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Wait for the loading screen to come up. AROUND THE WORLD IN 80 DAYS What happened? -------------- On an evening in the Reform club in London that, at it's start, promised to be no different than any other, an event takes place that was to have all of England holding their breaths for months. Phileas Fogg, a gentleman thought to be more than a little eccentric by most people, has declared that he will travel around the world within an unimaginably short time span, 80 days. Nobody believes that this is possible, but Fogg throws caution to the wind and backs his claim up by betting all he owns, 20,000, that he can accomplish the feat. On 2nd of October, Fogg and his butler, Passepartout, start their journey towards Paris. It is now entirely in your hands whether or not Mr.Fogg and Passepartout are successful in their attempt to win the bet, and only with your lightning fast reactions and skill (Don't make me laugh!), will you be able to guide them both through the many adventures that await them and save Fogg's honour and his money. INTRODUCTION ------------ Firstly, a list of all development personnel is displayed on the Screen. By pressing the space bar once the title picture with the accompanying music appears. This can be broken off by pressing the space bar again. The first newspaper article is now displayed followed by a short film showing our heroes leaving to start their journey by night. All newspaper articles can, after loading is complete, be aborted by activating either space bar or the fire button. THE WORLD MAP ------------- Your position on the world map is indicated by a flashing point. The date and the last large town past through are listed on the note pad. The amount of money you still have at your disposal is displayed on the money bag under the note pad. One of the following four functions can be chosen by moving the joystick from left to right and by confirming your choice using the fire button. 1. Bribe The form of travel currently in use is indicated by figure in the bottom left hand corner of the world map. Bribing the captain of the ship or the locomotive driver persuades them to travel faster. The faster the sails of the ship flap, or the faster the steam rises from the locomotive, the more successful the bribe. When bribe has been chosen three new areas appear on the screen. Using EXIT you can leave the bribe function without a bribe being carried out. The amount of bribe money can be varied by activating the fire button on the middle area and moving the joystick: left - raises the bribe sum slowly right - lowers the bribe sum slowly By moving the joystick up or down the amount of bribe money can be varied quickly. By activating the fire button the amount of bribe money is set. By choosing the area bribe the action is carried out. The best amount of money to be used for a bribe can only be determined by playing the game several times. 2. Cards If cards is chosen, the same functions as by bribe apply. Exit is for leaving the card game, the middle area is for setting the amount of money to bet, and to play the card area must be activated. Five cards are laid out on the table with only the first being face up. Now you have to guess if the next card is higher (high) or lower (low) than the last. If you lose, the card game is ended and you lose your bet. If you win your bet is doubled. This process repeats itself four times, and only when all of the cards are face up have you won and can pack your winnings into the money bag. 3. Play If "play" is chosen the rate of play of the game increases and the next action level is entered immediately. The bribe function cannot be used if play is chosen. 4. Pause The game is stopped until you wish to continue, by pressing the fire button. When the date on the note pad has reached 23rd of December, all of the 20,000 has been used, or an action level has not been successfully completed, the game is at an end. A newspaper article appears on the action level, describing the current position of the game. If this article describes the failure of your mission then the game is terminated. A new game is started by pressing the space bar or fire button. If an action level is successfully completed you can follow your progress on the world map. INDIA ----- Passepartout stumbles into his first adventure in mythical India. You flee into a mysterious temple seeking santuary. All hope of finding safety is expelled as the solid iron doors of the temple close behind you. You cannot go back through the doors! Will you be able to reach an alternative exit alive? At the bottom of the screen a status indicator now appears. There is a time limit on every action level, this is displayed on the screen in the time place slot. When your time runs out you've lost. If the action level is completed before the time runs out he remaining time is carried over into the next action level. The faster you complete one action level the more time you'll have for the next. Indicated on the money bag is your remaining capital, if you cannot make the money last you do not stand a chance of winning the 20,000 bet. The health space indicates your present state of health. If you are weakened by the attacks on you and your state of health drops to zero, the game will be unsuccessfully terminated. The remaining health points at the end of an action level are carried over into the next level. If you are good in one level you will have more health points at your disposal for the next. jump/climb | jump backwards jump forwards \ / left - - right / \ squat squat | squat/descend JAPAN ----- They arrive in Yokohama to discover that all ships travelling to America are booked out. To discuss their problem of getting to America they retire to a dingy waterfront bar where they meet a group of japanese acrobats celebrating their coming tour of America. Our heroes accept a challenge to act as the bottom row of a human pyramid, to win their way on board the ship that the acrobats are using to travel to America. They agree that for every failed attempt at hold on the pyramid they will pay a certain amount of money to the acrobats. If they succeed in their attempts nothing stands in their way of getting to America. Controls -------- You are the bottom man in the human pyramid and have to balance the five acrobats on your shoulders by moving forwards and backwards, and by skillfully keeping your balance. When you are in position the first acrobat runs from the right hand side and, with the help of a springboard, bounces into the air. You have to catch him on your shoulders by moving forwards and backwards. Once you have caught him he has a problem balancing, and tends towards either left or right, by moving simultaneously with him you must counteract the weight difference and keep him on your shoulders. The next acrobat runs from the left and wants to jump on your left shoulder. The next comes from the right and has to land in the middle, on top of the first and second acrobat. The next two acrobats have to land on the left and then the right hand side of him. If an acrobat is not caught and installed in the correct position the pyramid collapses, you loose an amount of money, and then you have to start again. You may attempt the pyramid as often as you like so long as your money and time limit allows. Your movements are controlled by moving the joystick in the relative direction. AMERICA ------- The land of opportunity, but also the land of many dangers!! The train that you are travelling on is stopped and robbed by indians. Mr.Fogg is taken prisoner and only you, Passepartout, can save his scalp. To get to the indians camp you have to fight your way through savage wolves. Once you arrive in the indians camp they are full of respect for you, after all, you survived the wolves, and they give you a chance to save Mr.Fogg's life. You have to copy the medicine man's raindance exactly, without making a mistake. For every mistake made an amount of money is taken from you. It seems that there is no way of travelling any further, the bet seems to be lost. Suddenly out of the wilderness appears a trapper who owns a strange contraption, a wind sledge. On this sledge you can travel quickly over the snow and ice. Joystick Control 1.Wolves You have to dodge the wolves by moving the joystick. Avoid being touched by them, every time you are touched you lose health points. You have to try to reach the indian camp to the right of the screen. jump | jump backwards jump forward \ / left - - right / \ squat squat | squat Fire button: jump, the same function as moving the joystick upwards. 2. Indians To save Mr.Fogg from almost certain death you have to try to dance the raindance, copying the medicine man's movements. Every mistake costs money, so be careful. jump | lift left arm lift right arm \ / - - / \ lift left leg lift right leg | squat 3. Wind Sledge To advance over the snow and ice you must reach a certain speed, this enables you to jump over the larger snow drifts. Before every rise in the landscape the sledge must be raised at the front and after this rise has been crossed it must be dropped immediately, to avoid turning the sledge over. Small holes must be avoided using this method of raising the front of the sledge. When the sledge travels downhill the weight has to be moved to the front of the sledge to avoid having an accident. Health points and money are confiscated every time the sledge capsizes. raise sledge | \ / slower - - faster / \ | move weight It is important that the balance of the sledge is kept whilst you are travelling on a flat surface, and that no weight movement is carried out whilst in motion. To accomplish this the joystick must be kept in the central position. England ------- Just before the successful completion of your journey an overzealous detective, who has mistaken you for a bankrobber, catches you in London. Is this the end of the journey? So near and yet so far from victory! In the dungeons of London awaits the most evil enemy you have yet to face. But your name is Phileas Fogg and you can always pull some trick out of the bag. Joystick Control jump/climb | jump backward jump forward \ / left - - right / \ squat squat | squat/descend Fire Button: throw paving stones If you are able too beat both times, the creatures that confront you, and escape from the dungeons of London, you have won. You have saved your honour, your pride and your money. You have... Travelled Around the World in 80 Days. C.1988 PANDORA PANDORA - Mercury House, Calleva Park, Aldermaston, Berks. RG7 4QW. A MONTY PRODUCTION. (C), (P), (M), (X), (W), (A), (Z), (L), While every care is taken in the preparation of this DOC, MONTY cannot be held responsible for the consequences of any loss of life, damage to property, suicide attempts, earthquakes or floods (enquieries should be directed to: GOD, P.O. BOX Heaven, ST. Peter's Corner, The Sky), or any genrally stupid things that may occur after reading this DOC. The producer (MONTY) would like to make his position absoloutly clear: Sitting on a chair at 23.62 degrees to the North. BYE, MONTY '90 Sewer SoftWare presents....... AIRBORNE RANGER (MICROPROSE) ---------------------------- NOTE:-TO SAVE A VETERAN RANGER TO YOU WILL NEED A BLANK DISK CONTROLS SUMMARY ---------------- AIRDROP SEQUENCE: TO STEER THE AIRCRAFT EAST/WEST:PUSH THE JOYSTICK LEFT/RIGHT TO DROP THE SUPPLY PODS:PRESS THE FIREBUTTON ANYTIME BEFORE THE JUMP LIGHT TURNS GREEN. TO JUMP FROM THE AIRCRAFT:PRESS THE FIREBUTTON ANYTIME AFTER THE JUMP LIGHT TURNS GREEN. TO STEER THE PARAFOIL:PUSH THE JOYSTICK IN THE DIRECTION YOU WANT TO GO. GROUND MOVEMENT: TO MOVE:PUSH THE JOYSTICK IN THE DIRECTION YOU WANT TO GO TOGGLE BETWEEN WALK AND RUN:ENTER TOGGLE BETWEEN CRAWL AND UPRIGHT POSITION:SPACE ATTACKING: TO AIM:USE THE JOYSTICK TO ROTATE UNTIL AIMING IN DESIRED DIRECTION.LINE UPTHE TARGET CROSSHAIR WITH THE INTENDED TARGET. TO ATTACK:PRESS THE FIREBUTTON TO SHOOT/STAB WEAPON SELECTION ON KEYPAD: CARBINE ------------------ 7 HAND GRENADE ------------- 8 LAW ROCKET --------------- 9 KNIFE -------------------- 4 TIMEBOMB(5 SEC DELAY) ---- 1 TIMEBOMB(10 SEC DELAY) --- 2 TIMEBOMB(15 SEC DELAY) --- 3 OTHER CONTROLS: FIRST AID:BACKSPACE TOGGLE BETWEEN MAP AND COMBAT SCREEN:CTRL RECALL AIRCRAFT:ESC ------------------------------ Sewer SoftWare presents THEIR FINEST HOUR: THE BATTLE OF BRITAIN RADIO FREQUENCY CIPHER WHEEL r = RED b = BLUE w = WHITE Kampfgeschwader 76 (red background, grey missile in middle, 3 white ~~~~~~~~~~~~~~~~~~ lines across the missile) Tangmere - w1r2w5 | Kenley - r4w4w2 | Northolt - w3w4b7 | Deben - w2r1b3 North Weald - r4w7b6 | Hornchurch - b1b1b5 | Biggin Hill - b2r4w8 "Udet" Jagdgeschwader 3 (black and white, slices of pie) ~~~~~~~~~~~~~~~~~~~~~~~ Tangmere - w3r1r4 | Kenley - w1r1r2 | Northolt - r2w7r3 | Deben - b4b6w7 North Weald - w1r3b5 | Hornchurch - b2r6w1 | Biggin Hill - b4b5w7 "Boelcke" Kampfgeschwader 27 (red background, white wings with a sword ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ through the middle, inscription on bottom) Tangmere - b4b1w7 | Kenley - b2b4b1 | Northolt - b3r7r1 | Deben - b1w4r2 North Weald - b4b3b9 | Hornchurch - r1w3w2 | Biggin Hill - w3w4w2 "Molders" Jagdgeschwader 51 (red, white & green, battle axe in middle) ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tangmere - b2r7w1 | Kenley - w1b5b3 | Northolt - r4r6b5 | Deben - r3b5r4 North Weald - b2w6w4 | Hornchurch - r2b1w6 | Biggin Hill - w4b2w1 "Horst Wessel" Zerstorergeschwader 26 (red & black squares, 2 white Y ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ shaped figures in upper part) Tangmere - r3w4r1 | Kenley - w4w3w2 | Northolt - b1b7b4 | Deben - b2w2w5 North Weald - r1r6w2 | Hornchurch - w4r4w1 | Biggin Hill - w3b6w5 Jagdgeschwader 54 (yellow background, picture of devil like character on it) ~~~~~~~~~~~~~~~~~ Tangmere - w2r5w8 | Kenley - r1b6w5 | Northolt - b2b6w7 | Deben - b4r7r2 North Weald - w3w1w7 | Hornchurch - b1r7w9 | Biggin Hill - w6r3w8 Stukageschwader 1 (white background, blue helmet, red anchor) ~~~~~~~~~~~~~~~~~ Tangmere - r4b5r8 | Kenley - r2b1w1 | Northolt - w3w2r7 | Deben - w1r1b3 North Weald - r2w7w6 | Hornchurch - w1w5b4 | Biggin Hill - b3b7w9 Jagdgeschwader 52 (left side black, right side red, sword in middle, 3 ~~~~~~~~~~~~~~~~~ lines on each side of sword) Tangmere - b3b7b4 | Kenley - r1w4w9 | Northolt - w4r2w6 | Deben - w4r4w7 North Weald - r1w3b8 | Hornchurch - r4r1r1 | Biggin Hill - w2r5r4 Erprobungsgruppe 210 (grey background, yellow scope circle in middle, ~~~~~~~~~~~~~~~~~~~~ red figurine behind scope) Tangmere - w4w4w5 | Kenley - r3r5r7 | Northolt - b2r3w5 | Deben - b1b2w3 North Weald - r4w6w2 | Hornchurch - r2w4b6 | Biggin Hill - w3r3r1 "Immelmann" Stukageschwader 2 (yellow background, eagle on top, iron cross ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ on bottom w/ red backdrop) Tangmere - w3w6w2 | Kenley - r4b7w5 | Northolt - b3w3w2 | Deben - w1b5r8 North Weald - r3r4b7 | Hornchurch - r4r5w4 | Biggin Hill - r2b2r9 "Richthofen" Jagdgeschwader 2 (grey background, fancy R character on it) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tangmere - b1w7r2 | Kenley - b3b1b8 | Northolt - r2r5b7 | Deben - b4r1r9 North Weald - b1b4r5 | Hornchurch - b2b5b1 | Biggin Hill - b1w1r8 "Blitz" Kampfgeschwader 3 (top white, bottom red, iron cross on top and ~~~~~~~~~~~~~~~~~~~~~~~~~ bottom) Tangmere - r3w2w9 | Kenley - b4w6w1 | Northolt - b1w5b6 | Deben - w3b1r2 North Weald - r2b3w7 | Hornchurch - r3w5w2 | Biggin Hill - b4w7b9 "Pik As" Jagdgeschwader 53 (white back, spade on it) ~~~~~~~~~~~~~~~~~~~~~~~~~~ Tangmere - b2w2b3 | Kenley - w3r6w9 | Northolt - r4r5w1 | Deben - w1r6w4 North Weald - w4b2w8 | Hornchurch - w1w2w6 | Biggin Hill - w2r7b8 Stukageschwader 77 (yellow background, blue top, eagle holding missile ~~~~~~~~~~~~~~~~~~ in it's claws) Tangmere - r4r2r2 | Kenley - r1r3b1 | Northolt - r3w7w6 | Deben - b2r4r3 North Weald - w3r6r8 | Hornchurch - b4b3r5 | Biggin Hill - r1w4b7 "Schlageter" Jagdgeschwader 26 (white background, fancy S on it) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tangmere - w3r5r9 | Kenley - b2r6b9 | Northolt - b4b3r7 | Deben - w3w3r5 North Weald - w2r2w7 | Hornchurch - r1r2b8 | Biggin Hill - b3r2b1 YO LAMERS!!! YOU REALLY NEED A DOC TO PLAY A GAME LIKE THIS??!!? ANYWAY, IT COMES HERE FOR YOU BLACK TIGER ~~~~~~~~~~~ (RIPPING / 80 COLOUM FOR SEWER SOFTWARE BY TEDDYSTACKER) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SCENARIO -------- Long ago,three evil dragons,descended from the skies and brought a night-mare of darkness and destruction to a once peaceful kingdom. From this suffering,emerged a power-ful and brave warrior who fought against the demoniac dragons and de-mons to restore law and orderin his homeland. He was known only as the black tiger.You take on the role of and enter a sinister fantasy world of endless and absorbing action. GAMEPLAY -------- The game consists of stage in which you destroy various fantasy oriented opponents,collect zenny coins,open treasure chests(with keys) and break open containers that hold either treasures or villains.There are a number of old men frozen along the way who may reward you if you free them.Some give clues to the game,othes give you more play time,money or vitality potions-while some allow you to buy weapons, armours,keys and potions from them.After you save an old man,he will disappear.Saving zenny coins allows you to purchase various items as you progress.If you buy one of the four weapons available,a weapon power number appears next to the appropriate icon at the foot of the screen.You automatically throw several knives each time you use your weapon. Each stage ends with a major villain.you may encounter any of the following: Block Head,Blue Dragons,Spear Throwing Demons,Blue Samurai Dragons, Red Dragons,Gold Samurai Dragons or Black Dragons. Opening a treasure chest can reveal one of the following: An hourglass(gives more time),a lan- tern or gold.Take care,some contain fire columns that can damage you. Bonuses are gained by collecting various characters,these include Capcom cows,elves,barrels and stars. Here is a list of minor villains you will encounter: BLOCK HEADS-rectangular chunks of stone that bounces around and tries to squash you. SKELETONS-appears out of the ground and throw their heads at you. Can't be killed until fully animated. BLUE GOBLIN-tries to chop you with his battle axe. SPINNING SKULL-can't be killed. FIRE MUMMIES-spit fire. AUDREY II-man_eating plant. AUDREY III-poisonous variety of Audrey II.If you are poisoned by an Audrey III plant,you will not throw the knives.The potions from the oldman will cure poison. FIRE DEMON-doesn't move.Just throwsfireballs at you.It can throw fire- balls as long as you keep hitting it. GRIM REEPER HAGS-come in 2 varieties. One generates red fire columns and onegenerates blue frost columns.The blue frost columns reverse the right and left on your joystick. Both go ethereal when attacked. SPEAR THROWING DEMON-starts out as a sphere.Uncurls and flies around throwing spears. BIRDS-lethal to you if touched. ROCKS-fall from various places when triggered by player bounce a couple of times,the disintegrate. VILE VIALS-little blue blobs that bob around and try to touch you. JOYSTICK CONTROLS ----------------- UP /\ || || LEFT<======>RIGHT || || \/ DOWN FIRE BUTTON-fire If you push up first and then right/left between 1/4 & 1/2 second later,you will jump straight up and then move to the right or left at the top of his arc. THAT'S ALL FOR NOW GUYS!! I'M SURE YOU WILL HAVE FUN WITH THIS GREAT GAME. TEXT TYPED BY COBRA FROM THE REPLICANTS These files cover the CHAOS spell list and an overview of the maps for the game (elsewhere on this disc) ================================================================== CHAOS STRIKES BACK Spell List Edited by: Freddy Flinstone ================================================================== Power Elemental Form Class Caster Effect ----------------------------------------------------------------- 1-6 1 P MON potion (Stamina) 1-6 2 P VI potion (Health) 1-6 4 W Magic torch 1-6 6 W Open Button Doors 1-6 1 4 P Spellshield 1-6 1 5 P YA potion (Shield) 1-6 2 5 P BRO potion (AntiVen) 1-6 3 1 P Poison cloud 1-6 4 4 W Fireball 1-6 5 1 W Poison cloud 1-6 5 2 P Non-material fireball 1-6 6 1 P VEN potion (Poison) 1-6 1 5 2 P Magic Footprints 1-6 1 5 3 P DAIN potion (Wisdom) 1-6 1 5 4 P NETA potion (Vitality) 1-6 3 2 5 P Look through walls 1-6 3 2 6 ? Invisibility 1-6 3 3 5 W Lightning bolt 1-6 3 3 6 P Confuse monsters 1-6 3 4 5 W Magic light 1-6 3 5 2 P ROS potion (Dexterity) 1-6 4 5 1 P KU potion (Strength) 1-6 4 5 4 P Fireshield 1-6 5 4 6 W Darkness 1-6 6 3 5 W forms ZOKATHRA spell 1-6 6 5 5 P EE potion (Mana) Number: 1 2 3 4 5 6 -------------------------------------- Power: LO UM ON EE PAL MON Elemental: YA VI OH FUL DES ZO Form: VEN EW KATH IR BRO GOR Class: KU ROS DAIN NETA RA SAR The power symbols are required for all spells. They affect the duration and potency of the spells. All potions require an empty flask in either hand. ================================================================== CHAOS STRIKES BACK General Tips Edited by: Freddy Flinstone ================================================================== This file is just for purposes of explaining the maps and files included. The maps are all in NEO format. These are NEOchrome files, and can be viewed with any NEO viewer. In regards to map conventions, the only weird symbols I've used are the box with an X through it to indicate either an imaginary wall or one which is later dematerialized through the action of a key or some other device. A small x in a hallway denotes the presence of a spinner, one of those lovely devices from the Matrix in DM which turns you to the right (or left) without you expecting it. Both the ones I've noted in the ROS level turn you to face the pit (which drops you into the long hallway across the back of the map with stairways R3, R4, and R7 on it), so that if you press the up arrow once too many times, you're stuck and have to go back up. The stairs are all labeled with a letter denoting their wing (R for ROS, D for DAIN, K for KU, N for NETA, and C for Central areas), and a number. The two staircases with the same letter- number designation match up. The text files included in the ARC are a complete spell list (now including invisibility) and a list of the champions in the Prison (now including the two hidden champions). Good luck, I hope you get some use out of these maps, and good dungeoning! More docs here ...This CHAOS game is popular! ================================================================== CHAOS STRIKES BACK Champions Edited by: Freddy Flinstone ================================================================== Explanations of the abbreviations follow this table. Name Hea Sta Man St Dx Wi Vi AM AF Ld Fig Nin Pri Wiz 1 Airwing 300 189 70 64 54 40 49 30 30 62 Ade Ade Art Ade 2 Algor 300 250 80 64 41 34 46 52 58 62 Exp Exp Art Art 3 Aroc 270 200 150 54 39 44 34 44 45 54 Ade Ade Ade Exp 4 Buzzzzz 280 163 180 31 69 60 62 65 38 35 Jou Cra Exp Exp 5 Dema 320 275 65 68 34 30 56 38 64 65 Ade Ade Ade Ade 6 Deth 385 245 77 56 65 33 31 58 56 55 Exp Exp Cra Art 7 Gnatu 205 261 150 30 68 53 41 55 38 34 Ade Ade Exp Ade 8 Itza 300 245 163 58 51 54 54 48 46 57 Exp Ade Art Ade 9 Lana 320 245 121 57 63 47 64 44 48 56 Ade Ade Ade Ade 10 Leta 230 230 140 32 30 76 54 30 30 36 Art Ade Exp Ade 11 Mantia 200 223 173 44 64 68 44 61 30 46 Art Ade Exp Exp 12 Necro 376 165 128 38 52 62 32 64 60 41 Art Ade Art Exp 13 Petal 247 250 176 33 66 61 62 64 34 37 Jou Cra Exp < - Returns to previous stage. N - Gives extra lives. ARCHIPELAGOS- Select archipelago 8421 and press RETURN twice. You now have the choice of which archipelago to play. ARKANOID 2- Type "DALEY 88" on the title screen and you will go straight back to the level you were last playing. BLOOD MONEY- DEMO VERSION ONLY. Press HELP to activate cheat mode and have infinite lives. Press 1 to get lots of extra money, 4 will take you to the shop. After dying, you no longer lose any extra weapons you have. DOUBLE DRAGON- Start a 2 player game and hold the fire button on both joysticks and the down key. Press ESC until the credits go haywire. You now have infinite credits. Type "NEIL HARDING" on the high score table for an interesting effect. Type the following on the high score table: LEVEL ONE PLEASE LEVEL TWO PLEASE LEVEL THREE PLEASE LEVEL FOUR PLEASE LAST LEVEL PLEASE I DO NOT WANT TO DIE GIVE ME MORE HEALTH PLEASE GIVE ME LOADS OF TIME PLEASE DRAGONSCAPE- Load the game as normal and begin playing. Press TAB and 2 and you're transported to Technocity. Repeat the process and you'll end up in Iceland. FALCON- Press CTRL-X to get 8 Sidewinder missiles and 5000 rounds of ammunition. FORGOTTEN WORLDS- When the game has loaded and the title screen appears, hold down the SHIFT key and type "ARC". Release the SHIFT key and press HELP to start the game. From now on S will advance you to the shop and N takes you to the next level. GIGANOID- Press CAPSLOCK on the player select screen and you will begin the game with lots of lives. GRIDRUNNER- Type "PINK-FLOYD-ARE-GODS" during play to get infinite lives. IKARI WARRIORS- Type "FREE RIDE" on the high score table for invincibility. LED STORM- Type "DAVID BROADHURST WANTS TO CHEAT". MARIA'S CHRISTMAS BOX- On a backup of the game disk, rename the file MARIA8 to MARIA8.BAK and MARIA1 to MARIA8. Maria will then start the game in the nude. MICKEY MOUSE- When playing, press the INSERT key and type 61315688 and then press INSERT again. You can now complete a tower by pressing F3. NAVY MOVES- The code for part 2 is 948411. The computer codes are: Transmit message: 1st or 2nd transmission official Open door: 1st or 2nd machine official To leave the reactor, the code is OABERYAMD. NEW ZEALAND STORY- Type "FLUFFY KIWIS" on the title screen and press the left arrow to advance to the next screen. OUTRUN- Type "STARION" whilst playing the game. Now use the following keys: B - Extended play. S - Next screen. T - Extra 10 seconds. X - Quit. D - Save screen in Degas format. Q - Program info. PLATOON- Type "HAMBURGER - HILL" (include hyphen and spaces) on the title screen. You can now get to the TNT by pressing F2, the bridge with F3 and the village with F4. POPULOUS- Choose NEW GAME and type in any of the following lands: 0 Genisis Grass 3 Timuslug Grass 5 Swaver Desert 10 Moringill Ice 14 Weavhipham Ice 18 Hobdietory Rock 23 Sadwillow Ice 26 Verymeend Rock 31 Douusick Grass 36 Calozboy Desert 41 Burmpall Ice 44 Bilador Ice 53 Coropert Grass 59 Mingbdon Ice 63 Doupebar Rock 69 Scomphill Desert 73 Burgbord Desert 78 Weaveaed Grass 84 Shadkopend Ice 88 Lowinlow Rock 94 Suzogoboy Desert R-TYPE- When prompted to insert disk B, press the HELP key and then type "ME". Then press the up arrow. Insert disk B and press space to begin. Start the game and use the following cheats: F5 - Invulnerability from walls and aliens. F6 - Invulnerability from alien fire. F7 - Infinite credits. F8 - A partner can control the orb, using the mouse. RAMBO 3- Type "RENEGADE" on the high score table, allowing you to press 1-3 to select the level. RETURN OF THE JEDI- Type "DARTH VADER" on the high score table. When you play again, you will be able to skip to the enxt level by pressing F2. RETURN TO GENESIS- Type "WASP.ASM" at any time and you can have invulnerability from then onwards by pressing F4. RICK DANGEROUS- After completing the first level, type "POOKY" on the high score table and you can continue to play from the furthest level you reached. ROADBLASTERS- Type "LAVILLASTRANGIATO". When playing the game, press those keys again to advance to the next level. ROBOCOP- Pause the game and hold down the SHIFT key. Type "ALEX MURPHY" and you can now recharge your energy by holding down the left mouse button. ROLLING THUNDER- As soon as the digitised laugh has played, type "JIMBBBY" and a message saying the cheat mode is on will appear. You now have infinite lives and can skip levels by pressing 1. SDI- Play the high score game until you have destroyed all of the asteroids and then type "ALERIC" into the high score table. Pressing F will now take you to the next level. SHACKLED- Press the "+" key to advance to the next level. STARGLIDER II- Stop the Starglider, then press the F5 and DELETE keys. Now type "WERE ON A MISSION FROM GOD1". You now have infinite energy. Pressing K will give you all the weapons you can carry. STARGOOSE- Hold down keys F1 to F6 when the game begins for infinite shield. STREET FIGHTER- Type "STREET CHEAT" when the title screen appears. Now press HELP to go to the next level. THUNDERBIRDS- Passwords for level 2 and 3 are "RECOVERY" and "ALOYSIUS". VOYAGER- On the option screen, type, "when the sweet April showers fall" and the cheat mode screen should appear. Now, use F1 to go back a level, F2 to go forward, F7 to pause and F8 to show your position. Also on the option screen, enter calls up an object designer; where the arrow keys and keypad cause interesting results. Space returns to the option screen. WORLD GAMES- To qualify in those games that are played against the clock, keep the fire button pressed during disk accesses. When the event appears, you will have completed it in less than a second. CLUEDO ( MASTER DETECTIVE ) DOC By MEDUSA STARTING THE GAME Mr. Boddy has been brutally murdered! Which of the guests at Boddy Manor has commited this dastardly crime? Where was the murder commited and what was the weapon? Its up to you to solve the mystery. There are ten possible perpetrators, twelve possible murder locations, and eight possible weapons. All you need to do is accuse the correct suspect of commiting the murder, the location where the crime took place and the weapon that was used. After loading, the game sets the scene by showing one possible murder scenario. Then the setup screen is displayed. THE SETUP SCREEN You play the part of one of the ten suspects in the game. The setup screen lets you choose the suspect you wish to play and the suspects to be played by your opponents. Each suspect card has a panel underneath. Point to this panel with the mouse pointer and click the left hand button on the mouse. The panel will roll round from Neutral to Human, to Computer 1, Computer 2 and Computer 3 and back to Neutral. Select Human for the suspect you want to play. Neutral players take no active part in the game. Human players are prompted by the computer to take their turn. Computer players take their turn automatically. The numbers after Computer denote the different skill levels available. Computer 3 players are the most skillful computer players. If you are playing against other people, allow them to select the suspects they wish to play. Select any Computer players you want to play against. There must be at least 3 players taking an active part in the game, but these can all be human, all computer or a mixture of the two. You can type in a name to be associated with any of the suspects. This will be dislplayed whenever that suspect is mentioned in the game. To type in a name, click on the empty panel beneath the suspect card. A cursor will be placed at the start of the text and a name can be typed in. If you care to click on the actual suspect cards, you will be given brief background information on each of the suspects. When you are satisfied with the game that you have set up, click on the start box to start the game. THE CARDS ARE DEALT You will not see it happen, but the computer shuffles the pack of 30 cards, selects a suspect, location and weapon and holds these as the murder cards. The murder cards represent the who, how and where of the crime. The remaining cards are dealt out to the players. The main board is displayed, with a menu bar at the top. The players all start in the Cloakroom. The murder never occurs in the Cloakroom. The starting player is chosen at random and then players take turns in order. Your objective is to move around Mr. Boddys manor, going in and out of the 12 possible murder locations. Each time you enter a room or an outside location, you may make suggestions and gather valuable information about the cards that the other players hold, you can deduce the murder cards by a process of elimination. If a computer player starts, they will attempt to move to a location and make a suggestion and who passed cards. You will find the information useful to your inquiry. YOUR MOVE A message will be printed to tell you when its your turn. Click on the OK box to make the message disappear. The dice are thrown for you, into a box at the top right of the screen display. This is the dice icon. The number on the dice is the number of spaces that you can move in your turn. You may move either vertically or horizontally over the board, but not diagonally. You may change directions as many times as your dice throw will allow; however, you may not enter the same square more than once on the same turn. You may not land on a square occupied by another token. If your dice roll would land you there by exact count, you must stop one space behind the other players token. If you rolled a higher number, jump over the other token, counting the occupied space, and move the total number of spaces rolled. To make your move, move the pointer to select the route you wish to take. Click on each square in turn, starting from your current position. You must enter and leave rooms using the doors, so the program will only allow you to highlight legal spaces. To select a room or other location as part of your route, click in the center of that location. A marker will be displayed to show that the location is selected. When your route is highlighted by footprints, click on the dice to make the move. The path you have taken will be shown by a heavier footprint. At the start of your turn your token is flashed so that you can locate it. If you click in an incorrect position-a place where you cannot legally move - a warning beep is made and the computer will again flash your token. SUGGESTING When you enter a location, a suggestion icon is displayed at the bottom right of the screen. Click on this icon to make a suggestion. You will be prompted to select the character to suggest. Click on the card of the character you want. Do this again for the weapon. The location will be the one you are in when making the suggestion. Any cards passed to you will appear face down on the screen. To turn them over, point at them and hold down the mouse button. If you are playing against other people, be sure to cup your hand round the cards as you display them, in order to conceal them from your opponents eyes. After you have noted the cards, click on the exit box to return to the main screen. If you do not want to make a suggestion (perhaps you are only passing through the location) click on the dice icon. This will make the suggestion icon go away and your movement will continue. The suspect named in a suggestion is moved to the suggested location. If you make a suggestion in a location, you may make no further movement in that turn. SNOOPING Snoop Spaces...Nine spaces on the board are marked by a magnifying glass. As part of your move you may land on one of these squares and SNOOP an opponent. When you SNOOP, you will be shown the suspects being played by your opponents. Select the player to snoop by using the mouse, joystick or keypad to move the pointer on the card. You will then be presented with all the cards held by that player, face down, so that you cannot see them. Select a card at random and click on it. The card will be displayed while you hold down the button or key so be sure to keep it covered from other human players. Note: the cards are shuffled before being set out for the snoop. SECRET PASSAGES Some locations are joined by secret passages. These locations are connected-Drawing Room to Conservatory, Library to Kitchen, and the Basement Stairs to the Garden Walk. Movement through a secret passage counts as one space. To use a secret passage between rooms, click on the room that the passage connects to. To use the secret passage between the Basement Stairs and the Garden Walk, click on the Garden Walk square when it is the destination. Click on the Basement Stairs when that is the destination. MORE ABOUT MOVING When entering or leaving a location, you do not have to land in the location by the exact count. You may pass through a location on a turn, counting it as a space. You may not re-enter a room on the same turn. You do not have to use all your dice count at once. You may move to a snoop square, snoop and then use up the remaining count. If you have a count remaining on the dice, and there is a place to move to, the program will not continue until this is used up. The computer checks to see if you have boxed yourself in. If there is no place for you to move to, you forfeit any count left on the dice. If the suggest icon is present, and you click on the dice icon to remove it, you will be required to move the remainder on the dice icon to remove it, you will be required to move the remainder of the count on the dice. So be sure you want to mvoe before you do this. You may move over another player during your turn, but you may not stop on a player. If you try to stop on a player, the computer will beep, and give you the option of stopping BEHIND that player when you move. MORE ABOUT SUGGESTING You may make a suggestion and accusation on the same turn. After entering one of the locations, you may make only one suggestion. To make another, you must wait until another turn when you are in a different location or, sometime after your next turn, re-enter the location you most recently left. If another player moved your token to a new location in the course of making a suggestion, on your next turn you may make a suggestion from that location without moving. Or, you make click on the dice icon (to remove the suggest icon) and continue to move in one of the usual ways. ACCUSING When you are sure that you have deduced the correct solution to the murder, you must make an accusation to win the game. To make an accusation you must pull down the PLAY menu from the menu bar at the top of the screen. Select ACCUSE from the menu and you will be asked to confirm that you want to accuse. This is just in case you have activated the menu by accident. Select the Suspect, Location, and Weapon that you think make up the murder cards. If you are correct, the computer will show a re-enactment of the murder. If you incorrectly accuse, you will drop out of the game and the other players will carry on until someone gets it right. If you do not wish to wait for that, select NEW GAME from the FILE menu. ENDING YOUR TURN When you have finished your move, you will see that the dice icon has been replaced with an icon that says NEXT PLAYER. You may not make another suggestion or move any further at this point, but you are still able to do some other things. These will be explained in the next section. To finish your turn, click on the NEXT PLAYER icon. THE PULL DOWN MENUS Various options are available during the game. These can be accessed by pulling down the appropriate menu from the menu bar at the top of the screen. These operate in a similar manner to other applications on your computer. CLUEDO This menu has only one option-ABOUT CLUEDO This tells you a little about the game. FILE Should you wish to stop playing CLUEDO MASTER DETECTIVE, or decide to alter the set-up, this menu holds the option that will allow you to do this. NEW- Will start a new game of CLUEDO MASTER DETECTIVE. This option abandons your current game, and returns you to the set-up screen. Before this happens you will be asked to confirm you want to do this. SAVE- Will save your game to disk, to be continued later. LOAD- Will abandon your current game and load a previously saved game. Quit-Will abandon CLUEDO MASTER DETECTIVE. Before this happens you will be asked to confirm that you want to do this. OPTIONS This options menu allows you to do a variety of things. PRINT NOTE- If you have a standard printer connected to your computer, you can print out note sheets on which to note the information you collect during the game. PRINT GAME - If you have a printer connected, you can print out a review of all the suggestions and accusations made by the players during the game. This includes who passed cards, but not who passed what. COMMENTS - As the game progresses, your computer opponents will gather information in much the same way as you do. As an indication of how they are getting on, we have given them the ability to make comments. If you find this distracting you can turn this feature off by removing the check next to Comments in the Options menu. When there is no check mark, the comments are disabled. SOUNDS - This option turns the sounds in the game on or off. A check mark next to Sounds means that the sounds are enabled. POINTER - This option changes the mouse pointer from a magnifying glass to an arrow and back again. FAST GAME - When this option is enabled, the program cuts out the view of the player walking into the room in order to speed up the game. PLAY The play menu contains the options available to each individual player. ACCUQE - When you are sure of the murderer, weapon and scene of crime, select this option to make your accusation. SHOW NOTES - The computer holds a complete set of notes for each player. When it is your turn, you can select SHOW NOTES and see your own notesheet. The cards that you hold in your hand are marked with a -C- . As you can see the other players cards, the computer will mark off the cards you see with and -X-. By clicking on the note boxes, you can alter the mark associated with each item. There is a -Y- and a -?- for you to use in the way you prefer eg. -Y- can be used to mark off those cards you are certain a player has, and the -?- can be used if you are not sure. SHOW CARDS - This will display the cards in your hand. Click on the backs of the cards to see what they are. AUTO REPLY - Sometimes you may hold more than one of the cards mentioned in a suggestion. If you wish to choose for yourself which card to show, switch auto reply off. Normally, auto reply will be on, and the computer will select and pass a card for you. In selecting which card to pass, the computer uses the same procedure as it does for the computer player, so auto reply should be no disavantage. If you only have one card the computer will automatically show that you have no option. If you are playing with other people as opposed to just computer players, it is probably best to keep Auto Reply switched on so that the other players do not benefit unfairly from knowing if you have more than one of the cards. STRATEGY HINTS FOR THE SUPER SLEUTH Do not forget to snoop.....especially when your dice roll is large enough to snoop and enter a location on the same move. Making suggestions...You may want to name one or more of your own cards in order to gain information...or mislead your opponents. Proving a suggestion...It is possible on one turn to be shown all three cards. However this is not necessarily an advantage, because all the players heard you make your suggestion, and everyone will know that those three cards are not the murder cards. This is another reason you may want to include one of your own cards in the suggestion cards. Sneaky Move...If an opponents token appears to be heading to an important Location, on your turn you may want to include that Suspect in a Suggestion in order to move him or her away from that location. END SEWER presents: Creature Manual Distress calls received from deep space report hostile alien life forms, and you are the only space security captain within range. A spaceship, a space station and a lunar base have been attacked and only you can save them from complete destruction. As you make your journey towards them, you wonder what you're up against. Are you prepared to battle vicious beastoids, alien attack-droids, and deadly acid leaks on your own? Unfortunately, that's the way it has to be. Nearing the first ship, your heart races, beating faster and harder with each passing moment. Before losing contact, the message stated that a reactor was set to self-destruct to prevent the ship from falling into alien hands. Where is the reactor? And how soon will it go off? These are just a few of the uncertainties, for what you are really up against is still a mystery. Rumors describe an unstoppable beast that lurks within the walls of the space station. This may turn out to be your worst nightmare, for it is... C R E A T U R E ATTENTION For those who can't control the urge to play Creature without reading the manual be advised that your goal to destroy the Mother Creature will take more than just shooting everything that moves. Briefly, you must go to the ship, get important material, disarm the nuclear reactor and then put the explosives in the teleporter room on the moon. Good Luck!!! REMEMBER If all else fails, read this manual. Quick References ~~~~~~~~~~~~~~~~ Complete descriptions of the following are referenced in this manual, they are repeated here for quick reference. Space Bar............Toggle Pause on/off. ESC Key..............Stops game and brings you back from control panel screen to start again. A....................To AIM (Calibrate) your gun from control panel screen. 