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1993-01-12
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Towers
A graphics game of logic and skill
by
Steve Estvanik
An MVP Software Production
About MVP Software
MVP Software was founded in 1985. Initially marketing software via
direct mail-order channels only, in 1989 it began offering titles
through shareware outlets, and in 1991 released its first graphics
arcade/adventure retail-only game. MVP Software is a member of the
Association of Shareware Professionals.
SUMMARY
-------
How high can you build? TOWERS is similar to Tetris, since you need
to place blocks of varying size. That's where the similarity ends
-- you need logic and planning, rather than quick reflexes in
TOWERS. You build one level of the tower at a time, trying to fit
the blocks in the tightest pattern. Each level becomes the base for
the next level. TOWERS uses Cascoly's unique 3-D perspective
graphics to show fantastic detail. As you scroll from side to side,
the perspective changes.
There are several different maps, of varying difficulty.
TOWERS requires a Microsoft-compatible mouse and EGA or better
graphics.
Credits: Design & programming: Steve Estvanik
Graphics programming: Ken Birdwell
Betatesters: Karim Nassar
Steve Blendermann
Dave Morse
Dave Snyder
STARTING THE GAME
-----------------
To start the game, choose Play from the main menu. This will use
the default map. (Later use the Map command to select alternate
maps). Start with Difficulty 1. This will give you the easiest
setup and let you become acquainted with the commands while playing
the first game.
Right click near a map edge (cursor keys work, too) scrolls the map
in any direction (including diagonally).
The box in the lower left shows the shape of the current wall. You
have to find a place where it will fit, much like a puzzle or the
game Tetris. Place it by clicking on a place on the map. A piece
cannot be placed if there is any blocking terrain.
If a piece is placed near an existing wall, the space is filled in.
This results in a piece being placed that does not resemble the
piece that was displayed.
You can also rotate or discard the current segment. Rotate the
piece by pressing F7. Press F8 to discard the current piece (this
adds a slight penalty to your score and time, depending on
difficulty.)
Function keys:
F1: Help
F2: Grid pattern
F4: Global map
F5: Turn entire map 90 deg clockwise
F6: Turn entire map 90 deg counterclockwise
F7: Rotate current wall segment
F8: Discard current wall segment
F10: Quit the game
Alt-S toggle sound
Buttons:
Global -- Same as F4
View -- Shows a 3D view of current tower
Stat -- Statistics for current game
Undo -- Takes back the last move
Goals
-----
Your goal is to build the tallest tower you can, with as many stages
as possible. The best way to do this is to make each stage as
compact as possible, with as few gaps.
BUILDING
========
The box in the lower left shows the shape of the current wall
segment. You have to find a place where it will fit, much like a
puzzle or the game Tetris. Place it by clicking on a place on the
map. A piece cannot be placed if there is any blocking terrain.
You can also rotate or discard the current segment. Rotate the
piece by pressing F7. Press F8 to discard the current piece (this
adds a slight penalty to your score.)
Restrictions
------------
The time allotted for building decreases with each level, according
to difficulty. If you discard a piece, time is also lost.
The size of the groups required to save increases with level, too.
MAP CONTROLS
============
Scrolling
---------
Use the right mouse button to scroll the map in any direction. Use
the global map function to quickly jump to any area on the map, or
just to see the overall view.
Rotate map
----------
You can turn the entire map by 90 degrees in either direction, using
the F5 and F6 keys. This sometimes is helpful to see behind taller
terrain types. The global map is always shown with a northern
orientation, though.
Show grid
--------
The F2 key or Grid button displays a grid on the map. This helps in
placement of terrain, since it shows the base of a wall segment.
The grid remains in place until you scroll off, or call the global
map.
SCORING
=======
Your goal is to build the tallest tower you can. Each level or
stage becomes the base for the next level. A compact base, with no
spaces is easier to build on.
You score points for each wall segment placed, based on the
difficulty and the level. To proceed to the next stage each wall
segment must include a minimum number of segments. This value
changes with difficulty. At difficulty 1, the minimum is 5; at 20,
it's 24. Any smaller group will be discarded before proceeding to
the next level (you do get points for these discarded groups,
though.)
Hall of Fame
------------
In the Hall of Fame, scores are kept by difficulty, map, and date.
You can also enter your name.
If you want to clear the Hall of Fame, enter the DOS command:
DELETE *.HOF
If you want to edit the Hall of Fame, you can remove individual
lines, using any text editor. However, you should be sure that the
first line of the file shows the current number of entries.
DETAILS
=======
Stats Button
------------
Click on this button to see details on the current tower. The clock
continues to run while you use this feature.
View Button
------------
Click on this button to see a 3D image of the entire tower. You can
choose a viewing distance of 1 to 9, where 1 is the closest and 9
the farthest from the tower. Usually 4 will be a reasonable view,
but you might want to experiment with other values, depending on
where on the map your tower is located. The clock stops while you
use this feature, so it's also a way to pause the action if you
want.