home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Más de 2,500 Juegos
/
CD1.iso
/
ZIPDAT
/
0512
/
0512.ZIP
/
GREEN.DOC
< prev
next >
Wrap
Text File
|
1993-05-20
|
12KB
|
274 lines
GREEN.DOC Rev: 20 May 1993
Contents:
SUMMARY
STARTING THE GAME
PLANTERS
PAVERS
SETTING MODES
SCORING
MAP CONTROLS
SHAREWARE & THE ASP
---------
SUMMARY:
---------
GREEN is a strategy game in which you support your planters as they work to
prevent the pavers from turning farms into parking lots. You don't control
anyone directly -- rather, you change the map itself by building walls and
hedges, or turning pavement to rubble. You can also raise a flag and have
planters gather there. Your goal is to cause all the pavers to retire. You
do this by building walls around them, making their job too difficult to
continue.
There are several different maps, of varying difficulty. You have the
ability to plant hedges, add walls, and to destroy pavement.
GREEN requires a MS compatible mouse and EGA or better graphics.
Credits: Design & programming: Steve Estvanik
Graphics programming: Ken Birdwell
Additional graphics: Bea Sodero
Betatesters: Tom & Chris Vozella
Lauren & Nicole Estvanik
Gus Smestad
Herb Rowder
Matthew Stibbe
Mark Betz
STARTING THE GAME:
------------------
To start the game, choose Play from the main menu. (Later use the Map
command to select alternate maps). When prompted, select Difficulty 1 and
startup in clumps. This will give you the simplest setup and let you become
acquainted with the commands while playing the first game.
The map initially shows the pavers, who start all in one place because you
chose 'clump'. Press F4 to get the global map, and you'll see the pavers
position on the overall map. You'll also see the clump of planters (A-D).
Move the mouse to the planters, and left click. The new map will show you
the planters. This is the fastest way of jumping from one area to another.
You can also scroll the map.
Left click on any clear area and the current terrain will be placed there.
Each type of terrain has a cost, and some restrictions on where it can be
placed (details below).
Right click near a map edge (cursor keys work, too) scrolls the map in any
direction (including diagonally.
Centered under the map are icons showing the types of terrain you can
select:
* Hedge
* Window
* Wall
* Rubble
* Flag
Left click on the terrain you want to use. Then move the mouse to the map
and left click on the area to place it. There are some restrictions to
where terrain can be placed. See details below, or experiment.
Function keys:
F1: Help
F3: Unit map
F4: Global map
F5: Set individual modes
F6: Set all planter modes
F10: Quit the game
Alt-S toggle sound
Alt-K Turn entire map 90 deg clockwise
Alt-L Turn entire map 90 deg counterclockwise
You get income from all greens, more for trees and hedgerows than for
hedges, bushes or clear. You pay maintenance for walls and windows. You
also lose income for land taken out of production to form paved areas, and
for rubble left behind by the pavers. Income is calculated about every 10
seconds. The numbers are updated at that time and the new results are
shown as colored bars in the corners of the screen.
Costs:
75 to plant a hedge
100 to move the marker
150 to build a wall
200 to turn a wall into a window
400 to turn an area into rubble
Building & Planting restrictions:
Nothing can be built on water.
Window can be placed only on existing walls.
Hedges cannot be planted on walls or floors.
Walls can't be built on pavement.
Pavement, walls, windows can be turned to rubble.
The flag can be placed in any green area. Any planter with 'Move'
orders will make their way to that marker. You can move the marker whenever
you like, at a cost of 100 per move.
Winning:
There are several ways to win:
* Achieve your savings goal. You need to accumulate 48000 in funds,
plus 2000 for each degree of difficulty. (Press F7 to see goal)
* Force all pavers to retire.
There are several ways to lose, too:
* Let total funds go negative.
* Lose all planters and let maintenance & development costs
exceed income.
Your score can increase or decrease tremendously at the end. Various bonuses
are calculated, depending on the difficulty and ending conditions.
Difficulty determines both number & activity of pavers, and relative payoff
for a win. That is, you will score much higher if you win a more difficult
game.
PLANTERS:
---------
Planters represent farmers, foresters, environmentalists and others whose
primary goals are the preservation of the earth and the renewable resources
they can extract from it. Planters clear rubble, plant bushes in clear
terrain, and raise bushes to trees. They also raise the low hedges you
plant into taller, stronger, hedgerows.
You can plant hedges in any green area except green rubble (grubble). You
can put walls in any non-pavement, non-rubble, non-water area. You can also
put windows in walls, to ease movement. You may even want to provide
occasional windows for pavers, in order to guide them into some unprofitable
areas or devious traps. Finally, you can change walls and pavement into
rubble. This hurts your income, and is costly to do, but is sometimes
useful, since your planters may be able to return paved areas to more
beneficial uses. See Table 2 for planting costs.
Planters need energy to plant, and lose energy when they traverse pavement
or get blocked by walls. They are re-invigorated when they move thru their
lush plantings, especially hedgerows and trees. The energy display (upper
right hand part of screen) shows planter and paver status by color: green
or blue planters are vigorous and energetic. Magenta and brown show a loss
of interest. Finally, red planters are in danger of being co-opted by the
pavers. (Rest is the best mode to try to rescue these overworked people.)
If a planter becomes a paver, they'll show up in the opposing column and
will begin to act like a paver.
PAVERS:
---------
Pavers include mall developers, real estate agents, clear-cut loggers and
others whose primary view of the environment is as a source of resources to
exploit. (Obviously, this is just a game. There may indeed be a non-
exploitative developer somewhere.) Pavers turn your well tended farms and
greenswards into parking lots. When water is present, they also delight in
flooding the area to make deep water playgrounds. Walls slow them down, as
do hedgerows. A paver who retires disappears and has no further influence
on the game.
Pavers are frustrated (lose energy) when they move to green areas and fail
to destroy them. They also lose if they get blocked by injunctions (legal
walls) and other impediments placed there by you or your planter allies.
Pavers gain energy when they visit their wide expanses of parking lot, or go
through water. Paver colors are shown in the reverse order from planters:
Red pavers are the most energetic. Next come brown, then magenta and blue.
When a paver turns green, it means s/he is about to retire.
SETTING MODES:
------------------
Setting modes is an advanced feature that you can invoke when you are
comfortable with the rest of the game functions. It lets you assign a
specific function to each of your planters. You may set them to Plant,
Grow, Clear, Rest or Move. The advantages of each mode are outlined below.
While the change mode selection screen is displayed, the game is suspended.
The selection screen also shows the current status of the pavers, but you
can't affect them. The default mode for all planters is Plant.
Plant -- seek out clear areas and