1 or 2...............To select which gun to AIM (Calibrate). M....................Fire Master (Smart Bomb) Arrow Keys...........To control your flight using the Space Jet. Left Mouse Button....Fire phaser. Right Mouse Button...Change direction. Important Notices ~~~~~~~~~~~~~~~~~ DEMO MODE. A continuous demo starts from the Creature title screen when no input is sensed for approximately 30 seconds. If the demo mode begins, just press the gun trigger or left mouse button to begin. SKIPPING THE INTRO. Once you have seen the introduction sequence, you may skip it by hitting the left mouse button, or pulling the phaser gun trigger. PAUSE. To pause the game hit the keyboard's "Space Bar", hit again to start. HIGH SCORE TABLE. Creature lets you save the top players. If the disk is write protected, the top players will be saved only for the playing session. If the disk is write enabled, the top players scores are saved to disk for future reference. GUN USERS. The Actionware Phaser gun makes games very unique. Capone, POW, and SideShow are perfect examples. Creature also makes use of the gun. DUAL GUN USERS. Creature allow users with 2 phaser guns and the dual gun interface to play simultaneously like previous gun games Capone and POW. See directions for proper connection of the dual gun interface. Choosing your weapon ~~~~~~~~~~~~~~~~~~~~ Assuming you have your gun or mouse connected as indicated elsewhere in this manual, the program detects your weapon at the Creature Title Screen. Press the left mouse button or pull the gun trigger to select mouse or gun respectively. Note: You will be required to insert the ORBIT 2 disk. For your convenience you will no longer need the ORBIT 1 disk. Mouse users skip to instruction 6 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4) 1 or 2 Gun Players (Not available in Mouse Mode) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Only users with 2 Phaser Guns and the Dual Gun interface can play Creature with a partner simultaneously. To select this mode, using a gun shoot at the PLAYER 2 area on the control panel. Shoot again to toggle back to singe player/ 5) AIMING (GUNSIGHT CALIBRATION) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ From the control panel screen press the letter "A" The aiming screen will appear. Aim your gun at the center of the crosshairs, then press (and hold) the gun trigger. The shot will follow your gun's aim. Repeatedly strike the arrow keys to align your shot. Note: we say repeatedly because the increments of movement are small. Don't be worried if your gun shots jump around; this movement is normal. When your sights are calibrated, hit the SPACE BAR to continue. If you are using two guns with the DUAL GUN INTERFACE, each player will have the opportunity to aim (calibrate) his or her gun sights seperately by pressing the 1 or 2 key to select either gun. 6) Select Destination ~~~~~~~~~~~~~~~~~~ After you have selected a destination, you will be asked to consult your codewheel. (Not anymore, this sucker has been cracked) YOUR MISSION ~~~~~~~~~~~~ Responding to the distress call, you hurry to save a spaceship, a space station, and the lunar base that have become infested with Creatures. Armed only with your light phaser gun, you make your way onto the ship. Finding nothing valuable, the Creature has abandoned the ship, but it left behind its own guard dogs, beastoids that fire weapons to protect their evil master. You must survive their attack to find life sustaining supplies and the key needed to disarm the reactor. Upon retrieving these important supplies, you must quickly leave the ship and return to the docking bay to get back to your own spaceship and begin the short ride to the terror-filled space station. You quickly realize that your stay on the space station will not be pleasant, for the danger here is much greater and your task more life- threatening. You must gather more essential supplies, but more importantly, you must disarm the reactor before it self-destructs. You have the key, but where is the reactor? No one said these missions were easy! What makes your job so difficult are the surprises the aliens left behind: alien attack-droids, acid leaks, and more vicious beastoids. Once you've succeeded in disarming the reactor, you must survive long enough to make your way back out. As you head towards the underground station, you realize that you have yet to see the Creature. It doesn't take much common sense to figure long enough to make your leaks, and more vicious beastoids. where it's hiding and that worries you. How much worse can it get? When you land on the planet's surface, you are relieved to see that a space-scooter has been left behind. You cautiously board the scooter and begin your descent down the shaft and towards the lunar base. After fighting your way down the shaft and along the tunnel, you reach the base itself, where you finally encounter the dreaded Creature. You quickly realize that your worst fears were nothing compared to reality. The Creature can't be killed! Your light phaser can only stun it! Repeat hits will prolong its dormant state, but that won't make your job easy. Ward off the aliens' attack while looking for more provisions and the explosives needed to destroy the transportation unit that the Creature will otherwise use to send for more of his own kind. Place the explosives by the unit and set the timer. However, there will be Queen Creatures lurking in many of the store rooms that will try to prevent you from collecting the items you need. If you can, make it back to the moon's surface with your supplies and your mission will be declared victorious! (Piece of cake). The Scoreboard ~~~~~~~~~~~~~~ On the top of the screen is located a box which indicates important supply levels. The levels are Energy 1, Energy 2, Distance, Damage, Air and Fuel. A solid green line means a full supply, but as the supply id depleted, it begins to turn red becoming a solid red line on empty. Keep an eye on those because if vital supplies such as air or damage reach a full red line your mission will come to a quick end. ENERGY 1 and 2 refers to the charge left on your light phaser. Replenish your supply by finding energy hidden on board the ships. DISTANCE indicates how far away you are from exits. It is also used as you are traveling through the shaft and the tunnel. It shows relatively how far you have gone through the shaft or tunnel and how much farther there is to the end. DAMAGE level indicates how badly you have been hurt. Being hit by the beastoids' and the Creature's missiles, the droids' plasma bolts, and the acid drips will increase your damage level and it may become great enough to kill you. Your damage level will decrease slowly over time if you protect yourself well enough to heal. AIR supply is measured by this level indicator. You must find oxygen to stay alive long enough to finish your mission! FUEL is almost as crucial as oxygen for the completion of your mission. You may not be able to leave the ships without finding more fuel because you will use up your own fuel supply each time you travel between ships. The CLONE indicator tells you how many lives you have left. Upon hearing the distress call, you started making clones of yourself realizing that you needed all the help you could get. By the time you reached the first ship, the cloning devices on your ship had only made 2 clones. Thus, you begin the game with 3 lives. Each time you are killed, a new clone boards the ship to continue your mission. Additional clones of yourself are produced each time you get 15,000 points. The CLOCK is a timer that lets you know how long you have been on your mission. The clock is crucial when you are on the space station because it tells you how much longer you have before the reactor self-destructs! On the lunar base the clock begins to count down once you have placed the bomb, giving you just minutes to get more energy and get out! The MAP window shows the route you have taken on the ship. You are indicated by a red dot which moves as you do trailing a green line showing your course. This is especially helpful when you make your way back out of the ships. The MASER BOMBS indicates the number of masers (smart bombs) available. A Maser destroys all harmful creatures except the Mother. Strike the "M" key on the keyboard to activate. OBJECT POINTS COMMENTS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Creature 0 Your shots only stun it. Acid pools 100 Nasty, they damage you. Green Beastoids 150 Baby Creature 200 Nasty, they suck your blood. Green Creature Missiles 200 Kill you immediately. Beastoids' Missiles 200 Acid Drips 200 Droids' Plasma Bolts 200 Alien Attack-Droids 250 Requires multiple hits. Tentacles 500 Shot when vertical. Disarming Reactor 500 Queen Creature 1000 Must shoot in heart many times. Destroying Teleportation Unit 1000 Cat -5,000 Don't hit an innocent cat. Girl -5,000 Be careful! Hit the PHASER GLOBE whenever possible. This will give your mouse or gun 100 rapid fire shots (like a machine gun). This can come in very handy. Hit the MEDIC DROID whenever possible. This will repair damage that you have sustained. CONTROLLING YOUR MOVEMENT ~~~~~~~~~~~~~~~~~~~~~~~~~ The person in the spacesuit is you. You will automatically walk forward, turning around at dead ends, as well as automatically retrieve supplies from open doors and perform other necessary tasks such as disarming the reactor and placing the explosives by the teleportation unit. You as a player need to do nothing to stimulate these actions. Controlling your movement depends on your weapon. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MOUSE USERS. Press the right button of the mouse to turn yourself around (left button is used for shooting). GUN USERS. Change your direction by firing at the bottom of the scoreboard. Firing your gun or mouse is also required to go up and down ladders as well as to open doors. While you are facing a ladder, fire at its base to go down it or fire at its top to go up. You may also change direction while on the ladder. Hints 1. Don't waste bullets. 2. Don't waste time, the more time you take gives the Creatures more time to multiply. 3. Be careful at what you are shooting at. There are both good and bad objects to hit. 4. When you find yourself blinking, you cannot die, take advantage of your omnipotence. 5. Don't let the Beastoids or Creatures get you, they will tear you to shreds. Chaos Strikes Back manuel ------------------------- Typed in by MONTY for SEWER SOFTWARE ------------------------------------ NB: The TEDDYSTACKER version on SEWER DOC 14 is not the full version. He has chopped out the atmospheric story at the start and gone on to the main instructions. This may seem fine to some people, but the fact remains that this is not the full manuel. So, i hereby declare the FULL Chaos Strikes Back Manuel (with is weird spellings!) Chaos Comes Calling ------------------- The night screamed in a frenzy of dark Magik. Rain pummeled the ancient stones of the Grey Lord's castle like the blows of banshees' fists. The waters of Lake Viborg, swirling in the moat, rose and smashed together in giant waves. Thunderbolts crackled against the gates, illuminating the grim faces of the Grey Lord's four champions as they strode over the lowered drawbridge. Water from the moat splashed over their boots. It was a fearsome night for man, beast, or even High Lord, but nothing on earth could stop the four from answering their liege Lord's summons. Another flash of lightning, another, and another. A tree beside the keep burst into flame. Thunder rumbled like hungry dragons as the champions stopped at the arched entry door carved with magikal symbols. One of the champions knocked, armoured fist ringing against the stone. The door flew open, revealing Theron, Arch Master of All the Arts. "By the balance, I'm glad you've come,"he said, clasping each of his visitors. He seemed a different person, a man now, and not the boy they had last seen thirteen moons before. "And just in time, for i fear there's been a change for the worse." The four followed him into the castle. Theron's assured movements were those of a full Arch Master. A cloak of brilliants had replaced the course-woven tunic and those of his apprenticeship to the Grey Lord. His forehead was clasped by a diadem of emeralds. Fulcrum, the Grey Lord's raven, fluttered from the shadows above and landed on theron's shoulder. He cawed softly into Theron's ear. "Aye," Theron replied, and held his torch high as he opened a second door. The champions gasped in unison at the sight revealed by the flames. The Gray Lord sat slumped in his huge chair, his face mottled and bruised. Blood caked the corners of his mouth. His face was wizened, and his head, once covered with a mane thick and silvery grey, was bald, save for a few strands of papery, white hair. "Harmony in all you do, he rasped, intoning the blessing. He raised his hand in benediction. A crash of thunder rocked the room. Theron frowned; his master saw and shook his head. "I remain in command, Master Theron. Thus far." The Grey Lord turned his attention to his Champions, who knelt on one knee to show their fealty. "My brave friends," the Grey Lord said, "you don't know how it saddens me to call you here. After your journey into my old dungeon thirteen moons ago, I had hoped to leave you in peace, to your adventures. You vanquished my enemy and restored Theron to his corporeal state." He dipped his head in Theron's direction. "Since his initiation into the High Secrets, Theron has provided all the aid I needed in my quest to protect and nurture our fair world. I had never thought to trouble you further, but i must." His face changed, hardened. "He calls out for blood, not only mine and Theron's, but yours, because you are my heroes. He thinks it is such a sport, the evil game he plays. But we're not defeated yet." The wizards's eyes narrowed and began to glow. As he widened them, they burned bright blue. The power of his gaze ripped through those who stood there, causing one or two to step backward. The others stood resolute. Then his lids flickered. He took a deep breath that caught in his chest and quavered like a death rattle. Theron leaned forward, waving his hands over the struggling wizard, and whispered, "Master, thou art health embodied. I decree a balance in all your humors."  With difficulty, the Grey Lord lifted his chin. "He comes, Theron. Soon. I feel him. Ah, if only i possessed the means to end it!" Theron passed more Magik over his master's body. The Grey Lord's breathing steadied. Then he straightened and spread his arms. "I must speak quickly. I don't know how long i can combat him. Listen to me, and carefully. Lord Chaos lives." He raised his voice over the disbelieving murmurs of the Champions. "Aye, and Lord Order, too. Within me, and yet, without me." He held out his fist, steadier now. Fulcrum cawed and alighted upon it. "I have seen Lord Chaos in vision dreams. Nightmares, more like. At first, he was unaware that i was with him, that i was him, for as you know, he and Lord Order are the separate halves of my being. Apart, each brings destruction. Together, under my guidance, they are one and at peace." "Chaos forsaw his defeat at your hands,"Theron told the Champions as he poured them mulled wine from a flagon beside the Grey Lord's chair. "Preparing for this, he built himself a secret dungeon before you succeeded in fusing him. He also created a Forge of Fulya- surely you know of the seething, black flame, and of the poison it creates?" "And also destroys," the Grey Lord cut in. "Chaos mined Corbum in the Forge. Four large chunks, enough to accomplish what he wished. I've dreamed of a Death Square, surrounded by seas of pits, and in that square, he has hidden the chunks." "It is that ore which shakes this castle," Theron added, as he offered a goblet of wine to the Grey Lord. The wizard waved it away. "As you know, Corbum ore draws Mana from the world." The Grey Lord nodded. "Aye, and he's using it to part himself from me permanently. Once he's accomplished that, he intends to rule - or misrule - this world and all others. I don't need to tell you what that would be like." No one spoke. "No power can defeat him once the corbum ore has done its work. But i'm not certain he knows he must destroy the ore afterward. If he doesn't, he will have no universe to rule." The chamber boomed as with cannon fire. Fulcrum screamed. The floor shuddered beneath their feet. Wine sloshed over the rims of the goblets. "It comes stronger," the Grey Lord murmured as the noise lessened. He touched the corner of his mouth, where flesh blood trickled like crimson teardrops. "You must destroy that ore. For shortly after it draws sufficient Mana to free Chaos and Order, it will shatter the universe like a fragile looking glass (mirror - MNT)." He gazed at Theron. "Show them the map. Make haste. They must be off." Theron performed Magikal gestures at the glass case which once had held the wondrous Firestaff. "Would that I hadn't destroyed the Firestaff," the Grey Lord said regretfully. "I thought it was too powerful to keep, so that means of defeating him is no longer available to you." The glass case opened and a parchment scroll floated toward Theron. He caught it and opened it. "My master has made some notes. It seems Chaos hid the Death Square. It is a pillar of stone, with the ore of Corbum planted one piece to a side. And each of these sides is the ending point for a long and vicious maze, making four mazes in all." The Grey Lord indicated the symbols on the scroll. "I've discovered that each of the mazes is based on one of the four ways, Warrior, Ninja, Wizard, and Priest. Together, they form harmony, as you know. I believe he seeks to mock our reverence for balance by designing his dungeon in such an ordered manner." "The coin," Theron said in a low voice, and he and the Grey Lord traded dark, uneasy looks. "Aye, the coin. Note it well, Champions." The Grey Lord made gestures toward the glass case. A gold coin rose from the bottom of the case and spun toward him. "i awoke this morning with this in my hand. I know whose coin it is. Do you see also?" *At this point i think i should say that when you buy the original game of CSB, you get a little copper coin with a picture of Chaos's face on one side and the words: "Danger thus reveals it's face" on the other. This then is why it sais: "Do you see also". On with the story...* He balled his fists, then threw them open in the direction of the farthest wall. Blue light smashed against the stone, sparking in the shadow. All drew back, even the Grey Lord, as they gazed upon the face of Lord Chaos. His horned head;his mad, sightless eyes;the rictus-smile none there had ever forgotten, not even in the most serene movements of the dawn. "Danger Thus Reveals Its Face,'" the Grey Lord said. "That is written on the reverse side of the coin." He set his jaw. "This is a warning, to me and all who stand by me. If ever you see this face, chiseled in stone or carved into wood, take great heed." The floor shook again, more violently. Fulcrum cawed and shot into the air, flying in circles. The walls vibrated. "Ah, no" the Grey Lord said softly. "No." The room spun like a boulder rolling down a hill. Tables and goblets whirled in a vortex, catching Fulcrum in the center. The glass case shattered. Shards sliced like arrows through the air. "He comes!" the Grey Lord cried, grabbing his face. "Hold master!" Theron threw his arms around his master. "Fight it!" "No!" the Grey Lord cried. "No, I abjure thee! I forbid thee!" "Forbid?" thundered a voice. "Forbid?" The wizard screamed, and what all saw next caused their hearts to stop: The Grey Lord's face was gone. In it's place, glowing with evil, red light, the face of Lord Chaos opened its crazed eyes and laughed. "Away, boy." He turned his horned head in Theron's direction and hurtled him across the room. Fulcrum cawed and dove toward his hand. Lord Chaos caught the bird by his neck and shook it hard. Fulcrum squaked and struggled, but it was helpless. "What sport! Ah, yes, I was wise, wise to forsee my own destruction!." His voice rose to a wail. Laughter filled the room, the laughter of madness, of misrule, of frenzy. "The four ways. I have used his knowledge of me against him!" He threw back his head. Light streamed from his mouth and eyes. Fulcrum struggled in his grasp. "And you, Champions. You who follow the false doctrine of Harmony. How sweet it has been, devising a mockery of your sacred Balance. I almost hoped you would defeat me last time, so i could show you just how much like me you really are. When i come into my kingdom, i shall not forget the imbalance of my subjects." The room spun faster and faster; the wind howled and the air jittered with Magik. Crying out, the Champions were thrown upon the floor. "Yes, grovel! See how the worlds shall orbit, after i am ruler! No laws of nature. No laws! No Laws! "I am the master. Yes, i am He who shall destroy all order. I hate you for escaping my mirrors, for daring to think you could obliterate me." He smiled, and it was a fearsome thing. "But i shall not take you now. It would prove too easy. Provide me with some sport. Take up this challenge: meet me in the secret dungeon, and prepare to die!" Stones crashed to the floor. Jagged blocks pushed upward like ice bergs. Energy crackled yellow and orange and white, like the Ore of Corbum. "You cannot even touch me!" he exulted. "I am invincible!" Fulcrum screeched desperately as Lord Chaos raised him above his head and clasped him with both hands. The Mad One opened his mouth and plunged the raven toward it. "So shall you all die! So shall you-" The chamber flooded with blue light. It emanated from Theron, who lay sprawled upon the floor with a Wand of Magik in his hand, and he shouted Magik words none of the Champions had ever heard before. "No!" Chaos shreiked. And then the lights, and the rumbling, and the spinning ceased. The chamber blackened. There was silence. "Oh, by the balance," the Grey Lord gasped. Theron's torch relit. He held it over the Grey Lord, who was himself again, though his features were swollen and his forehead was bruised. Blood streamed from his nose. Theron stopped it with a short incantation. Fulcrum fell into the Grey Lord's lap and huddled under his arm. Absently, the wizard stroked him. "There, there Fulcrum. It's all right." He murmured Magik words. "So, he has shown himself at last. You see what we face. The Corbum ore is building power." He turned to the Champions. "Days, perhaps hours, stand between us and the final catastrophe. You must go now." "Nay, friend Theron," the Grey Lord remonstrated. "They must be asked. They must go willingly." He rose from his chair. "I cannot send Theron with you this time, my brave ones. He's the only weapon i have to battle Chaos here on out plane. You must go alone, the four of you, and you must face death yet again. "And so i ask you, Champions: knowing this, do you dare to enter Lord Chaos's secret dungeon? Will you help me save the universe, one more time?" (dun dun ddduuunnnn!!) OK, that's the bit TEDDYSTACKER left out, quite a lot eh? Now here comes the next bit of writing which is basically the controls and stuff like that... Chaos Strikes Back ------------------ Make haste now, for the diabolical plan hatched by Chaos has already been set in motion. Unless you can recover and destroy the Corbums very quickly, they will absorb enough Mana to become unstable. Viborg and the entire valley it rests in will be destroyed should they explode. To prepare for your quest, you should have progressed far enough in Dungeon Master that you are confident of your abilities. Be careful, for your champions will enter the new dungeon Chaos has built with nothing but their skills and attributes to defend them. Once inside, they must travel as Fighter, Ninja, Wizard and priest to recover the corbums hidden on the Ways. Each Corbum they find must be thrown into the FUL YA pit to be safely consumed. The journey is long and dangerous, so your champions will be truly tested. Only when the last Corbum is safely destroyed will the danger be no more than a memory. Two disks are provided with Chaos Strikes Back, the utility Disk and the Game Disk. The Chaos Strikes Back Game Disk works very much like the original Dungeon Master disk. You should refer to the original Dungeon Master manual if you have questions about the game disk (a bit of a liberty this, them asking you to fork out 50 quid when you only want to play one game. Don't forget that the manual is also on SEWER DOC 3). The utility disk includes many new features and is essential to starting the new adventure. Two additional disks are needed to create a new adventure (more money...). You must have either a Dungeon Master saved game or a saved game from the Chaos Strikes Back "Prison." Later, you will need a blank disk to save your new adventure on. There are two ways to get a saved game. The easiest way is to start the Game disk and choose the "Prison" button outside the dungeon entrance. This allows you to enter the dungeon and select up to four champions from the life-trapping mirrors hung there. After choosing your adventurers, save the game as you did while playing Dungeon Master. (See the Dungeon Master manual for an explanation of this process.) The second source of a saved game is to play Dungeon Master. any Dungeon Master saved game can be used. But be forewarned: it will not be easy to survive the challenges in Chaos Strikes Back, so it is suggested that you use a saved game in which the characters have fought deep enough in Dungeon Master to have seen Chaos himself (In other words, you should have a few 1st level wizards and fighters). Once you have a saved game and one blank disk handy, you are ready to make your new adventure. Insert the Utility Disk into the startup drive and turn the computer on. A blue tablet will appear with four options on it. Use the mouse pointer to point to one of the options and then "select" it by pressing the mouse button. The options are explained below. *Introduction To Chaos Strikes Back* A vision spell is cast and Chaos is caught plotting. (Translated, this means a nice graphic introduction) *Make New Adventure Or Edit Champion Pictures* This option is the essential to begin the new adventure (Yes i know that sentence didn't make sense but that's what it's got in the book... I'll leave it to your amazing powers of deduction to work out what it means) It also allows you to change your champions' portraits. *Consult The Hint Oracle* Select this when you need help with the game. *Restart System* This will exit the Utility Disk and restart the system. Why include this i hear you cry. Well why indeed? Try re-setting once a you get a blank screen, reset again and it's all OK. Make New Adventure ------------------ From the blue tablet of the Utility Disk, select the Make New Adventure option. You will be asked for your saved game disk. The champions on the saved game will be read in and their portraits displayed across the top. One of these champions will already be selected for editing. That champion's full name, a framed hall of champions mirror, and a triple-size version of their portrait will be shown. If you wish to take your champions into Chaos Strikes Back just as they appear, select the option "MAKE NEW ADVENTURE." The Utility Disk will ask for a blank disk to be put in either the startup or second drive. If the blank disk used is not formatted, choose FORMAT first. FORMAT will erase everything on the disk, so be careful not to use your Dungeon Master saved game. When the disk has finished formatting, or if it was already formatted, choose "MAKE NEW ADVENTURE" in the center box. When the program is done making the new adventure (bad english there), remove the disk and label it "Chaos Strikes Back saved game." (else you can use any old disk with 45K free). This disk can now be played using the Chaos Strikes Back Game Disk. Resume ------ After you have created the Chaos Strikes Back saved game you are ready to start the new adventure. To play, insert the Chaos Strikes Back Game Disk in the startup drive and turn the computer on. When you see the dungeon entrance push the gem next to RESUME. When Chaos Strikes Back asks you for the saved game, use the new Chaos Strikes Back saved game disk instead of a Dungeon Master saved game disk. Chaos Strikes Back will only work with a saved game created using "MAKE NEW ADVENTURE." It is important to note that during the transition from either of the saved game sources to the "New Adventure," your champions were stripped of all their possessions. They will enter the new game with nothing but their skills and attributes to defend them. Be ready when the game starts because Chaos has been preparing for your arrival. The Portrait Painter -------------------- A special feature included with the Chaos Strikes Back Utility disk is the ability to edit the portraits and names of the champions brought in from a Dungeon Master saved game. Now you can personalize your champions to reflect the way you see them (good idea that). In addition, any portraits you create can be saved to an unused disk and later loaded in for further editing or for use in other saved games. To use the portrait painter, select "Make New Adventure or Edit Champions" and the editor will appear. Use the pointer to select the champion you wish to edit. Choose from the champions shown at the top of the screen. Load Champion ------------- When the Chaos Strikes Back Utility Disk is first started, it will request a Dungeon Master saved game. When loaded, the champions in that saved game appear across the top of the screen. The portraits of these champions can now be changed. If you wish to work on a different saved game, or change portraits that have been saved separately, use the "LOAD CHAMPIONS" button. This will give you a choice of loading either a Dungeon Master saved game or a portrait. Portraits are created by saving a finished champion portrait with the "SAVE CHAMPION" button. Be careful when loading portraits, because the current portrait being edited will be lost. Loading a different saved game will erase ALL the champion portraits on the screen. HALK|___ If you want to change your champion's first name, use the mouse pointer to point to it, then press the mouse button. The name can be changed when the vertical bar appears inside the box. Use the BACKSPACE and letter keys to edit the name. The first name is important because it is the name that a portrait will be saved as. IMPORTANT: If you want to keep the original version of a portrait you have been working on, be sure to change the first name of the new portrait so you won't erase the old one. THE BARBARIAN|______ This is the champion's title. It can be changed with the BACKSPACE and letter keys, the same way that the first name can. Prepare the title for editing by pointing to it with the mouse and pressing the Cir.Home key while standing on your left elbow and holding down F3... The triple-size version of the champion's portrait is where you change your champion's appearance. The sixteen colors in the tall box at the right edge of the screen are the available colors. When you select one of these colors, a white box will appear around it. You can paint with this color using the mouse pointer. If you wish to change a large area of one color to the selected color, place the arrow somewhere in this area and double-click or use the right mouse button to "fill" this area with the new color. Undo ---- If you make a mistake, it is the end of the world. Skyscrapers will come tumbling down, earthquakes will shake the earth night and day, your house will burn down and the earth will explode into 69 million individual pieces of micro atom particles to be sucked into a blackhole for the rest of time! Just after you make that really dumb mistake, you could just save the earth by pressing the UNDO key within a semi micro hecto split and genrally extremly short space of time second. This will return the portrait to it's original state before you made that really dumb mistake... Revert ------ If you have made many changes, but wish to return to the original, press the REVERT button and the entire portrait will appear as it was when first loaded from the disk. If REVErt was a mistake, try UNDO. Save Champion ------------- After you are satisfied with the name and portrait you have created, select "SAVE CHAMPION" at the bottom of the screen. This allows you to save a portrait to an unused disk. Saved portraits can be further using "LOAD CHAMPIONS," then selecting "PORTRAITS" (Yes, this is another sentence that don't make sense). The portrait in the frame shows the character as they would appear in one of the Hall of Champions mirrors. Note that medium dark gray is transparent when the portrait is shown here, so the color of the mirror shows through wherever it is used. This does not affect most places a champion is currently shown, but it may be important in future quests, so be aware of this. If you do not wish to paint portraits but still want to change your champions' appearance to reflect their higher levels, "enhanced" champion portraits have been provided. All twenty-four Dungeon Master champions have a new portrait on the Chaos Strikes Back Utility Disk. These can be loaded and used through the "LOAD CHAMPIONS" option as described above. Sometimes it may seem that there is little you can do to defeat Chaos' sinister traps and relentless minions. But a new power is yours for the journey into his dungeon. A power Chaos has not yet seen before: the power of the Hint Oracle. A being of awesome ability, the Oracle can reach into a Chaos Strikes Back saved game and learn where the champions are. It can then tell you what it knows about the dungeon near the champion, including information about monsters and puzzles. Although it will rarely give exact solutions, it can give useful hints and enough information to help you solve a problem. This can prove invaluable at times when the puzzles seem too difficult or the monsters too powerful. The Hint Oracle only works in the Chaos Strikes Back dungeon. To consult the Hint Oracle you must travel to a point close to the part of the dungeon you wish to learn more about. Save the game there and quit. Turn off the computer, insert the Utility Disk in the startup drive, and turn the computer back on. When the blue tablet appears, select "Consult the Hint Oracle." After the lair of the Hint Oracle appears, insert the saved game disk in the drive indicated on the screen, and choose LOAD. When the oracle has learned where the champions are in the dungeon, it will show a list of clues it can give about that location. These appear in the Hint Oracle's lair as glowing buttons with a short title written on them. If any of the clue titles seem like they might have a hint that can help answer your question, then use the mouse pointer to select it. A press of the mouse button, and the first level of hint will appear. There may be more detailed levels of hints for any clue button. If there are more levels in a hint, you can see them by choosing NEXT at the bottom of the screen. If you wish to reread a previous level of a hint, choose LAST to back up one level. If you are in a clue and you wish to try different clue, choose DONE to return to the initial list of clues. When you have finished with the Hint Oracle, return to the initial list of clues by choosing DONE. Choose EXIT from there to return to the blue tablet. If you wish to continue the adventure place the Game Disk in the startup drive and choose the restart option. Just for the record, the highest number of hit points i've knocked off a monster is 358 using the Dragon Fang sword's "bezerk" option. The character was "Sting" and the monster was one of those funny one-eyed, yellow flying things. Well, if you use this DOC in conjunction with the TEDDYSTACKER CSB DOC's you get an unbeatable team! Look out for the COMPLETE SOLOUTION to Chaos Strikes Back from me soon. It's divided into 7 parts: Part 1: Introduction (getting to the Junction) completed Part 2: The Way of KU completed Part 3: The Way of ROS completed Part 4: The Way of NETA half finished Part 5: The Way of DAIN not started Part 6: The rest of it not started If you can't wait for this, then get hold of the Chaos Editor, OUT NOW! BYE MONTY #a000000 #b000000 #c7770007000600070055200505552220770557075055507703111103 #d #E 18 02 #W 03 00 1C 07 15 09 08 A:\*.*@ #W 00 00 0D 08 15 0B 00 @ #W 00 00 0E 09 15 0B 00 @ #W 00 00 0F 0A 15 0B 00 @ #M 00 00 00 FF A IMPORTED BY@ @ #M 00 01 00 FF B TEDDYSTACKER@ @ #T 00 03 02 FF TRASH@ @ #F FF 04 @ *.*@ #D FF 01 @ *.*@ #G 03 FF *.APP@ @ #G 03 FF *.PRG@ @ #F 03 04 *.TOS@ @ #P 03 04 *.TTP@ @ Maybe this won't be released on the ST......maybe it will.... -=- MANUAL PROTECTION CHART -=- SINGES CASTLE DRAGONS LAIR 2 Typed In By Sting And Jamie Starr Adapted for ST use by Possum -All Crests either have a rounded Bottom or a Pointy bottom. We will use 'O' for Rounded and 'V' for pointy. -All Crests have one of Four dividers in the middle... 1. Flip'T' Middle 2. 'Y' Middle 3. 'Plus' Middle ___________ _________ ___________ | | | |\ /| | | | | | | | \ / | | | | | | | | \ / | |_____|_____| |-----------| | \ / | | | | \ / \ | / \ | / \_______/ \__|__/ \___|___/  4. 'T' Middle ___________ | | | | |___________| | | | \ | / \___|___/ All Crest dividers or middles are either: - Single line - Double lines - Solid line Sooooo.... " 'Y' Middle Single" means a 'Y' middle, A Single Line. " 'Y' Middle Double" means a 'Y' middle, Two Lines. " 'Y' Middle Solid" means a 'Y' Middle, 1 Solid Thick Line Crest name |Bottom| Middle Other --------------------------------------------------------------------------- | | | Baron Denault | V | 'T' Solid | Bottom Right Pic Is 2 Daggers City of Humelet| O | 'Y' Double | Right Pic Is 2 Crowns City - Rantadil| V | '+' Double | Top Right Is A Bird City Horseford| O | '+' Single | Top Left 2 Swords Duke Of Earl | O | 'Y' Solid | Bottom Right Pic Is 2 Crowns Duke Fletcher | V | 'T' Double | Top Pic Is 2 Crowns Duke Julian | V | Flip 'T'-Double | Upper Right Pic Is 2 Crowns Duke Kyle | O | 'T' Solid | Top Pic Is 2 Crowns Duke LeFay | O | Flip 'T'-Solid | Upper Right Pic is 2 Swords Duke Southwell | V | 'T' Solid | Bottom Right Pic Is Helmet Duke Walton | O | 'T' Solid | Bottom Left Is Helmet Earl Of Grey | V | 'T' Double | Bottom Right Is Helmet Earl Of Lyons | V | 'Y' Solid | Right Pic Is Crown And 2 Swords Harune Forest | O | 'Y' Double | Top Pic is Crown King Arthur | O | 'T' Double | Top Is 2 Crowns King Rand | V | Flip 'T'-Single | Bottom pic is Solid Dragon King Weaver | V | Flip 'T'-Single | Bottom pic is Hollow Dragon Knight of Day | V | 'Y' Solid | Top Pic is 2 Swords Lady McKisic | O | Flip 'T'-Double | Upper Right Pic is 2 Crowns Lady Pancik | O | 'Y' single | Top Pic is a Crown Lady Sheppner | O | Flip 'T'-Double | Upper Right pic is Battle Axe Lord Ciano | V | Flip 'T'-Solid | Upper left pic is 2 Swords Lord Linden | V | 'Y' Single | Upper pic is a Crown Prince Charming| V | 'T' Single | Top Pic Is 2 Crowns And Sword Prince Darkness| O | 'T' Single | Bottom Left Pic Is 3 Swords Prince Farnum | O | '+' Single | Bottom Right Pic Is 3 Swords Prince Of Payne| O | '+' Double | Bottom Right Pic Is Helmet Prince Randolph| V | '+' Single | Bottom Right Pic Is 2 Swords Queen Bohon | O | Flip 'T'-Single | Bottom pic is Hollow Dragon Queen Gachowski| V | Flip 'T'-Double | Bottom pic is 1 Crown & 1 Sword Queen Nortman | V | Flip 'T'-Double | Bottom pic is 2 Crowns & 1 Septor Queen Of Hearts| O | 'Y' Single | Left pic Helmet and 3 Swords Queen Rachel | O | Flip 'T'-Single | Bottom pic is Solid Dragon Saint Cafadel | V | 'T' Double | Left pic is 1 Crown & 2 Swords St. Christopher| V | '+' Solid | Top Right pic Is Battleaxe Saint Marcus | V | '+' Solid | Top Right pic Is Crown Squire Buck | O | Flip 'T'-Solid | Upper Right pic is a Solid Bird Squire Butler | O | '+' Double | Bottom Right Is 2 Swords Sir Comfrance | V | 'T' Single | Bottom Left Pic Is Three Swords Sir Fairbanks | O | '+' Solid | Top Left Pic Is A Crown Sir Loine | O | '+' Solid | Bottom Right Is A Battle Axe Sir Mate | V | 'Y' Single | Top pic is 2 Swords Sir Percival | V | 'Y' Double | Top pic is 1 Crown Sir Roeses | V | '+' Double | Top Right Pic Is Battle Axe Sir Tutti | O | 'Y' Solid | Top Pic is 3 Swords Vi-Chestershire| V | '+' Single | Top Right Pic Is Battle Axe Weaverton | O | 'T' Double | Bottom Left Is A Crown Wizard Of Nor | O | 'T' Single | Top Pic Is Crown & 2 Swords Basically. This Text Should Help ANYONE Get Passed The Manual Checks Untill A Fix Is Brought Out.  Just a few quick instructions for the use of Sewer Doc Disk 18 ..... Please note : This is the fixed version of Sewer Doc Disk 18... The original version was accidentally supplied on an 83 track 10 sector format, which has apparently been causing some compatibility problems with STE's and some versions of TOS. Consequently, we released this 82 track 10 sector version which should work on all ST's. 520 users will find themselves unable to use Picswitch from the 'Chaos Pictures' option, due to a shortage of memory. I didn't have time to fix this problem, so you'll have to boot the Dungeon Master 2 maps from another program (such as Degas Elite in medium res.). Many apologies for the inconvenience, but I did my best in the short time I had ... Finally, on the menu screen (the one with the sprites), press 'W' to toggle between the two sprite waveforms. 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( $%'JKLMNOPQRS TY_U`VabWcdheifgleimfjngkodlpqrstuvwxyz{|}~o  𔕖defglhminjokdefg7:=8;9<!@BDACɦ x    EFE FEEFпÿ馭 (DZxx2  & * (,048* ,H] c <  <, : l"& ~&. H"Dr  "`>F * $8 & @(V D.$62DFb ESCAPE FROM THE PLANET OF THE ROBOT MONSTERS """""""""""""""""""""""""""""""""""""""""""""" DOCS DONE BY T.B.E OF >>NEW ORDER<< 12-04-90 (RIPPED FOR SEWER SOFT BY TEDDYSTACKER) THE GAME : Escape is a two player simultaneous rescue mission in which you as Jakeor Duke must rescue Professor Sarah Bellum and free the enslaved hostagesbefore they are turned into Robo-Zombies ! Find and break in to the food andbomb lockers to get special weapons to help you destroy the evil Reptilons. GETTING STARTED : The object of the game is to progress through the factories of Planet Xrescuing the hostages and destroying the reptilons that guard them .To activate the escalators, find the power switch and switch it on. This willallow you to reach the port-o-matic and exit the level .Around the complex of factories you will find lockers that contain food, extraenergy, more bombs or sometimes special weapons that will increase your chanceof survival. When destroyed, some of the Reptilons will leave behind green crystals thatenhance your `Ray power'. The more crystals you collect the more devastatingyour weapon will become. To rescue the hostages simply run into them and they will be beamed aboardyour rescue ship which is orbiting Planet X. Some of the hostages have been imprisoned in glass cases. To unlock the glass cases you must find the computerconsole that controls them and destroy it with your ray gun.Every three levels you will encounter an evil Reptilon which can only bedestroyed by continous shooting and bombing. Watch out, each Reptilon has itsown form of defence. On 16-bit versions only, you will have to traverse a Canal Zone after everyfourth factory level. In this stage Jake and Duke hop into their Cyber Sledsand have thirty seconds to find their way through the maze to the next factory.Should you make it to the end of the end of the canal in time you can choosethe next sector to play by selecting one of three doors. You are also awardedan extra bar of life. Should you fail you will not get an extra bar and thecomputer will select your next sector . At the end of each factory you will be shown a bonus screen where you are rewarded for each freed hostage on that level. If you have rescued a fullshuttle load of hostages you are awarded an extra bar of energy. HINTS and TIPS : Save bombs for use on the Evil Reptilon. Learn the layout of the factories for faster progress. Use your fire power wisely. Remember each shot lowers your ray power slightly so more powerful weapons can be lost. Try to rescue all the hostages for a larger life bonus at the end of each,level. Don't hang around in the Canal Zone, the time limit is very tight! Remember two players means twice the firepower! LOADING INSTRUCTIONS : Atari ST - Reset the machine and insert the New Order Menu Disk 14. CONTROLS : Player 1 - Joystick in port 2 or keyboard Player 2 - Joystick in port 1 JOYSTICK - Push LEFT - Moves player left Push RIGHT - Moves player right Pull DOWN - Moves player down Push UP - Moves player up ADDITIONAL KEYS - LEFT SHIFT - Player 1 bombs RIGHT SHIFT - Player 2 bombs KEYBOARD - Apart from RIGHT SHIFT (bomb), I cannot find any key commands for Player 2. Use Player 2 on joystick and Player 1 with keys. 1 PLAYER MODE Z-left X-right P-up L-down LEFT SHIFT-bomb SPACEBAR-fire OTHER KEYS - F1-MUSIC ON/OFF F2-TOGGLES 50/60 HERTZ H-PAUSE ON/OFF Q&U-QUIT GAME Happy shooting, now go out and give those reptilians some sh**! The story part of GRAND MONSTER SLAM ------------------------------------ Typed by MONTY for a certain bunch of half-crazed idiots who go by the name of SEWER SOFTWARE!! The Grand Monster Slam ---------------------- Once upon a time on a beautiful Nes (a monday according to earth standards) in the year 10365 the goblins packed their bags in order to wage war against men. They hadn't at this time the slightest idea that they would find their place in history as the founders of "sport" on the world of GholD. No, our little friends with their pointed ears had no idea of this, when they formed their forces of no less then 7000 soldiers, in actual fact, they didn't have much idea about anything at all. The extent of their ignorance became fully evident 2 months later after they had tried to conquer the first outpost of mankind - a desert fortress, an incident later known as "the Great Embarrassment". In order to understand properly what happened then, we should mention that goblins are quite skilful in manufacturing mechanical devices, which, combined with some surprising magical powers, makes them rather gifted as engineers and technicians. Accordingly, the main force of their military was a number of monstrous war machines, mainly catapults, which were drawn - by groaning and swearing pullers - through forests and swamps, and over hills and mountains, until finally, the desert of OhgruhN was reached, sundering the realms of men and goblins. Quickly the big catapults (which unfortunately tended to produce their little defects now and then) were switched to desert operation. The magazines of the repeating catapults were filled with stones. Then the goblins marched on, ready to overcome this last obstacle on their journey. After some days, the above mentioned desert fortress drew in sight. The goblin hordes set up their artillery, and then, shouting their terrible war cry "Bash, Beat, duff them in!", they let go a veritable hailstorm of boulders against the walls of the surprised fortress. For five minutes, rubble darkened the sky; then all was totally calm - in the fortress, where people were recovering from the shock (luckily, nobody had been hurt), and in the goblin ranks, because the had no more rocks. Finally, a low giggling noise, then loud laughter resounded from the ramparts of the fortress, when the inhabitants realised the mistake the goblins had made. A normal desert is made of sand - and of nothing else. Despite this, the goblins tried angrily to maintain the siege. When the first experiments with sand failed to show the desired effect, the marksman filled their machines with crates, pitchers, spare wheels, and such like, even draft animals and slaves didn't get around being used in this way, but it didn't help. The goblins' main weapon had become useless. Eventually the commander in chief saw no other solution then to go directly against the fortress, but doing this,his brave army experienced their next fiasco.From the ramparts of the fortress, they were attacked with the very same stones which the goblins themselves had used up some hours ago. Doubtless an amazingly clever idea, produced by the chief of the fortress, one named Ree Sycling. And indeed, no goblin reached the high battlements. Covered with bruises of every kind and look, the brave goblin warriors withdrew, but not without taking their stones with them, which they had just received back so very unexpectedly, and then... Three years later. The great desert war between men and goblins neared its end. Exhaustion had spread itself through the ranks of both sides. Where ever one looked, one could recognize hints of weakening of the fighting spirit, yes, even first tender affinities between both sides. For examples: The goblins had provided the men with the catapult technology, in exchange of regular water deliveries from the fortress, thus avoiding an awful lot of running and getting bruises, because the dearly desired shooting stones could now be obtained more easily. The damage on both sides proved small, because at an early stage of the conflict regular breaks between shooting phases had been arranged, meeting the intrest of both parties. All in all it could have on this way for many a year, but weariness had descended on men and goblins and all the material used by both, and so in the year 10368 a peace was signed with an impressing ceremony. In fact, both sides discovered nice features in the character of the opposing side, and besides they could learn a lot from each other again every three years in order to exchange some honourable catapult shots as part of a big festival. The next group to join the party were the harflings. Being very curious as part of their very nature, they soon invited themselves to the regular peace festival, with every intention of participating in the catapult shooting. In order to achieve this, they immediately started a war against goblins and men, through some symbolic cobble stones, and after five minutes they selflesly asked for peace, for being allowed to the jubilee, and for fare and draught. It took no longer than the third jubilee festival to see the participation of four more peoples, including elves and imps, a fact which presented the festival board with some veritable problems. At first, four declarations of war arrived at the same time (luckily followed by four capitulations immediately after-wards), and secondly, the catapult shooting of now seven parties against each other lead to unimaginable confusion. The organizers found an answer to this problem by introducing a slight change in the festivities: From now on big targets were to be shot at, which was less fun, but proved to be of an advantage in avoiding the number of bruises. Thus, the memory-day of "The Great Embarrassment" developed step by step into a big festival, consuming several days, a festival of peace and understanding between races. Certainly it would have remained so, if the powers of evil hadn't got wind of it! During a routine-torture of an elf, the orcs learned of the festival, and it is small wonder that a whole bunch of shady riff-raff appeared at the next jubilee. It was their leader, Brank, who stood up for the peoples of the darkness by shouting: "Let's join the party!" From then on, the festivities were never the same again. According to their nature, the orcs instantly created an awful mess, by wheeling their catapult around by 90 degrees in the middle of a competition and opening a fire on a neighbouring elven-team. The elven reacted the same way... In short, the way of feasting for a little while became very much similar to the early times; after the big chaos, the orcs declared war (thus rather bewildering the organizers), whereas the capitulation - necessary to follow - took its time (5 years). Finally, the orcs were successfully integrated into the games, which now were hold every five years. Together with them, all the other peoples of darkness because participants, because meanwhile the orcs had sent messengers in all six directions, messengers, who in their turn were captured and tortured by other evil races. Finally, there remained nobody on GholD who didn't learn to know - one or the other way - of the GRAND SLAM. Parallel to this development, the rules of the games were dicisively changed, partly with the intention to reduce conflicts between competing teams: The catapults were abolished, and instead the best representatives of all races threw stones at each other. The competition was organized as an elimination contest. The influence of the evil races is clearly recognizable in the abolition of the targets. Thus, the principal rules of the GRAND MONSTER SLAM were formed, as we know them today, but let's remain at some other important changes first. The most significant modification of the game was the introduction of the beloms. These mountain people, nearly unknown till then, one day appeared before the board of organizers and applied for participation in the games. Well, the honourables board looked carefully at these spherical furry beings - with a diameter of roughly 30cm -, withdrew for discussion and afterwards made a contract with the beloms. On closely looking, this contract was not exactly what the beloms had originally wanted, but on the other hand they were now allowed to participate in the games - or not? The Beloms (very funny part this is) --------------------------------------- ---------------------------------- Probably, the most "participants" in the Grand Monster Slam, the beloms, usually say of themselves, that