feature, and finally decided that I liked the game better without
- it. Many would say that I should have left it in and let the
- individual players decide. Perhaps, but, feeling as strongly as I
- did, I decided to strip it. Nuff said.
-
-
-
-
-
-
- III. - Advanced Topics
-
- Although the Maze Editor, Palette Editor, and Keyboard
- Configuration options are self explanatory, both in operation and
- purpose, I thought it might be a good idea to note some of the
- techniques I found most effective while testing these features.
-
-
- The Maze Editor:
-
- - Try to make your mazes of a consistent size. It can be
- frustrating to go from an 8X8 maze with a simple layout to a
- 20X20 maze with a billion twists and turns. Since the game
- chooses each maze randomly, you can't simply put all the little
- mazes first then make them bigger as you go. A good solution to
- this is to make all your mazes small at first, then, as your
- playing group's skills improve, you can add to the little mazes
- uniformly, until you use the full area, which should be more than
- enough for even the most die hard players.
-
- - Place the players and exit carefully. Try not to give any
- single player an advantage in terms of distance to the exit. Some
- ideas for this include putting all the players on one side and
- the exit on the opposite end of the map, or placing a player in
- each corner of a squared off maze with the exit somewhere in the
- center. Also, remember that exits can be seen and entered from
- any of the four cardinal directions if they are exposed. Be aware
- that placing the exit in the middle of a large open space will
- make it extremely easy to spot. A good rule of thumb is to
- create a 3X2 wall chunk, placing the exit on the second block of
- one of the rows of three. This will ensure that the exit is only
- visible and accessible from one side. Of course, you may want the
- players to be able to enter from multiple sides. You simply need
- to be aware of how the game will interpret your placement of
- the exit. Also note that the exit must always be placed on an
- existing wall. The editor will not let you place it in an open
- area, since this would cause a serious malfunction during the
- game.
-
- - Change the mazes often. Doing this will greatly increase the
- replay value of the game. Also, you may find the challenge of
- designing original maze layouts nearly, if not more, rewarding
- then running through them.
-
-
- The Palette Editor:
-
- - Consider the rendering mode being used. A palette that looks
- great with no dithering on the floors and sky/ceiling may look
- quite different with the dithering turned on.
-
- - When you save a palette with "s", the game replaces the last
- palette saved with the one currently displayed. Likewise, when
- you press "l", it loads and displays the last palette saved.
- Also, note that the game always starts with the default palette,
- whether or not a palette has been saved previously. This means
- that you will have to enter the Palette Editor and hit "l" to
- bring up the custom palette each time the game is run.
-
- - Don't be afraid to experiment with the Palette Editor. It's
- there to be played with. Even if you save a palette, the default
- will remain intact, so there's nothing to lose.
-
-
- Configure Keyboard:
-
- - Escape (ESC), SPACE, and F-10 are all reserved keys and cannot
- be selected as player control keys.
-
- - Each time the game runs, the player control keys return to the
- program's internal default values, listed below:
-
- Default Keys:
-
- Forward Left 90 Right 90
-
- Player 1 F-2 F-1 F-3
- Player 2 F-7 F-6 F-8
- Player 3 x z c
- Player 4 Cursor Up Cursor Left Cursor Right
-
- - If anybody figures out a better way to configure the keyboard
- in the event of four people actually having to use it at once,
- let me know, but keep in mind that my configuration takes into
- consideration the A600 keyboard, which has no numeric keypad.
-
-
-
-
-
-
- IV - Registration
-
- I know what you're thinking. "Why do I need to register a
- Freeware game?" Well, you don't. You can play this game until
- the end of time without paying me a dime. What can I say? I'm
- a nice guy. Seriously though, I'm no stooge. I realize that
- Maze Blazers, being my first game and all, is not what the
- average Amiga user is going to consider a game worth buying;
- however, I do see this game as an excellent opportunity to
- get some feedback from the Amiga gaming community. So, if
- you have any comments about Maze Blazers, good or bad, feel
- free to drop me an e-mail. I'd also like to hear any
- general suggestions for improvements to the basic game,
- since I'll be releasing at least one upgrade. See below.
-
- My current e-mail account "mdsst23@pitt.edu" will be
- going away in a couple of months, however, as I said above,
- I'll be putting out an apdated version around that time
- with a new, more permenant e-mail address. In the new
- version (1.1), I'll be correcting any reported bugs and
- attempting to add any of the good features people suggest.
- So, if there's something you'd like to see in the game, now
- is the time to tell me, since I sincerely doubt that I'll
- continue this project without a show of interest.
-
-
-
-
-
-
- V - Extra Info.
-
- Here are a few tidbits about the game and myself for those
- who might be curious.
-
- Coding time - Slightly over two months.
-
- Beta testing - Was done throughout the coding process, with an
- additional week of testing prior to release.
-
-
- Systems used for testing:
-
- Development System:
-
- A1200 (NTSC)
- OS 3.0
- 120 MEG 2.5" IDE (Internal) HD
- M-Tec 68030 accelerator @ 42 MHZ
- 25 MHZ 68882
- 4 Megs. 60ns FAST RAM
- Squirrel SCSI (PCMCIA SCSI card)
- 2X Panasonic CD-ROM
- C= 1084-S Monitor
-
- Backward Compatibility Testing System:
-
- A500 (NTSC)
- OS 1.2
- A501 (1/2 Meg SLOW FAST RAM expansion)
- A50? Television adapter
- NTSC Television
-
-
- Amiga Favorites:
-
- Games - I'll limit myself to my top ten, ah, make that twelve: :)
-
- 1 Hired Guns (Like you couldn't have guessed that?)
- 2 The Farey Tale Adventure (This was ALMOST #1 Very close.)
- 3 SpeedBall 1&2
- 4 Battle Chess
- 5 Nuclear War
- 6 MechForce (The newer HeadQuarters accessory is also great.)
- 7 Llamatron
- 8 Stunt Car Racer
- 9 Dungeon Master
- 10 Syndicate
- 11 Lemmings
- 12 Gloom
-
- Utilities - Final Writer 4
- CED
- AmiTCP
- DaFTP
- AmyIRC & CLChat
- DPaint
- ImageFX
-
- Music - OctaMed (All versions from V5 on are excellent.)
- ProTracker (A classic, but looking shabby compared to the
- new OctaMed versions.)
- MLED (Great for really authentic sounding techno.)
-
-
- Plans for the future:
-
- Ideally, I'd like to continue doing games for the Amiga.
- It's still my favorite platform, despite its age. Of course, a
- great deal depends on how well this game does. It would be rather
- silly of me to keep cranking out games that nobody wants. :)
- Assuming that I get enough incentive to keep moving forward, my
- next project will be another four player game. This one, a sci-fii
- oriented affair with a decidedly more "fast action arcade" feel,
- and a sharp division between the strategy and arcade elements of
- the game. By the way, just in case anybody noticed that Maze
- Blazers was done in HiSoft Basic, don't worry. I've spent the
- past year learning C++ and Amiga E and intend to do all my
- future projects with one of the two.
-
-
- Enjoy the game!
-
- Michael D. Shotter
- e-mail - mdsst23@pitt.edu
- Undernet IRC - VorTech
-
-
- P.S.Watch for a new music disk from my alter ego VorTech which
- includes the official Maze Blazers soundtrack. Comming soon to
- the Aminet!
-