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1996-08-21
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5KB
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142 lines
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M-O-L-E-C-U-L-E:
Chain Reaction
-----------------------------------------------------------
Please see A-PACK.DOC and NBONES.DOC for important info
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Welcome to MOLECULE:Chain-Reaction!
MOLECULE requires at least a 286, and a mouse. Roughly
400k of DOS RAM should be available. A VGA is required.
Sound is optional.
To get started, simply run CONFIG, and select the sound
settings appropriate to your computer. The sound system,
particularly the soundblaster settings, will most likely
not work under Windows 3.x, however it should be possible
with Win95 (though you're on your own there).
If you would like a copy of the latest version of this
or any other of my games, please send a blank, formatted,
high-density 1.44meg disk.
MOLECULE is shareware, meaning you may distribute it
freely as long as you don't modify it. In fact you are
encouraged to make copies and upload it to BBS's. Shareware
vendors and makers of shareware CD collections are also
encouraged to spread it around. It also means that you
should pay for this game if you use it. Please send $10
(U.S. cash/check/money-order) to:
Ed T. Toton III
7101 Talisman Lane
Columbia, MD 21045
USA
(for more contact info, see NBONES.DOC)
Registering will get you a personal registration
code that will remove the nag-message at the end
of the game. It will also work with some of
my other games:
This game is part of the A-Pack! See A-PACK.DOC for details!
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HOW TO PLAY:
The game is simple. In fact it won't take long to master.
The game board is a 10x10 grid, 100 squares. Each square
can contain a number of balls equal to the number of
adjacent squares (i.e. corners can hold 2, side squares
can hold 3, everything else holds 4).
Each player takes a turn adding ball to a square that is
either empty or alrady contains balls belonging to that
player. This continues until the game is over.
When a square overflows (such as adding a fifth ball to a
square already containing four), one ball remains, and one
moves to each of the adjacent squares. Each of those
squares in turn may overflow, hence a chain reaction. Any
square that balls move into immediately fall under the
ownership of the player whose turn it is. Once the board
is reduced to having only one players balls, the game is
over and that player has won.
At the end of the game, you may see squares containing
five balls. Once it is determined that a player has won,
the chain reactions stop so as to prevent the game logic
from entering an infinite loop of chain reactions.
That's it! Good luck and enjoy! -Ed.
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CHANGING COLORS:
To change the identifying colors for each player, open
MOLECULE.COL in any text editor, and change the numbers.
Here's what they mean:
1 - Blue
2 - Green
3 - Cyan (blue/green)
4 - Red
5 - Magenta (purple)
6 - Yellow
7 - Grey
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REVISION HISTORY:
1.1 - "Hard" skill level option added.
- Minor internal bug fixes.
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NECROBONES EXPLAINED:
Well, here's an interesting story. Here it is in a
nutshell... One thing I have noticed is that people tend
to download games that simply bear a name that they are
familiar with from other games that they felt were
enjoyable. I wanted to have a logo that would be instantly
recognizable, something different and unique. Finally, in
the fall of 1993 I decided that my games had reached a
certain level of quality that the time had come for a name.
In the BBS world, and in role playing games, I had often
gone by the alias of Necromancer. In games and the like, I
had always heavily used undead stuff (for about as long as
I've been playing games, the undead were always my favorite
nasty evil things).
In January '87 I created a small comic series (just for
fun) called Bones Comics (which I had continued to work on
for about four years or so), and decided to merge that name
with "Necromancer", resulting in "NecroBones". I wasn't
sure (I'm STILL not sure) how well that name goes over with
most people, but I DO know that it will stand out.
So, what it all comes down to is this: NecroBones is me.
Period. It's a name that I put on my games (and related
things) that I feel are up to a certain level of quality.
If I make something that doesn't meet those standards, I
won't put the name on it. I'm not going to try to use the
name to sell a smaller inferior product. The whole purpose
of it is for you to be able to recognize the work of mine
that meets certain standards I have set for myself.
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The entire original version of this program (except
documentation, minor bug-fixes, and previous source code)
was completed in one day, using TP6 and ASM.
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MOLECULE Copyright 1996 Ed T. Toton III All Rights Reserved