they are nomad people. Indeed, there is a noticeable migration of beloms from the top of the border mountains (separating the empire from the desert) down to the fertile lowlands. This migration has gone on for several hundred years and doesn't show any signs of stopping. Unfortunately for the beloms, the truth seems to be different from what the declare. Research has proven that the belom's home land is indeed to be found between the rocks of the high mountains, but their so-called "migration of the peoples" seems to be a random event, much more than a planned action. As everybody knows, the beloms bodies are very round things, and every creature's common sense will easily understand that beloms are very much suited for...erm, rolling down mountain sides. Especially in times of a high density of belom population these round little fellows crowd on narrow mountain ridges and on the mountain peaks in such a form, that the great jostling leads to a massive "roll-down", an incident greatly feared by the people in the mountains, who then speak of a "belomfall". It is small wonder, that only the toughest boms survive a belomfall, their form of the "survival of the fittest". The Games of the Grand Monster Slam seem to take profit from this. Of course, if you ask any belom about this correlation he will deny it, as well as the theory that the beloms will become sea folk in the not too distant future. Beloms have already been sighted at the sea shores and beaches of the empire, and the statement of some beloms-leaders, that these have been beloms on holiday is totally unbelievable. --------------------------------------- ---------------------------------- Nonetheless, when the next GRAND SLAM was held, the stones were replaced by beloms, and not before then these cosy little balls of wool clearly recognized what they had agreed to - but under the threat of a contract of 50,000 gold coins it was too late to think otherwise. At the same time,further modifications of the rules were put into affect, for example the tournament system, introduced by the warrior-people of the Eagle Mountains. From then on, the GRAND MONSTER SLAM ceased to be a mass-turmoil, carried out in the special arena which had been built for that purpose, but followed the orderly tracks of an elimination contest (much to the displeasure of the peoples of darkness). Anyway, it appeared that no race on GholD remained that didn't to take part in the games, but not all of them could qualify themselves, e.g, the skeletons proved to be too rickety, the vampires too bloodthirsty, and the zombies too lazy. The revived mummies unfortunately tended to stagger over their own loosely hanging bandages. There was such a crowd of hopeful sportcreatures, that the games moved to the biggest city of GholD, HodH CrownguarD, being the very capital of the Emperor - as the name already suggests. However, if anyone had expected that the games would now run smoothly, he/she/it proved to be very much mistaken. A further change in rules (namely the kicking of the beloms, replacing the former throwing) was followed by a shocking scandal, when before the start of the games an unknown perpetrator filled some unhappy boms (short for "beloms") with lead. This was rather disadvantagous for the elves, whose Grand Slammer Bernardantilus suffered a multiple fracture of the foot. So the elves boycotted the games for some decades, together with some other races friendly with them, until the perpetrator (a pelvans) had been found and filled with lead in his turn. Of course, this wasn't the only incident worthwhile mentioning. We should'nt forget to mention also the so-called faultons, who made fun of catching beloms with their mouths and swallowing them, when the beloms came flying by. Despite the rules not banning such behaviour - or rather because of it -, this custom produced serious consequences: The beloms collectively joined the "Society for Kicked Animals" (SKA), thus giving this formerly very inconspicuous organisation considerable political weight because of the drastically rising number of members and of course membership fees. So great became the pressure of the SKA on the board of organizers, that the faultons were banned from the games for good, but when the faultons in their turn threatened to found a "Syndicate of Sardistic Players" (cheered by the evil races with great howling), these people of perfectly spherical amphibians could return to the biggest sporting event of GholD through the backdoor. The faulton's big mouths were from then on used for a qualification game, separating the individual GRAND-SLAM-elimination-rounds from each other. To cut it short: The games were ready for a new form of organization. Solid rules had to be laid down in order to avoid nasty incidents like that with the faultons, and so, the sports messengers of all races of GholD met in the year 11218 to give the GRAND MONSTER SLAM the form still valid in our day. This, of course, couldn't be achieved without creating discord. For example, the introduction of the "three-step-rule" (which means, one has to make at least three steps while crossing the pitch in the homerun) made the giants leave the games forever.Then there were the vain pelvans, obviously favourites of the emperor, which categorically demanded to be allowed participation in the games, which lead to introducing the famous "pelvans" (named after the race); yes even the beloms raised their voices once more! In the meantime, they had founded the FUMB (Fighting Union of Maltreated Beloms) and vigorously pushed through the "bom-punching" as an intermediate bonus round, commonly known also as the "revenge of the beloms". The newly participating pelvans couldn't help making nasty remarks, and called this extension of the games-procedure a "dwarf rebellion", which got them the beloms' wrath and the dwarves' hostility (people nowadays believe that dwarves try to make as many "pelvans" as possible during a game). Eventually the board of organizers passed the definite version of the rules, therewith giving the GRAND MONSTER SLAM its current form. THE GAMES NOWADAYS: In the year 12847, the GRAND MONSTER SLAM appears to be more splendid than ever. The festivities accompanying the games have gone on for four cycles now, and on the streets and lanes of HodH CrownguarD merry people enjoy themselves continuously, while the games go on. From all parts of known GholD, creatures flock to the city in order to look at the sporting show, although the GRAND-SLAM-stadium has no more than 1348 seats. Behind their protectively riden claws people whispered that murders have been committed in order to obtain a seat in the bowl - nevertheless, black market prices have risen to an astronomical level. Fortunately for those who don't find a place in the bowl, there is no reason for moaning, because all can participate in the super festival accompanying the games. In addition, the TV-rights have been sold to the "Union of Professional Clairvoyants" (UPC), who offer their services at all public places. All in all, this big advent still offers one or two extra gold coins of potential profit. Besides the restaurants and inns, whose business runs high during the games, many little craft shops offer "sport-bandages", which are needed for first aid not only by the SLAM-players, but also by many dedicated fans. On the other hand, sponsers overvalue the public-relations-effect of the GRAND MONSTER SLAM every now and again. "Filkili's craft's defile" (today an unimportant smithy in the middle of the dwarves' realm) for example couldn't manage an international breakthrough, in spite of excessive arena advertisements, because the greatest part of the audience cannot read. Even the selfmade-slogan "With Filikili's happy axe, any elf you may decap" could only be deciphered by the elves present. Which brings us to the "ogrice", the public guards- and help-service, maintaining law and order, when disappointed and / or drunken fans of different races fight each other. Very remarkable indeed, that the ogres, not very helpful under most circumstances, have volunteered for this task - and for no payment at all! One of the ogres' most important jobs is to take all weapons from spectators on entering the stadium. Unfortunately, the board of organization had been forced to take this measure because of repeated acts of violence against referees. The most spectacular case was, when a referee had been pulled into two halves by an ogre before the eyes of the audience. The ogre had been disqualified because of "accidentally" crushing a belom under his feet. Remark of a palvanish eye-witness: "Looks like a halfling now." Until today, many referees are used to inconspicuously vanish in the crowd in order to avoid harassment, because even the ogrice has difficulties in guaranteeing the discipline of the audience. The custom of uttering discontent by throwing smaller creatures (preferably goblins and pelvans) onto the pitch never could be abolished. Despite all such adversities, the GRAND MONSTER SLAM remains a big festival of friendship and understanding. To quote Dorin Ironhand, chair-dwarf of the board of organizers on opening the current GRAND SLAM: "Simply duff'em up!" Here ends the story. I've also put in the designers notes, so here they are: Designers' Notes ---------------- Rolf Lakamper, in charge of the game design: When i conceived the basic idea of GMS and told Hartwig about it, i had no idea about what i had started: Day after day, Hartwig proved his intimate familiarity with the realms of fantasy by presenting new monsters, who had applied to him for participation in the Games1 We selected the best players, and then my work at the program began: Orcs, halflings, dwarves and elves had to be put together peacefully into the computer. The beloms developed a preference to make use of even the slightest faults in the program and to not only fly across the pitch, but also through the memory! It was particularly interesting to provide the monsters with characters and an understanding of the play. So, you will find among them the uncontroled and lazy ogre Brunf, who on the other hand has a mighty kick! A tactically experienced play is the chief feature of Gnarl, whereas Stig "Firy" Grunf is the old warhorse of the Games. In fact, the opponents-program follows several parameters, like e.g. talent for observation, slyness, power of kick, laziness, resistance and so on. In this way, every character has its own strength and weaknesses, and with just a little experience and observance, the dwarf has a real chance of winning. In case your computer starts dripping water, don't panic, this is because Zsch'luk has its in-between baths! (What the hell is he on about?) Volker Marohn, PC-program-conversion: When we considered how to provide the player's opponents in THE GRAND MONSTER SLAM with personalities of their own, we quickly agreed that a mere random- figure-algorithm or a control along tables wasn't worth it's salt. We had to give the monsters up to a certain degree a real artificial intelligence! I suggested the Heshenberg-algorithm, a model creating predictable, but not stereotype reactions. Each opponent is classified by a set of reaction-parameters describing his or her physical and mental abilities. We started with a set of parameters equal for all opponents. Then the appaling development of personalities began. Soon, Drunfluk reacted other than Stig "Firy" Grunf, who again behaved not like Hiro-Sha - but they all together didn't do what they should have done! In those times the saying was devised: If computers won't do what they should do, it is because of a) a power failure b) a virus c) the Hershenberg-algorithm. Finally, we succeeded in stopping the anarchic development of our monster- personalities and persuaded the creatures to volunteer for the GRAND MONSTER SLAM. Still, every opponent has it's own individual character with all their strengths and weaknesses. Not a single one of them is unbeatable! Read the passage on the presentation screen and observe the opponents' reactions during the game. Even though you may not be one of the quickest reacting performers of the joystick, you will anyway have a real good chance when adapting your play to the opponents weaknesses. On the other hand, the opponent will take advantage from your weaknesses. So, don't disgrace your dwarf! And if anything in the opponents' behaviour should confuse you. . . simply ask Professor Hershenberg! Hartwig Nieder-Gassel, graphics and design: The GRAND MONSTER SLAM is the first product to be published under the label GOLDEN GOBLINS. I have sound experience in fantasy illustration, based on my activities in the German role-playing scene, but the fact something as "untechnological" as fantasy is easily adaptable to the technical world of computers, i had to discover by myself. If you dig into the very nature of fantasy you will certainly find out that a lot of work and love of detail has to be invested in the background of any fantasy-action-plot. If not, the Grand-Slam characters will only appear as curious looking characters who participate in a strange sport because of unknown reasons. On the other hand, if you tell the gamers that the best fighters of all races of this fantasy world meet regularly, because some thousand years ago the goblins fought a war because of which they are still being laughed at today, the whole event becomes a sound thing, and the gamer will then be a participant rather than a mere spectator wielding a joystick. (Note from MONTY: THAT HAS BLOODY WELL GOT TO BE THE LONGEST GOD-DAMNED SENTENCE I'VE EVER WRITTEN IN MY LIFE! Thank you for listening). So, after Rolf had developed the basic game idea as well as the game components, it was my job - and it proved to be a rewarding one - to work out the complete game background, besides creating the screen graphics. This background is now presented to you in this booklet. I took the background from a role-playing-campaign i had written some years ago with a friend of mine. We had created the fantasy worlds of GholD and called it to life by role-playing (based on the D&D-system (Note from MONTY: The D&D system has now, or was some time ago, updated to the AD&D (Advanced Dungeons & Dragons) system. This system is a lot more precise and a lot more fun.) - for anyone who is interested in it). This proves to present enough colourful background material for the GRAND MONSTER SLAM. Players who are familier with this form of gaming will find that the creatures populating the GRAND MONSTER SLAM are also familier to them, well, most of them. Pelvans for example and beloms have been thought out by Rolf and should be marked with an (R). Thus, the GRAND MONSTER SLAM became a lot of fun for all of us, and if the GOLDEN GOBLINS some day create another fantasy-style game, it certainly will be located on the world of GholD as well, presenting a good chance of meeting familier faces again. -------------------------------------------------------------------------- The GRAND MONSTER SLAM was developed by: Rolf Lakamper: Responsible for the project, original Amiga (puke) program, game design. Volker Marohn: PC-program conversion. Gisbert Siegmund: Atari-ST program conversion (Horray! Good ol Gisbert!) Hartwig Nieder-Gassel: Original Amiga (puke) graphics, graphics-conversion for Atari-ST (Horray! Good ol Hartwig (?)!!) and PC (EGA - No comment, neatral machine), game design, artwork, design, and manuel. Olaf Menges: Graphics-conversion C64 Andreas Gortz: Graphics-conversion C64, PC (EGA). Thanks to: The rest of the goblins (Bettina Wiedner, Holgar Ahrens, Jorg Prenzing), Thomas Schictel and Philip Ridgeway-LeGresley, Kristin Dodt, Rachel Gauntlett, Uwe Schaffmeister, Bernad(o) Morell(i), Alexandra "Mouse" Nolle, Marc A. Ullirich and those who pack everything in plastic bags (Wot?). Music - Chris Hulsbeck (and very good it is too - MONTY) The lead miniatures are manafactured by Hobby Products GmbH Setting: Fotosatz Lorenz. GholD, the world of six suns, was created by Hartwig Nieder-Gassel and Jurgen Dolassek (his mate). GOLDEN GOBLINS is a trademark of Rainbow Arts. GRAND MONSTER SLAM _ (C) by Rainbow Arts GmbH (Wot is this GmbH biznezz?) Well, that's it for this DOC. The spelling mistakes in this manuel were BLODDY AWFUL! I have (of course) corrected them all, but some of them were so terrible that i had to sit and work out what the sentence meant!! What a joke. It isn't very surprising that this game comes from Rainbow Arts (a german company!). Well, i just have to tell you that i happen to play AD & D. To anyone whose interested, I am a 5th level Wizard, specialized in the school of Conjuration & Evocation. By the time you read this, i'll probably be 6th level as i only have about 4000 exp. points left and at present, there is a bloody massive Red Dragon coming up!! OK, till the next DOC... SEE YA! MONTY '90 Grand Monster Slam Manuel ------------------------- Typed using a keyboard on a 1040 STFM (a rare thing these days) by: MONTY GholD - The WOrld of Six Suns Somewhere in the universe, beyond time and space and also beyond the limits of our understanding, the world of GholD exists. There, every morning the sun rises in another direction, following a rhythm of a six- day-week. A great variety of beings populate the lands and seas of their home-world, in which "technology" is not a known term, whereas however, magic does work. The history of GholD spans several thousand years, full of the rise and decline of mighty empires, full of great wars of Good and Bad fighting eachover, but we have also to mention the times of peace and understanding, encompassing the most amazing cultural achievements. One of these achievements is the Grand Slam, which presents perhaps the best way from war to peace. This biggest sporting advent of the southern continent had begun as a war between goblins and men - and today, all peoples of the world celebrate this festival of mutual understanding. From all corners of the continent,the most strange creatures comes into the big capital of the Empire of Men every 5 years in order to participate in the games. Rumour is that notice of the Grand Slam has even reached the northern continents, and so, everybody hopefully expects the way when a ship out of unknown countries anchors in the harbour of HodT CrownguarD, bringing new players for the grand Games. This year, everybody's attention is attracted by the dwarves, who participate in the Games for the first time.All people respect and fear those tough little guys out of the western mountains. One can hear rumours of the champion of the dwarven as being a legendary hero, and also the king of all the proud dwarves clans is expected as a visitor to the Games. The big question is: Will a newcomer rise up into the top class of Grand Slammers - or even achieve the title? Rules of Play ------------- Since the reformation of the games rules in the year 11216, the famous Grand-Slam-Tournament has consisted of three leagues. The first match is an elimination contest with 8 players, who fight eachover in pairs. The pairs of opponents, and the winners of this contest form the pairs of the second fight. Logically, only 2 players are left at the end of the second game. These two will then fight in the final in order to decide who is the winner of the first league. The winners of every fight have to participate in an intermediate game after each game. This intermediate game is called the "Revenge of the Beloms". As everybody knows, the FUMB has pushed through this game part with great vigour. The winner of the whole league must also pass a qualification, an event which is called "The Remarkable Six Faultons". Anybody who fails in this qualification (which demands great dexterity) cannot go up into the next group of competitors. The participants of the second league are veterans with considerable experience in the Games; they don't even need to pass the first league (indeed only beginners, like your dwarf, compete in the first match - or fighters who have been disqualified in the last Games). After the winner of the first elimination contest has joined them, the second group also consists of 8 players, and again there is an elimination contest in order to find out the next league winner. The pitch is now separated by a waist- high wall, thus making the game more difficult!. This is especially so with the Homerun, because now you have to move up to the middle of the baseline in order to start the run (because of the gap in the barrier). After an additional (and more difficult) "Remarkable Six Faultons" - event, the winner of the second league joins the final round, there meeting only 3 players - the winners of the last 3 GRAND SLAM-tournaments. He has to beat them one after the other in order to finally obtain himself the yellow jerkin and the golden medal . . .; but watch out, because all three opponents have magical powers which they use vari- ably. The whole event is accompanied by a bonus-point-scoring-system which has proven itself very helpful in evaluating the performance of individual players, and the betting business does not take profit from it. 1. The Main Game: First to appear on the screen are the pairs of the first matchgame, formed by lots, one atop of the other. The gamer's character - the dwarf - appears in the top left corner. Continue by pressing fire. Now the dwarf's next opponent is presented in detail (giving name, race, profession, game skills, character and last, but not least important, the sponser!). Continue by pressing fire. Now the main game begins! The dwarf is placed in the foreground, and each of his opponents plays in the background. Six beloms squat at each baseline. It is the player's task to kick his own beloms across the pitch to the opponent. If you have successfully kicked all your own beloms off your baseline, you can start to make your "homerun", which means running across the pitch to the opponents baseline. If you reach that, you are the winner! While kicking beloms, the most important things are to avoid the opponent's beloms and to hit the opponent with your own beloms as often as possible. In case of a player being hit, he remains lying on the ground for a certain amount of time. This amount of time increases in the course of being hit several times. This is then the other player's best chance to kick as many beloms as possible to the other side and to pour out a stream of vituperations (vitu-wot?) on the opponents fans! Which leads us to the so-called "Pelvans", the penalty in the GRAND MONSTER SLAM. Pelvans are given if you have kicked a belom into the audience, either accidentally or deliberately. Particularly opposing fans who are very much irritated about your vituperations tend to kick a belom "into the blue". If then a pelvans is given (look at the roaring dragon on the left sideline), the pelvans-creature sinks down a rope to the pitch and places itself on the pelvans-point ("P") of the executing player. This player may now choose how to kick the pelvans to the other side: straight forward, angled to the right, or angled to the left. At the moment of shooting, the other player must already have made his mind up in which direction he is going to run himself in order to catch the pelvans at his baseline. (This is merely a game of chance. The player being shot at with the pelvans may choose the direction in which to run by moving his joystick before the moment when the pelvans is kicked off by the opponent. If you suppose that the pelvans will come directly towards you, of course you won't run off to either side, but rather remain in your position!) Scoring: Every single game is worth a certain number of points, which the winner will receive. Additionally, he will obtain a time bonus when having finished the game especially quickly. CONTROL: < * > Joystick left / right: Move along the baseline. '*' Pressing fire and keeping it pressed: Collect strength for a belom-shot. The longer the dwarf keeps the fire button pressed the higher and further he will shoot. \ '*' / Move joystick forward to the left or right while keeping fire button pressed: Determine direction of shot. The longer you keep the joystick in the chosen direction, the greater the side-angle will become. * Let go fire button: Shoot. \ * / Joystick forward, angled left/right: Special shot. When you determine the angle of shooting without simultaneously collecting strength, and then kick off the belom, you will make a low shot across the barrier. '*' Joystick down and press fire: Irritate opposing fans! | | Pelvans: \ '*' / Joystick up / up left / up right and press fire: Determine direction and kick off the pelvans. < * > Joystick left / in the middle / right: Determine direction in which to run when wanting to catch a pelvans. Possible only before the opponent has kicked of the pelvans. | '*' Homerun: Joystick up and press fire: Start on the homerun. KEY: * = fire button not pressed '*' = fire button pressed \ & / = diagonally upwards left and right respectively | & | = up and down (respectively!) After every main game, the pairs of this fight as shown at the start will appear once again. The losers of the game are now covered by the so-called "loser curtain" (by the pelvans also called the "robe of silence"). 2.The Revenge of the Beloms: After every main game which the dwarf has won he has to compete in an intermediate game, giving him the chance to increase his score (but he may also loose points!). Basically, the aim of the intermediate game is to keep off the beloms (still in bad temper from the main game) by use of a so-called "shove-off pole" (a pole with wooden pushers at both ends). The beloms will then try to reach the dwarf from eight directions, in order him over by a precisely-aimed tickling-attack. The dwarf tries to prevent them from doing so by pushing them away with the shove-off pole (so-called "push off"). Of course, the dwarf is not allowed to win this game (a condition demanded by the beloms). A short notice in addition: Try to shove-off all oncoming beloms (recognizable by their trail of dust, kicked up by their about 200 feet) in an active way, rather than only blocking the way with a pole end. Sho- ved-off beloms fly from the pitch and need more time to reach their starting point again. Scoring: The display on the right side of the screen shows how many beloms you must shoot away in the current intermediate game, before you go to the ground. In case you don't manage to shove off enough beloms, you'll loose points from your current score. In case you push off a lot more beloms, your score is increased. CONTROL: < * > = Joystick left/middle/right: Aim shove-off pole. \ | / = Joystick in all six other directions: Push with the shove-off * pole. / | \ This way you can cover only six of the eight directions from which the beloms will attack you. So, from time to time, change your basic position in order to cover all eight directions in the long run. < '*' > = Joystick left / right and press fire: Move into another basic position (once you get the hang of this, it comes naturally). 3.The Remarkable Six Faultons: After every league you have to pass the qualification of the 6 faultons, who in their spare time form a successful singers' sextette, in order to go up to the next match. The dwarf's task is easy to grasp: By means of a well-aimed kick, he has to deliver a belom into the open mouth of a faulton. Don't be too afraid of this! The beloms have been expressively instructed that they will be spat out again by the faultons after the qualification game! In order to go up to the second league, you have to successfully "feed" 2 faultons; for the third league you will need four hits. If you don't pass this qualification, you will need four hits. If you don't pass this qualification, you have to repeat the previous match, much to the enjoyment of the competitors; in addition, you lose all your points collected during the last match. (This is also a result of a reformation of the rules. Until then, the goblins had lost every qualification, in order to collect more and more points by repeating the same league over and over again. Certainly this was an expression of their professional attitude, because the GRAND SLAM is the goblins' national sport. Scoring: Every belom delivered into a faulton's greedy mouth provides you with points. In case you don't pass the qualification, you will lose all points acquired during the qualification and during the previous match. CONTROL: '*' = Keep fire button pressed: Determine strength of shot. * = Let go fire button: Shoot. The dwarf is moved from one lick-off-point to the other automatically. PC-Users, attention please: F1 key = "master key" Keyboard-Control: ESC :Stop game P :Pause Cursor :Control Space :Fire Button OK, that's the instructions over with. Now read the other part (the story). See ya! MONTY '90  FULL DOC FOR ITALY 1990 ~~~~~~~~~~~~~~~~~~~~~~~ TYPED FOR POMPEY PIRATES BY TEDDYSTACKER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .....and used by SEWER SOFTWARE too!! Hey ! Look Alien - This is in lovely lower case - Just for you!! PLAYER CONTROL -------------- For either team,the player you have direct control over, is highlighted by a large arrow of the same colour as the team,positioned below the player being controlled. Control of the "HIGHLIGHTED" player continues until either,movement stops,at which,the player of the same team who is closest to the ball becomes active. BALL CONTROL ------------ The ball is able to move freely around the pitch when it is kicked,but as soon as it is within a small distance of any player it will be automatically "trapped". The ball is then moved to a position relative to the direction of the player. Once a player has control of the ball,it will stay "locked" to him until it is either kicked or taken from him by another player. KICKING THE BALL ---------------- When your player is in possession of the ball,he can kick it in the direction he is facing by holding down "FIRE" and releasing it when required.The amount of time "FIRE" is held down,combined with the player`s strength determines the speed of the ball when it is kicked.There is a maximum amount of time that the button can be held down,before the ball is kicked automatically. You may also "chip" the ball by reversing the direction of your player immediately after kicking it. N.B. More powerful kicks will cause the ball to travel above the ground automatically. HEADING THE BALL ---------------- When the ball is close to your player,but still in the air,you can "head" the ball by pressing and releasing "FIRE".However,holding down "FIRE" has no effect on the speed of the ball. TACKLING -------- There are two ways that your player can tackle: Normal Tackle ------------- If your player`s attempting to tackle,facing the player in possession,he has a chance of taking the ball according to the relative skill factors of the players.If your player is behind, however,he cannot tackle in this fashion. SLIDING TACKLE -------------- When your player is not in possession of the ball,pressing "FIRE" will initiate a "sliding tackle".This causes your player to "slide" in the direction he was facing,during which time he cannot be controlled.If your player comes close to the player in possession of the ball whilst he is sliding,he may or may not take the ball,according to the relative skill factors.However,if your player "slides in" from behind the other player,there is a chance a foul will occur. GOALKEEPERS ----------- If your goalie is under "control" he moves in the same fashion as the other players.However ,if the ball is not under the control of your team and the player closest to the ball is from the opposing side then "FIRE" combined with the direction of the joystick causes the goalie to dive. SET PIECES ---------- The various "set pieces" (i.e. kick off,throw in,corner kick,goal kick,free kick and penalty) that occur during the game ,all behave in a similar fashion with regards to control of the player in possession of the ball.Namely,the direction and speed of the ball when it leaves the player.In all cases,play is suspended until "FIRE" is pressed and released. GOAL KICKS AND CORNERS: ---------------------- These take the form of animated sequences in which a player is seen to run to the ball and kick it,when "FIRE" is pressed.The direction and length of time "FIRE" is held down still determines the balls direction and speed. PENALTIES: ---------- These take the form of a separate graphic screen,using the viewpoint of the player who is taking the penalty.As before,the direction of the joystick determines the region of the goalmouth that either the ball will travel towards or the goalie will dive towards,"FIRE" causes the player to kick the ball or the goalie to dive in that direction. KEYBOARD CONTROLS ----------------- SHIFT + H = Toggles Hold / Pause Mode SHIFT + T = Quits The Game Only Joystick Control is Possible, Ports As Follows: Port 0 - Player 2 / Computer Port 1 - Player 1 CREDITS: Doc typed by Teddystacker with proof reading by Wacky Jacky.Original Manual supplied by THE WIZARD AND THE KING -Keep up the good work lads!!!. A few good jokes here..I've edited out a lot of 'em (sorry Freddy), otherwise we'd be making SEWER JOKE DISCS!! I left the smutty ones in tho! S.P Various Jokes, Edited by Freddy Flinstone How many pretty little rich girls does it take to change a light-bulb? One, to call the electrician. How many gays does it take to change a light bulb? Two. One to call the electrician, the other to mix some drinks. How many real men does it take to change a light bulb? None, real men aren't afraid of the dark. How many Yiddishe Mommas does it take to change a light bulb? None. "You just go out, leave me in the dark. All alone where anybody could come & rob the house. You just go out, have a good time, & don't worry about your poor old mother..." How many women's libbers does it take to change a light bulb? Twelve. One to change it, three to write about it, four to make a documentary about it, & another four to apply for a grant. How many bureaucrats? I'll let you work it out: plenty to fill out forms & courier them from one department to another. What do you call an anorexic with a yeast infection? A quarter-pounder with cheese. Who is the most popular man in a nudist colony? The one who can carry 2 large coffees & a dozen donuts. Who is the most popular woman in a nudist colony? The one who can eat the last two donuts. What is the meaning of the following equation? AM ABB -- - C = --- AW SS Aboriginal Man on top of an Aboriginal Women minus a Condom equals Another Black Bastard on Social Security Why do negroes wear wide rimmed hats? To keep the bird shit off their lips. What are three things you can't give an aboriginal? A black eye, a fat lip & a job. Why do seagulls fly upside down over Britain? Because the poms aren't worth shitting on. Why did god invent the orgasm? To tell negroes when to stop. Why don't aboriginals get aids? Because as soon as the aids virus enters the cell it hangs itself. Why didn't the Lebanese bride wear any underpants to her wedding? She wanted to keep the flies off the cake. Why do aboriginals smell? So blind people can hate them too. Why did the walrus enjoy going to Tupperware parties? Because he liked tight seals!! How do you circumcise an aborigine? Kick his sister in the mouth!! Have you heard about the new italian biotechnology company? They're called Genitalia. Why was the gay dismissed from his job at the sperm bank? He was caught drinking on the job. What has Mohammad Ali & Rock Hudson got in common? They were both battered around the ring... How did AIDS get into the States? UP the Hudson.... How did the New York times read when it was known that Rock Hudson has AIDS? "AIDS HAS REACHED ROCK'S BOTTOM..." What did one test tube baby say to the other test tube baby ? Your dads a wanker ! ------------------------------------------------------- Roses are red Violets are blue I'm a schizophrenic And so am I. ------------------------------------------------------- What's the definition of a computer ? An accountant with a personality. What's the difference between a nurse & a jumbo jet? Not everyone's been in a jumbo jet What's the difference between Joan Collins & a bowling ball? You can only fit three fingers in a bowling ball Who's killed more indians than John Wayne Union Carbide ------------------------------------------------------- Man who go to bed with stiff problem wake up in morning with solution in hand. Man who put cream in tart, not necessarily baker. Man with stiff in box, not necessarily undertaker. Man with hand in pocket, always on the ball. Man with hand in another man's pocket, not feeling himself today. Man who paints toilet, not necessarily a shit house painter. Man who puts hand in woman's underwear, get caught red-handed. ------------------------------------------------------- What has 100 balls & fucks rabbits? A shotgun How many programmers does it take to change a light bulb. None; that's a hardware problem.............. How many dBase programmers does it take to change a bulb. Three. One to write the bulb removal routine. One to write the new bulb insertion routine, & one bulb administrator to make sure nobody else tries to do the job at the same time. How many professors does it take to change a bulb. Only one, but he will be able to write six learned articles about the experience. Why did the pig cross the road ? To talk to the other officer on the other side How do you know that a Chinese woman has orgasmed She drops her nail file Why do the Americans have AIDS & we have Kiwis? The Americans had first choice! Why did Michael Jackson call his latest album BAD? Because he couldn't spell PATHETIC! What's the difference between brocoli & snot?? Kids don't like the taste of brocoli..... What's invisible & smells like dog food? A pensioner's fart...... Why was Rock Hudson buried face down?? So all his friends could recognise him. Sow your wild oats on Saturday night---- Then on Sunday pray for crop failure!!!! What's got five legs & a cunt on it's back? A police horse. How do you set a Kiwi up in small business ? Put him into a BIG business & wait. What do you get when you cross a CSIRO Director ? Fired. What's the difference between AIDS & CANCER? With Cancer you still get visitors. ------------------------------------------------------- Does anyone know how to save an Asian from drowning? No?... Good! ------------------------------------------------------- Well, that's it. We'll try and feature the rest of the jokes soon, but we ran out of room on this disk and I had to edit them down further still (sorry again Freddy !!). FULL DOC FOR KLAX ~~~~~~~~~~~~~~~~~ TYPED BY TEDDYSTACKER ~~~~~~~~~~~~~~~~~~~~~ INTRODUCTION ~~~~~~~~~~~~ The concept is simple - catch the different coloured tiles as they advance towards you and flip each tile into one of five bins.The object is to make Klaxes: these are same coloured stacks of tiles,Horizontals,Diagonals and Rows of three.Once a Klax is made the tiles disappear,causing any tiles on top to drop down and replace them.For bonus points,set up the tiles to cause a chain reaction of Klaxes.Your paddle can hold a maximum of 5 tiles,and once full,tiles will just drop past it.Similarly,each bin can hold 5 tiles,and when full you will not be able to flip any more tiles into it. The "drop meter" in the centre of the screen,shows how many tiles you failed to catch.Should you drop more tiles than you are allowed,or if all the bins become full at the same time,the game will end. A tile that flashes multiple colours is a "wild" tile - capable of forming part of a number of Klaxes.For example,if you flipped a wild tile onto a stack of 2 blue tiles and it fell beside a horizontal line of 2 green tiles,both blue and green Klaxes would be made,and all 5 tiles would disappear. A speed up option is available which causes all the tiles on screen to hurtle towards you at high speed.Alternatively,use the Throw Option to flip a tile back up the screen in order to pick up a tile of another colour.BEWARE! You can only throw one tile at a time,and it will still come rolling back with all the other tiles as well! The game is played by completing Wave after Wave.Each Wave has its own set of criteria for you to meet,such as surviving for a certain number of tiles,or getting a set number of diagonal Klaxes.You will be told about these at the beginning of each wave. Remember,the harder the Klax,the more points you score.For example,diagonal Klaxes are worth more than vertical or horizontal ones. Two players may play simultaneously with a vertical split screen.Simply follow the on-screen instructions. CONTROL KEYS ~~~~~~~~~~~~ Joystick: Player 1 = Keys or Joystick 1 Player 2 = Joystick 0 Left = Move left Right = Move right Up = Throw tile Down = Speed up Others: Fire Button = Flip tile into bin Space bar = Pause "S" Key Sound on / off Keyboard Controls: Z = Move left X = Move right P = Throw Tile L = Speed up F1 = Pause Space bar = Flip tile into bin CREDITS ~~~~~~~ Complete Doc typed by Teddystacker with proof reading by Wacky Jacky.Original Supplied By Wizard and King - Thanks once again lads!  The Legend of the Kristal ~~~~~~~~~~~~~~~~~~~~~~~~~ (RIPPED BY TEDDYSTACKER FOR SEWER SOFTWARE) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In the days before Kree and Ma made their appearance in the heavens, in the time of no time, when the Lords of Light ruled the seven planes, there existed at the source of the causeless cause, at the heart of all being, sealed in the Halls of Love, the symbol of unity, manifest in the form of a shimmering aura: THE KRISTAL OF KONOS. The Kristal held together the force of harmony. Thus it was for many eons; until Malagar, the unworthy servant of Ono, the nameless one, transgressed the essence. Assisted by the Sisters of the Black Void, he gained entry to the Halls of Love and spirited the Kristal away. And so it was that the servant of Chaos could enter the seven planes, and discord disrupted harmony, and conflict entered into the lives of Man. But Malagar, the unworthy, never reached his evil master. His ship was caught in a magnetic storm and lost in the Sea of Emotion. Malagar and his crew perished and, for a time, nothing was heard of the Kristal of Konos. Until the second dek of the nem of Ma, when, legend has it that Malvalla, the Gru of Grus, found the Kristal on the edge of time and, guided by the Lord of Light, did hide the Kristal in a secret chamber. And, it is written that there it shall lie until the one who is worthy shall discover its whereabouts and restore it to its rightful resting place. He who shall find the Kristal must be courageous and bold, of a good heart and a noble spirit, motivated by the power of Love, which will be his shield against the powers of Chaos. Thus it is written - thus it will be. The Game The Kristal is an interactive adventure game in which you take on the role of Dancis Frake, a swashbuckling space pirate from the planet Zapminola. You have just emerged from a timeless dream on a strange planet with no memory of how you arrived. As your adventure unfolds, you will uncover the secrets of your past, view a revelation of the future, and most important, go on a magnificent quest through the most sinister corners of the galaxy - a quest that may lead to the discovery of the long lost Kristal of Konos. Getting Started You need a blank, formatted disk in order to save games. Please refer to your computer's reference manual for formatting instruction. Atari ST Loading Instructions If you are using one disk drive: Connect a joystick to the computer, turn on your monitor. Insert The Kristal disk 1 and turn on your computer. Follow the screen prompts to insert the required disks. Press the fire button after inserting each disk into the drive. If you are using two disk drive: Connect a joystick to the computer, turn on your monitor. Insert The Kristal disk 1 into drive A and insert The Kristal disk 2 into drive B. Turn on your computer. Once disk 1 has loaded, you may replace it with disk 3. Gameplay and Controls A joystick is used to move your character on the screen. Your character is capable of moving in four directions (N,S,E and W). STATUS WINDOW A status window appears at the bottom of the screen. Your financial status (listed in Skringles, the monetary system of this galaxy), strength, and psychic levels are displayed in this window. At the far left of the status window is a box which flashes if a hidden object is in the vicinity. You may pick up the items you see flashing in this box by pressing the F2 key. At the far right of the status window is a disk prompt box. If a disk swap is required, the disk you need to insert will flash in this box. INVENTORY You can toggle bewteen the status window and the scrolling inventory display by pressing the F1 key. If you wish to see a description of an item you are carrying, move the object to the use/examine box in the inventory display by pressing the F6 or F7 keys. Press the F5 key to read the description. INTERACTING WITH OTHERS Most of the characters you encounter speak to you. To make a reply, press the F1 key (you can only talk to characters when they speak to you first). A communication window now appears at the bottom of the screen. You can talk by typing in commands of several words or even complete sentences. End each command by pressing the RETURN key. When you finish talking to a character, press the ESC key or type GOODBYE and the inventory window appears. COMMON COMMANDS The characters you encounter understand most of the things you say to them. A few important questions you might ask include WHAT IS YOUR NAME?, WHAT DO YOU DO?, and WHAT IS HAPPENING?. Listen to what the characters say for clues to your responses. USING OBJECTS Most of the objects you collect serve useful purposes. To prepare an object for use, move the object to the use/examine window by pressing the F6 or F7 keys. To use the object, press the F10 key. NOTE: Some objects can be used only once; others will provide results which may not be immediately visible. SPACE FLIGHT Space travel is a necessary part of eery space pirate's job, and expert navigation skills are essential if you hope to locate The Kristal of Konos. SELECT A DESTINATION Use the joystick to choose between destinations of the navigation chart. When the desired planet is highlighted, press the fire button to select it. The spaceship automatically launches and builds up to light speed as your journey to the selected destination begins. Once the ship has returned to real space, you may press the following keys to control your ship. ACCELERATE: Push the joystick forward, then hold down the fire button. DECELERATE: Pull the joystick back, then hold down the fire button. FIRE CANNONS: Press the fire button (when not accelerating or decelerating). SPACESHIP CONTROL PANEL Several columns and dials display your status during flight. Destination Distance Indicator: Displays the relative distance to your destination planet. Shield Strength Indicator: Displays the condition of your shields. Destination Alert dial: Displays your destination (with a brown sphere) when the planet is in view. To lock onto direct course, adjust your flight pattern until the brown sphere pulses. Speed dial: Displays your current speed of travel. SWORDFIGHTING Dueling is the sport of choice for the space pirates of this century. Known to be one of the finest swordfighters in this galaxy, your reputation preceded you on most planets you visit. Unfortunately, that means you must prove your prowess to every would-be swordsman that comes along. To compete in a duel, follow the joystick instructions below. Jump Chop Head Chop Backward ^ Forward High ^ Neck Jump Chop \ | / Jump Chop Block \ | / Chop Retreat - - Advance Kick - - Thrust Shuffle / | \ Shuffle Low / | \ Leg Right v Left Block v Chop Stumble Low Chop FIRE BUTTON UP FIRE BUTTON DOWN PAUSING THE GAME You may pause the game during any non-action sequence by stopping your character (leaving the joystick in center position). If a game character approaches your player character while the game is paused, the game will freeze so you may carry on your conversation with that character when you resume play. SAVING THE GAME 1. Place a formatted disk in drive A. 2. Press '8' on the numeric keypad. 3. Follow the on-screen prompts. 4. When the game has been saved, place the game disk that was in drive A back into that drive and continue play. RESTORING A SAVED GAME 1. Once a game is in progress, you can load a saved game at any time except during a space battle, sword fight, or when the program indicates a change of disk. 2. Place your saved game disk into drive A. 3. Press '2' on the numeric keypad. 4. After the saved game loads,the computer drive light goes off. Remove the save game disk and re-insert the game disk into that drive. 5. Press the fire button. SUMMARY OF KEYBOARD CONTROLS F1 Toggles between the status window and the inventory display. Also accesses the communication window when a conversation has been initiated. F2 Picks up a flashing object. F3 Beams you up from various planet locations to your spaceship. F5 Describes the object in the use/examine box. F6 Scrolls inventory display left. F7 Scrolls inventory display right. F10 Uses the object in the use/examine box. ESC Terminates a conversation. NOTE: You may only save on game on each saved game disk. SEWER SOFTWARE presents...... Heavy Metal "Small Key Commands" Ok This Game Consists Of 3 Different Vehicles Which You Have To Master!. The MBT --------- F1 - Switch To The M827 Shell F2 - Switch To The M829 Shell F3 - Switch To The M830 Shell F4 - Switch To SMOKE 1 - Lowest Speed 2 - Higher Speed 3 - Full Speed 4 - Maximum Speed Space Bar - Stops MBT To A COMPLETE STOP Theres A Command Which Causes You To Go Reverse But I Couldnt Find It Again! Shit! Ok The Target Is In The Box At Top Of the Screen, Line The Sights And Lower/Raise The Cannon To Destroy It, Also ANYWHERE In The Game ESCAPE Brings Ya Back To Main Menu... The FAV -------- This Vehicle Is Controlled Entirely By Joystick And Is More Like An Action Game, I Couldnt Find Any Keys That Did ANYTHING here! The ADAT -------- This Vehicle Cannot Move And Is Once Again Mostly Controlled By Joystick There Is One Key Command Here: Space Bar - Fire Missle Their Is An Indicator On The Target Which The Missle Has A Lock On! It ONLY Targets One And You Have To Wait Til The Missile Detonates Before Firing Another. This Section Is QUITE Hard Though... Typed By ZODIAC/VF SEWER SOFTWARE presents.... Midwinter Documentation Typed by The Rad THE GAME Captain John Stark swiftly and silently skied down a steep slope. The ease with which he moved belied his strength and ability. He was a true expert. An innocent spectator watching Stark that day in the wintry ice- clad wilderness of Midwinter could have been forgiven for presuming Stark was merely rejoicing in his athletic prowess. But he was not out for a day's sport. He was traveling with a purpose; the fate of Midwinter rested on his shoulders and despite all his manly strength, it was a responsibility which weighed him down. Stark knew this landscape well - he knew it, loved it and respected it and longed to enjoy it. But he could find no pleasure in it whilst the population which he served was threatened with enslavement. At that moment, Stark was a man obsessed with a hatred and fear and that hatred and fear could be summed up in two words: General Masters. He hated Masters for turning Midwinter environment against him. For all his life he had felt at home in this terrain. He had felt at one with the arctic landscape. Now because of Masters he felt alone, isolated and exposed. The ice-clad hills and valleys were no longer a thing of beauty. They were freezing obstacles which maliciously hampered his movements. He hated Masters for keeping him away from Sarah. It was because of Masters that he spent days, sometimes weeks patrolling the southeastern border. He hated Masters for his cruelty and he feared him too. He feared for the peaceful people of Midwinter. What would happen to them if Masters invaded? In his heart, Stark knew it wasn't "if" but "when". How was he to protect the whole population with a force of 19 Peace Officers including himself? If the worst came to the worst, there was only a dozen or so of the civil population whom he could rely on - and half of them weren't talking to one another. In fact, some of them weren't even talking to him! He feared for Sarah. Sarah the nurse, Sarah the healer. If Midwinter were overrun, what fate would Masters have in store for her? Stark skied on for several miles. There was a lot of uphill climbing, and he was getting tired. He had just side-stepped his way up an almost vertical snow wall, arriving at a small plateau where a lone pine tree grew. He was so tired he started to greyout - he would have to rest, otherwise he'd lose consciousness completely. He leant against the tree trunk for ten minutes and gradually his vision returned to normal. He looked at his watch. It was just on twelve o'clock. Time to contact his team for the two hourly situation report. Over the past few days, even this simple task had become a chore. The air was full of static. Messages had to be repeated over and over again before they were understood. Professor Kristiansen, the cantankerous scientist at Diamond Valley had warned Stark that Masters was jamming the Free People's radio network. Just for once, Stark hoped that it was just another of Kristiansen's attempts to aggravate him. If there was jamming, the invasion was imminent. Stark took the radio from his back pack and turned to Garcia's frequency. He always started with Garcia whose station was closest to Masters' frontier. The indicator on the set showed that the correct frequency had been selected but instead of Garcia's friendly voice responding with his call-sign, Stark's radio emitted a piercing, high-pitched squeal. Although concerned, Stark was not unduly worried. Transmissions had been bad. However, over the course of the next half hour Stark tried to raise over 30 stations. No-one on Midwinter was receiving or transmitting radio messages. For the first and last time in his life, Stark experienced mortal terror. The invasion had started. He was on his own in the wilderness. He had no radio communication, no snow-buggy, no hang-glider. It couldn't have been worse. Stark got a grip on himself. He had been made leader of the Free Villages Peace Force because of his qualities as a leader and lead he would. His destiny was at hand! He packed away his gear and got ready to move off. He had just reached the edge of the plateau when he heard the drone of an aero-engine. Looking above him, he saw a small remote-controlled aircraft. The next thing he knew all hell let loose. To the left of him a pattern of mortar bombs went off. He moved to the right and a further pattern went off. He was in trouble. The enemy had moved with astonishing speed and caught him out in the open. The hovering plane was calling down fire on him. Shrapnel was flying all around him, but he wasn't harmed. If he didn't do something quickly he would be dead. He took the standard issue sniper's rifle from his back and took careful aim. One shot and the small plane exploded with a bright flash and a bang. Quickly Stark climbed the tree looking through the telescopic sights. Far into the distance, coming out of the perpetual Midwinter mist shroud was one of Masters' attack vehicles. What was worse, Stark could see quite clearly that it had just launched a guided missile and it seemed reasonable to assume it would be coming his way. Stark reassessed his predicament with cool determination. He had to make contact quickly with his men and organize resistance. He looked at his map and worked out the best route to the various stations. With luck he would make it before the enemy had a chance to strike hard. Please refer to the Technical Supplement accompanying this manual for Loading Instructions. GAME OPTIONS Once the game has fully loaded, the Game Options Screen will be displayed. This shows six icons which are used to select your method of control and difficulty options. "Midwinter" can be played by using mouse, joystick or keyboard controls by selecting the appropriate icons. Please note that throughout the manual, the game description refers to mouse control mode. It is recommended that you use a mouse, if you have one, to play "Midwinter". For details of joystick and keyboard controls, please refer to the Technical Supplement. There are three difficulty options to choose from, which can be selected in any combination. Training allows you to play the game against unarmed enemy vehicles which can do no damage to the Free Villages Peace Force members. If the Bombers icon is selected before play, the enemy have additional fire power in the form of unmanned bomber aircraft. Mortars allows the enemy to direct long-range shelling at your forces, guided by unmanned spotter planes which will seek out and circle your forces. For the ultimate challenge select Bombers and Mortars but skip Training! Finally, click over the Play area to start the game. You are now in control of Captain John Stark, leader of the Free Villages Peace Force on the island of Midwinter. Your people are in trouble, and time is against you. Your territory has been invaded by thousands of hostile troops under the dictatorship of General Masters. His troops are heavily armed and have traveled inland by ski and snow-buggy from their Headquarters in Shining Hollow. General Masters and his men have reconnaissance drones, which are unmanned computer controlled gliders, aiding them in their searches as they probe across the island and unmanned bombers for long-range attacks on your forces. Enemy units are already advancing on your settlements, heading for their final objectives, the heat mines of the Free Villages. Heat mines are the source of the very life-blood of the island, the power by which your people survive. If they are all captured or put out of action you will have no choice but to surrender. Enemy radio stations at Deathwatch Crag, Snowgoose Fell and Sierra Madre are now being used to broadcast a jamming signal which is preventing the transmission of radio messages anywhere on the island. You, as Captain Stark, therefore have no immediate means of contacting the other members of the Free Villages Peace Force, who are on duty, at work, or at home. You know where they should be, and you have a detailed map of the island. You know that General Masters will continue to advance across the island in search of his ultimate goal - the domination of the last oasis in the icy desert which the world has become. You know you will have to cross hundreds of miles of bleak wilderness before you can mobilize the Peace Force. Only then can you launch the counter- attack that will bring masters to his knees! THE TEAM When you have selected Play on the Game Options screen, you will be shown the Team Display. At the start of the game, Captain Stark is the only member of the team under your control - it's up to your to use him to recruit the others. His portrait is displayed, along with seven icons, as explained below: Digital watch - The team's next report time. (See the section on 'The Situation Report' for further details) Analog watches - Synchronize Watches. (See the section on 'The Situation Report' for further details) Flag - Surrender. Selecting this icon hoists the white flag of surrender, and hands control of Midwinter isle to the enemy. The game is over - you have lost. You then have the opportunity to try again. This is the only way to abandon a game and start afresh. Disks - Load or Save Game. (See the section on 'Saving and Loading the game' for further details) Pages with left and right arrows - Scrolls to previous/next page of Team Display. When you recruit additional team members the Team Display includes their portraits. Up to six portraits are displayed on one page. Use the Scroll icons to view other pages. At the start of the game you should move the on-screen pointer over Captain Stark's portrait and click once on the left mouse button, to show Captain Stark's Personality Display. The 32 Personality Displays give all the essential personal information about the members of the Free Villages Peace Force whom you have recruited, and your ability to understand and utilize this information is the key to playing and winning "Midwinter". For each individual the display shows his or her name, occupation (and rank if they are a Peace Officer), age, current location and portrait. Also included is a brief biography, a state of health diagram, and an assessment of the individual's fourteen qualities and skills. At the bottom of the display are two clocks, a muscle power indicator, and six option icons. Biographies These biographies give many clues to the individual's personalities and traits. Significantly, each biography mentions some of the person's friends and enemies. This information is vital when planning your recruiting campaign. People are much more likely to join the resistance if they're asked by one of their friends. State of health The state of health of an individual is shown by the physical damage sustained by each of the four limbs, the body and the head, displayed by the outlined figure behind the 'Qualities and Skills' display. When a particular limb is in fine health, it shows green. When it is hurt it shows orange, and when it is out of action it shows red. Hurt limbs may still be used but the individual runs the risk of putting the hurt limb out of action, when it becomes useless. An out of action head renders the individual unconscious, making any movement impossible. Different activities are curtailed according to whichever limb is out of action. Sniping needs two arms. Skiing needs two functioning legs. Hang-gliding needs all four limbs, whilst Snow-buggying needs at least one arm and one leg. Sabotage, likewise, needs one arm and one leg. All activities are influenced to some degree by the individual's overall state of health. Damage to a particular part of the body is more critical in some activities than in others. For example, in skiing, damaged legs will reduce performance more than damaged arms, but in sniping the opposite applies. Recovery from injury is basically by rest, but can be accelerated by receiving First Aid. See the section on 'First Aid' for further details. Qualities and Skills Every individual has nine qualities and five skills which are detailed on his personality display. All fourteen may, at any given time, be rated as Excellent, Good, Fairly Good, Average, Below Par, Poor or Abysmal. Three of the qualities (Morale, Energy and Alertness) associated with a particular individual may vary throughout the game, depending on what he does and what happens to him. The other six qualities are fixed for a particular individual, but govern the individual's response to actions and events, and hence influence the three variable qualities. The action skills of skiing, hang-gliding, snow-buggy driving, sniping and sabotage ability are fixed for each particular individual. Actual performance depends both upon skill and upon state of health. Morale Morale influences every aspect of an individual's performance, with those individuals whose morale is high performing better in every way. Morale is determined by a combination of the overall successes of the Free Villages Peace Force and individual success. Energy An individual's Energy level is an indication of his energy reserves, which may be used to replenish the individual's Muscle Power when it is low (see "Muscle Power" section below). When an individual rests or sleeps, energy is transferred from Energy reserves to Muscle Power. Energy reserves can only be replenished by eating. Alertness An individual's Alertness influences his technical performance rather than muscle performance so that skills such as sabotage, sniping and snow-buggying are influenced more strongly than skiing and hang-gliding. Alertness depends fundamentally on how much sleep an individual gets. Endurance The individual's Endurance, which is fixed, determines the rate at which his Energy and Alertness are depleted. Sturdiness The individual's Sturdiness, which is fixed, determines his rate of recovery from physical damage and how great a benefit he derives from rest or sleep in terms of Energy and Alertness. Optimism The individual's level of Optimism, which is fixed, determines how much his morale is affected by setbacks or failures encountered personally or by the whole Peace Force. Strength The individual's Strength level, which is fixed, determines how easily he becomes physically damaged. Stamina The individual's Stamina quality, which is fixed, determines his maximum level Energy. Sharpness The individual's Sharpness, which is fixed, determines his maximum level of Alertness. When sending individuals on missions or using them to perform difficult functions, it is important to determine that they have the qualities or skills necessary for its successful completion. Remember that the biographies give vital clues for the solving of such problems. The Muscle Power Indicator The Muscle Power Indicator shows the amount of energy available to the individual for movement and activity. Muscle Power is used up when you are skiing, sniping, driving a snow-buggy or hang-gliding. It is used up more quickly if you lack the necessary skill or if you're in a poor state of health. Individuals whose energy falls to zero must rest or sleep. Whilst resting or sleeping, energy is transferred from the individual's Energy reserve to Muscle Power. It is therefore important that Energy reserves are also kept topped up by eating. When at maximum value, the indicator is red. The red drains away leaving the figure white at zero Muscle Power. You should not allow an individual's Muscle Power to fall to zero whilst in action mode. If this occurs, the individual is liable to faint from exhaustion. As a individual faints, color drains from the scene, and the world is seen in shades of gray for a few moments before finally fading away to black. You should bring the individual to a standstill and exit to the Decisions Display as soon as he begins to faint. If he is still moving when he loses consciousness, he will fall over or crash, with injury resulting. It is possible to rest an individual for a period of five minutes from the Decisions Display, with a resulting gain in Muscle Power. Simply click on the Muscle Power indicator. Muscle POwer will increase, Energy Reserves will decrease slightly and five minutes will be added to the individual's personal clock. The Muscle Power gained by rest depends on the individual's surroundings. Resting in cozy buildings is more beneficial than in harsh, cold factories or warehouses, but even these are preferable to resting out of doors. An individual automatically rests for the whole of a cable-car journey. The Watches "Midwinter" is a race against time. The enemy forces which have invaded will try to overrun your villages and capture your heat mines, moving steadily from their base in the south-east across the island in a general north-westerly direction. Your objective is to capture the enemy Headquarters at Shining Hollow. However, if you allow the enemy free passage across the island, they will probably capture your last heat mine before you reach Shining Hollow. You must attempt to delay their progress whilst advancing to your goal. Achieving this will require the careful deployment of your 32 individuals, once you have recruited them, and they will often be carrying out independent tasks many miles apart from each other. To keep track of all these individuals moving around independently, two types of clock are used for the timing of the game, which are periodically synchronized. The synchronizing of watches takes you automatically to the "Situation Report" screen, which is described later. Each individual has a brown watch which shows his personal time. The blue watch shows the team's next report time. The team's report time is simply the time when the next situation report is due and when watches are due to be synchronized again. A team member's personal time shows the time of day for that particular person. This primarily depends upon the amount of time he or she has spent in action or attack mode (i.e. skiing, driving, hang-gliding, traveling by cable-car, sniping or sabotaging). If a team member's personal time has overrun the report time he or she has to wait until the next situation report before he or she can do anything further. They can, however, finish whatever they are doing in their current action or attack mode. If a team member's personal time has not reached the report time, he or she has spare time. This can be used up in any of the action modes. When watches are synchronized, by clicking on the synchronize watches icon shown on the "Team Display", team members with spare time automatically rest for that period of time which is spare, and their personal watches are synchronized to the report time. Note: The game starts with personal watches showing 12:00 hrs. The enemy have already advanced from their base at Shining Hollow for the equivalent of twelve game hours. The Situation Report The Situation Report is due every two hours. The time when one is next due is always shows by the blue report time watch. The Situation Report is made when you decide to synchronize team members' watches. To do this, click on the synchronize watches icon shown on the Team Display. The Situation Report lists F.V.P.F. successes and enemy successes, concentrating on items of strategic importance. In particular, you should keep a close check on the number of Heat MInes held by the F.V.P.F. When this falls to zero your surrender is inevitable. When a Situation Report is received you get fresh information about the enemy dispositions and when you next look at the Main Map, it too has been updated accordingly. Your team members' watches are synchronized each time a Situation Report is received. Team members with spare time automatically rest, so make sure you have moved everyone your want to move! Team members who have overrun the report time will have less spare time in the following two hours. The watch at the bottom of the Situation Report Display shows the next report time, not the current report time. You always receive a situation report before you win or lose the game. Even when you have achieved your goal by blowing up the enemy HQ, or Masters has achieved his by capturing all your Heat Mines, you must receive confirmation of your success or failure. You click on the synchronize watches icon. You read of your success or failure and assess how well or badly you have done. Then, after clicking on the team icon, victory or defeat will unfold. The Option Icons The six option icons which are present on the Personality Display mode are: Map - Selects the Main Map Man thinking - Selects the 'Decisions Display' Four people - Selects the 'Team Display' Pages with left and right arrows - Selects previous/next 'Personality Display' Flare with S.O.S. on bottom - Triggers 'Emergency Rescue'. (See the section on 'Rescue') At the start of the game, select the 'Main Map' icon so that you may ascertain your whereabouts and those of the other members of the FVPF. The Main Map The main map display screen is used frequently throughout the game, and it is worth spending some time familiarizing yourself with its appearance and layout, and learning to use it to your advantage. With nearly 160,000 square miles of playing area, it's easy to get lost! The display is divided into two sections. The left hand section shows the map of the island in color relief form, with the color used to indicate height above sea level (as often seen in atlases). The map is at its lowest magnification (1 x 1) when the display is first accessed, showing the whole of the island, with locations of major strategic importance as green dots. Magnification is increased by moving the white box surrounding the on-screen pointer over the area which you wish to magnify, and clicking once on the left mouse button. The section of the map previously enclosed in the white box will expand to fill the left hand section of the display, at 2 x 2 magnification. This process may be repeated three times, to give a maximum magnification of 16 x 16. At this magnification every significant detail is marked out on the map, and the white box disappears. By clicking on the right mouse button the map may be shrunk back to the next lowest magnification (8 x 8), and so on back to the full map. The right hand section shows the key for the map, five option selectors, and the name of a location. As the pointer is moved around the map, you will notice the place name shown at the top of the right hand section change; this is the name of the location under the pointer. If the pointer is moved over any green dot you are told what it represents. The center part of the right hand section shows either of two keys which are used to read the map. The first is an indicator board with buttons for each type of building in "Midwinter". Clicking on a button lights up all buildings of that type on the current map. For example, if the button labeled "Heat Mine" is selected, by clicking with the left mouse button, all of the heat mines visible on the map will be illuminated. Buttons are turned off by clicking on them again. When the whole island is displayed, only the settlements and the enemy held radio stations are visible. Increasing magnification will reveal increasing detail! With the indicator board accessed, it's easy to identify the buildings at any location. Just move the pointer over a green dot on the map. Immediately, various buttons on the key will light up, showing you what types of buildings are to be found at that spot. There are two special buttons labeled "Settlements" and "Multiple Buttons". These allow you to control the indicator board in four different ways: i) Settlements off, Multiple Buttons off Only one type of building can be lit up at a time. Selecting another button automatically switches the previous type off. ii) Settlements on, Multiple Buttons off Initially all settlements are lit. After selecting a building type, only settlements with that type of building are lit. Again, only one type of building can be lit up at a time. iii) Settlements off, Multiple Buttons on Many types of building can be lit up at one time. For example, if you click on "church", "factory" and "house", all churches and factories and houses on the map will light up. iv) Settlements on, Multiple Buttons on Initially all settlements are lit. After selecting a building type, only settlements with that type of building are lit. Then, further building types can be selected and settlements with those types of building will also light up. For example, if you click on "church", "factory" and "house", all settlements with churches or factories or houses will be illuminated. The other key shows the heights above sea level represented by each of the colors used to shade the main map and an indication of scale. Use the "Key" icon to select and toggle between the two keys. The "Relief" icon toggles between the color relief map described earlier and a photographic relief map showing a light source shaded landscape viewed from above. This satellite view shows greater ground detail, and incorporates every ridge and gully of the landscape, which is useful information when planning a journey across unfamiliar terrain. (At maximum magnification each pixel corresponds to a facet of the solid graphics landscape.) Selecting the "Full Map" icon immediately displays the full map of the island at 1 x 1 magnification. Selecting the "People" icon will show the current location of all 32 members of the Free Villages Peace Force and the enemy attack units. The Peace Force members are shown as brown markers if they are yet to be recruited, becoming white when they join the team. By moving the pointer over a marker you can discover the identity of that member and his location, which will be shown in the center of the right hand section of the display. If two or more people are together in one location, all names will be listed, even if only one marker is visible on the main map. The individual currently under your control is shown as a green arrow. People are located most easily when the map is at 1 x 1 magnification. Once you have found the desired person, the map be magnified to reveal greater detail of his surroundings. You can directly select a recruited member's personality display by illuminating the 'select' button, moving the on-screen mouse pointer the white marker showing his location, and clicking the left mouse button. This option is not open to you if you have accessed the map during an action mode. The enemy attack units are shown as black crosses. Each unit may consist of up to a hundred vehicles, details of which can be found in the "The Enemy and their movements" section. If a settlement or building has been captured by the enemy, it is shown as a green dot with a white border. At the start of a new game you will notice that Captain Stark (represented by the green arrow), is on top of, and under attack from an enemy unit! This puts you immediately into the thick of the action, so make sure you know where the nearest place of safety is! Finally, selecting the "Close Map" option returns you to the display from which you accessed the main map. The Decisions Display may be accessed from the Personality Display by selecting the Decisions icon. The Decisions Display shows the individual's portrait, name, occupation (and rank if a Peace Officer), age and current location. The report time watch and personal time watch are shown along with the Muscle Power indicator at the top-right of the screen. The central picture shows the individual's mode of transport, or which building they are in. The options open to you in Decisions mode will vary according to the location and state of health of the person you are controlling. The decision icons which may appear are: INFORMATION DISPLAYS Map - Selects Main Map Man - Selects Personality Display Four people - Selects the Team Display ACTION MODES Skier - Selects Skiing Buggy with "WOLF" on top - Selects Snow-Buggy. (Any of the three types of buggy may be displayed. The Wolf is shown here.) Cable-Car - Selects Cable-Car Glider - Selects Hang-gliding Picture with "snipe" on bottom - Selects Sniping SPECIAL ACTIVITIES Man entering door - Enter building Picture with "join" on bottom - Recruiting Three people - Companions Picture with detonator on right - Sabotage Plate of food - Eat Person sleeping - Sleep White box with "+" on it - First Aid Hand holding wrench - Repair Vehicle Gas pump - Refuel Vehicle Two missile with "re-arm" on bottom - Re-arm Vehicle Three stacked boxes - Supplies Walkie-talkie - Radio Messages Information Displays Options to select the Main Map, Personality Display or Team Display are always open to you, even if the individual has overrun the team report time or if he is badly injured or even unconscious. Whilst on the Team Display, Personality Display or Decisions Display, assistance in identifying any of the solid objects can be sought by pressing the "H" key on the keyboard. This HELP sequence will run through all buildings, snow-buggies and enemy aircraft, identifying each by name. Action Modes The action mode options open to you will depend on the individual's location and state of health. As explained in the "State of Health" section on page 108, injury and damage to particular limbs may make it impossible for him to perform certain functions. As long as his health permits, skiing will always be an option wherever he is, and is the 'default' mode of movement. Traveling by snow-buggy is facilitated by entering a garage and selecting the appropriate icon. Garages are found both in settlements and singly in the wilderness. Cable-car stations are found in pairs on mountainsides, with one near the top and one at the bottom. By entering either station the individual may travel to its pair by selecting similarly for quick mountain descents! Special Activities If an individual is near to a building or in a settlement, the enter building icon will appear. IF he has dynamite with him, the Sabotage icon will also appear. Entering inhabited buildings allows him to recruit new team members. Once he is in the company of one or more people you will have the option to select the Companions Display. The First Aid icon will automatically appear if the person you are controlling is in the company of an F.V.P.F. member who has been injured. Other options are only available once he has entered specific buildings. Eating will be possible in houses or stores, whilst sleeping is possible in a wide variety of buildings. Vehicles may be repaired, refueled and rearmed whilst at garages and supplies may be collected at stores, warehouses and magazines. The Radio Message icon only appears when Professor Kristiansen enters a radio station. Professor Kristiansen, an electronics researcher, has a wide and detailed knowledge of radio operation. If he can get to a radio station which is not enemy held, he has the chance to recruit Peace Force members by overriding the enemy's jamming signal with a message of his own. The power needed for such transmissions is such that Kristiansen is limited to recruiting up to four colleagues, and as the signal is sent out at random, it is impossible to predict which F.V.P.F. member will receive it. The signal is sent by selecting the radio icon on Kristiansen's Decision Display. THE ACTION MODES All action modes are viewed in the first person. You are the skier, the snow-buggy driver, the hang-glider pilot. All action modes may be paused by pressing the "P" key on the keyboard, and restarted by pressing "P" again. Skiing As the skiing mode is loading, a picture of a skier is shown. After a few seconds you will see the Skiing Display. The main window shows the view through your skiing goggles, with eight gauges and graphics at the top of the display. These show: Close up of face - The skier's portrait. Skier - The skier's stance. There are five positions, showing the skier stationary, walking, skiing, turning left and turning right. Red man (may be partially or all white) - The skier's Muscle Power. Digital watch - The skier's personal watch. Picture of three bars - The speed at which the skier is traveling, displayed as a speed bar and in figures. Far away view of skier - The slope encountered by the skier, shown by the incline of the white slope in the box; and the skier's height above sea level, shown in tens of feet. Picture of three bars with compass on top - The compass direction in which the skier is traveling, displayed by the rotating bar with North (N), South (S), East (E) and West (W) indicated, and a 'spirit' level turn indicator displaying which direction the skier is turning in. If the red dot is centered between the two red lines, the skier is traveling in a straight line, and the rotating compass will be stationary. If the red dot is to the left or right of center, the skier is turning in the direction indicated, and the compass will be rotating. Map - The mini-map. This is a section of the main map showing your immediate surroundings. Your position and direction are indicated by the arrow. The locations of buildings are shown by white dots. In addition, your remaining stock of hand grenades is shown to the left and right of the goggles. Each graphic represents five grenades. How to Ski The view through the skiing goggles shows the realtime action of your movements. Initially the speed indicator will be at zero, and it is wise to have a look at your surroundings before setting off. You may turn around 'on the spot' by moving the mouse to the left or the right. The icy landscape has no truly flat plains. Everywhere you look you will see gently undulating slopes, ridges and gullies, or steep mountainsides. The 3-D light-source shading techniques used in generating the landscape show distant features as hazy, shadowy shapes, which loom out of the mist as you hurtle towards them and swiftly attain a sharp and terrifying solidity. You will also notice that the shading on the slopes range from nearly black, through a whole range of grays and blues, to white, and that the shadowing effect is darkest on north-facing sides of slopes and hills. This directional effect is created by the 'light-source shading' used, in which the sunlight is always coming from the south of the island, nearest to the equator, and the resulting shadows are faithfully created. Therefore, when you are moving in a southerly direction, most of the hillsides will appear dark. When moving in a northerly direction, most will appear pale. Luckily, this is not your sole method of navigation. As you turn, you will notice that the compass is revolving, the 'spirit level' turn indicator is off-center, and the directional arrow on the mini-map rotates through eight points depending on compass orientation. Whilst skiing, take care not to get carried away by the breathtaking views through your goggles - remember to glance at these indicators to ensure that you are not going around in circles! Depending on your location, you may be able to see a variety of buildings and vehicles. (Consult the sections on buildings and vehicles for identification). To familiarize yourself with the techniques of skiing, ignore the buildings and vehicles for awhile and set off on a quick tour around your surroundings. Please study carefully study the next few paragraphs before starting to ski - noting carefully guidance on how to stop, as it is difficult to read the manual at 60 m.p.h.! Walking and Skiing When starting to ski, unless you are standing on a steep slope, it is necessary to begin by 'walking', pushing yourself along with your ski sticks and gliding forward rather like an ice-skater until you reach a slope steep enough to allow you to tuck your sticks under your arms, bend your knees, and let gravity do the hard work. Click on the left mouse button once to start walking. Your speed will remain at a steady 'walking speed' until you reach a downward slope. Once the slope is steep enough you automatically stop walking and begin to ski properly. Traveling downhill your speed will increase, but if you meet an incline you will slow down, eventually coming to a halt. The stance indicator shows whether you are walking or skiing, and both motions have a distinctive sound. Your skiing speed can be modified by pushing forward with the mouse (to increase your speed) and pulling back on the mouse (to decrease your speed). Turning Your direction is controlled by moving the mouse left or right. As you turn, the 'spirit-level' indicator will move off-center, the compass will revolve, the directional arrow will rotate, and the stance indicator will show all but the gentlest of turns. More immediately, the view through your goggles will change. You cannot stop skiing immediately, as the low friction between your skis and the ground mean that, whilst on the flat, your speed will decrease quite slowly. You must turn sharply to the left or right and dig the edge of your skis into the snow to increase friction. Execution of this technique is effected by clicking once on the right mouse button. You will hear the scrape of your skis on the snow as you quickly come to a stop. If you approach a steep incline your speed will quickly drop as you meet the rising ground. If your speed drops below walking speed, clicking on the left mouse button will set you walking again. Falling over You will fall over and crash if you collide with a building or a vehicle. You will also fall over is you ski too fast into a deep gully. The steeper the gully, the slower you must ski to stay on your feet - a very sharp upward turn of slope throws you off balance. Expert skiers, of course, find it easier to stay upright at high speeds. Skill How well you perform is governed by a combination of skill and state of health. Your performance influences your maximum speed both skiing and walking and also determines how easily you fall over in difficult terrain. Muscle Power Walking uses up a lot of Muscle POwer, especially if you're going up a steep hill. Skiing smoothly downhill uses a moderate amount of Muscle Power but turns and bumps use up extra power, especially if you are going fast. You use no Muscle Power when standing still. The more skillful and healthy you are, the less Muscle POwer is used when you move. The Mini-Map If you are in a settlement, and ski away from it, you will notice the arrow on the mini-map move as you do, to reveal a white dot. This dot shows the position of the settlement you have just left, and you should practice skiing away from it, turning in a 180 arc, and skiing back to your original position. If you ski a certain distance away from the settlement, the buildings will have disappeared over the horizon when you turn around, and you will have to use the dot on the mini-map for reference. Depending upon your location, other white dots may be visible on the mini-map. These represent other features, which may be identified by reference to the main-map. To access the main map directly from skiing mode, press the "M" key on the keyboard. Closing the map will return you directly to skiing mode. Tactics If the gentle swishing of your skis on snow becomes interrupted by either a low-pitched drone or a loud fizzing, beware! These are your first indications that the enemy is nearby, and you must decide whether to switch to sniping or to ski off in an attempt to avoid the trouble. The low-pitched drone is the sound of an enemy vehicle, and if you turn whilst the vehicle is within earshot, you will hear the volume of its sound change. When you are facing directly towards the vehicle the sound is at its loudest. This means that you can actually hear the direction of the sound. If the vehicle is still out of sight, use the directional sound to locate its approximate position. But don't waste time! Having made a decision whether to stay and fight or ski away, act on it. The enemy vehicle may have spotted you. If it has, there's probably a homing missile bearing down on you right now. Whilst skiing you are at your most vulnerable, having only three forms of defense, and nowhere to hide. The first is to ski away. The second is the rifle strapped to your back, and the third are the grenades you carry. PLEASE LOAD MIDWINTER DOX part 2..... part 2 of the MIDWINTER docs...... Self-Defense Grenades can be thrown whilst skiing, by pressing the Space Bar on the keyboard. They are effective only at close range, and are usually used as the last line of defense if you come under attack. Your supply is limited. To use your rifle, you must select sniping mode. First you must stop. Then just press the "S" key on the keyboard. You can return to skiing from sniping mode at any time by pressing "S" again. To quit skiing mode, and return to the "Decisions Display", you must first stop, and then press the "X" on the keyboard. Unless you need to rest, it is advisable to ensure that you are close by a building when quitting skiing mode, so that you can enter its relative safety. Sniping The option to select sniping mode is available to an individual whenever is out of doors (but not whilst hang-gliding) or in a church or in a bunker, providing his health permits. A picture of a sniper is shown as sniping mode loads. The Sniping Display will then appear: The main window shows the view through your telescopic rifle sight, with he red cross-hairs centered on your line of fire. The five information icons around the main window show the following (only new ones will be told): Four bullets - The supply of bullets he has left. Each bullet represents a clip of five. Controls The telescopic sights have a zoom lens. You can zoom in or zoom out on your target by holding down the left or right mouse button respectively. The sights are moved in the following way: Move the sights to the right - Move the mouse to the right. Move the sights to the left - Move the mouse to the left. Move the sights up - Push the mouse forward. Move the sights down - Pull the mouse back. When you have spotted your target, use the mouse to line up the cross- hairs on it, magnify its image if necessary, and fire. Bullets are fired by pressing the space bar on the keyboard. Your high-velocity rifle is  of such power that it only takes a single accurate shot to disable an enemy vehicle or bring down an enemy aircraft. Skill The steadiness of the rifle sights depends upon the individual's sniping ability and his overall state of health. It may be seriously impaired by any damage done previously to his arms. Muscle Power Very little Muscle Power is used when sniping. Violent movements of the rifle use up some, the kick-back of the rifle butt when you fire a bullet uses up a little more. Muscle Power is used up more quickly if you lack the necessary skill or if you're in a poor state of health. Tactics Your supply of bullets is limited, but your stocks can be replenished at a magazine. If you enter a church you will be given the option to snipe from its steeple, affording you a much better view of the surrounding area. Bunkers are also designed for sniping from, and their sturdy concrete walls offer a degree of safety from enemy attack. If you are near an enemy unit whilst skiing in the wilderness advantage may be gained by skiing up close to a tree, and pressing the "S" key on the keyboard to select sniping mode. You will find yourself sniping from the tree-top, with a better view of your attackers. If you accessed the sniping display from skiing mode, you can return by pressing the "S" key on the keyboard. To quit sniping mode, and return to the Decisions Display, press the "X" key on the keyboard. The Snow-Buggy Display As the snow-buggy mode is loading, a picture of a snow-buggy will be displayed. After a few seconds you will see the Snow-Buggy Display. The screen shows the view from the cockpit of the snow-buggy. Below the main window are ten gauges and graphics. The fuel gauge is shown as a bar graph next to the 3 ammunition indicators. The numbers tell you how many racks of ground-to-ground missiles, surface-to-air missiles and snow torpedoes you have left. There are five missiles or torpedoes to a rack. There are three types of snow-buggy available to you. The snow-fox is a two-person vehicle. It is the quickest, but carries the least weapons; the snow-cat can seat up to four people, and is slower than the fox but carriers more missiles; and the snow-wolf can transport up to six, being the slowest in speed but strongest in firepower. Controls The buggies are controlled in the following way: Mouse pushed forward - Accelerate Mouse pulled backward - Brake Mouse moved left - Steer left Mouse moved right - Steer right Missiles and Torpedoes Buggies are the best mode of transport from which to attack enemy vehicles and planes, being armed with three types of weapon. The Surface-to-Air missiles are used to take out attacking planes, and are launched by clicking the right mouse button. Enemy vehicles may be destroyed with Ground-to-Ground missiles, launched by clicking the left mouse button, or with Torpedoes, launched by pressing the Space Bar on the keyboard. Surface-to-Air and Ground-to-Ground missiles are high velocity weapons which travel in straight lines until locking-on to enemy vehicles or planes, which they will then chase and hopefully destroy. However, their radar range is limited in comparison to the Torpedo, which can lock onto enemy vehicles at greater distances. The Torpedo is very difficult for the enemy to dodge, despite the fact that it moves more slowly than the missiles, and is often effective even when firing 'blind' with only the noise of the enemy's engines to help you. Rough Terrain Your vehicle tilts and rolls as it goes over rough terrain. It will grind to a halt if you attempt to climb too steep a hill. Worst still, it will tip over and crash if it rolls too severely! This makes it virtually impossible to take your snow-buggy into the mountains. Skill Your skill and state of health govern your maximum speed and determine how steep a slope you can coax your snow-buggy up. Muscle Power Very little Muscle Power is used when driving, but the more violently your maneuver, the more is used. It is used up more quickly if you lack the necessary skill or if you're in a poor state of health. Tactics The buggies, which are powered by high efficiency fan-ducted engines, can be driven quickly by excellent drivers on flat ground, but find it difficult to negotiate rough or mountainous terrain at any great speed. Planning a route which avoids steep inclines is advisable if you want to lessen the risk of crashing, but may bring you into contact with more enemy units. It is wise to take good care of your vehicles. Once they have been hit by enemy fire or crashed by reckless drivers they are rendered useless. If you manage to survive such events with limbs intact, you'll be back on skis. You can find a snow-buggy by going to a garage. It may be fully operational already, or it may be in need of repair (in which case you may have to wait four and a half hours before it's fixed). You will also need to visit a garage to refuel or re-arm your buggy. Garages are few and far between, so plan your route carefully. The Cable-Car Display As cable-car mode is loading, a picture of a cable-car is shown. Once loaded, you will see the Cable-Car Display. The cable-car will immediately begin to move out of the cable-car station and travel automatically along its route to the destination station. Some of the most stunning views in 'Midwinter' can be seen whilst traveling by cable car. Initially you view the scene directly ahead of you. The view behind you, to the right of you, or to the left of you may be seen by pressing 'B', 'R', or 'L' respectively. To return to the view ahead, press 'A'. No gauges are displayed in the cable-car mode. Just sit back and enjoy the ride. You can use the cable-car ride to survey the surrounding landscape. Alternatively you can press the "X" key on the keyboard at any time during your journey. The scene will switch immediately to your arrival, but your personal watch will have been updated in accordance with the time normally take for the journey. Cable-car journeys are both safe and beneficial. You never come under enemy attack in a cable-car. Also you automatically rest for the duration of the journey. On arriving at the top or bottom station you will return to the Decisions Display. You can't take a vehicle with you on the cable-car, so on arrival you will only be able to ski, or hang-glide. Hang-gliders are only available at top stations. The Hang-Gliding Display Whilst hang-gliding mode is loading, a picture of a hang-glider is shown. After a few seconds you will see the Hang-Gliding Display. HOW TO HANG-GLIDE Take-Off Hang-gliding is a quick way to negotiate mountainous terrain and gives excellent views of the island and the enemy. But first you have to get airborne. You will find that you are standing outside the cable-car station, strapped into the hang-glider, and wearing your skis. In order to take off, you must ski towards a ledge at speed, and launch yourself. Once again, it is worth reading through the next few paragraphs before attempting to hang-glide, as things happen very quickly once the thermal currents fill your canopy! Begin by clicking the left mouse button, which starts the launch sequence. Your speed will increase until you reach the takeoff speed of 24 miles per hour. At this speed your feet will leave the ground as horizontal velocity quickly translates into vertical lift. If possible, keep the nose of the hang-glider level for a few moments until you have gained some height. For this reason, it's wiser to avoid taking off uphill! In terrain where there's a very strong updraught, you'll take off with great ease. Where the updraught it not so strong, taking off is much trickier. As the hang-glider rises, it begins to lose lift and speed. To counteract immediate stalling, you must adjust the nose of the hang- glider downwards as it rises. If the speed drops below 15 miles per hour, the glider will stall and the nose will drop, causing you to plummet to earth. This delicate balancing act is what makes hang-gliding so exhilarating and so dangerous. At take-off point there is an immediate huge swing of power away from you, the pilot (having provided the force to reach takeoff speed), to the glider, leaving you helpless for a split second until you take control, edging the nose down until your speed and lift steadies. Learning the art of takeoff will probably take some practice, let alone developing the knack of using the thermal currents and updraughts to greatest effect and honing to perfection the techniques needed to land smoothly and safely. Once you are airborne the hang-glider is controlled in the following way. Controls Moving the mouse to the left - Banks the hang-glider to the left. Moving the mouse to the right - Banks the hang-glider to the right. Moving the mouse backwards - Lifts the nose of the hang-glider in order to gain height, but lose speed. Moving the mouse forwards - Dips the nose of your hang-glider to lose height but gain speed. Hold the Space Bar on the keyboard down - View the ground below an angle of 45. Turning Hang-gliding demands gentle mouse movements as the controls are very responsive. when banking, the golden rule is that the sharper the turn, the more height you are likely to lose and the greater the danger of stalling. It is far better to anticipate any changes of direction which you may need to make during the course of a flight and bank gently in good time. Level Flight If your speed begins to drop in level flight, gently nudge the nose down; you will lose a little height but regain speed. Once you have gained speed, gently level off again - it's a delicate balancing act with dire consequences if you get it wrong. Keep an eye on your height indicator at all times. Remember that the higher you are, the more potential speed you have in reserve. Crashing Hang-gliders will crash if they hit the ground at too steep an angle or if they land on water! Once a hang-glider has crashed it is useless and you will have to ski instead. Landing If you are attempting to land near a building or settlement, it is pointless approaching at great height. In the course of losing height you'll gain speed, and it is difficult to land a rapidly accelerating hang-glider. Come in to land as level as possible with the ground; let yourself gently sink rather than dive towards your objective. Landing is far easier on relatively flat ground, and it may prove safer to land a little distance from your objective and ski the last few yards rather than 'attacking' the target directly. If you land successfully, you will be able to take off again, providing you've got sufficient lift an that location. Skill Your skill and state of health govern how well you hang-glide. Your maximum speed is influenced by these, and also your lift. Expert pilots make better use of the updraughts and so get more lift. Grazzini, for instance, is able to take off even from low ground, but Amelia Randles would need to start high in the mountains. Muscle Power A lot of Muscle Power is used in taking off. Thereafter, each twist and turn takes its toll. Muscle Power is used up more quickly if you lack the necessary skill or if you're in a poor state of health. Tactics The secret of successful hang-gliding is the use of thermal currents and updraughts to best effect. These rising currents of air give your hang- glider lift. Thermals and updraughts are accurately simulated in "Midwinter". They are strongest over high ground and over the cliffs around the coast-line. Over the tallest mountain ranges you can soar thousands of feet into the air. However, uplift is at a minimum over water, and is slight over valleys and flat plains. The close you fly to the ground, the stronger the updraught, enabling you to fly faster or further, but at greater risk. As you fly low or come into land you will notice the wind begin to have greater effect, roaring loudly and cushioning you slightly from the ground. If you plan a long journey, the most direct route may not be the easiest. "Hopping" from mountain range to mountain range, flying along ridges or hugging the coastline can extend your range dramatically. Whilst in the air you may encounter enemy planes, or see enemy snow- buggies on the ground below you. The hang-gliders used on "Midwinter" have been especially developed by the F.V.P.F. and are armed with air- launched homing missiles. To launch a missile at an airborne target, simply press the left mouse button. You cannot launch a missile until you are airborne. Entering Buildings When an individual is near a building or in a settlement the enter building icon will appear in the Decisions Display. Click on that icon. If there is only one building in the vicinity, he will automatically enter that building and the Decisions Display will update to show any new options which are now available, with the interior of the building pictured in the center of the screen. If the individual is at a settlement, the Enter Buildings display will appear. Icons indicating which buildings are in the settlement are displayed across the screen. Other new icons which appear are: Picture with "move" at bottom - Return to last action mode. Click on a building and the individual will enter it (returning to the Decisions Display) unless it is held by enemy troops. During the course of the game, the enemy will capture numerous settlements (marked with white circles on the main map). Troops will be left to guard buildings of strategic importance - Police Stations, Heat Mines, Factories, Synthesis Plants, Warehouses, Radio Stations and, of course, General Masters' HQ! The F.V.P.F. cannot enter these (but can sabotage them). Other types of building in an enemy held village can still be freely entered. A red man next to a building indicates that another F.V.P.F. member is inside. This may be a recruit or a potential recruit. You may find that the potential recruit is in an enemy held building which you can't enter! You can rescue him by blowing up the building. It becomes a ruin, which you can then enter. Each time an individual enters a building, one minute is added to his personal time. Recruiting Fellow F.V.P.F. members can be asked to join the fight against General Masters army. Enter the building the potential recruit is in. Then click on the 'join' icon (on the Decisions Display). The Resistance Display now appears. The lower portrait shows the potential recruit. He is asked if he will join the resistance. Click on his portrait to discover his response. He is more likely to agree if he is friendly with the person asking the question. Remember that there are complicated personal relationships within the game - don't be surprised or too dismayed by a refusal. That individual can be persuaded to join in by someone else later in the game. Once a reply has been received, you must select the Decisions Display. Companions If an individual you are recruiting is in the same building or vehicle as other team members, the Companions icon will appear on the Decisions Display. Click on it to access the Companions Display. Using this display team members can take part in some activities as a group. They can travel together by snow-buggy or by cable-car. They can eat or sleep or enter other buildings. It is also possible to use First Aid from the Companions Display. Note that the snow-buggy icon only appears if the buggy is large enough to carry all the companions! (Snow- Foxes can carry two people, Snow-Cats can carry four, and Snow-Wolves can carry six). The individual you are controlling is shown in the top left hand corner with his companions shown below him. It is this individual who leads the others. When the group is traveling by snow-buggy, he is the driver, and it is his skill which applies. If you don't feel that he is the best leader for the party, he can be swapped with any of his companions by clicking on the companion you wish to become leader. When you select the Decisions Display, it will always be that of the leader. Whenever a character is in a settlement, or close to a building, the sabotage icon appears on the Decisions Display. Click on this to access the Sabotage Display. The icons across the top of the screen show those buildings which you are near enough to sabotage. Each building icon is accompanied by the following information (only new icons are shown): Picture of building - Type of building. Dynamite sticks - Number of sticks of dynamite necessary to blow-up the building. Circles - Length of time needed to plant the explosives. Each full red circle represents one hour, with half and quarter red segments representing half and quarter hours respectively. Boxes - The stock of dynamite available to you. Each box of dynamite contains two bundles of six sticks. Sabotaging buildings involves strategically laying dynamite around them, wiring the explosives to a detonator box, retiring a safe distance and BANG! Another building useful to the enemy has been eliminated. The art of laying dynamite has been mastered by your 32 team members to differing degrees, and it is their level of sabotage skill and their state of health, combined with the size and strength of the building which determines how much dynamite is needed. The time it takes to lay the explosives varies according to the type of building. Plant the dynamite by clicking on the building you want to blow up. This wires the building to the detonator and adds the appropriate time to the personal watch. Your stockpile of dynamite dwindles. The dynamite can be removed by clicking on the building again. The personal watch is reset to its previous time, and the sticks are returned to the stockpile. Any number of buildings can be wired up simultaneously if the stocks of dynamite permit. When you are ready, click on the detonator icon to depress the plunger. The building, or buildings, will explode in sequence. The sabotage display then shows ruins where buildings once stood. Some combinations of buildings take such a time to wire that the saboteur's personal time overruns the report time by several hours. After such sabotage, he will be unable to do anything else until the next report time. Select the Decisions Display by clicking on the appropriate icon. When you subsequently select on of the 3-D action modes, any buildings which you have destroyed will be found in ruins. If the enemy have captured one of your Police Officers and imprisoned him in the cells of a Police Station, he can be liberated by destroying the station. He may then be recruited by entering the ruins and asking him for help in the normal way. Sabotage is of great strategic importance. Blowing up Factories deprives the enemy of ammunition, blowing up Synthesis Plants deprives him of fuel and blowing up Warehouses deprives him of both! Sabotage of all his radio stations enables you to recruit a full team of 32 members. Ultimately, to win, you must blow the enemy HQ to smithereens! Rest Muscle Power is drained by strenuous activities such as skiing and must be replenished from time to time by rest. Energy is then transferred from the Energy Reserves to Muscle Power. You can rest for five minutes by clicking on the Muscle Power indicator on the Decisions Display. In other situations, rest is automatic. After a blackout in any action mode the individual you are controlling will always take five minutes rest. An individual rests for the whole duration of a cable-car journey, and also when he is eating or sleeping. Individuals with spare time when watches are synchronized automatically rest for that period. The benefit given by rest depends on the individual's location. The cozier the building the quicker Muscle Power is restored. Resting out in the wilderness gives the least benefit. Eat All the individuals in the game need to eat from time to time to replenish their energy reserves. The level of energy reserves an individual has is shown as one of the Qualities and Skills on his Personality Display. Excessive use of Muscle Power soon makes demands on their energy reserves. Meals can be taken in a House, a Store, a Police Station, or a Mountain Hut. When an individual enters one of these buildings, the 'eat' icon will be displayed. Clicking on this allows to be added to the individual's personal time and his Energy will be replenished. The individual is then free to select any further options available to him. You can eat as much as you like, but there is little point once your Energy level is at maximum. Sleep Alertness gradually decreases during any action mode and must be replenished from time to time by sleep. Otherwise, an individual's performance can be severely affected. An individual can sleep in a House, a Hut or a Police Station. When he enters one of these buildings, the "Sleep" icon appears on the Decisions Display. Clicking on this allows him to sleep until the next Situation Report. Further time can be spent sleeping, but this is not automatic. Rescue Rescue normally happens automatically. If an individual is so badly injured in a crash that he cannot move, after the crash he will find himself inside the nearest building. He has been rescued by members of the local population. Occasionally he'll find that he's been rescued by the enemy and imprisoned in a Police Station (if this happens another person will have to blow up the Police Station before he can move). Likewise, a person will always be rescued if he crashes into a lake or into the sea. There are occasions when an individual is injured but not immobilized; he is forced to move very slowly. In this sort of situation it would be very useful to be rescued. For this purpose, each team member has a distress flare. This can be fired at any time during the game by clicking on the S.O.S. icon on the Personality Display. Once it is fired he will be rescued immediately. You must choose you moment carefully because each team member only has one distress flare throughout the game. First Aid From time to time individuals may be injured in action. As explained earlier, the State of Health of a individual is shown on the Personality Display by the color of the figure behind the Qualities and Skills list. If an individual becomes injured (i.e. one of his limbs turns orange or red), he can be helped in his recovery by receiving First Aid from a fellow Peace Force member. However, for this to be possible, the injured party must be in the company of another individual. The Peace Force members have all received First Aid tuition as part of their training, but Nurse Maddocks and Doctor Revel are obviously far more skilled than the others in the treatment of ailments. Receiving First Aid speeds up recovery from injury - it does not make an individual instantly healthy - and treatment from either of the experts will hasten recovery to a greater degree than if treatment is form non-specialists. If an individual is in the company of an injured person the First Aid icon will appear on the Decisions Display. Selecting this will access the First Aid display, showing the individual's portrait in the top left hand corner, and those of the injured companions below. Icons are also present allowing you to scroll pages (in case there is a party of wounded people!), and to return to decisions mode. Select the person you wish to treat by click on his portrait. The portraits of the 'nurse' and 'patient' are displayed along with the personal time watch of the 'nurse', and the report time watch. The scroll icons allow you to select another patient. The state of health display of the 'patient' is shown, indicating in the usual way which limbs are damaged. Each damaged limb has a number next to it, which shows how many minutes it will take to bandage that limb. Limbs are bandaged individually by moving the on-screen pointer over the selected limb and clicking the left mouse button. Medical experts will apply white bandages, whilst others will apply gray bandages! As the bandages are applied, the personal time clock is updated. Refuel If an individual has been driving a snow-buggy and he then enter a garage, the refuel icon will appear on the Decisions Display. Click on this to refuel the snow-buggy. Five minutes will be added to the driver's personal time. Re-Arm If an individual has been driving a snow-buggy and he then enters a garage or a magazine, the rearm icon will appear on the Decisions Display. Click on this to rearm the snow-buggy. Five minutes will be added to the driver's personal time. Supplies When an individual enters a magazine or a store, the supplies icon will appear on the Decision Display. Click on this and the individual will get a fresh stock of bullets, grenades and dynamite. Five minutes will be added to his personal time. Not that Stores only have limited stocks of dynamite. Also, an individual can carry more dynamite if he's got a snow-buggy. Radio Messages Professor Kristiansen is able to override enemy jamming signals using his experimental equipment and specialist knowledge. When he enters a radio station (not held by the enemy) the radio message icon appears. Click on this. The Radio Message Display then appears showing the first person Kristiansen manages to contact. Kristiansen can send up to three more messages by clicking on the radio icon, but after that his equipment overloads and breaks down completely. The people he contacts immediately join the team. If there is nobody further left to recruit the radio message icon will not appear. Kristiansen's messages are crackly and faint, and it is impossible to predict who will actually receive them. Bunkers Bunkers are scattered at key points around the landscape, and their primary function is to provide a vantage point for sniping at the enemy through the slits in the concrete walls. The enemy are still likely to fire at you, but bunkers afford a greater margin of safety than sniping in open country. Bunkers may also be used to shelter in overnight. Cable-Car Stations Cable-Car stations are found in pairs, a bottom stations and a top station, and are connected by a lint of pylons. It is unlikely that you will be able to see one station from another - but you can travel between them easily. At the top station you will always find a hang-glider. The stations themselves provide little comfort, and although safe from enemy attack there, there is little to be gained by sheltering in them. Churches Churches provide shelter and sanctuary. An individual's first visit to a church raises his morale somewhat. You can snipe from the church- steeples, which gives you an excellent view of the surrounding landscape. Churches are usually found in settlements, but a few are dotted around the wilderness or high in the mountains as chapels for the weary traveler. Factories Factories are large industrial buildings, always found in settlements. They manufacture ammunition, making them valuable assets. The other goods they produce are of little strategic importance, but sabotaging them may reduce the firepower available to the enemy. Garages Garages are vital buildings to visit if you don't want to be always skiing at a snail's pace around the island. The snow-buggies are found there, giving quick and safe transport for up to six people. The vehicles carry a range of weapons, and a subsequent visit to a garage allows your vehicles to be refueled and rearmed. The enemy vehicles are supplied by the huge tankers present in their convoys, and so they will leave garages alone. On arriving at a garage it may become apparent that one of your fellow F.V.P.F. members has been there before you - and taken the snow-buggy! If this is case you will be presented with the option to "Repair" a snow- buggy. This involves using the facilities offered by the garage to repair wrecked or damaged buggies. Choosing "repair" is a gamble. You don't know beforehand how long the repairs will take. You may find yourself spending up to four hours in the workshop; but, on the other hand, a fully functional snow-buggy could be yours within minutes. Headquarters The enemy headquarters is located at Shining Hollow, and is guarded like a fortress. It is your goal to destroy it, eliminating General Masters. Getting there will prove dangerous and difficult. But worth it. Use your cunning! Heat Mines Heat Mines are the means by which all power is generated on the island, and as such are the most sought after assets in the game. They are the enemy's primary targets, and once all your Heat Mines have been captured or destroyed, they will have total control of the island. YOur people will be forced to surrender. There is little point in sabotaging heat mines, even if they have been captured. When the enemy attack a settlement, the local heat mine will be their first port of call, so be wary of sheltering there. You may be caught out. House Houses provide warmth, shelter and food to your people. Civilian members of the Peace Force are often to be found at home in settlements, or occasionally in the wilderness. The enemy are not particularly interested in private houses, concentrating their attentions on buildings of strategic importance. Houses are good places to eat, sleep and find refuge from the rigors of battle. Mountain Huts These small buildings, set high in the hills, were built to offer shelter to stranded travelers. Food and a bed are present, and being in the mountains, the huts may offer a good base for ambushing enemy vehicles in the valleys below. Magazines Mostly dotted around the hinterland, magazines provide vital stocks of ammunition for the traveler. Dynamite, bullets and grenades can be found in these tiny wooden shacks. Vehicles can also be rearmed with missiles and torpedoes. Police Stations The Police Stations are the best places to visit to recruit a Peace Officer, and also provide a good meal and a place to sleep (even if the beds in the cells are a little uncomfortable). The enemy forces will storm any Police Station they encounter, and if Peace Officers are caught whilst on duty they will suffer the embarrassment of being locked in their own cells. Rescuing such prisoners will require you to stealthily enter enemy held settlements to lay the dynamite necessary to reduce the Station to ruins and liberate its occupants. Radio Stations The Radio Stations are strategically vital as, on the island of "Midwinter", they are often the only means of communication with remote settlements. Professor Kristiansen, one of the early pioneers, used all his expertise as an electronics researcher to build up the network of stations and to ensure that every home had handsets (which were often needed in emergencies by the inhabitants). The enemy holds three stations at the start of the game - those at Deathwatch Crag, Snowgoose Fell and Sierra Madre. As the game progresses, they will quickly capture others, strengthening the jamming signal which is preventing anyone in the F.V.P.F from radioing for assistance. If you manage to destroy all enemy held radio stations, a message will automatically be broadcast to all unrecruited members of the F.V.P.F. You will then find a full team of 32 members on your side after the next Situation Report. Kristiansen himself is also able to attempt to override the jamming signal, if you can first recruit him and get him to a radio station not held by the enemy. He may recruit up to four comrades, at random, by broadcasting a high-powered signal across all frequencies. After that his equipment overloads and breaks down completely. Stores The stores are good places to find a meal and personal supplies - bullets, grenades and occasionally dynamite. The stocks held in the stores are of little interest to the enemy however - they need the large warehouses to supply their huge army. Synthesis Plants At the synthesis plants, energy from the heat mines is used to synthesize, amongst other things, fuel for the vehicles, making them key targets in the game. If the enemy captures a refinery, the mobility of their armored units will be greatly enhanced. If you can get there first and destroy the plants, the enemy's advanced can be slowed. Warehouses Warehouses are captured by the enemy for two reasons; to acquire stocks of fuel, and stock of ammunition. If Warehouses fall into enemy hands they serve to increase the enemy's mobility and fire-power. This makes them key targets. Once they have been captured, your only option is to blow them up. The enemy forces under the control of General Masters consist of 32 mobile units, each of about 60 vehicles, and, (if you have selected them at the start of the game), long-range bombers and spotter planes directing mortar fire. The Enemy's Objectives General Masters directs his troop movements from his headquarters in Shining Hollow. The mobile units are concentrated around this area in the southeast of the island at the start of the game. They advance across the island in a general northwesterly direction, causing havoc as they go. The enemy's primary targets are you heat mines, which are dotted around the island, each providing power to its region. As the enemy only travel by snow-buggy, they are forced to keep to the relatively flat lowlands. They move from settlement to settlement, advancing along the valleys and across the plateaus. When they capture a settlement they will occupy any buildings of strategic importance. Each enemy unit has its own supply train of fuel tankers and ammunition trucks, which enables it to keep moving and to keep fighting. The unit gets its supplies from settlements held or captured by the enemy. If it ventures too far from its sources of fuel and ammunition it will move more slowly and open fire less frequently. The same happens if it loses too many tanker and ammo trucks. Synthesis Plants are its sources of fuel, Factories its sources of ammunition and Warehouses are a source of both. One possible strategy for you is a 'scorched earth' policy, destroying any building which is of benefit to the enemy, sometimes in anticipation of the enemy's arrival at the settlements. You are fighting a guerilla war. You are heavily outnumbered and outgunned. Some of your best men are able to engage the enemy head on, and may even wipe out an entire unit on their own. However, cunning and stealth are equally important. General Masters does not suspect that the civilians will fight for their freedom. Consequently, enemy units and enemy vehicles are less likely to attack the civilian members of your team. The innocent looking children or the elderly Mrs. Randles can slip past an enemy attack unit where Captain Stark or his lieutenants are likely to fail. All of the Peace Officers will be locked in their own cells if the enemy captures their villages before you recruit them. Enemy Mobile Units General Masters' army is led by six colonels. Each colonel commands a brigade of five attack squadrons. One squadron is under the direct command of the colonel, the other four each being led by a Captain. Each squadron consists of about 60 vehicles of 6 different varieties. There are two way of eliminating an enemy squadron. Firstly, wiping out its command vehicle will destroy its morale and the troops will desert. Secondly, wiping out a high proportion of the squadron's vehicles will demoralize the surviving troops and encourage them to flee. Some squadrons however will fight to the bitter end. If you destroy a Colonel's squadron, his whole brigade will disband. Each type of enemy vehicle has a different function. The types of enemy vehicles are: Snow-Witch This well armed command vehicle is the brains for each squadron, carrying its Captain or Colonel. They are not easy to find, but if you do encounter one you will be able to strike a mortal blow. Snow-Wolf The Snow-Wolves are the equivalent of heavy tanks. Armed to the teeth with a vast array of military hardware, they are dangerous to engage but vital to destroy. Your best chance if you are in a buggy may be to turn tail and attempt to outrun these lumbering vehicles. They are however vulnerable to a hill-top sniper. Snow-Cat The equivalent of light tanks, Snow-Cats are well-armed and highly maneuverable, but are sometimes used as cannon fodder by over enthusiastic captains. The problem with picking them off is that no sooner have you taken out one, another arrives. Snow-Fox The nippy Snow-Fox acts as a scout car for mobile units, often popping up from over a hillside at high speed before scurrying off to the nearest gully. They are lightly armed but difficult to out-run. As the eyes and ears of the mobile unit they are a valuable scalp, worth taking out before the big guns learn of your presence. Snow-Bull The Snow-Bulls carry the ammunition and weaponry for the other vehicles in the convoy, and, although unarmed themselves, are protected by the other vehicles. Slow moving in comparison to the attack vehicles, taking them out will have a disastrous effect on the squadron's fire power. Snow-Bear These massive fuel tankers are the life-line of the enemy squadrons. Each unit's speed and mobility depends on its Snow-Bears. They are unarmed and slow moving. Attack vehicles and command vehicles roam the countryside in search of targets. They can appear unexpectedly from behind any hillside and are deadly opponents. The supply vehicles move in convoy along a fixed route and are easy targets if you can find them. Because they move in convoy they are highly vulnerable to ambushes. Find one and you can be sure that another will be coming the same way shortly. All enemy ground vehicles are vulnerable to sniper fire, grenades, ground missiles and torpedoes. The attack and command vehicles are armed with homing missiles which are of a similar specification to yours. These missiles can be dodged with violent evasive maneuvers. They are fitted with a proximity fuse; sometimes they explode very close to your without a direct hit. If you are hit, whether on skis, in a buggy, or in a hang- glider, you are likely to be badly hurt. THE ENEMY AIRCRAFT General Masters and his troops have at their disposal two types of aircraft, both of which are unmanned and controlled by computer. They have on board sophisticated tracking and camera equipment, enabling them to locate your people even if they are skiing high in the mountains. They roam the whole of MIdwinter, regardless of the positions of General Masters' ground forces. Bombers These aircraft are armed with free-fall bombs. You will see them approach from the distant horizon. They will circle a few times before spotting you and barreling in on a bombing run. Then more bombing runs will follow. Although the accuracy of their bombing varies, your best chance of survival is to fire at the bomber whilst it is still circling. Spotter Planes The spotter planes signal your position to the long-range mortar batteries. These batteries fire massive volleys of shells which land around you in deafening and sometimes deadly proximity, their sheer number making them difficult to dodge. Each salvo falls in a straight line. After the second shell has landed, you should be able to predict roughly where the other three will land. This gives you some chance of avoiding them if you turn sharply enough. As with the bombers, however, your best form of defense is to shoot the plane down before it gets a fix on you. Both types of aircraft are vulnerable to sniper fire, the surface-to-air missiles of your snow-buggies, and the air-launched missiles of your hang-gliders. SAVING AND LOADING GAMES Save You can save your current game at any time. You must use a blank, formatted disk. "Midwinter" uses its own special disk routines which may corrupt other data. To save a game, click on the "Save" icon on the Team Display. A message will appear asking you to "Insert game data disk". Remove the "Midwinter" graphics disk from the drive and insert your blank, formatted disk. Then press any key. The Save Game Display then appears. After a few moments the saved game directory is displayed. YOu can save up to ten games on one disk. Each game is represented by its own icon, and is labeled "full" or "empty". Click on any "empty" icon and the game will be saved to disk. You can click on a "full" icon, but this will delete a previously saved game. If you change your mind and decide not to save a game, click on the "Team" icon to leave this display. Load To load a saved game click on the "Load" icon on the Team Display. A message will appear asking you to "Insert game data disk". Remove the "Midwinter" graphics disk from the drive and insert the disk holding your saved games. Then press any key. The "Load Game" Display then appears. After a few moments the game directory appears, allowing you to select the game you wish to load. If you change you mind and decide not to load a game, click on the "Team" icon to leave this display. Surrendering If you feel that you situation is hopeless and you want to start a fresh game, the only way to abandon the current game is by surrendering to General Masters. You can do this at any time by clicking on the "Surrender" icon on the Team Display. You will then be asked of confirmation of your decision by General Masters himself. You can start a fresh game after surrendering by pressing any key. Losing If your Situation Report shows that you have lost all your Heat Mines, you have also lost the game. Take as long as you like to peruse the Report, before clicking on the "Team" icon to watch General Masters gloat. Winning If you manage to blow up General Masters' headquarters you have won the game, but you must synchronize watches one final time for confirmation of this. Take as long as you like to peruse the Report, before clicking on the "Team" icon to watch the victory celebrations. There is also a very rare situation which also gives you victory. If you can hold out for more than 40 days, General Masters' troops will rebel, and desert him entirely. There are no stalemates in "Midwinter" - only winners. GOOD LUCK!!! TECHNICAL REFERENCE A joystick may be used to play "Midwinter" by plugging a joystick into Port 1. Use the normal movement controls and the fire button acts as the left mouse button while ">" on the keyboard acts as the right mouse button. KEYBOARD COMMANDS Numeric key-pad controls '8' - Forwards or Up '4' - Left '2' - Backwards or Down '6' - Right '<' - The function of the left mouse button '>' - The function of the right mouse button Common controls 'P' - Toggles Pause function on and off 'X' - Exits any Action Mode 'H' - Activates Help sequence 'M' - Accesses Main Map from any action mode 'S' - Toggles between skiing and sniping whilst in these Action Modes 'A' - Ahead view when in cable-car 'B' - Behind view when in cable-car 'R' - Right view when in cable-car 'L' - Left view when in cable-car ADDITIONAL FEATURES Please note that indicators have been added to the Action Mode Displays. These green lights, found on either side of the display at the bottom of the screen, flash to indicate the direction in which enemy vehicles may be found. Enemy-held building may be entered by some civilians. All of this was typed by The Rad.  SEWER SOFTWARE Presents TYPED BY THE TWINS OF TRILOGY P - 4 7 ~~~~~~~ P-47: THE PLANE The Republic P-47 Thunderbolt was one of the top American fighters in World War II. In 1943 they were under the control of the British RAF Fighter Command and, operating from bases in England, their principal tasks were relatively short-range sorties over northern France. The following year they were equipped with "drop tanks", giving the extra fuel needed to compliment their immense fire-power, and enabled deep daylight raids further behind enemy lines. The p-47 was at the time the fastest and heavist bomber in the USAAF, and in combat consistently proved its immense strenght. With exceptionally good dive characteristics and hard hitting armaments, the "Lead Sled" was the 8th Air Force's premier deadly weapon. PICK-UPS B bombs..............These drop from the plane each time you fire. E spray missile......These fly from the front of your plane as missiles and then split into small projectiles (2-8 depending upon your energy level), flying out in fan formation. M multi-missile......2-8 missiles fly from the front of your plane, split into a wing formation, and then continue onwards. S speed-up...........Depending upon your energy level, these cause your plane to speed up. T directable fire....2-8 bullets are fired in the direection you are currently holding the joystick. The plane will also move in same direction - a deadly but tricky manoeuvre. 1up extra life........Gives you an extra life. P-47: THE GAME Fly your P-47 through eight frenzied levels of enemy activity, bombing ground vehicles and shooting aircraft. At the end of each level you must confront and destroy a large enemy battleship, tank or plane to progress to the next level. Along the way there are several pick-ups. Each time you collect one of these, your energy level determines the nubmer of special weapons that each pick-up releases. For exampl, when you have collected the pick-up for bombs, you will fire one bomb for a each level of energy. END GAME On completion of all eight levels you will receive a congratulatory message and be given the option of running the mission again with a greater degree of difficulty. There are four degrees of difficulty. 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XV|A]hN;&gem9runaplKRe2fKac;[/Gam-dCk8OK23C  G G ,,csphic/Iljt.to27 51 23 76 L H50d \ *.PRTSWPICGCLS NvTN.ASelecor(hund.)tXQan as-J0-PATH:|ryf rDLoe(O.71987 John BuPI0CFORMBODYMHDCMAP"3DUf 1BSdu!2Ce"3D#4EVg%5FW%6G&7G6GW%5F#4EVgw!2TevvARctu 0ARct! TGHNPNTGR  b bB .&    ! 1'   ,[ ,r4/'6 , ,=$)O *&Lh8$:G<g 6.!(  8:>"P" >N\L<&2-^NH. $P`‘ '"%(W h0H = S"NzD)6z(D0(& &&0 !} b 0(: r(k-B2 2H0(,*J20 2  .*8 R  ! I]-,.&F .  $@0*R !8:8<6:B@42<LպDHo! $(Hp&" d.f,:"A&$z& 0B,X R b"T  Z"$"$8`\.<v(uj6 &f rX0N8VOur thanks go to JAM for supplying us with a copy of these QUARTET docs ....... SEWER SOFTWARE NOTE:THIS IS A COPY OF THE QUARTET MANUAL.IT DOES ,IN PLACES ASSUME THAT YOU HAVE SOME KNOWLEDGE OF MUSICAL NOTATION SO PLEASE DON'T BLAME ME IF YOU HAVEN'T .............JAM!! ----------------------------------------------------------------- QUARTET INSTRUCTIONS DOC BY JAM (JANUARY 1990) ----------------------------------------------------------------- Welcome to QUARTET.I believe this program to be the best of it's type available.(modest eh?? JAM).QUARTET gives you a similar sound quality to that of the Amiga from your STs sound chip. This manual is really three manuals in one, it takes you through QUARTET, VOICES , and DIGITAL. This section of the manual describes QUARTET and is in three main parts.Firstly the GETTING STARTED section will take you through loading QUARTET, playing the supplied demo songs and basic editing.The second part of the manual describes each of QUARTET's FUNCTIONS in detail, giving examples where applicable.The remaining section contains a note from me and a quick KEY GUIDE. It is almost impossible to use any package to it's fullest from the instant you first load it. QUARTET is no exception. By simply reading the GETTING STARTED section of this manual though you should be able to create songs without problems. Working through the rest of this manual should allow you to use the more complicated of QUARTET's features. Hopefully this will allow you to become adept at using QUARTET as quickly as possible. ----------------------------------------------------------------- GETTING STARTED ----------------------------------------------------------------- LOADING QUARTET:- Insert the disk(PLEASE NOTE THIS DISK IS NOW AN 10 SECTOR 82 TRACK DISK AS THIS WAS THE ONLY WAY TO FIT ALL THE PROGRAMS, SAMPLES ,PICTURES ,AND THIS DOC ON ONE DISK!!). Switch on, you will then see a window with all the programs etc(As you are reading this doc file you must have got this far already) so to continue.......DOUBLE CLICK ON QUARTET.PRG LOADING A DEMO SONG ------------------ Now move the mouse pointer to the top lest hand corner of the screen and a menu should appear (THE FUNCTION MENU).This menu will act just like GEM but will disappear whenever the mouse is moved off it.Move the pointer down the menu and click on LOAD.A GEM file selector box will appear showing a list of demo songs.Select the first of these and click on the OK box.The stave display in the centre of the screen now shows a line of notes, ignore this for now and try not to press the mouse buttons in this area(You would change the notes .). Go back to the Function menu and click on PLAY. The tune will now start playing, looping when the end has been reached. Pressing the F2 button now selects the replay cartridge if you have one. Pressing the F1 button will select internal sound once more. Having listened to the song, pressing the SPACE bar will stop it. The other demo songs are loaded and played the same way. BASIC EDITING ------------- I will explain how to move notes on the stave here, any other symbols you can see in a demo song will be explained in the appropriate sections in the second part of this manual. Below the stave area of the screen you will see a line of notes.Select one with the left mouse button and it will become highlighted. Now whenever you click in the stave window with the left mouse button, the note under the pointer will be changed to the note you have selected.Clicking with the right mouse button causes that note to be inserted at the pointer. At the top of the stave window there is a triangular pointer which moves along with the mouse pointer. This shows which note you will currently change by pressing the mouse button. Holding down the left button will allow you to drag a note up or down the stave before deciding where to place it. Pressing either button will allow you to add a note to the end of a line of notes. Any note can be sharpened by pointing at it and pressing the # key. To remove a note from a song place the pointer on to it and press the BACKSPACE key. The notes to the right will be moved up to the left in order to fill the gap. You can scroll along the line of notes by pointing the arrow on or above the 2 arrows in the stave window border and pressing the left button. Each of the four voices can be selected by clicking in the lower right hand corner labelled V1 V2 V3 V4.Ignore the box labelled B for now, if you select it by accident just click on one of the four voice buttons. Make sure you try all of these things before going on to the more complicated functions. These are the basics and must be understood before continuing. ------------------------------------------------------------------ AN OVERVIEW OF FUNCTIONS ------------------------------------------------------------------ MOVING AROUND YOU SONG ---------------------- Up to 12 notes can be displayed on the screen at a time.To view more of the currently selected line of notes (VOICE) ,place the pointer above and left or right arrows in the stave window border and press the left button .The display will now scroll to the left or right (assuming there are more notes in that direction). You will have noticed that QUARTET places numbered bar lines throughout your composition. Go to the Function menu and select GOTO . A small box will appear next to the menu,type in the number of the bar line you wish to go to (use BACKSPACE to correct any mistakes) and press the RETURN key. The display will jump to that bar line if it exists. QUARTET only allows you to edit one line of nots at a time (one voice). The other 3 voices can be selected by clicking on the buttons marked V1 V2 V3 V4. The stave window will then display the start of the appropriate voice. The button marked B is a separate work space and is not played (see CUT and PASTE for more details). You should now be comfortable moving around QUARTET's four voices. ------------------------------------------------------------------ ENTERING AND DELETING NOTES --------------------------- First lets get rid of the demo song. Go to the function menu and select CLEAR ALL and click OK.You should then be presented with voice 1 containing just VC BDRU this shows that the current instrument is the bass drum.Not very musical so go to the instrument menu which is next to the function menu and select PIAN (a piano sample). It is possible to have more than one VC command in a piece of music but this will be explained later in the INSTRUMENTS section. (THIS NEXT BIT ASSUMES YOU KNOW SOMETHING ABOUT MUSIC SO DON'T BLAME ME!!!) JAM. Now point at the crochet (quarter note) icon in the note display and click the button. If it was not already highlighted it will become so. Watching the triangular cursor at the top enter a few random notes by pointing at the stave and pressing the left button. Scroll the display to the right and enter a few more notes.Return the the note display to the start by either scrolling it or by selecting the V1 button again.Don't forget any note can be sharpened by pointing at it and pressing the # key. Now suppose you wanted to change the pitch of the third note you entered.Point at where you want the third note to be and press the left mouse button.Holding down the left button allows you to drag the note up or down as required. Maybe the second note should have been a quaver (eighth note),OK select the quaver icon as you did the crotchet one, point at the position you want the note to be and press the left button. NOTE: The left button replaces the current note(signified by the triangular cursor at the top of the display) with the currently selected note icon at the height specified by the mouse pointer. Say you wanted to insert another quaver before the second note.Make sure the quaver icon is highlighted and point at the second note at the height you wish and press the right button.This will insert a quaver before the second note.This note can now be dragged to the correct place by holding down the left button. NOTE: The right button inserts the selected note icon before the current one. ----------------------------------------------------------------- PLAY AND PLAYONE ---------------- These are the first 2 commands in the function menu. PLAY is very simple.It plays all four voices repeating a voice from the beginning when it's end is reached.To stop the PLAY command press the SPACE bar. PLAYONE allows you to play just part of one voice.the currently selected voice is played from the left hand side of the stave window repeating from that point when the end is reached. INSTRUMENTS AND VOICES ---------------------- It is possible to change the sample being used by a given voice at any point within that voice.The VC at the start of each voice shows four letters to identify the current sample.Selecting another sample from the instruments menu while the first VC is on the screen will cause the text underneath to change,signifiying the new sample (or instrument). Now take a voice 1 making sure there are a number of notes in it and point at the first note you would like to be played by the new sample.Press the V key, you should now have another VC before that note. Making sure there are no VC's on screen to the left of this one,you can now change the sample by selecting a new one fron the instrument menu. When there are several VC's on the screen the one changed by selecting from the instrument menu is always the leftmost one on screen. EXAMPLE-- A BASIC DRUM TRACK ---------------------------- Select CLEAR ALL from the function menu and click OK when asked if you are sure.You will be presented by a blank score with a VC at the start.Thats the bass drum BDRU. Put a minim on the top line of the stave(the A below middle C,this is the frequency the drums where sampled at).Make sure you are pointing at the third note on the stave(it's blank) and press the V key, a second VC selecting a bass drum is now there. The next part is a bit tricky to start with but after a while it becomes very simple.You have got to scroll the notes so that the second VC is leftmost on the stave (one or two places to the right) a very quick tap on the mouse button is all thats needed. You probably had to scroll back and forward a bit to get it right (it gets easier).Now select the SNAR from the instrument menu(SNARE DRUM) and the text below VC should read SNAR.Put 2 crotchets after that VC on the same line as the minim.That completes our basic drum track. Select PLAY and listen to the drum track repeating over and over.When you get bored press SPACE to stop play mode.Look at the demo songs to see how they use VC's later on. LOOPS ----- Very flexible looping has been implemented in QUARTET, you are not limited by bar lines, and you can loop individual voices at different points in you song as nessessary. Loops can seem a little confusing to start with but are very simple.A loop start is signified by ( and a loop end end by ) with the number of repeats under it. NOTE: Its the number of repeats 01 repeats means play twice, 02 means play three times etc. Loops can be nested to a depth of 100.That is you can have loops inside loops up to a 100 times.They work just like ordinary brackets for matching for matching of left right pairs. e.g (( )) 01 03 a# f g d would give A# F F G A# F F G A# F F G A# F F G D To put loops into the current voice,point at the first note to be repeated and press (. Now point at the first note after the repeat and press ).You are now expected to type in the number of repeats as a 2 digit number and press RETURN. NOTE: Use the numeric keypad otherwise you will have to press shift as well. NOTE: To change the number of repeats ,point to the ) and press BACKSPACE (its been deleted) followed by ) , now type in the number of repeats again. NOTE: If you have different numbers of starts and ends, the program will assume that the extra ends repeat from the beginning,and ignore any extra starts there may be. NOTE: PLAYONE assumes that the start is it's left most displayed note and will deal with what it sees as unmatched loops appropriately. EXAMPLE-- MORE DRUMS -------------------- Lets say you want to play 7 bars of our previous drum track and then play a fill in bar of four snare's (not very inspired but still).This presents a problem.You can't put loop start before the initial VC,and putting one after it would mean that the currently selected instrument would be snare when it plays the first note, for the second time. Thre are two possible solutions to this, either put another VC immediatly after the first and place the loop start before this or place a VC at the end of the bar and place the end loop after this. In this example we use the first method because it's meaning is clearer. Position the cursor immediately after the first VC and press V on the keyboard, it default to BDRU which is what we want. With the cursor in the same place ( and { should appear before the VC Position the cursor after the end of the drum beat so far and press ), } now appears with a cursor under it ready to type in the number of repeats. Type 6 Return (the number of repeats not the number of times played) and this should be displayed as 06 underneath }. Scroll the screen all the way right to make the next bit easier. Press the V key while pointing at the first available space. Select SNAR from the instrument menu (You don't actually need this VC as QUARTET is already using SNAR here but it makes things clearer). Place 4 crotchets on the A below middle C (Top line on the bass clef) and try playing it. You should hear the first bar repeat 7 times followed by 4 snares and then the whole thing will repeat. This is a simple use of the repeat command, another is to repeat immediately after a VC, placing another VC (a different instrument) at the end of the repeat. This results in a piece being played twice on different instruments.Take a look at the demo songs if you are still unsure. ----------------------------------------------------------------- SLIDES AND LINKS ----------------------------------------------------------------- You have probably heard slides in computer music used to good effect. I thought it would be nice to have a simple but powerful way of implementing them in QUARTET. After much deliberation the way chosen was an extension of the link command. Position the cursor pointing at the second of the pair of notes to be linked and press the - key. A line will be drawn between the two notes. If both notes are the same pitch then this is a link. And the first note is extended to be the combined length of the two notes while the second is not sounded. If the notes are of different pitches then QUARTET will slide between them. The first note will sound and at it's end the slide will begin, it will take half of the length of the second note to reach it's final pitch. Combinations of links and slides can be used to create different speed slides, e.g. if you want to slide more quickly between two minims. Instead of just having the first sliding to the second, you could slide the minim to a crotchet and then link that to another crotchet. This means that the overall length of the combination is not altered , but the speed of the slide is governed by the first crotchet and not a minim as before effectively doubling the speed of the slide. NOTE: Some samples are not suitable for slides as they finish playing before the slide starts thus playing silence throughout the slide. ----------------------------------------------------------------- LOAD AND SAVE VOICESET ----------------------------------------------------------------- The load and save commands on the function menu use the GEM file selector to allow you to load and save you compositions. There are however some problems with at least one alternative file selector, the HISOFT file selector version 1.5.Apparently there where problems with this which were cleared up in the 1.6 release. Songs are saved with a .4V file extension. Loading none song files as songs will almost always cause problems (possibly even crashes). The voiceset command loads in a group of samples. Normally when you load up QUARTET a set of samples called VOICESET.SET are loaded by default. These are the samples on the instrument menu that you have been using until now. The program used to construct these voicesets is supplied on the second disk (Wot second disk?) with some samples (see VOICES program documentation later on). I will be releasing more sample disks into the P.D and hope other users will do the same. Selecting VOICESET option displays a file selector just like LOAD and allows you to load a new set of samples (more instruments to choose from). ----------------------------------------------------------------- QUIT and CLEAR ALL ----------------------------------------------------------------- When either of these options are selected a dialog box will ask you to confirm your choice. Having confirmed, there is no way to get your work back!! YOU HAVE BEEN WARNED!! QUIT exits the program (get away!!) CLEARALL deletes all four voices but not the BLOCK area (See CUT and PASTE). ----------------------------------------------------------------- TIME SIGNATURES ----------------------------------------------------------------- QUARTET handles time signatures in two ways. The Time signature menu is to the right of the instrument menu and shows a list of signatures. You simply select the appropriate time signature and everything is done for you. TSIG is provided for those of you who want odd time signatures. Select it on the function menu and a box appears next to it (like the goto option) enter the number of semi-quavers per bar. The bar line positions are now recalculated , the display at the start is not changed .e.g. 16 semi-quavers per bar is 4/4 time or 13 semi-quavers per bar is 13/16 time. ----------------------------------------------------------------- TRANSPOSE ----------------------------------------------------------------- There are 2 boxes marked with up and down arrows next to the word TRANSPOSE in the bottom left of the display. These give a convenient way of moving an individual voice up or down a semitone. Any note that would have been moved off the stave is not moved. ----------------------------------------------------------------- TEMPO ----------------------------------------------------------------- The two arrows next to the word TEMPO in the bottom left of the display change the speed at which the song is played. The number next to the word TEMPO is the speed in crotchets per minute. The higher this number the faster the song is played. The up arrow increases the speed ,the down decreases it. (I'm glad he told me that arn't you?? JAM). ----------------------------------------------------------------- CUT AND PASTE ----------------------------------------------------------------- We come now to the box marked B next to the voice buttons. This is simply a work area , any of the previously described editing features work on the block ,but it is not played.This on it's own would be pretty useless, but there are of course commands for transferring part of a voice to the block (cutting) and for copying the block (pasting) back into a voice. CUTTING ------- This removes a specified area from a voice and places it in the block for editing. Point the cursor at the first note to be cut and press [ on the keyboard ,now place the cursor on the note after the last one to be cut and press the ] key. The block has now been cut, the left most note on the display is now the note after where the block was. PASTING ------- This copies the block work space into a voice, leaving the block unchanged. Point the cursor at the note that the block is to be inserted before and press the P key. The block is now inserted. NOTE: The moving of the note display when a block is cut can be confusing. But if you want to just copy an area into the block then having this cutting procedure means that it can be immediately pasted back in by pointing at the left most note on the display and pressing the P key. EXAMPLE ------- Transposing a bar select voice 2 and put in 15 or 16 random crotchets . Select voice 2 again to return to the start. Now you want to transpose the first bar of four notes down 1 semitone .Using TRANSPOSE on voice 2 would also transpose the other notes. So, Point the cursor at the first of the four notes and press the [ key, now point at the first note in the next bar (the one after the last one you want to cut) and press ]. The note display jumped to show the start of the next bar on the left of the display. Click on the B button and the four notes just cut will be shown. Now click once on the down arrow next to the word TRANSPOSE, which moves the four notes down 1 semitone. Now you are ready to paste it back into you song. Select voice 2 and point at the first note (it was the fifth until you cut out the first four notes) and press the P key. The four transposed notes are now inserted before that note,finishing the operation. The block still contains your four notes so you could paste in another copy anywhere you want. ----------------------------------------------------------------- MIDI COMPATIBILITY ----------------------------------------------------------------- QUARTET provides 2 midi modes POLYPLAY and RECORD mode.In either mode you can change the current sample with the instrument select keys on you synth. POLYPLAY -------- This is the simplest of the 2 modes to use. Selecting POLYPLAY from the function menu takes the sample selected by the first VC on the current voice and allows you to play it from your keyboard using up to four channels. Pressing the instrument select keys on you synth will change the sample being played. RECORD MODE ----------- Possibly the easiest way of inputting your songs into QUARTET, it allows you to record each voice in real time. There are limitations though. QUARTET will attempt to correct your timing to the nearest quaver, this means that some fast playing will be missed unless you increase the TEMPO. RECORD mode clears the current voice and allows you to listen to the other 3 voices while you record the current voice from your keyboard. The first VC in the current voice is the default instrument, but the instrument select keys on your synth will insert extra VC's while you are recording. The way I recommend you use this feature is:- 1. Put in a simple drum track on voice 1, just to help you keep time. 2. Select voice 2 and select your instrument. 3. Go into RECORD mode and record voice 2. 4. Repeat stages 2+3 for voices 3+4. 5. Tidy up the recording by hand. 6. Put in a more complicated drum track as necessary. NOTE: Record can also be used to delete just one voice.Select the voice to be deleted and select RECORD. Press SPACE without touching your midi keyboard and the current voice will be deleted. ----------------------------------------------------------------- SET FREQUENCY ----------------------------------------------------------------- This is the only command left to cover, It sets the frequency at which the samples will be played back (between 4 and 16khz). In the centre at the bottom of the display screen 2 values are displayed, Playback frequency and Voiceset frequency. It is important that both be the same, in order for samples to be played at the correct pitch. The SET FREQUENCY command allows the user to type in a 2 digit number for the playback frequency. It will be of little use to those people using only the supplied set of samples. But those who want to use lower frequency samples will find it useful. ----------------------------------------------------------------- USING REPLAY FOR PLAYBACK ----------------------------------------------------------------- This is simplicity itself. Pressing F2 during playback will send all further output to the REPLAY cartridge. Press F1 will send output to the ST's sound chip. Pressing F3 will send output to REPLAY PROFESSIONAL. ----------------------------------------------------------------- QUICK KEY GUIDE ----------------------------------------------------------------- ( INSERT START LOOP ) INSERT LOOP END - LINK TWO NOTES(CURRENT AND PREVIOUS) F1 SOUND CHIP OUTPUT F2 REPLAY OUTPUT F3 REPLAY PROFESSIONAL OUTPUT [ START OF BLOCK ] END OF BLOCK AND CUT BLOCK P PASTE BLOCK V INSERT VC COMMAND # ADD OR REMOVE SHARP FROM A NOTE BKSPACE DELETE CURRENT NOTE ----------------------------------------------------------------- CHAPTER TWO ADDING YOUR OWN SOUNDS ----------------------------------------------------------------- In creating you own songs you may want to add some new sounds of your own to the list of samples you can use in a song. For example you may wish to play a tune using sounds from you favorite music sythesizer, or use the sound of a dog barking in a song. To do this you must add the sounds to the VOICE SET. The voice set is the list of sounds that you can use in a song. Up until now you have been using the voice set called VOICESET.SET, which is loaded from the QUARTET disk whenever you load QUARTET. This file contains all the sounds that appear in the instrument menu. If you want to use new sounds in your songs you must create a new voice set. This new voice set can then be loaded into QUARTET using the VOICESET option from the options menu. When you select this option you will be given a list of all the voice sets on the disk, and you can select the one you wish to use. VOICESET.SET is the only voice set supplied with QUARTET. NOTE: THERE IS NO ROOM TO SAVE ANY FURTHER VOICE SETS ON THIS DISK. USE A BLANK FORMATTED DISK AS A WORK DISK. JAM. ----------------------------------------------------------------- MAKING A NEW VOICE SET ---------------------- To create a new voice set you must first have samples of the sounds you want to use on a disk. You can buy disks of samples from various places,or if you have a sampler of your own you can do some yourself. We recommend the use of REPLAY 5 for samples of the highest quality.(Well they would!!). Once you have your samples, you must load them into DIGITAL.PRG .This program is used to modify the samples so they can be used by QUARTET. There are various options available in DIGITAL for manipulating the sound to reduce noise and to change it's length and frequency. These options are explained in chapter 5. When you are satisfied with the sound you can then save it in a special file called an AVR file, which contains the sample and some additional information about how to play it back. NOTE: If you used REPLAY 5 for your samples you do not need to load it into DIGITAL but only need to save it as an AVR file. NOTE: If you load an AVR format file from REPLAY 5 into DIGITAL you will lose the loop point, unless the right hand loop point has been set to the end of the sample. When you have converted all you samples to AVR format ,you are then ready to make them into a voice set. To do this you must use the program VOICES.PRG .This program allows you to load AVR files from disk and combine them into one big voice which you can use with QUARTET. You can also load existing voice set files and add or delete samples from them. To create a new voice set ,you must go through the following steps.............. 1. MAKE YOUR SAMPLES WITH E.G REPLAY OR MASTERSOUND ETC 2. LOAD THEM INTO DIGITAL.PRG (NOT REPLAY SAMPLES) 3. TURN THEM INTO AVR FILES WITH DIGITALS FACILITIES 4. LOAD YOUR AVR FILES INTO VOICES.PRG TO CREATE YOUR NEW VOICESET. ----------------------------------------------------------------- CHAPTER THREE MANIPULATING SOUNDS USING THE DIGITAL PROGRAM ----------------------------------------------------------------- Digital is a program to allow you to manipulate samples and convert them to AVR format. It provides a variety of options, in particular digital filtering of samples to reduce aliasing noise on playback. DIGITAL allows you to manipulate samples of up to 40 kbytes on a 520 machine ,or up to 64 kbytes on a larger machine. These limitations on size are imposed by the digital filtering algorithms, which require considerable extra memory for the accurate storage of samples. This should not present a problem as samples are generally individual instruments lasting no more than a second, thus QUARTET can not use samples of more than 32 kbytes. Double click on DIGITAL.PRG to load. The computer should now display the main editing screen. This screen contains lot's of information, so it is worth looking at in detail. The screen is divided into 6 main areas.These are as follows:- (1) TOP WINDOW - This is the main sample window.It shows a graph of the entire sample currently held in memory.(Blank at the moment as no sample has been loaded). (2) SECONDARY WINDOW -This window is just below the main sample window.It is used to zoom in on a sample.It is also used for generating looped samples, and for displaying the frequency spectrum of a sample. (3) DIGITAL FILTER SETTINGS - This section is located below and to the far left of the secondary window.It contains details of the sample in memory and the current settings of the filter. (4) TIME DOMAIN - Located middle below secondary sample window ,using top 2 rows of buttons.It contains options such as cutting and zooming the sample, changing the volume and playing it. The button marked =>TIME is selected, this tells you that you are currently in the time domain.If you are not familiar with this term, don't worry, it will be explained later in this chapter. (5) FREQUENCY - This contains the frequency domain selections.These are digital filtering and frequency shifting options and is located beneath the time domain buttons. (6) DISK OPTIONS - These are located bottom right beneath the secondary sample window and contain options such as Loading and saving of samples, and the selection of sample file formats.Note the the LOAD, SAVE AND ADD options can only be selected from the time domain. DISK OPTIONS ------------ Before loading a sample from disk you must first specify how the sample is stored in the file. The sample may take up the whole file, or the file may hold some other info about the sample. This will usually be held in a header at the start of the file. The sample may also be stored in 2's compliment form (i.e numbers from -128 to +127) or excess form (numbers from 0 to 255). AVR SAMPLES ----------- If the file has an AVR extender then the program will read the header from the file automatically. Select the *.AVR button and click LOAD. You can then select the sample you wish to load from the GEM selector box. The sample will be loaded, and playback frequency will be set to that of the sample. Attempting to load a non AVR file will lead to an invalid header message, as will loading a file too large for the sample memory. The maximum sample length is 40 kb on 520 machines and 64kb on larger machines.In either case try loading the sample using the *.* option. OTHER SAMPLE FORMATS -------------------- If the sample is not held in AVR format then you must select the *.* option. You must also indicate whether the sample is held in 2's compliment or excess form, by selecting 2's or EXCESS button before clicking on LOAD .If you do not know what format the sample is held in, then try each option in turn. When you have selected the correct format the sample will be shown in the main sample window(top).If you have selected the wrong format you will see a broken graph running along the top and bottom edges of the main window. Note that AVR samples will automatically load in the correct format. The sample may also have a header of some sort. This will usually appear as a few random points at the beginning of the sample, and sound like a tick when the sample is played.You will need to cut the header off the sample using the CUT option if this is the case. Note that if the sample is too large for the sample memory then a warning message will appear and the end of the sample will be lost. Samples which are not held in 8 bit format may not be loaded into DIGITAL. SAVING SAMPLES -------------- To save a sample, first select the format in which you wish to save the file. You will usually want to save them in AVR format for future use in DIGITAL or VOICES. In this case select the *.AVR button, and click on SAVE. Alternatively you can save the sample in headerless 2's compliment or excess format, in which case select *.* as required. ADDING SAMPLES -------------- There is a third disk option available, the option to add a sample from disk to one held in memory.This allows you to create combined sounds, e.g by adding 3 piano samples of different notes you can create a sample of a chord.Alternatively you may want the sound of a bass guitar and drum being played simultaneously .To add two samples you should have the longer of the two in memory and the shorter on disk. Select the format of the sample and click on ADD. Select the name of the sample you wish to load. This sound should then be added to the sound in memory. QUIT ---- Guess what this option does and send your answers on a postcard to....... SAMPLE INFORMATION ------------------ The lower left hand area of the screen contains info about the sample in memory:- Playback frequency in KHz.If this is set to the frequency the sample was taken in then the sample should sound exactly like the original sound. Sample length in BYTES. The amount of memory taken up by the sample. This is also the amount of space the sample will take to store on disk. Sample duration in seconds. The time taken to play the sample at the current playback frequency. Sample volume. The sample volume represents how load it is on a scale of 1 (very quiet) to 127 (loud).It is equal to the value of the point in the sample furthest away from 0. Estimated note. This is the estimated frequency of the sample currently held in memory, and the nearest note in the conventional music scale, where middle C corresponds to a frequency of 256KHz. NOTE: The estimated note for a sample is only calculated whilst in the time domain. TIME DOMAIN OPTIONS ------------------- There are various operations you can perform in the time domain. This includes operations such as playing the sample, setting loop points, cutting the sample and changing the sample volume or playback frequency. There must be a sample in memory before you can use the CUT, ZOOM, PLAY OR LOOP options. SET PLAYBACK FREQUENCY ---------------------- To change the playback frequency click on SET FREQUN button. A box will appear next to the current frequency in KHz.Use the BACKSPACE or ESC keys to delete this number and enter the desired frequency in KHz. The new frequency must be between 4 and 50 KHz. SET VOLUME ---------- To do this simply click on SET VOLUME and enter the desired volume level. CUT --- This allows you to cut out a particular section of the sample in memory. This operation requires the use of 2 sample cursors,these appear as 2 dotted lines at each end of the sample window. You must move the left hand one to the start of the cut and the right hand one to the end of the cut. The cursors are moved by dragging them (point the mouse at the cursor ,hold down the button and drag the cursor to the desired location. When you have positioned the cursors, click on the CUT button, and the sections outside the cursors will be deleted. ZOOM ---- To magnify a section of the sample drag the left and right cursors to the start and end of the section and click on the ZOOM button. The section between the cursors will be magnified and displayed in the secondary sample window. PLAY ---- Pretty obvious really!! LOOP ---- If you set a loop point in a sample then it will be played as follows... The section of the sample before the loop point is played once,then the section of the sample after the loop point is played until the end of the sample is reached. At this point the sample is repeated from the loop point. This allows you to use short samples for very long sounds. However it will only sound right with sounds which do not decay in volume with time. Wind and bow instruments work well.Plucked instruments and percussion do not. To set a loop point in the current sample click on the LOOP button.It will remain selected until you click on it again. In the secondary sample window a short section at the end of the sample will be displayed. The left and right markers in the upper window will show the ends of this section. You can scroll the lower window left and right by clicking on the left and right hand side of the secondary window. You will then see two sections of the sample, one of which scrolls sideways and the other fixed at the end of the sample. You can also shift the moving section by dragging the right hand marker in the main sample window. The aim here is to scroll the moving section back through the sample until you find another section of sample which matches up with the end of the sample, particularly with the right hand edge of the screen. If the sample does not match up you will get noisy clicks on playback every time the sample repeats. When you think you have matched the sample well, click on LOOP again, An R marker will appear in the main window, showing the point at which the sample will loop.Test the loop by clicking on PLAY. To change the loop point simply repeat the above procedure. To delete a loop point from a sample click on LOOP twice. PROCESS LOOP POINT ------------------ When you set a loop point in a sample you will often find it contains clicks or sudden changes in pitch. This can be alleviated by fading out the end of the loop section and fading in the start. A fast fade will remove clicks, and a slow fade makes pitch changes sound more natural. First set up a loop point in a sample and play it. If the sample contains clicks the click on the ! button next to the LOOP button and select the FAST ramp option. This should remove the click from the sample. If the sample pitch or volume changes sharply then set a loop point somewhere around the middle of the sample and click on the ! button. Select the SLOW option, and the sample should be improved.Note that the use of either of these options is permanent , so if you have made major modifications to your sample ,SAVE IT before using these options. TIME AND FREQUENCY DOMAIN ------------------------- The frequency domain plot is useful because most noise in samples is at high frequencies, and so by cutting the high frequencies out of a sample noise can often be reduced. It also gives rise to powerful techniques for setting a sample to a particular note, and changing the playback frequency without changing the note played. To convert a sample to a frequency domain plot a complex calculation called Fourier transform is required. To have this calculation performed by your ST simply click on =>FREQ. NOTE: This calculation will take some time, depending on the length of the sample.Approx times are listed below SAMPLE LENGTH TIME TAKEN 5 KBYTES 20 SECONDS 10 KBYTES 30 SECONDS 15 KBYTES 50 SECONDS 20 KBYTES 1 MIN 20 SECONDS 30 KBYTES 2 MINS 40 KBYTES 3 MINS When the transform is complete the frequency spectrum of the sample is displayed. This will be a graph with frequency from 0Hz up to half of the playback frequency. If the original sample has a clear note (i.e. it is not distorted or percussive) ,then this graph should show a sharp peak at the frequency of the note. The program will attempt to estimate this note and display the info in the lower left bottom area of the screen, otherwise the estimated note will remain at 0 Hz. If you wish to see the graph in more detail click on the secondary sample window. The frequency plot will be magnified to show a plot of frequency from 0Hz to 2 Hz, labelled with the corresponding notes. On this plot middle C is slightly to the left of the centre of the screen. Click on secondary window again to return to the frequency display. Once you have finished manipulating the sample in the frequency domain, you can transform the sample back to the time domain by clicking on the =>TIME button. The sample can then be played or saved as normal. NOTE: Not all samples are suitable for treatment by this method. Any single note or combination of notes played simultaneously should benefit from digital filtering. However speech, percussion, or samples consisting of varying notes do not. FREQUENCY DOMAIN OPTIONS ------------------------ The 6 frequency domain option buttons are located centre bottom below the secondary sample window and may only be selected from the frequency domain i.e when the =>FREQ button is selected. Particularly important in generating samples for use in QUARTET are the Shift Playback Frequency and Shift Note options, as these allow these allow the generation of samples which are uniform in frequency. To avoid confusion over frequencies it is suggested that the playback frequency be shifted first (if required) ,then the note frequency set, and then any other digital filtering operations performed. SHIFT PLAYBACK FREQUENCY ------------------------ This option allows playback frequency to be changed in a similar way to that of the time domain option Set Playback frequency, However the sample is adjusted so that it's note and duration are unchanged. This option is useful if you have sampled a sound at one frequency and want to use it for playback in QUARTET at another frequency. Note that when you change the playback frequency using this option the length of the sample will change. Also if the playback frequency of a long sample is changed this way the program may run out of memory, in which case a warning message will be produced and the operation aborted. SHIFT NOTE FREQUENCY -------------------- In contrast with the previous option this allows the note frequency of a sample to be changed without changing the current playback frequency. Thus you can sample any note from an instrument and then normalize all you samples to the same note. In particular QUARTET assumes that all samples are of note A, thus after setting the playback frequency to the frequency you intend to use in QUARTET you should set the note of a sample to an A.(i.e 55Hz 110Hz 220Hz 440Hz etc). Note that as with the previous option the length of the sample will change, and it is possible to run out of memory.In addition if no estimate of the note has been found then this option will not be available.In this case either you have shifted the playback frequency outside reasonable bounds for the sample or the sample is not suitable for digital filtering. HIGH PASS FILTER ---------------- This option is useful for removing low frequency components from a sample such the resultant noise in a sample caused by maladjustment or bad design in the sampling hardware. It eliminates the zero frequency component of the frequency spectrum. To high pass filter a sample click on the HiPASS button. You can then enter the desired filter cutoff frequency.Default is 0.0 KHz, which will just result in re-centering the sample. Enter 0.01 KHz (i.e 10Hz) to remove the effects of drift in the hardware. A setting of 0.06 KHz (i.e 60Hz) will remove mains hum, but should not be used on bass samples. LO PASS FILTER -------------- This option is has the opposite effect in that it removes the high frequency components from a sample. It is used in the same way as the HI PASS FILTER explained in the previous section. Note that the maximum frequency for the the LO PASS filter is half that of the current playback frequency, as this is the highest frequency that can be present in a sample. BACKGROUND SMOOTHING -------------------- This operation in some cases is useful for improving particularly noisy samples. To apply background smoothing to a sample click on the NoRd 1 button. You will then be given a choice of the threshold below which smoothing will take place. Select 1% for clean samples or 5% for noisy samples. Note that this operation tends to corrupt the start and end of the sample when you transform back to the time domain, and so should only be used as a last resort to clean up a noisy sample. ANHARMONIC SUPPRESSION ---------------------- Also used to try and clean up noisy samples.Click on NoRd 2 button and select x1 x2 or x3 to filter around the estimated note or it's subharmonics. Again this tends to corrupt the sample so should only be used as a last resort. A WORKED EXAMPLE ---------------- To illustrate the use of the DIGITAL program an untreated sample has been provided on this disk.This sample was sampled at 20 KHz, and is stored in 2's compliment format. Suppose that you wanted to convert it to the note A sampled at 16 KHz. The following procedure should be followed........ Load the file into DIGITAL by first clicking on the .* button to select non AVR file types, and click the 2's button to select 2's compliment format. Click LOAD and select GUITAR.SSS from the selector box. You will now see a graph of the sample in the main sample window. In the bottom left portion of the display you will see the length of the sample in Kbytes, it's duration and it's volume. Click on PLAY to hear what the sample sounds like. Note that the sample has a little high frequency noise.The sample was created at 20 Khz so click on SET FREQUENCY button and enter 20 and press return. Now click on PLAY again. This is the sound as it was originally sampled. However we want to the final sample to be played at 16KHz, so click on the SET FREQUENCY button and enter 16KHz. Now we want to transform the sample into a frequency plot. Click on the =>FREQ button. The cursor will turn into the busy bee and the computer will perform a calculation which should take less than a minute.When finished a frequency plot of the sample will be produced. Note that it has sharp peaks corresponding to the notes present in the original sample.The estimated note will be displayed in the lower left portion of the display ,if you have the frequency set at 16KHz(if not why not??) this should read about 208 Hz, or the note G#. The playback frequency is already correct so there is no need to use the SHIFT FREQUENCY option. However we need to shift the note to an A before the sample can be used in QUARTET. Click on the SHIFT NOTE button.Press ESC to clear the default frequency of 440 Hz and enter 220 in the input box. Press return and the sample frequency will be adjusted. The sample also contains other high frequencies. Note that there are very few frequencies present in the sample above 4KHz, and so the use of a low pass filter is advisable.Click on LoPASS, press ESC and then type 4 and press return to allow a low pass filter with a cutoff of 4Khz. At this point it is also worth using the high pass filter to centre the sample. Click HiPASS and press return to apply the high pass filter at the default frequency of 0Hz. Now we are ready to transform the sample back to the time domain. Click on =>TIME. Again the transform will take less than a minute. The sample will then be displayed in the main sample window. Click PLAY and you will hear that the note of the sample has changed and that there is less noise in it too. If you want to use this sample in QUARTET you must save it as an AVR format file. Therefore click AVR and SAVE. Give the file a new name and press return. This sample is now ready to be incorporated in a voice set. ------------------------------------------------------------------ CHAPTER FOUR MAKING A VOICE SET WITH VOICES ------------------------------------------------------------------ If you want to use new sounds in a QUARTET song then these sounds must be combined into a VOICE set.The voice set must contain all the sounds used in a particular song. To allow you to create a VOICE set or modify an existing set the VOICES program is provided. This program will load an existing voice set or create a new set to which samples stored as AVR files , can be added. Up to 20 samples can be included in your voice set, which can be up to 256 bytes in length. The editing screen is divided into 4 main areas. 1.The sample display. This is the large window at the top of the display.This displays the currently loaded sample. 2.Voice set information. This is the lower left portion of the display. Displays Info about the VOICE set as a whole and about the currently selected sample. 3.The voice set window.Located lower centre of the display. Contains a list of all the samples in the voice set with their size in bytes. 4.Editor options. This is located lower right of the display. VOICE SET INFORMATION --------------------- Located lower left of the display and contains the number of samples in a voice set, total size of the set in Kbytes .This is also the amount of space needed on disk to store the voice set. A voice set may not exceed 256 Kbytes of memory. Also shown here is the current samples name,length, playback frequency and duration in seconds. NOTE: When you save a voice set the playback frequency is stored along with it, so it is important to set the playback frequency to the one you wish to use in QUARTET. LOADING AND SAVING VOICE SETS. ----------------------------- There are two ways of building a voice set. You can either build from scratch from a complete set of samples or modify an existing set by adding and deleting samples from it.When you have finished editing a voice set you must save it to disk .Therefore the options for loading and saving will be dealt with first. LOAD A VOICE SET ---------------- This option allows you to load an existing voice set into memory so that you can modify it.Note that all voice sets must have the file name extender .SET. If you try to load a file that is not a voice set an error message will be produced. SAVE VOICE SET -------------- To save a voice set click on SAVE VOICE SET button (Gedaway!! JAM). Enter a new file name or select an existing file name if you want to replace a voice set already on disk. EDITING A VOICE SET ------------------- ------------------- SELECTING A SAMPLE ------------------ In the voice set window (lower centre) there are spaces for up to 20 samples. The space numbered 1 should be inverted. This is the currently selected sample. If you have loaded a voice set or sample into memory you will see a graph of sample number 1 in the top window. You can select another sample by pointing at it's number and clicking the left mouse button. That sample should then be inverted and it's graph will be shown in the sample window. The selected sample can be played, deleted or another sample inserted before it using the remaining options. PLAY SAMPLE ----------- To listen to the currently selected sample click on the PLAY SAMPLE button. The sample will be played until it finishes or you press the SPACE bar. In the case of looped samples it will be played and repeated until SPACE is pressed. SET PLAYBACK FREQUENCY ---------------------- When you start editing the voice set the first thing to check is it's playback frequency to see if it's the same as the playback frequency you intend to use in QUARTET. All samples added to a voice set should be adjusted to this frequency using the DIGITAL program. Failure to ensure that samples are set up to the correct playback frequency will result in a set of sounds which are out of tune with each other. To set the current playback frequency click on the SET FREQUENCY button. Use ESC, BACKSPACE and digit keys to enter your new playback frequency in the input box and press RETURN. INSERT SAMPLE ------------- This option is used to add a sample to a voice set. A new sample will be loaded from disk and inserted into the voice set at the selected space in the voice set. The sample occupying this space ,and any samples below it will be moved down one space in the voice set to make room for the new sample. If the selected space is unoccupied then the sample will be added to the end of the voice set. Note that you cannot insert a sample if there are already 20 samples in the voice set or if the sample would make the voice set exceed 256 Kbytes. An invalid header error message will be produced if you try and load a non AVR sample into the voice set. DELETE SAMPLE ------------- This allows you to delete the selected sample form your set. Any samples below the selected sample will be moved up one place in the set. USING VOICE SETS ---------------- You should now be able to create voice sets for use with QUARTET. It is probably best to start off by adding and deleting samples to and from the existing set VOICE.SET supplied on the disk but be careful to save it with a different file name so that you do not delete the original set. Once you have created a voice set you can load it into QUARTET using the VoiceSet option ----------------------------------------------------------------- CHAPTER 5 INCORPORATING SONGS IN YOUR OWN PROGRAMS ----------------------------------------------------------------- To allow you to incorporate songs in your own programs an additional program is provided called SINGSONG.PRG. This program can be called from any program written in a good BASIC, C , ASSEMBLER or any language that provides good interfacing with GEM. Memory must be allocated for the voice set and song files, which must be loaded in from disk as binary files. The GEM function p_exec is then called to load and relocate (but not execute) SINGSONG.PRG. Pointers to the voice set and song data are copied into the appropriate locations in SINGSONG and then a call to the program will cause the song to be played. Example programs to load and play a song using SINGSONG are provided on the disk. There are examples written in assembler(DEVPAK), BASIC (atari basic YUK!! JAM) and C (Laser C).These all function in the same way, as described below. To use SINGSONG from another program you must be sure that GEM has enough memory to load in the program. Most compiled programs will release any memory not used by the program or arrays back to GEM when they start up, however if you are writing in assembler you will need to do this yourself using the GEMDOS function m_shrink (sometimes called setblock, code $4A, see the example program if you are not familiar with this routine). The next step is to allocate some memory for the song and voice set using the GEMDOS function m_alloc (code $48). You will probably need no more than 10 Kbytes for the song but the voice set will usually require at least 50 Kbytes. Look at the size of your song and voice set file. Next the song and voice set files must be loaded into the program. This is a simple binary load into the areas you have allocated. From assembler or C use the GEMDOS open (code $3D),read ($3F),and close ($3E) functions. Finally, after all other memory has been allocated, the file SINGSONG.PRG can be loaded. This should be done by a call to GEMDOS p_exec (code $4B) with a mode word of 3 (load and relocate but not execute). This function will return a long word result which is a pointer to the base page of SINGSONG in memory, which will be assigned to a variable, say PLAY. N.B.Pexec steals what's left of your memory. If you wish to allocate memory after the Pexec then the memory can be reclaimed by calling m_shrink ($49 with the base address of singsong+16384. To play any song in memory you must take the following steps... 1.Copy the address of the song to (play+268) 2.Copy the address of the voice set to (play+272) 3.Call the address(play+256) This can be achieved from assembler using the JSR command, or from C using a function pointer. Hisoft basic uses the CALL LOC command. This will cause the specified song to be played continuously until the space bar is pressed, when control will be handed back to the main program. No other operations may be performed while the song is being played. MORE ADVANCED FACILITIES ------------------------ A second method of playing songs is available for assembler programmers. Instead of calling the address given, call (play+260) to start playing the song and (play+264) to stop playing it. You must be in supervisor mode to call these. While the song is playing control will be passed back to the calling program so that animation and other operations can be performed. Note that all interrupts except keyboard and timers B and C are disabled. The address of a single byte keyboard buffer is returned in a6 at which the keyboard code of the currently pressed key can be found. The mouse is disabled. There are in fact 2 versions of SINGSONG.PRG on the disk. The one in the folder SAFESONG will not play back songs at speeds greater than 14.6KHz(tunes of a greater speed play back at 14.6KHz), but will allow you to access most of the machines facilities including all of the registers. Running at 8KHz you have 45% of the CPU time. The other version of SINGSONG is the actual code used in QUARTET and will run at up to 19.5KHz (thats about 20% CPU time left while playing at 16KHz). Unfortunately you have to pay a price for this. Only registers D6,D7,A5,A6 and A7 are usable, changing the value of any other register will crash the machine. This rules out GEM calls of any type. I detect the VBI by waiting for the bottom of the video address pointer ($FF8207) and $FF8209) to reach their value at the top of the screen (obtainable from $44e). With a little thought it becomes quite simple to write code for just 4 registers. Calling (play+264) will restore the interrupts, you must then restore user mode. Use of these functions is only recommended for experienced assembler code programmers. If you must have the vertical blank enabled, make it short and efficient or run SINGSONG slower. It is in fact possible using the safe version of SINGSONG re-enable the VBL, the mouse and GEMs keyboard routine and run GEM but it takes some doing and GEM runs even slower than normal and you can only playback at about 8KHz. (you have to move the Timer C interrupt onto Timer A or D, setting the interrupt speed to 200Hz). NOTE: Both singsong versions take the playback frequency from the saved song file. NOTE: The examples given with the safe version are identical to those for the Unsafe version. They where both compiled from the same code. ----- THE END ----- Mega Thanx go to J.P.M. for coming round to my place and coding this executable doc in between drinking 25 cups of coffee.Thanx Jim!! Special Hi's to The Pompey Pirates , A.L.F ,All at the Oldham Club, Tell , Bob and anyone else I've missed!! Sewer Software presents.... Partial (?) Documentation and Translation for Sherman M4 Tank Sim. Written by, The Sorcerer. ------------------------------------------------------------------ Mission Command Menu Translation: Unlimited Ammo, Yes or No. Unlimited Fuel, Yes or No. Deep Rivers (Uncrossable), Yes or No. Rapid Reloading, Yes or No. Show Enemy Vehicles, Yes or No. Friendly, or Enemy Modifications: Basically for friendly you can set the number of tanks and jeeps you have, and whether you can call in artillery or not. Under enemy units you can set their moral, and experience levels, from Minimum, Medium, and finally Maximum. You can also set the enemy commander that you'll be fighting against. Sherman Tank Commands: F1 - Switches from Periscope (inside view) to Outside Fwd View. F2 - Switches from Outside Fwd View to Binoculars. F3 - Display current damage to selected Tank. F4 - Display overhead map, and/or activate "autopilot". F5 - Outside forward view. F6 - Outside rear view. F7 - Outside left view. F8 - Outside right view. F9 - Use radio to move tanks/jeeps, call artillery, or quit. F10 - Pause game temporarily. 1-4 - Selects tank 1-4. R - Use radio (same as F9). D - Display current damage to selected tank (same as F3). J - Binocular view (same as F2). C - Map, or set tank(s)/Jeep(s) course. More on that later... V - Switch from periscope to outside fwd view and back. RETURN - (Re)engage "Autopilot" for selected tank, more later. Up Arrow - Move forward, maximum speed. Down Arrow - Move in reverse. Left Arrow - rotate left (use with up or down arrow to move while turning to avoid getting hit by enemy tanks). Right Arror - same as left, except you rotate right. Space Bar+Up/Dopwn Arrow - Press the Space Bar and then quickly press the up or down arrow keys to raise or lower your tank's cannon. You can see it raise or lower from the outside forward view, or see a horizontal bar raise and lower in the periscope view. The advantage is, the higher your tank's cannon, the longer your range. (NOTE: I have yet to figure out how to rotate the tank's turret, but I am sure there must be a way to do so, but it's probably some obscure command, like Cntrl-Alt-Lft Shft-Rght Shft, etc. Who knows?) Map Mode: When using the map mode you are able to scroll the map up and down using the joystick, or the cursor keys, or keypad (each key on the keypad represents North, Northeast, East, etc. 5 is not used) to scroll the map up or down. Pressing 1-6 you can select tanks 1-4 or jeeps 5-6 (if available). To set their course, select the tank you wish to move, than move the crosshairs to the destination you wish, and press the space bar to set that tanks course. Note, when attacking enemy bunkers, or encoutering enemy tanks, your tanks you aren't controlling WILL fight back. The jeeps don't seem to do much of anything, but they probably have a purpose, which hopefully someone will find out. I think they have something to do with artillery, but I'm not positive. Artillery Mode: Artillery is called down the same way that you select your tanks destination under the movement rules. Be careful NOT to call down artillery too close to your current position (about half a map grid, sometimes a little more, them artillery boys don't know how to shoot). You'll generally recieve a message from HQ saying that artillery will be starting. Once you hear the explosions you know your artillery is making minced meat out of whatever you targeted. Also, the range seems to be relatively short. You are only able to extend a short ways (maybe 4 grids) south (or north) of your starting base, and that's it. The jeeps seem to help this problem, but then at other times they don't have any effect, so it's hard to tell. To find the range of artillery you'll have to experiment. Autopilot Mode: When using the autopilot, you can disengage at any time by simply pressing one of the 8 movement keys on the keypad, using the cursor keys, or using the joystick. Then you can go about whatever it is that you want to do. To reengage, simply hit return. Sometimes the autopilot doesn't seem to be working right, so just re-set the course again, or take temporary control of the tank, move it in the direction you wish it to go for a bit, then reengage the autopilot. Helpful Tactics: I've found that instead of charging the enemy positions, I'll look out from the forward outside view, move forward for a bit, then stop and use my binoculars to spot for enemy units. When I spot one, I'll raise my cannon to maximum height, align my sights with the enemy, and charge forward slowly. As soon as I see the sucker on the "horizon" I'll fire a shot and retreat until he's beyond my perscope view. This works very well, but sometimes you get into a "cluster fuck" of several bunkers and tanks, and this tactic doesn't work well. So I'll have my remaining tanks charge forward with the autopilot on, engaging the enemy units, while I sneak around behind their defensive position and blast them while they're not looking (generally they'll fire at your other tanks and not at you, but sometimes they'll fire at you instead). This game is VERY realistic. Also you'll see flags at various locations. You MUST capture the flags. To do this simply move the tank towards the flag (pretend you're running it over). As you back up you'll see that it changed from a Nazi flag to an American flag. Map Icons: Hangars are basically resupply depots, that'll repair minor damage. They'll refuel you and fix minor damage. There are of hangars that'll repair everything, and reload your cannon. The minor hangars that don't really repair anything are called something like "Hangar D'Revitallement" or something like that. Eglise are churches, bunkers are bunkers, etc. You'll generally figure out what the different symbols are. Normandie Campaign/Missions: Mission #1: Capture HQ (at C12 or G12), destroy enemy bunkers. Mission #2: Recover jeeps (you'll see them in map mode by selecting 5 or 6 and looking for the flashing red square, DON'T move them otherwise a guarding enemy Panzer might blast 'em). Mission #3: Capture Villages (the one at F-7). Mission #4: Destroy the cannon at B-3. Mission #5: Liberate St. Mary's Church at G-1. Also, there is a major repair facility (repairs everything, etc) at F-7. It's worth taking over, then you can repair all damage and reload your cannons, etc. Ardennes Campaign/Missions: Mission #1: Retreat unit immediately to Camp at C-14. Mission #2: Recapture base at F-9. Mission #3: Destroy the bridge at B-3. Mission #4: Destroy the enemy base at D-1. Mission #5: Liberate Bush-Ville (BIGGEST village on the map). North Africa Campaign/Missions: Mission #1: Destroy the enemy's reserves at Bab-El-Qattara (C-5). Mission #2: Defend the village at C-5. Mission #3: Destroy the enemy tank convoy at F-6, F-7, or F-8. Mission #4: Refuel at Sidi-El-Rahman, destroy enemy reserves (haven't played this one much so you got me. Maybe the northern part of the map). Mission #5: The Bunker of Rommel, the Final Battle (same again. Haven't played it to find out the coordinates). Scenary Disks: When you succesfully complete a campaign, the game says something in French about scenary disks, which might mean a sequel. Hope so, because they did an EXCELLENT job on the graphics and sound effects for this game. Unfortunately you CAN NOT snap- shot the screen and save pictures. I tried, but it wouldn't accept Alt-Help. Anyways, enjoy the game. Ok...I'm prob'ly going to offend someone here. PLEASE put your logo, handle whatever (ie: typed by Fred - hello Mum) in any texts you want credit for. I handle 100's of text files from all different sources...and sometimes I for- get who sent what! I've edited this down...and had to delete the accompanying graphics. Hopefully this excellent doc hasn't lost any impact. Oh and PLEASE set line length for 78 or less...this DOC display routine doesn't handle 80 characters. Sewer Possum Brief Instructions for Signum 2 InitialStart-up 1. All fonts to be in a folder called FONTS, or CHSETS, or LASER FO.NTS etc. 2. All font files ending in . E24 are screen fonts. Those ending in .P9 are for 9 pin printers, while .P24 is for 24 pin printers ( . L30 denotes Laser printers) 3. The print programme for 24 pin printers is PR24N. PRG, and PR9N. PRG for 9 pin models, but renaming the appropriate print file to SPRINT. PRG will allow the user to go directly to printing from inside Signum 2 without having to go back to the desktop. There are 2 laser printer files, and the Atari SLM 804 version is called PR30ATL.PRG. 4. Run INSTAL. PRG and then load SIGNUM2. PRG. 5. Make sure Auto Insert, Auto Line Feed, Auto Line Insert, and Hard Carriage return are all ticked ( i. e. turned on) in the Functions menu. Under parameters set Std. Page Layout to suit your needs. Other parameters e. g. line spacing can also be set, but probably best left to the default values initially. Also under Parameters, go to Font Options and edit the directory line to reflect where your fonts are e. g. A:\FONTS\ or E:\SIGNUM2\FONTS\ etc. Finally go to Parameters/ Save Parameters and all these settings will in future come up by default. Normal Start-up 1. Run INSTAL. PRG first, then load SIGNUM2. PRG. You must run the install programme every time that you cold-boot and load Signum 2. 2. Go to File menu and either LOAD an existing document ( . SDO), or create a NEW DOCUMENT. 3. Fonts already used in an existing document will load with it, but none are loaded with new documents. So, now select and load up to 7 fonts under Font Options. Put the fonts in order of expected useage, with the most popular one in position 1 ( N), the second in 2 ( A), etc. 1 4. Make sure that TEXT and MJR. LINE are switched on (black) in the lower left corner of the screen, and you can now start typing. Use the SAVE menu under File frequently. Functions for Typing TABS Set or drag with LH mouse button, RH button cancels. INSERTIONS and DELETIONS Use Backspace to delete characters. Pointing mouse at character and pressing LH button puts cursor over character. Pointing and pressing RH button puts cursor one position to right so that a backspace will remove the charac- ter for space insertions & deletions, use Insert or Delete keys. In latter operations holding down the shift key at the same time gives a micro movement. Lines can be inserted by use of Return or F2, & deleted by F3. A line,page etc may also be deleted by highlighting the appropriate Work Area at the bottom of the screen and dragging it with the mouse to the trash can symbol. Also using Shift gives a micro movement. New pages are added through the menu Page/ New Page Before or New Page After. The same menu has provision for removal of a complete page. LH mouse clicking on the page symbol at bottom right of the screen goes to pages before -RH clicking moves to pages ahead. Moving through pages can also be done through the Page menu. Scrolling rapidly through a page, left or right or up or down, can be done by placing the mouse arrow near the appropriate edge and holding down the button. To move between pages, use either the first three sub-menus under Page, or mouse click on the page number at the bottom of the screen - LH button goes backwards i. e. . . . 3, 2, 1 - RH button forward e. g. 1, 2, 3 . . . . CURSOR MOVEMENTS Clicking the LH or RH mouse button positions the cursor as explained above. Holding down the LH button makes the cursor follow the arrow. Shift plus either horizontal cursor key gives a minimum movement of 1/ 90 " . 2 Shift plus either vertical cursor key gives a minimum movement of 1/ 54" . Shift + Home puts cursor on LH margin. Home puts cursor on RH margin. Tab moves cursor only to next tab setting Control + tab moves the text to the next tab setting FONTS The font nominated in the Font Options table as N is the font that will type normally. Holding down Control while typing will give the font nominated as C, and Alternate will produce the font for A. The designation N, A, or C can be quickly changed in the Font Options menu by just clicking on the font name and then clicking on the appropriate box in the middle section. A quick way to change fonts is through the Escape key sequences - Pressing ESC and the " letter f " key followed by a number from 1 to 7 will load that number font into the normal position i. e. if Rockwel8 is your font in the 5th position, then pressing the ESC key followed by f followed by 5 will make Rockwel8 the normal font. Just pressing ESC 5 would type only the next character in font 5 and then continue with the normal selected font. IMAGES Signum 2 supports the German drawing programme STAD. But, through the use of its own screen dump accessory, Signum can support almost any programme, including many games, as follows - a) The Signum accessory SCROP. ACC ( +SCROP. RSC) must be loaded at boot-up time (or use MultiDesk). As Signum won't support desktop accessories while loaded, the accessory cannot be loaded inside Multidesk while Signum itself is loaded. However, the print programme can be made readily accessible to Signum 2 and does support accessories b) Call up the Signum ACC and check/ alter the path e. g. E:\SIGNUM2\IMAGES\ 3 and click on INSTALL. This adds a file extension of .I01 ( letter I plus zero one) and the message that says " Save Screen with Alternate/ Help" becomes active. While the ACC remains active, any Alt/ Help screen dump will not activate the printer but will save a file to the path you designated. The first file you create is simply called .I01, and the next file you save during the same session will be automatically designated .I02, and so on. As images can be cropped or enlarged, this effectively gives you access to just about all programmes, including all the graphics with ones like Printmaster. Just get the appropriate graphic that you want on the screen and press Alt/ Help. The file is created within a few seconds. After creating all the image files you need for the Signum session, get back to the desktop and re-name the files but keeping the same extension e.g. BOAT. IO1 GAME. I02 etc. Signum refers to these files as hardcopy - a bit confusing as normally one expects this to represent the printed result. Each file represents a complete screen. c) Now go to Parameters/ Images and click on LOAD HARDCOPY. This produces the usual file selector so load the Image(s) you want. Click on Select Section and the graphic appears. Using the LH mouse button, size the rectangle to enclose the area you want, and then hold down Shift while dragging the horizontal line with the mouse. This line represent the base line at the point where the cursor is (which is where the graphic will appear) and so this gives you a chance to place the graphic with respect to the line. When finished, a RH mouse click will produce an OK or cancel box, and when you say OK, you are returned to the document with graphic installed, as you can now see for yourself. Text can be put around a graphic if you wish. Multiple sections can be cut from one hardcopy. d) The graphic can be sized before you crop it through the images menu. But it can be easily re-cropped or re-sized by holding down both Shift & Control and LH clicking on the image. This offers a sub-menu that allows you to re-crop, re-size , or delete an image. You can also delete an image by dragging it to the trash can. 4 Printmaster, and perhaps one or two other programmes, have a curious inter-reaction with the Signum accessory as graphics come out reversed black for white. -----------> A graphic may be moved by simply holding down Control and pointing at it with the mouse and LH clicking. You can release Control and the graphic will be placed wherever you release the button. If you wish to cancel the move , drag the arrow down to the bottom of the screen and release the button, avoid- ing both the clipboard and the trash can. If you repeat the above process but use the RH button, the original graphic is undisturbed but you are able to create a copy which can be placed in a new location, re-cropped, re-sized etc. --- The cropping and sizing of a screen graphic is very easily done in Signum 2 and can be a very powerful and useful tool. As an example, a Lotto programme I have provides a wide range of statistics on past games, including a Standard Deviation Graph on the sum of the 6 numbers drawn in each game. The graph fills the screen in sections of 100 games i.e first full screen shows games 1-100 ,the next 101-200 ,and so on. As the Lotto history I have on file is for 227 games, the graph spreads over three screens. 5 The Lotto programme has a PRINT option for the graphs, but its obviously some form of screen dump. Although these graphs are for Lotto, they could easily be for very important business statistics e.g. trading figures, and one might wish to incorporate the graphs into the text of a report.Three full pages of screen dumps do not go well in a high-level presentation to management, and it is in this area that Signum 2 is really excellent. The first thing to do is to load the desktop accessory SCROP. ACC, and then alter the path to suit. If you want all your files on this occasion to have the same name, but a different extension of course, then you can do this now. My full path was E:\SIGNUM2\IMAGES\LOTTO. The system automatically names the files Lotto. I01, Lotto. I02, Lotto. I03 etc. I then loaded the Lotto programme and got the first of the graphs(or the first section, to be more precise) on the screen. I pressed ALTERNATE and then HELP, and in about 3 seconds flat had saved the first file, and so on until the 3 sections were saved. This was a very quick and easy procedure. I then re-loaded Signum, placed the cursor in the blank area beneath this writing, loaded the three hardcopies, and proceeded to crop, size and move them until the three sections appeared as one graph, as follows - (sorry...our ASCII format can't support SIGNUM gfx..so they ain't here..SP) One can type within a graphic The initial graphic size is chosen by the programme's default setting,but this can be changed. Just be aware that the recommended settingsgive better graphic resolution. If you use the Replace Hardcopy option in the Images menu, and replace any graphic with another, then all of your cropped and re -sized sections will also change to match the new graphic. Similarly, Clearing Hardcopies will remove any sections you may have used. Graphics can be readily moved around the area in which they were created i. e. in the header, or the footer, or the main text area of the page. To move to other areas and/ or pages, place the mouse on the graphic, hold down Control, 6 depress the RH mouse button ( you can now release Control), and drag a COPY of the graphic to the clipboard. If you use the LH button the graphic is removed from its location and copied into the clipboard. Note -the clipboard can store only one graphic at a time and if there is an older one already there then it will be over-written. Removing a graphic from the clipboard is easy - hold down Control and the LH button, and drag the image to the trash can. Taking out of the clipboard is very easy,just hold down Control depress either mouse button, and drag the clipboard to wherever you want the graphic to appear. The LH button removes the graphic from the clipboard, leaving the clipboard empty. The RH button merely takes a copy of the graphic, leaving it still in the clipboard. Accessing either the footer or header is achieved through the menu Page/ Header/ Footer. If you want a graphic in either or both of those areas then either create one while in the area, or copy one from the main text area into the clipboard and when in the header/ footer drag it out. You will very quickly become proficient at creating and manipulating images within Signum. TEXT SECTIONS A section of text can be manipulated like a section of a graphic. To create a section, place the cursor above and to the left of the desired area. Hold down Shift and with the LH button, drag the mouse down to the lower RH corner of the area you want. The area of text enclosed is now a section. Leave a reasonable area around text, otherwise you may miss parts of some characters. At this stage, the mouse pointer changes - close to the edge of any section it is a pointing hand, inside the section it is a grabbing hand, and it becomes a small square when well away from the section. After the section has been marked by being inside the rectangle, you can change the size of the area by going close to one of the sides, get the pointing hand symbol, and drag the mouse with th LH button. The rectangle can be removed by simply moving the mouse away (small square) and click either mouse button. To move the rectangle, put the mouse inside (grabbing hand), depress LH button and drag the mouse to the desired position. Aborting a move is the same as it was for a graphics section -drag the mouse down to the bottom function strip 7 avoiding clipboard and trash) and let the LH button go. The clipboard can be used to move text sections from main area to header or footer, and between pages just as for graphics. Using the RH button will leave the original section intact and copy the section to a new location.A text section will overwrite any other text that may be under where it is placed. To get a text section into the clipboard,just drag the rectangle onto the clipboard and let go of the button.The LH button will move the section into the clipboard, the RH button will makes a copy of the section in the clip board. To delete a section, drag it to the trash can. You can have ONE graphic section plus ONE text section loaded at the same time, and manipulate either, as per above sample. We have already learnt that holding down Control and using the LH button to drag the graphic will remove image from the clipboard, while the RH button will COPY the image and still save it in the clipboard. The text sections are exactly the same, except that you hold down Shift and use either mouse button. To delete a text section from the clipboard, hold down Shift and with the LH button, drag it to the trash Remember that deleting an image was exactly the same but you used Control. Another reason for making a section of text is to change its attributes i.e wide, bold etc. 8 TEXT AREAS Signum recognises 5 different work areas for text, as shown in the function strip. These are block (created by using markers 1 & 2), line (where the cursor currently is), paragraph, page, and chapter. Any of these areas maybe deleted by dragging the appropriate symbol to the trash can. Such a text area may be moved into the clipboard by dragging it with the LH mouse button depressed. You can copy the area by using the RH button. To take this area out of the clipboard, place the cursor where you want the text to begin, use LH button and drag the test from the clipboard. Using the RH button will just take a copy and leave the text area in the clipboard. THE ACCUMULATOR We have just discussed using the clipboard as a temporary storage area. Signum has another method called the Accumulator. Three major differences to the clipboard are - 1. the accumulator, as the name suggests, does not over-write any existing information, it merely adds to what is already there - 2. text and images are fed in together - 3. information is fed in one line at a time. The method of using the accumulator is simple, place the cursor anywhere on first line that you want and press F8. Keep on pressing it for each line that you want. When you want to copy the contents of the accumulator into the text area, just position the cursor wherever you want it, and press F9. You can clear the accumulator by pressing Shift + F9. If you have limited memory, then clear the accumulator when finished with it. Check on Info/ Memory Allocation for how much memory is being used and where, and how much is left. PAGE FORMATTING Under Parameters, one can set the page margins globally through Std. page Layout.The margins for each page may be individually adjusted by using Current Page Settings, effecting only the current page. Using these two menu options, one sets the page parameters for headers, footers, page numbering, etc. Justification is set through Work/ Option 1. Left means exactly that, with a ragged RH edge, Centre gives midway between LH and RH margins, Full-out gives flush margin on both LH & RH sides, and Right gives a flush RH margin and a ragged LH edge. 9 Indenting has to be set first in the work/ Option 1 menu. In this case I used 5/ 10 " but of course this is entirely up to the user to choose what amount of indentation is required . I found it best to set the amount 1st then type the text I want indented, and then set the appropriate work area ( line, para etc) and click on Work/ Indent. The indent is quickly carried out to my specifications. After typing a section (page or para), it is necessary to justify the text according to how you have set it in Options 1. This is done simply by setting the appropriate work area, and clicking on Work/ Auto Line Adjust. SEARCH & REPLACE As with most word processors, Signum 2 has this facility. The relevant menu is accessed through Work/ Option 2. The menu is pretty well self-explanatory Basically, you can search for a word or string of words; additionally you can search for it with certain attributes ( e. g. bold, wide, underline etc), and even with certain fonts. FONT REPLACEMENT In Work/ Option 3, one has the opportunity to change a font. This can also be done through the Parameters/ Font Options me. One must use this with caution, perhaps in just a special area such as a heading, because many fonts do not use all keys and errors will often occur. CREATING A NEW PAGE This is easy-go to Page and click on either New Page Before or New Page After PAGINATION One can just keep on typing, and saving, without any regard to page breaks. At some stage, however, pages must be created according to the length set in Parameters/ Std Page Layout. The easiest way to do this is to click on Semi Automatic Pagination in the Format menu. The cursor will stop at the line corresponding to the beginning of the next page. Point the mouse arrow at this point, or a higher point ( but not lower) and LH click. This will now become the first textual line of the next page. During this routine a menu appears on the bottom of the screen and in it are up and down arrows for scrolling through the text. This allows you to go back through text that is not shown on the screen to set your required page ending. 10 But remember, although the down arrow allows you to view text ahead but not on the screen, don't use such a point as the page you create will be longer than the set length. As stated above, a LH mouse click sets the beginning of the next page.But a RH click will set that page only and then abort without continuing. The Paginat'n Menu that appears on the bottom of the screen has a cancel box which aborts immediately. You can adjust the format of any page back to the Std Page Layout through Format/ Option. Or, if you wish to make all the headers, footers etc also conform to std page layout, then just click on Format Page or Format Chapter in the Format menu. HOW TO QUIT SIGNUM If you click on ABORT in the File menu, then you will exit immediately to the GEM desktop, unless you have modified the document in some way. If you have made any change, then you will get a warning that Abort does not automatically save the document. QUIT does the same if you have not changed the document in any way, but should you have made any changes then it saves the file automatically and then goes to the desktop. The system always calls the latest edit .SDO, and renames the previous file to .SBK, much the same as word processors like 1st Word Plus do. When you click on Printer Routines the system performs the Quit function, and then loads the current file ready for immediate printing. GENERAL Signum 2 has a number of other features which I will not delve into in this brief instruction. For example, one can use Macros. Another point - Signum files are not really ASCII type but can be converted and saved as such under File/ Save ASCII. ASCII files can be imported also. For the real specialist, one can edit existing fonts, or create new ones. PRINTING First time you use the printer routines, go to File and set the path for the font Directory e. g. E:\SIGNUM2\FONTS\ Then go to Parameters and set printer type, paper type and page length, and save parameters. There is also an option allowing you to set the dots per inch (DPI) for dot matrix printing. I suggest that you leave the default settings stay as normal, and change if you have to. Signum does not use printer codes like word processors do. Rather, Signum uses graphics type of printing. This has the disadvantage of being 11 slower, but gives much better quality plus a wide range of fonts, and graphics incorporated into the text, and so on. The default setting for a 9 pin printer is 240 DPI, which gives exc. quality One can choose 120 DPI, obviously faster but not quite so good quality. A bit like draft quality to a word processor. The absolute top quality of 240 * 2 gives simply stunning results, but of course is much slower. CONCLUSION I have found Signum 2 to be an excellent programme. For some of my uses Signum can be a replacement for Desk Top Publishing. It is relatively easy to use, can use just about any type of graphics through its own accessory, very easily manipulates graphics, and text and symbols are readily placed with incredible accuracy. It is because of the detail and accuracy required that Signum needs a monochrome screen. I hope these note are of some use to you. All I need to do now to finish off is tojust list out the main commands. SIGNUM 2 CONTROLS Under the Menu heading FILE, is a sub/menu called SAVE. This should be the most commonly used menu. Use it every few lines that you type. CURSOR BACKSPACE deletes characters With arrow on character, LH mouse button puts cursor on character, RH on space after. For SPACE inserts/deletes, use DELETE and INSERT keys. LH mouse-click positions cursor anywhere, hold down LH button and cursor follows. The cursor (arrow) keys also work. Holding down SHIFT and using Cursor Keys or Space/bar or Insert or Delete or Backspace gives a micro movement for exact placement vertic- ally or horizontally. 12 Pressing HOME puts cursor on RH end of text. Pressing SHIFT and HOME puts cursor on LH margin. TAB takes cursor to next tab setting. CONTROL plus TAB takes cursor and text to next tab setting. Placing mouse arrow close to the middle of any of the 4 screen edges and holding down the LH button will rapidly scroll the screen in that direction. INSERT/DELETE LINES AND PAGES Position cursor anywhere on the desired line and press F2.This will insert a line at the cursor position and moves any text etc on that line to the line below. The cursor sits on the new inserted blank line. Position cursor anywhere on the desired line and press F3. This will delete that particular line and all other lines will move up one to match. The cursor stays in the same position, which means it now sits on what was the line below. The lines also be deleted by dragging the block LINE in the Work Areas to the Trash Can. This also applies to the other Work Area sections e.g. Paragraph, Page etc. Menus under PAGE allow you to add page before or page after, to clear page or to remove page. FONTS In Font Options Menu, fonts can be designated as N, A, or C. N is the font that types normally, A types when you hold down the alternate key, and C types with Control depressed. Fonts can be changed around in this menu, but there is a quick way to use any loaded font. ESC followed by the f key followed by n (where n is the number of the font you want) will make that font take the normal position. ESC plus 'n' will type just the next character in the style of font number 'n'. To replace any font, see Option 3 under WORK. 13 IMAGES/GRAPHICS Signum Hardcopy is created through the Alternate/Help screen dump routine when the accessory SCROP.ACC is loaded.Place cursor where you want graphic to appear. Load Hardcopy (a complete screen) through the Parameters/Images menu, and select section you want i.e. crop it to size. LH mouse button sizes the box around the area you want, SHIFT plus LH button places the base line, and RH button click produces the OK box. To move graphic, place mouse arrow inside graphic, hold down CONTROL and depress LH button. Graphic follows mouse until you release LH button. Using RH button leaves the original graphic untouched and allows you to manipulate a copy. To re-size or re- section a graphic, hold down SHIFT and CONTROL and LH click on graphic. This produces the appropriate menu. To copy or move graphics outside area of creation (say, to header, footer, or another page) then you must use the Clipboard. So drag graphic to Clipboard symbol - LH button removes graphic to Clipboard, RH button takes a copy only and leaves original intact.You must hold down the CONTROL button at the same time. To drag graphic out of Clipboard, hold down CONTROL and drag image out using the LH button to remove it from the Clipboard, the RH button just to copy it. To delete any graphic, drag it to the Trash Can. Graphics can also be dragged out of the Clipboard and to the Trash Can. The Clipboard will hold only one graphic and ONE text section at a time. TEXT SECTIONS To mark a section of text, place cursor above and to left of area required. Hold down SHIFT and using LH button drag down to the lower right. This puts a box around the text section - do not make the section too tight, try to leave some room arount the characters you want. Box can be re-sized by getting the cursor close enough so that it becomes a pointing hand.Section can be moved by getting cursor inside box (it is now a grabbing hand) and LH dragging it to new location. RH button leaves original section untouched and merely manip- ulates a copy. As for graphics, use the Clipboard to move between different areas. The same instructions apply as for graphics but use the SHIFT key. 14 If Clipoard already contains text and/or graphic, then adding a new one will overwrite the old one. THE ACCUMULATOR With the cursor anywhere on a line, pressing F8 will put all text and graphics on that line into a section of memory called the Accumulator. The original line is untouched and the cursor moves to the next line down. Pressing F8 again will add all of that line's text and graphics to the line(s) already captured (hence name Accumulator). Lines need not follow each other. Pressing F9 will put the contents of the Accumulator on the screen wherever cursor is. The Accumulator can be added to at any time, as often as you wish, and re-called as often as you wish. If you are short of computer memory, then keep an eye on this through the menu Info. and also Memory Allocation. Any time you are getting short, the Accumulator should be emptied if you have finished with it. This is done simply by pressing SHIFT and F9. PAGE FORMATTING Under the Format menu, Semi Auto Pagination suggests the page breaks according to the length you have set in Parameters/Std Page Layout.The cursor shows the suggested break, but you can always break higher, if you wish, by LH clicking further up the page. You should NOT click further DOWN the page. Under Work Auto Line Adjust sets the type of justification you selected in Work/Option 1. Remember, it does this for the Work Area you specify i.e page, para etc. SEWER SOFTWARE presents...... SUPERLEAGUE SOCCER MANUAL TYPED BY BILBO BAGGINS LOADING INSTRUCTIONS BEFORE PLAYING PLEASE FORMAT A SPARE DISC,SO THAT YOU MAY SAVE THE GAME. ABOUT THE SIMULATION SUPERLEAGUE SOCCER IS DESIGNED TO GIVE YOU MANY,MANY HOURS OF STIMULATING EXCITEMENT AS YOU AIM TO PILOT A FIRST DIVISION FOOTBALL CLUB TO GLORY. IT INCLUDES MANY NEW FEATURES NOT SEEN BEFORE IN A FOOTBALL MANAGEMENT SIMULATION,INCLUDING THE ABILITY TO PLAY A COMPLETE MATCH WHERE YOU CONTROL ALL ELEVEN OF YOUR PLAYERS!-SOMETHING WHICH MOST MANAGERS CRAVE FOR!. GAME CONTROL THE SIMULATION IS CONTROLLED COMPLETELY BY THE MOUSE.JUST POINT IT AT THE TEXT AND CLICK ONCE WITH THE LEFT MOUSEBUTTON.FOR THE MAIN BODY OF THE GAME YOU WILL SEE INDEX CARDS,PACKED FULL OF INFORMATION.JUST POINT AT THE TAB AT THE TOP AND CLICK AWAY TO OBTAIN MORE INFORMATION. GAME LENGTH YOU PLAY 38 LEAGUE GAMES A SEASON AND START ENTERED FOR THE LEAGUE AND F.A. CUP COMPETITIONS.IF YOU SUCCEED YOU CAN BE ENTERED FOR THE CHARITY SHIELD, EUROPEAN CUP,EUROPEAN CUP WINNERS CUP AND THE UEFA CUP.FOR EACH MATCH YOU CAN PLAY EITHER A SHORT OR FULL VERSION WITH THE FULL TAKING 45MINS TO PLAY WE THEREFORE RECOMMEND THAT BEFORE STARTING A DISC IS FORMATTED. THE GAME ENDS IF YOU ARE RELEGATED (FINISH IN THE BOTTOM THREE) FROM THE FIRST DIVISION. PLAYER INFORMATION SUPERLEAGUE SOCCER HOLDS A MOST COMPREHENSIVE BANK OF INFORMATION FOR EACH PLAYER.YOU ARE TOLD: PERSONAL INFORMATION AGE :-MOST PLAYERS GO DOWNHILL AFTER 30 HEIGHT :-TALL DEFENDERS ARE REQUIRED SIDE :-WHETHER LEFT OR RIGHT FOOTED OR BOTH ABILITY FITNESS :-UNDER 40 AND YOUR CONSIDERED UNFIT SPEED :-99 IS FASTEST TACKLING :-REQUIRED FOR DEFENDERS HEADING :-STRIKERS OR DEFENDERS MUST BE GOOD SHOOTING :-STRIKERS MAIN REQUIREMENT CONTROL :-GOOD CONTROL HELPS ANY PLAYER CAREER INFORMATION GOALS SCORED THIS SEASON GOALS SCORED IN CAREER GAMES PLAYED THIS SEASON GAMES PLAYED IN CAREER OTHER MORALE :-IMPORTANT AS TO HOW THE PLAYER PLAYS CONTRACT :-HOW MANY GAMES TO PLAY BEFORE THE CONTRACT RUNS OUT WORTH :-IS HE WORTH A MILLION? START/DIFFICULTY ONCE THE GAME IS LOADED YOU ARE GIVEN A LIST OF THE 20 TEAMS IN THE FIRST DIVISION.WHICH ONE YOU CHOOSE SETS THE DIFFICULTY LEVEL.FOR INSTANCE PICK- ING A TEAM IN THE FIRST COLUMN GIVES YOU A STRONGER AND POTENTIALLY MORE WEALTHY CLUB THAN TEAMS IN THE SECOND COLUMN. CHANGE THIS ALLOWS YOU TO CHANGE THE NAMES OF THE TEAMS,THE PLAYERS AND THEIR ATT- RIBUTES. HINT: USING THIS OPTION YOU CAN DESIGN YOUR OWN LEAGUE BASED ON PLAYERS YOU KNOW.GIVING THEM APPROPRIATE SKILLS AND FEATURES BASED ON REAL LIFE!. LOAD/SAVE IF YOU HAVE CHANGED YOUR PLAYERS/TEAMS DETAILS WHY NOT SAVE IT IMMEDIATELY SO THAT YOU CAN RESTART THE GAME WITH YOUR OWN LEAGUE.THIS OPTION SHOULD ALSO BE USED WHEN YOU HAVE TO STOP PLAYING BUT YOU WISH TO RETURN TO WHERE YOU LEFT OFF. NOTE: YOU MUST HAVE A FORMATTED DISC TO SAVE THE DATA TO. START THIS IS THE OPTION WHICH IS FIRST SHOWN,ONCE THE GAME HAS LOADED.IF YOU HAVE CHOOSEN THE WRONG TEAM,YOU CAN RESTART WITH THIS OPTION. CONTINUE THE INDEX CARDS ACTUALLY REPRESENT THE MENU SYSTEM THAT RUNS SUPERLEAGUE SOCCER.CERTAIN OPTIONS ALTER THE TABS AT THE TOP-GIVING YOU ACCESS TO MORE INFORMATION!. THE CONTINUE OPTION BRINGS UP: TABLE MONEY TRAIN PICK PLAY TO GO BACK A CARD JUST CLICK ON THE AREA ABOVE THE TABS. TABLE SELECTING TABLE BRINGS UP ANOTHER MENU,WHICH LETS YOU FIND OUT HOW YOU ARE DOING IN THE VARIOUS COMPETITIONS. FIXTURE FULL HOME AWAY CUP FIXTURE LISTS YOUR FORTHCOMING LEAGUE AND CUP GAMES.THIS ENABLES YOU TO FIND OUT WHEN YOU HAVE THE CHANCE TO REVENGE DEFEAT.MORE IMPORTANTLY-IF YOU ARE GOING FOR THE CUP,YOU CAN FIND OUT HOW MUCH LONGER TO GO FOR THE NEXT MATCH,SO THAT YOU MAY DECIDE TO REST AN INJURED PLAYER. FULL GIVES YOU THE LEAGUE POSITION.THREE POINTS FOR A WIN,ONE FOR A DRAW.IF TEAMS ARE ON LEVEL POINTS,GOAL DIFFERENCE COMES INTO PLAY. HOME YOUR HOME RESULTS AWAY YOUR AWAY RESULTS.THIS ENABLES YOU TO SEE WHERE YOUR STRENGH LIES CUP THIS GIVES ACCESS TO ANOTHER MENU WHICH GIVES YOU DETAILS OF YOUR NEXT CUP GAMES: FA CUP LEAGUE CUP EUROPEAN CUP EUROPEAN C/W CUP UEFA CUP MONEY BRINGS UP ANOTHER MENU TO DO WITH FINANCE: FINANCE LOAN BUY SELL CONTRACT FINANCE SHOWS HOW WELL THE CLUB IS DOING FINANCIALLY.THE BETTER YOU DO ON THE PITCH THE MORE FANS YOU'LL GET AND THEREFORE MORE INCOME. LOAN LAST SEASONS LEAGUE POSITION DETERMINES HOW MANY MILLIONS YOU CAN BORROW. TRY TO KEEP YOUR SPENDING UNDER CONTROL. BUY THERE ARE SEVERAL DIFFERENT TYPES OF PLAYERS YOU CAN BUY: FIRST DIVISION OTHER DIVISION SCHOOLBOY INTERNATIONAL NOT ALL PLAYERS WILL WANT TO JOIN YOUR CLUB.ALL WILL WANT TO DISCUSS CONTRACTS BEFORE SAYING YES. SELL YOUR SQUAD (UP TO 30 PLAYERS) WILL APPEAR.SELECT THE ONE YOU WISH TO SELL AND HOPEFULLY SOMEONE WILL BUY HIM. CONTRACT ALL PLAYERS ARE CONTRACTED TO PLAY A CERTAIN NUMBER OF GAMES.THE MORE GAMES YOU CONTRACT THEM TO PLAY THE HIGHER THEIR WAGES.YOU CAN TRY AND EXTEND THEIR CONTRACT AT ANY TIME-BUT THEY WILL NOT ALWAYS ACCEPT.IN FACT PLAYERS WILL LEAVE THE CLUB IF YOU HAVE NOT AGREED A NEW CONTRACT AND THEIR OLD ONE RUNS OUT. TRAIN THIS BRINGS UP ANOTHER MENU ALL TO DO WITH WHAT HAPPENS IN BETWEEN GAMES: RESERVE INJURY SPY RESERVE SELECT 11 PLAYERS AND THEY'LL PLAY A RESERVE GAME.ONLY ONE OF THESE GAMES ARE ALLOWED IN-BETWEEN REAL MATCHES.THEIR USE IS TO BRING ON YOUNG PLAYERS GIVING THEM VITAL MATCH EXPERIENCE.THEY ALSO CAN HELP INJURED PLAYERS GET THEIR MATCH FITNESS BACK. INJURY LISTS ALL YOUR CASUALTIES. SPY ALLOWS YOU TO LOOK IN DETAIL AT ANY PLAYER IN YOUR DIVISION. FORMATION SETS THE TEAM FORMATION,THAT YOU'LL BE ASKING YOUR PLAYERS TO USE. OPTIONS AVAILABLE INCLUDE: 4-3-3:ONCE COMMON FORMATION USED THROUGHOUT ENGLISH FOOTBALL.UNFORTUNATELY YOU FIND AT LEAST ONE AND SOMETIMES TWO OF THE FRONT THREE PULLED BACK TO PREVENT DEFEAT.HOWEVER THE FOUR ACROSS THE BACK DOES ENABLE THE OFF-SIDE TRAP TO BE PLAYED.(HISS) 4-4-2:PROBABLY THE MOST COMMON FORMATION NOW IN THE U.K.GIVES PLENTY OF DEFENSIVE COVERAGE AND IS VERY EFFECTIVE. 4-2-4:MADE POPULAR DURING ENGLANDS 1966 WORLD CUP RUN.VERY ATTACKING,BUT CREATES A GREAT WORKLOAD FOR THE TWO MID-FIELDERS.VERY RARELY SEEN NOW-A-DAYS BECAUSE OF THE RISE IN IMPORTANCE OF DEFENCE. 5-4-1:THE SWEEPER SYSTEM,PROBABLY THE MOST POPULAR SYSTEM THROUGHOUT EUROPE CAN BE VERY ATTACKING IF YOU POSSESS TWO QUICK FULL-BACKS WHO CAN TURN INTO WINGERS.HOWEVER MOSTLY USED TO ENABLE MAN TO MAN MARKING WHILE THE SWEEPER OR "LIBERO" HANGS BACK TO INTERCEPT THROUGH BALLS. 5-3-2:RARELY SEEN VARIATION ON 5-4-1. 4-5-1:WORKS BEST IF YOU HAVE MIDFIELDERS WILLING TO GO ON THROUGH RUNS. WORKED VERY WELL FOR TOTTENHAM HOTSPUR RECENTLY,ENABLING THEIR LONE STRIKER TO GRAB NEARLY 50 GOALS IN ONE SEASON. SELECT/TACTICS HAVING CHOSEN YOUR FORMATION NOW SELECT YOUR PLAYERS AND CHOOSE THEIR POSITIONS.THESE ARE YOUR MOST IMPORTANT DECISIONS.TO HELP YOU LISTED BELOW IS A FEW GENERAL CHARACTERISTICS ABOUT WHAT TYPE OF PLAYER IS GOOD IN WHICH POSITION: GOALKEEPER:-HEIGHT AROUND 6FT.GOOD CONTROL AND TACKLING ABILITY. BACK:-AROUND 5FT.10INCH.GOOD TACKLER AND ABOVE AVERAGE SPEED. CENTRAL DEFENDER:-AT LEAST 6FT.STRONG TACKLER AND GOOD IN THE AIR. MIDFIELDER:-GOOD FITNESS AND ABOVE AVERAGE SHOOTING AND TACKLING. WINGER:-GOOD SPEED AND CONTROL. STRIKER:-GOOD SHOOTING AND HEADING ABILITY.EXTRA SPEED HELPS. PLAY YOU HAVE THREE OPTIONS: -THE FULL GAME -A SHORT GAME -IMMEDIATE RESULT IMMEDIATE RESULT IS THE MOST REALISTIC OF THE OPTIONS,AS IT IS RARE THAT A MANAGER HAS TOO MUCH IMPACT ON THE GAME ONCE IT HAS STARTED (WELL THATS WHAT THE RULES STATE). THE OTHER OPTIONS HAVE BEEN INCLUDED TO DEMONSTRATE THE TACTICAL PROBLEMS ANY FOOTBALL TEAM FACES. PLAY CONTROL-PLAYER MOVEMENT YOU CONTROL ALL 11 PLAYERS OF YOUR TEAM (THE RED TEAM PLAYING LEFT TO RIGHT ).TO MOVE A PLAYER CLICK ON HIS NAME,THEN POINT TO THE AREA OF THE PITCH THAT YOU WANT HIM TO MOVE TO AND CLICK AGAIN.AWAY HE'LL GO.YOU CAN HAVE ALL 11 PLAYERS MOVING AT THE SAME TIME. WHILE CONTROLLING YOUR TEAM,THE OPPOSITION WILL BE ATTACKING AND DEFENDING AS APPROPRIATE. PLAY CONTROL-BALL CONTROL THE GAUGE AT THE BOTTOM RIGHT WILL SHOW HOW FAR YOU'LL KICK THE BALL IF ANY OF YOUR PLAYERS TOUCH IT.TO KICK THE BALL A SHORT DISTANCE MOVE THE GAUGE TO LOW STRENGTH (TO THE LEFT) AND GET A PLAYER TO RUN TOWARDS THE BALL. WHEN HE TOUCHES THE BALL IT WILL TRAVEL AT THE STRENGTH SET ON THE GAUGE. TO GET A DRIBBLE GOING,SET THE STRENGTH GAUGE TO LOW AND SET THE PLAYER TO RUN ON A COURSE THAT GOES PAST THE BALL. S E W E R S O F T W A R E p r e s e n t s.... UNIVERSE 3 THE STORY SO FAR... The First Stellar expansion began on May 10th, 2029, with a practical demonstration of the hyperdrive effect at Franklin Laboratories' Building Number 4 in Hawthorne, Nevada. Only 11 years later, the first starship, the SS Gerhardus Mercator, made a successful jump of over 2 lightyears through hyperspace. Less than 100 years after that first jump, the colonies around Earth (known as the Home Cluster) consisted of planets and over 1 billion people. Hyperspace proved to be rather curious. It was totally devoid of any energy or matter, yet spacecraft could operate normally within its bounds. A trip through it (a hyperjump) would take, regardless of the distance, 6.8 days. There were, however, two limitations to its use. One was the enormous amount of energy required to enter hyperspace. The other was the so-called "Mass Limit". Stated simply, it placed a severe limit on the size of a spacecraft that could enter hyperspace. By 2100, the starships, powered by mass conversion, were severely strained to travel from one side of the Home cluster to the other. Since all of the Home Cluster colonies still depended on Earth for support, the experts were predicting an end to the Expansion. As usual, the experts were wrong. In 2105, a science team travelling through the far reaches of the Tau Ceti starsystem was shocked to discover a huge alien artifact drifting through space. Entire scientific communities came to study the artifact and, several years later, the purpose of the great object was discovered. It was a hyperspace booster. The booster had the capability to "push" spacecraft not tens but thousands of lightyears through hyperspace. Since the booster itself did not enter hyperspace, a ship right up to the mass limit could travel a thousand lightyears using virtually no power. Years of research continued. Why had the charon, the "gatekeepers", as the scientists dubbed them, abandoned a working booster? Where had they gone? The scientists were unable to say. The booster contained a mapping system depicting millions of the stars in the galaxy, but few of them had been specially marked by the Charon. Finally, the control system was deciphered and trial boosts began. They proved the machine to be fully functional and the technician's knowledge of the control system adequate enough to allow regular use. The Second Expansion was underway. Your home is in a cluster of stars known as the Local Group. For years, the Local Group had been receiving CARE packages from the Home Cluster, to assist them in constructing new colonies and providing updates to their current technology. Fifty years ago, the shipments stopped coming. Officially, the word was that there hadn't been any indication that they would stop. The next 10 years were known as the Great Panic, a period of interstellar war and piracy that nearly destroyed your civilization. Fortunately, at the peak of the hostilities, a hyperspace booster was found inside the Local Group. The knowledge that two-way communication might be established acted to calm the Local Group. A monumental plan was put underway to move the booster at entirely sub-light speeds and, in only 20 years, it arrived in orbit around Cetus Amicus. But during the years of the move, the Local group again fell into turmoil, this time to emerge divided into two mutually hostile governments, the Federated Worlds and the United Democratic Planets. During the years of the divided Local Group, you were employed as a deep-cover agent for the Federated Worlds. Your intelligence work revealed a monstrous plan to destroy the FW; a plan which was designed by your former lover, Desmona Ret. Almost singlehandedly, you managed to thwart the scheme, at the cost of Desmona's life. Soon after, the Local Group was reunited into a single government, a government whose researchers soon discovered the key to operating the hyperspace booster. Now, three years later, you have been selected to command a mission back to the Home Cluster. (Confirmation fax from the Admiralty, Federated Worlds. Dated 27 Feb 2374.) NAVCOM ENCODED TRANSMISSION CODED LEVEL: ARCHER TO: Captain Alex G. Seward, Ulysses Class Vessel FWS Union FM: Admiral Branasa, Fleet Operations, HQ Axia RE: Expedition to Ambergris (Tau Ceti III, Home Cluster) MG: You have been given orders to proceed to Tau Ceti III (Ambergris) and establish diplomatic relations. The Cetus Amicus Booster Station will power-up and boost your craft at exactly 03:00 hours on 1 Mar 2374. Transit time is 6.8433 mean solar days. Upon arrival at Ambergris, you are to read and execute your sealed mission orders Good Luck. Adm. Patrice Brianasa, FLEETOPS, FtA. END TRANSMISSION GETTING STARTED Creating a New Game File To create a new game, press F1 (or click the words New Game). A dialog box will appear. Enter a filename ("game1" for example). You do not need to add an extender to the name. Moving Around There are four ways to move your character. They are: 1) Using the arrows. Click an arrow icon to move in the desired direction. The four arrow keys on the keyboard will function the same way. 2) Tracing a path. Click on your character and hold the mouse button down. Drag the mouse pointer to the desired location within the room. A series of lines indicating the path will appear. Release the button to move. If you don't have a mouse, you can press the "P" key to select Trace Path. Use the arrow keys to draw the path and press [return] to move. You cannot trace a path when your character is not alone in the room. 3) Jumping from room to room. Selecting any arrow icon or key with a shift key held down will jump your character from one room to the next. Your character may only jump if the path in the desired direction is clear and there is another room in the direction of your current facing. 4) Using the Enter Command. Occasionally in the game there will be times when you cannot move your character onto squares which appear to be entryways. You may, however, be able to enter a particular object on such a square. Saving Your Position There are times during the course of the game that you may wish to save your progress before proceeding into a hazardous situation. You have two ways to save: 1) Selecting "Save" by pressing F3 will save your progress to the file you named with New Game or selected with Restore Game. 2) Selecting "Save as" by pressing F4 will pop up a dialog box. Enter a new name under which your progress is to be stored. Subsequent calls of the "Save" command (F3) will save your progress under this new name. PLAYING UNIVERSE 3 Key Commands [F1] New Game Create a new game file. The game will always begin in the Captain's Quarters. [F2] Resume Game Resume a game you have already been playing. Select the game you wish to play by clicking the mouse pointer over its name or high- light its name using the arrow keys and press [return]. [F3] Save Game in Progress This will add any progress you have made to the current game file. [F5] Close Game in Progress This will close your current game and allow you to start or resume another one. Close Game gives you the chance to save any progress you might have made before closing the game. [F6] Delete Game This will delete the selected game from the disk. Choose the game you wish to delete by clicking the mouse pointer over its name or highlight its name using the arrow keys and press [return]. [F7] Sound Switch Use this function to enable/disable the sound effects. [F8] Animation Switch Use this function to enable/disable animated movement. Universe 3 automatically defaults to non-animated. [F9] About Universe 3 This will display information about Universe 3 and its authors. Use this function to find out which version of the game you have when calling for technical assistance. [F10] Exit Universe 3 Leave the Universe 3 program with this command. Exit Universe 3 gives you the chance to save any progress you might have made before leaving the program. [D] Drop Object Drop Objects displays all of the objects currently held. Select the object you wish to drop by clicking the mouse pointer over its name using the arrow keys and press [return]. [E] Examine Current Room This will print a text description of your current room and list all of the non-player characters and objects in it. [F] Facing This allows you to change the direction your character is currently facing. This is very useful in combat. Press or click any arrow to select a new facing. [H] Highlight Objects/Persons This lists all of the objects and non-player characters in your current room that are not held. A highlighting box will appear around each object or person as it is listed. Its name will be displayed in the text window. More than one object or person can occupy the same square at the same time and not all objects or persons are visible in the map window. For example, if two objects occupy the same square, the larger object may hide a smaller one behind it. Some objects, which are parts of another larger object, are invisible under any conditions. [I] Inventory This lists all the objects your character currently holds. It will not list objects held by other characters. Your character can hold up to 10 objects maximum. The inventory list is also used to "zoom" (a magnified view) any any objects you are holding. Select the object you wish to "zoom" by clicking the mouse pointer over its name or highlight its name using the arrow keys and press [return]. If a selected object does not appear as a "zoom", then the object does not have a magnified view. [L] Change Level Press this key to change levels any time you are standing on a ladder or liftshaft. [O] Open/Close Door This will try to open or close any adjacent door. Select the door you wish to open or close by clicking the mouse pointer over it or select the appropriate direction using the arrow keys. If the door does not open or close you may have to do something else to move it. Not all doors in the game can be opened or closed. [P] Trace Path Use the arrow keys to draw the path you wish your character to take within the room and press [return] to move him. You can only trace a path if your character is alone in the room. [S] Status The status box displays your character's current health, your percentage chance to hit in combat, the total number of moves you've made so far in the current game, and the weapon with which you are currently armed. [T] Take Object Select the object you wish to take by clicking the mouse pointer on it or select the appropriate direction using the arrow keys. If your character is in the same square as the object, select it by pressing the [home] key. Take will attempt to add all of the objects in the selected square that can be taken. If an object cannot be taken, the computer will beep when you select it. You cannot carry more than 10 objects at a time. [V] Verb List The verb list is the basic form of communication between you and your character. There are 13 commands on the verb list. Select a command by clicking the mouse pointer on it or highlight it using the arrow keys. Most of the verbs will require that you select an object or person on which to carry out the command. [W] Use Weapon Your character will attack the nearest target he is facing with a readied weapon. If no weapon is available, your character will fight barehanded. [Z] Zoom Object/Person Select the object you wish to "zoom" by clicking the mouse pointer over its name or highlight its name using the arrow keys and press [return]. If your character is in the same square as the object, select it by pressing the [home] key. If a selected object does not appear as a "zoom", then it does not have a magnified view. Use the zoom mode to manipulate objects by clicking on any details of the picture. For example: The safe in your cabin cannot be opened using the Open/Close Door command. You display the Verb List by pressing [V] and select Examine. The program displays a list of all the objects and people you can examine in the room. You select the safe. The program tells you that there is a small control panel on the safe. You select Zoom and indicate the safe. A picture of the safe will appear where the room map usually is. You click on the open button and the safe pops open. [Space] Wait This causes your character to wait at his current location for a few seconds, allowing other characters to move and other actions to occur. [Arrows] Move Character/Jump Character This will move your character in the selected direction if the destination is a terrain square your character can occupy. Holding a shift key down while pressing an arrow will jump the character into the next room in the direction of the arrow. You can only jump if there is a straight path out of the room in that direction. Mouse Commands Left click on your character and drag. This traces a path from your character to any point in the room. Your character will not move until the left mouse button is released. You can only trace a path when your character is alone in the room. The trace path command will not trace over any squares onto which you cannot normally move. Right click on any adjacent door. This will open or close the door that you clicked on. If you cannot open or close the door with the mouse button, it may be necessary to use a key or other such object first. Click left button on a square adjacent to your character. This will move your character into the selected space if it is a terrain square your character can occupy. Shift click left button on a square adjacent to your character. This works the same as holding a shift key and pressing an arrow key. Click the right button on any adjacent object or person. If any of the objects or persons selected has a close-up or "zoom" picture, it will be displayed. Click with the left mouse button on any part of the object that you wish to manipulate. If you want to leave the zoom mode without selecting any part of the object displayed, click outside the map window. Click the left mouse button on the Room Name window Redisplays the room description. This is the same as pressing the [E] key. Icon Commands Click the Take Icon. Select the object you wish to take by clicking the mouse pointer on it. Take will attempt to add all of the objects in the selected square that can be taken. If an object cannot be taken, the computer will beep when you select it. You cannot carry more than 10 objects at a time. Click the Drop Icon. Drop Objects displays all of the objects currently held. Select the object you wish to drop by clicking the mouse pointer over its name. Click the Inventory Icon. This lists all the objects your character currently holds. It will not list objects held by other characters. Your character can hold up to 10 objects maximum. The inventory list is also used to "zoom" (a magnified view) any objects you are holding. Select the object you wish to "zoom" by clicking the mouse pointer over its name. If a selected object does not appear as a "zoom", then the object does not have a magnified view. Clicking an Arrow Icon Clicking an arrow does the same thing as pressing an arrow key. Shift Clicking an Arrow Icon Shift clicking an arrow icon does the same thing as shift clicking an arrow key. Clicking the Ladder Icon Click this icon to change levels any time you are standing on a ladder or a liftshaft. Clicking the Verb Icon The verb list is the basic form of communication between you and your character. There are 13 commands on the verb list. Select a command by clicking the mouse pointer on it. Clicking the Status Icon The status box displays your character's current health, your percentage chance to hit in combat, the total number of moves you've made so far in the game, and the weapon with which you are currently armed. Clicking the Weapon Icon Your character will attack the nearest target he is facing with a readied weapon. If no weapon is available, your character will fight barehanded. SEWER SOFTWARE proudly presents **** W O R D - W R I T E R **** Typed by Peter J .... thanks mate! TABLE OF CONTENTS 1. INTRODUCTION The Contents of your Word Writer ST Package........... How to use this manual................................ 2. GETTING STARTED The GEM Icons and Mouse...............................2-1 Making Working copies.................................2-1 Installing your printer in GEM........................2-1 Setting up your printer to work with Word Writer ST...2-1 Installing WWST on a hard Drive.......................2-3 Loading the program...................................2-4 Opening the Update file...............................2-4 3. QUICK START MINI MANUAL * Opening the sample document...........................3-1 * Touring the WWST display..............................3-1 The pull down Menus...................................3-1 Changing Margins......................................3-1 Setting and clearing Tabs.............................3-2 The Quick Keys........................................3-2 * Adjusting the size of a document window...............3-2 * Cursor Movement.......................................3-3 * The Scroll Bars and Arrows............................3-3 * Page Breaks...........................................3-4 * Typing in Sample text.................................3-4 * Printing the Sample document..........................3-4 4. WORKING WITH YOUR DOCUMENTS * Typing in your text...................................4-1 Opening a document File...............................4-1 Setting your Margins and TAB locations................4-1 The Automatic Word Wrap Feature.......................4-2 On Screen Special Text................................4-2 Column and Line Counter...............................4-3 Superscript and Subscript.............................4-3 * Editing a Document The Editing keys....................................4-3 Forced page breaks..................................4-4 Function Keys.......................................4-4 Inserting a line....................................4-4 Deleting a line.....................................4-4 Deleting a Word.....................................4-4 Centering Text......................................4-4 Aligning Text on Right..............................4-4 Embedded Text Key...................................4-4 Indenting Text......................................4-5 Marking a Block of Text.............................4-5 Cutting and Pasting.................................4-5 Formatting Text.....................................4-7 * Saving a Document on your data disk...................4-7 5. Word Writers St Commands................................5-1 * The DESK Pull down menu...............................5-1 * The FILE pull down menu...............................5-1 Opening a File........................................5-1 Saving a File.........................................5-2 The Save and Abandon Option...........................5-2 Renaming Files Before Saving..........................5-2 Saving Files as ASCII.................................5-3 Merging Files.........................................5-3 Erasing a File from your Data Disk....................5-3 The Abandon Option....................................5-3 Speedier Access to the Features.......................5-3 Finding the Status of your Document...................5-4 Exiting Word Writer ST................................5-4 * The OPTIONS Pull Down Menu............................5-4 Formatting Text.......................................5-4 Searching in your Text................................5-5 Searchimg and Replacing Elements in your Document.....5-6 * The BLOCK Pull Down Menu..............................5-6 Marking a Block of Text...............................5-6 Erasing a Block of Text...............................5-6 Moving Text...........................................5-6 Copying Text..........................................5-6 Cutting and Pasting Text..............................5-6 Deleting a Block of Text..............................5-7 Moving to the Top or Bottom of a Marked Block.........5-7 * The Print Pull Down Menu..............................5-7 Configuring Your Printer for..........................5-7 On Screen Special Text................................5-7 Printing Documents....................................5-8 Page Layout...........................................5-8 Entering Headers and Footers.........................5-11 Additional Printer Information.......................5-12 * The TEXT Pull Down Menu..............................5-13 Automatic Justification..............................5-13 Double Spacing.......................................5-13 * The WORDS Pull down Menu.............................5-14 The Continuous Spell Checker......................... Spellchecking a Word at a Time.......................5-15 Checking an Entire Document..........................5-15 Viewing the Dictionary...............................5-15 Closing the Dictionary...............................5-16 Thesaurus............................................5-16 Personal Dictionary..................................5-16 * The OUTLINER Pull Down Menu..........................5-17 Creating an Outline..................................5-17 Indexing an Outline..................................5-18 Reformatting an Existing Outline.....................5-18 Shifting Part of the Outline Up One Level............5-20 Shifting Part of the Outline Down One level..........5-19 Saving an Outline....................................5-20 * The HELP Pull Down Menu..............................5-21 6. PRODUCING REPORTS AND FORM LETTERS.....................5-21 * Producing Reports....................................5-21 * Producing Form Letters ...............................6-2 Creating your Form Letter.............................6-2 Creating Your Data File in WWST.......................6-2 Printing your Form Letter.............................6-3 Merging Data Manager ST Text into a WWST Document.........................................6-3 7. UNRAVELLING THE MYSTERY OF YOUR PRINTER................. * Using Special print Features..........................6-4 Your Printer Does'nt Understand Letters...............6-4 The Escape Code.......................................7-2 * How to Read Your Printer Manual.......................7-2 * Using Your Printer with WWST..........................7-3 Installing Your Printer in GEM........................7-4 Setting up your Printer...............................7-4 Entering Printer Codes................................7-5 Printing the Sample Document..........................7-6 * Printing on your Own..................................7-6 8. QUICK REFERENCE SECTION.................................7-7 * Facts at Your Fingertips..............................7-7 INTRODUCTION All of WORD WRITERS features are accessible on pull down menus. Just move the mouse to a menu heading and the menu will appear. Use the mouse to click on any option you wish to use. FEATURES Move or copy Search and replace Insert Delete Format Automatic word wrap Indent Tabbing Centering and margin justification Highlighting File merge Headers and footers Superscript and subscript Page numbering Horizontal and vertical scrolling HOW TO USE THIS MANUAL If you're like most of us, you probabaly can't wait to start using WORD WRITER to see what it can do. However, before you begin, read Chapter 2,"Getting started" and Chapter 3 "The Quick Start Mini Manual" As you read the manual, you will notice that the keys you're instructed to press all appear in rounded corner boxes ( not in this little lot folks ) that resemble the keys on your keyboard. Words that you are asked to type in appear in bold type, selected to resemble typewriter type. The cursor, or arrow, keys will be shown like this /\ \/ > < . The arrow moved by your mouse is called the pointer in this manual. Menu options which are followed by the "....." indicate that , if selected, a Dialog Box will appear. CHAPTER 2-1 CHAPTER 2 GETTING STARTED The GEM Icons and Mouse Making working copies Installing your printer in GEM Setting up your printer to work with WORD WRITER Installing Word Writer on a hard Drive Loading the program Opening the update file THE GEM ICONS AND MOUSE By now you should all be aware of the functions of Icons and Mice on the ATARI, nothing different here, so onwards. MAKING WORKING COPIES Prepare at least one data disc for use with W.W. (Word Writer). Prepare at least on back-up copy of the program disk. INSTALLING YOUR PRINTER IN GEM --------------------------------------------------------------- NOTE: If you are using a serial printer, you must select the Set RS232 Config. option on the desktop's DESK menu. See your printer manual for the proper selections for the RS232 Config. window. Take note, however, that the Xon/Xoff option should be set at OFF and the Rts/Cts option should be set On. --------------------------------------------------------------- The install Printer option on the Desktop Desk menu gives you the oppotunity to tell the computer about your printer. When you select this menu item, a window of options concerning your printer will appear on your display. WW will ignore the first four options, but you will need to set the last two, Printer Port and Paper type, for your printer. Consult your printer manual for the proper selections for these options. Then click on OK. Next select Save Desktop on the options menu to save your printer options on your program disk. These options will then be loaded into the computer each time you use WWST. SETTING UP YOUR PRINTER Your program disk contains a program called WWINSTALL that will help you set up your printer to work with WW. This program creates a file on your disk which contains information about your printer. WW must have this information before it can print your documents. To load WWINSTALL, p[lace your program disk in the drive and follow these steps: CHAPTER 2-2 1. Use the mouse to select the icon for Drive A and double click the mouse button. 2. When the disk directory appears, double click on the WWINSTALL icon. A set of pull down menu headings will appear on the display. 3. Select the Read option on the FILE menu. A item selector box will appear. In this box are the names of printer files we have already created and placed on your program disk. As you can see, these files are named for their respective printers. If your printer is represented by a file on this disk, use the mouse to select this file. If your printer is not represented select a file that is closest to your printer ( dont worry about close compatibility, though as you will be making changes to this file). Then click on OK. 4. Now you must enter the codes that your printer uses to print the six typefaces produced by WW Onscreen special text features. These typefaces are bold, italic underlining, light, superscript,and subscript. To enter the codes for your first special Text typeface, Boldface move to the CODES menu and select Bold. A window will appear with the cursor on the first line titled start. Enter the On codes needed by your printer to produce bold face. (You'll find these codes in your printer manual.) Seperate each code with a comma. Now move the pointer to the line titled End and click the mouse button. Enter your printers Off codes for bold type. Then click on OK. 5. Repeat Step 2 for each of the other typefaces. 6. the CODES menu includes one more option, Initialize, which you can use to enter codes for typefaces other than the special text group. Codes that you enter with the Initialize option will be sent to the printer at the beginning and end of every document you print. --------------------------------------------------------------- NOTE: WWST contains another option, which you will learn about later,that allows you to specify a typeface for portions of your text. The Initialize option on the CODES menu gives you the opportunity to enter codes for printing entire documents with special typefaces. --------------------------------------------------------------- Enter your codes for this option just as you entered them for the other typefaces. Then click on OK. Now that you've entered your codes, you need to perform only a few more steps to tell WWST about your printer. Use the options on the PRINT menu to do so. When you select an option on this CHAPTER 2-3 menu, a check mark will appear on the menu next to that option, indicating your choices. These choices will be taken into account when you print your document. (Your printer manual contains all the information you need about these options.) DIABLO COMPATABILE Select this option if your printer is Diablo compatible. BI-DIRECTIONAL: If your printer is Diablo compatible, use this option to tell the computer if it is bi-directional. USE FORM FEED: If your printer has a built in form feed that advances the paper during printing, select this option. PAUSE BETWEEN PAGES : Select this option to feed your printer a single sheet of paper at a time. When you have made your selections from the PRINT menu, place your data disk in drive A. Then select Save As... on the FILE menu. The Item Selector box will appear. Type in the name of your printer on the Selection line. At the end of your file name, type a period(.) and then enter the characters CFG. Click on OK and your printer file will be saved on your data disk. It will be loaded into the computer each time you use WWST. To return to GEM desktop, select The Quit option on the FILE menu. INSTALLING WORD WRITER ST ON A HARD DISK If you are using a hard drive, you will want to copy, or install WWST and all of its files over to your hard drive, which appears as icon C on your screen. To install on a hard drive,place the WWST program disk in your floppy drive A. Then follow these steps: 1. Move to the icon for Drive C and double click the mouse button. The disk directory for Drive C will appear on your screen. 2.Select the New folder option on the FILE menu. When the Dialog box appears, enter a new name for this folder, such as WORDWRITER, and click on OK. This new folder will appear on the disk directory. 3. Double click on the icon for your new folder. A blank disk window will appear on your screen. This actually is the directory for the folder, but there are no files in this folder at the present time. 4. Move the pointer to the icon for Drive A. Press the mouse button and keep it pressed as you move, or drag the icon into the blank window. This action copies all the files from your CHAPTER 2-4 program disk, which is in Drive A, over to your hard drive. LOADING THE PROGRAM 1. Turn on the monitor computer and drive 2. Place WWST in disk drive 3. Double click on Icon A 4. Double click on icon WWRITER.PRG --------------------------------------------------------------- NOTE: WWST loads up with medium screen resolution, which will work with an 80 column color monitor. If you are using a mono monitor you will need high screen resolution. Set the preferences in the desktop. WWST cannot be used in low resolution --------------------------------------------------------------- OPENING THE UPDATE FILE Your WWST program disk may include a file called Update which conrtains any information that does not appear in this manual. It is important to read this file. 1. After you load the program, you will see a message about your printer. For now simply click OK 2. The item selector box will appear and you will see the names of files . Move the pointer to file called UPDATE.DOC and double click. The file will load. 3. Please read the file thoroughly. It contains any changes and modifications that are not included in this manual. You of course may print the file. CHAPTER 3-1 CHAPTER 3 3 QUICK START MINI MANUAL Open (load) the sample document- Be sure your program disk is in the drive. Select the Open.... option on the FILE pull down menu (or press ALT and O at the same time). The item selector box will appear on your display. This box contains the names of the files on your disk. Move the pointer to the file name SAMPLE.DOC and click. Click on OK and the file will appear in the document window. THE PULL DOWN MENUS At the top of this display you will see the heading for the pull down menus. Pull down menus are easy to use. To select an option, just move the pointer to a menu heading. When the menu appears on your screen, highlight an option and click the mouse. The option will then be available to you. CHANGING MARGINS Just below the menu headings, at the top of the document window, you will see a ruler with the letters ABC, L, T and R. Disregard the ABC for now. The L and R stand for left and right margins of the document. The margins for the sample document are set at 0 and 60. This means that the line length for this document is 60 characters long. While we're here lets try changing a margin setting. Move the pointer to the R and press the mouse button. Keep it pressed while you drag the R to the right. Stop when you get to the right edge of your screen and release the mouse button.Now that you've changed the margin, the next step is to move the text out to the new right margin. Press the F10 key and watch the first paragraph of the sample expand to the new length. The F10 key is the FORMAT key. It realigns the right margin of a single paragraph after you change your line length or after you add or edit text. --------------------------------------------------------------- NOTE: You can remove the ruler from your screen at any time by pressing the ALT and H keys. When the ruler disappears, you will be able to view an extra line of text. To bring the ruler back, press ALT H again. --------------------------------------------------------------- CHAPTER 3-2 SETTING AND CLEARING TABS The Ts in the ruler at the top denote the current tab locations. When you press the TAB key on your keyboard, the cursor will move to the next closest T. Try setting a new tab location. Position the mouse pointer on a spot in the ruler. Press the mouse button and a T will appear at that point. Press the button again and the T will disappear. THE QUICK KEYS At the bottom of your screen you will see a number of special keys that you can use to operate features in the program. These keys represent WWST commands. You can use the Quick Keys at any time- either press the keys that correspond to a particular command, or use the mouse to select one. Since we've already used the F10 key, let's see what happens when we select that key on the screen. Move the pointer to the F10 icon and press the mouse. Your screen will blink as the document is formatted again. ADJUSTING THE SIZE OF A DOCUMENT WINDOW Notice how the document window covers some of the Quick Keys pictured at the bottom of your screen. You can use the mouse to make the window smaller, thus giving you a full view of all the Quick Keys. In each corner of the window is a symbol. The symbols in the top right and bottom right corners of the border of the window allow you to control the size and shape of the window. To make the window smaller: 1. Move the pointer to the symbol in the bottom right corner of the border. This is called the Size Box. Press the mouse button and keep it pressed. A shadowy outline of the window will appear on your display. 2.Now, move the mouse to the left and away from you, so that the outline moves inwards on the screen. You are dragging the outline, making the window smaller. Release the mouse button and the window will be redrawn where you deposited the outline. To make the window bigger, move the pointer to the symbol in the upper right corner of the border. This is called the FULL BOX. Click the mouse button and the window will fill the entire screen.  CHAPTER 3-3 CURSOR MOVEMENT When you are happy with the size of the document window, you can begin experimenting with moving the cursor through the sample document. The arrow keys are the easiest to use and remember- they move the cursor (not the pointer) in any direction in your text. These will not work if there is no text. WWST has a few other keys that will help you move the cursor. Try using each of the following sets of keys to move the cursor in the sample document. CTRL-> Moves the cursor to the right one word. CTRL<- Moves to the left one word. SHIFT<- Moves to the beginning of a line. SHIFT-> Moves to the end of a line. SHIFT /\ Moves to the top of the window. SHIFT \/ Moves to the bottom of the window. CLR/HOME Moves to the top of the document. SHIFT CLR/HOME Moves to the bottom of the document. After experimenting with these keys, take a look at another method for moving through a document. THE SCROLL BARS AND SCROLL ARROWS The right side and bottom of the windows border are called the scroll bars. You can scroll the text in the window by dragging the white box (called the scroll box) within the scroll bar. For example to move to the right in the window, you would move the pointer to the scroll box in the bottom scroll bar. Press the mouse button and keep it pressed. An outline of the scroll box will appear on your screen. Keeping the mouse button pressed, move the box's outline to the right in the scroll bar. Release the button. Watch the ruler at the top of your screen move to the left, indicating that the cursor has moved to the right. Try moving around the screen using the scroll bars. Now try moving in the document using the scroll arrows. The scroll arrows allow you to scroll your text up, down, left or right. For example move the mouse's pointer to the down arrow in the lower right corner of the border. Click the mouse button once. The window will shift down one line. Clicking the up arrow will move the display up line at a time. CHAPTER 3-4 When you click the right arrow, the display will shift to the right five spaces, if there is text in the window, at a time. The left arrow will help you move text five spaces to the left at a time. PAGE BREAKS As you scroll through the sample document, you will notice horizontal dotted lines at several points in the text. These lines show where one page ends and the next begins. Beneath each dotted line in the left border of the window, you will see the page number. TYPING IN THE SAMPLE TEXT Finally, we're going to let you type. First, you should move to the end of the sample document. Just drag the scroll box to the bottom of the right border. Repeat this process until you reach the bottom of the document (or simply press SHIFT and CLR/HOME). Begin typing this paragraph into the computer. Watch the cursor move as you type each letter. Notice that you never have to press RETURN at the end of a line- the computer takes care of this for you. When you reach the end of a line as you type your text "wraps" to the next line. This feature, called Automatic Word Wrap, is active wherever you set your right margin. In this case, you'll see that Word Wrap works at the right edge of the screen, where the R is currently positioned in the ruler. If you make any typing mistakes, use the BACKSPACE key to erase them. After you type in the paragraph above, you are ready to move on to the next section and print the sample document. --------------------------------------------------------------- NOTE: If you are called away from your keyboard momentarily, you may want to use the ALT-T keys to save your text. These keys store the current document in a file called TEMP.DOC on your disk. Each time you press ALT-T the current temporary file will be overwritten. --------------------------------------------------------------- PRINTING THE SAMPLE DOCUMENT Before you do any printing, be sure that you have set up your printer using the instructions in Chapter 2. Then follow these steps: 1. First, use the mouse to choose the Select Printer option on the Print menu. A window with a list of printers will appear on your screen. Use the mouse to select your printer from this list (or select a printer that is most compatible). 2. Now select Current Document on the print menu. The computer will save this document on your data disk automatically. CHAPTER 3-5 3. A window of printing options will appear. These are explained in detail later in the manual. For now we will deal only with the first three options in this window. Move the pointer to Page Number Position and click on Bottom and Center. Then move to First Page Number and enter 1. Click on the OK box in this window. The sample document will then be printed on your printer. Each page will be numbered and these numbers, starting with 1, will appear at bottom center of each page. Now that you have learned WWST basics, lets go on to the next chapter, where you will learn how to enter your own documents using the programs more advanced features. CHAPTER 4-1 4- WORKING WITH YOUR DOCUMENTS TYPING IN YOUR TEXT. OPENING A DOCUMENT FILE- Before you can type in any information, you must open a file. To do so, select the OPEN.... option on the FILE menu ( or press ALT_O ). The Item selector box will appear on your display. This box, which usually contains the names of files on your disk, will be empty if you have not previously opened a document. You will only be able to open a file that has a DOC. suffix after the file name. To open a new file, move the pointer to the first blank line in the window. Type in a name for your new document followed by DOC. Click on the OK box. You will be asked if this is a new file, Click on OK. A blank document window will appear on your display. To open an existing file, select one of the following methods 1. Does the name of the file appear on on your display. Move the pointer to that file and click on it. Click on OK to open the file. 2. If the file you want to open does not qappear on your display, it may be stored in a subdirectory on your disk. Subdirectories are listed with a (symbol that I cannot type in, its a Diamond within a square). Click on the symbol and all the files within that subdirectory will appear on your screen. If you dont find your file, click on the Close box in the upper right corner of the file window, and you will return to the original listing. Select another subdirectory to view. 3. If you would like to view all the files on your disk, move to the Directory line and backspace across the characters DOC> Then enter an asterisk * so that the line contains the characters *.* and click on the Close Box. You will see a listing of all the files and subdirectories on your disk. --------------------------------------------------------------- NOTE: If, after viewing a directory, you switch data disks in your drive, just click on the Close Box to view the files on the new disk. --------------------------------------------------------------- SETTING YOUR MARGINS AND TAB LOCATIONS The ruler, which is at the top of the document window, is used to help you set your margins. The L on the ruler stands for your left margin, and the R stands for the right margin. To move CHAPTER 4-2 these settings, use the mouse to drag the R or L to new locations along the ruler. You will also see a number of T's on the ruler. These are your current tab positions, which are placed at every fifth position on the ruler. When you press the TAB key, the cursor will stop at the closet tab position, and you can enter text. To add a new tab location, move the pointer to a spot on the ruler and click the mouse. A T will appear there. To remove a tab position, move to a T position and click the mouse. The T will disappear. THE AUTOMATIC WORD WRAP FEATURE Automatic Word Wrap allows you to type in text in a continuous stream without having to press RETURN at the end of a line. (The program has a default line length of 60 characters unless you change your margins in the ruler.) When you type, note that as you reach the right margin of your document, your text will wrap to the next line. ON SCREEN SPECIAL TEXT --------------------------------------------------------------- NOTE: Before attempting to use the On screen Text feature: 1. You must set up your printer to work with WWST. 2. You must enter the printer codes that will allow your printer to produce these typefaces. See chapter 2 and 7 for information on entering these codes and consult your printer manual for the exact codes you will need. Also, be sure that your printer is capable of producing WWST on screen typefaces. If your printer cannot produce them, WWST cannot make it do so. --------------------------------------------------------------- WWST offers you an important feature called On screen Special Text. This allows you to enter text in four different typefaces: boldface, italics, underlining and light. You can also use a combination of these typefaces. Your text will appear on your screen and be printed using the typefaces you selected. To use ON Screen Special Text, press two keys, the ALT key and a second key that corresponds to the print face you want to use: ALT B BOLDFACE ALT I Italics ALT U Underlining ALT L Light Lets say you want to type some text in boldface. (Move the cursor to the end of your document for this example) First, press ALT B. Notice that the characters ABC in the upper left corner of the ruler change to bold type. Each time you select an on screen typeface, the ABC will be displayed in the typefaces you chose. CHAPTER 4-3 Now type the word Boldface. It will appear on your screen in bold type. Press the ESC key or press ALT B again to turn off this feature. Now try using any combination and watch the results. Just press the ESC key to turn off these features. You can also use this feature on text that you have already typed into WWST. Just move the cursor to the first character of the text you want to change. Press F9 to mark this text. Move the cursor to the last character of the text you want to change and press F9 again. Now press the keys that correspond to the typeface you want to use. All the text in the marked block will change to that type face you have selected, without your having to type each character into the computer. COLUMN AND LINE COUNTER To see where you are on the current page of your document, click on the ABC icon in the upper left corner of your document window. A column and line counter will appear showing you how far down and into the page your cursor is presently located. To return to the ABC icon, simply click on the line and column counter. SUPERSCRIPT AND SUBSCRIPT The subscript feature allows you to display text and numbers below the text line, while the superscript feature displays numbers above the line. These features will come in handy when you type footnotes. The keys to use for these special features are: ALT + Superscript ALT Subscript To enter characters in either subscript or superscript, press the pair of keys that corresponds to the type you want to use. Enter the text,which will appear in the selected typeface. Press ESC to turn off these functions. EDITING A DOCUMENT * THE EDITING KEYS Unless you are a perfect typist, you will always find a need to edit a document that you are entering into the computer. Use the following keys to work with your text. Use the BACKSPACE key to erase text when you make an error. Use CTRL DELETE to erase all text from the cursor location to the end of the line. CHAPTER 4-4 Use CTRL SPACEBAR to enter a fixed space into your text. Later, when you use the Format text option to realign your margins, this space will not be deleted. You may find this useful when you want to place spaces into your text for effect or when you want to separate two words with more than a single space. FORCED PAGE BREAKS WWST displays a page break as a dotted line. These dotted lines appear every 58 lines on your screen, and you will see a new page number in the left border of the document window. To enter page breaks in other locations of your document, use the forced page break feature. This allows you to indicate that the next section of text should be printed at the top of the next printer page. To enter a page break: 1. Move the pointer to the l3eft edge of the document window where the page numbers are displayed. 2. When the pointer is on the line where you would like a page break, press the mouse button. To reverse this choice, move back to the page number and click the mouse button again. The page break will disappear. WWST also contains a feature that allows you to specify blocks of text that should remain on the same page. For example, your document may contain a paragraph or table that you dont want split and printed on two pages. To specify a block to be printed on the same page, move the pointer to the page number area and press the mouse button and keep it pressed. A small block will appear in the left border of the document window. Drag the block down in the border so that it covers all of the lines of text you want to keep together. Release the mouse button. Now, if you print this text using a PRINT menu option, this block will always be printed in its entirety on the same page. If you change your mind and want to unmark this block of text, move the pointer to the top of the shaded block. Drag the shading down and then up until it has been removed from the text. THE FUNCTION KEY The function keys ( the keys marked F1 through F10 ) all have special uses in WWST. You may want to experiment with these keys using the sample document. You can't hurt anything and it will give you a chance to get to know these important keys. CHAPTER 4-4 INSERTING A LINE Use the F1 key to insert a blank line in your document. Just move the cursor to the location for the line and press F1. DELETING A LINE To delete a line of text, move to that line and press F2. That line will be deleted and all of your text will move up one line. DELETING A WORD To delete a word in your text, move to the first letter of the word and press F3. All the text from the current cursor position to the start of the next word will be deleted. You can also use this key to delete a space at the beginning of a line ( for example, to bring centered or right aligned text over to the left margin ) Just move the cursor to the first column of the line and press F3. The extra space will be deleted. ( If this is the first line of an indented paragraph, you can now delete the indent from the other lines by pressing F10 to reformat the paragraph). CENTERING THE TEXT To center text on a line, type in the text starting in the first column on the left of your screen and press F4. These words will be moved to the middle of the line. ALIGNING TEXT ON THE RIGHT The F5 key allows you to align a line of text along the right margin of your document. To use this function, place the cursor in the space to the left of the text you want to move to the right margin. Press F5. Your text line will be moved over to the right margin of your document. THE EMBEDDED TEXT KEY --------------------------------------------------------------- NOTE: Before attempting to enter printer codes, answer these questions 1. Have you installed your printer into GEM. 2. Have you set up your printer in WWST. 3. Have you read the printer Tutorial in Chapter 7 --------------------------------------------------------------- To use a typeface that is not included in the on screen special text feature, such as near letter quality, you can enter printer codes using the Embedded Text Key, F6. 1. Move the cursor to the left margin of the line above the text you want to print with a special typeface. Press F1 to insert a blank line. Chapter 4-5 2. Type the character P/ followed by the printer codes you want to use. For example, to enter the printer codes to print in near letter quality type on a Star printer you would enter P/27,66,4 Be sure that you separate each code with a comma. 3. Press F6 and your printer codes will disappear. Instead, you will see a check mark in the left border of the document window. This check mark lets you know that you have hidden a printer instruction at that point in your document ( we call this embedded text). To view embedded text, move the pointer to a check mark and click the mouse button. (Just place the cursor on this line and press F6 to re-hide this information again.) 4. Now, enter the codes that will return your printer to its normal typeface after it prints your paragraph in emphasized type. Move the cursor to the blank line below this paragraph and press F1 to insert a line. Then enter P/27,66,5 Press F6 to enter this as embedded text and another check mark will appear in the left border. After you enter your printer codes, you can use an option on the PRINT menu to print your document. The printer codes that you entered with the F6 key will be used by the printer to print your text using the typeface you indicated. To delete embedded text, move to the check mark line. Click on the check mark to display the text and then press F2 top delete the line. --------------------------------------------------------------- NOTE: You can also use this key to give the printer special information about headers and footers. See the section " Entering Headers and Footers " in Chapter 5. --------------------------------------------------------------- INDENTING TEXT Use the F7 key to indent text. Just type in the text to be indented. Using the ruler at the top of your screen, set a tab location for the indent. Move the cursor to the first character of the text to be indented and press F7. The text will move to the next tab position. Keep pressing the F7 key until the text is positioned exactly where you want it. To indent an entire paragraph, type in your paragraph. Then place the cursor on the first character of the first line of the paragraph. Press F7 until the line arrives at the indent you want. Press F10, the format key, and every line of that paragraph will be moved to the same tab location (indent) as the first line. CHAPTER 4-6 To delete the indent from a paragraph, move to the first column of the paragraph's first line. Press F3 to delete the indent from that line. Then press F10 to delete the indent from the other lines of the paragraph. MARKING A BLOCK OF TEXT Several WWST functions require that you mark a block of text using the mouse and the F9 key. To mark a small block, follow these steps: 1. Move the pointer to the first line of text in the block you want to mark. Press the mouse button and keep it pressed. 2. An square shadowy outline will appear. Drag this outline around the text you want to mark and release the mouse button. Your block will be highlighted. To mark a larger block you may want to use this method: 1. Move the pointer to the first character of the block you want to mark. Click on the mouse button and the cursor will appear at this position. 2. Press F9. A small square of highlighting will appear on your screen. 3. Move the pointer to the last character of the block you want to mark and click again. Press F9 and the text will be highlighted. You can reverse Steps 1 and 2 so that the text will be highlighted backwards- from the last character to the first character. See " The BLOCK Pull down Menu " in chapter 5 for information on the options that you can apply to a highlighted block of text. --------------------------------------------------------------- NOTE: To remove the highlight from a marked block, press UNDO, or select Unset Block Marker on the BLOCK Menu. --------------------------------------------------------------- CUTTING AND PASTING TEXT Often when editing a document, you may find the need to copy a paragraph and move it to other locations. This "cut and paste" operation is available in WWST on the F8 key (it is also available on a pull down menu ). To cut and paste text: 1. Mark the block of text you want to cut and paste using the F9 key. (The block will not be removed from its original location) 2. Press F8. This block of text will be stored in the computers memory. 3. Move the cursor to the new location for the block of text. Press F8 again and the block will appear on your display in the new location. This block will remain in the computers memory and CHAPTER 4-7 you can paste it in other locations. FORMATTING TEXT After inserting text into a line in your document, you may find that the line stretches past your right margin. To re-align your margins from this line to the end of the paragraph, move 5the cursor to the beginning of the paragraph and press F10. WWST will align the text in this paragraph so that it conforms to your margins. --------------------------------------------------------------- NOTE: The F10 key formats only a paragraph at a time. To format an entire document at once, select Format from the OPTIONS menu (see Chapter 5) --------------------------------------------------------------- SAVING A DOCUMENT ON YOUR DATA DISK After typing in your document, you should store it on your data disk. WWST contains three options that allow you to save a file to disk, and these are all explained in Chapter 5. The simplest and most used of these options is simply called Save. To save a file, place data disk in the drive. Select Save on the FILE menu. The document that is currently in the computer will be saved on your disk under the name that appears at the top of the window. If you try to store a document with a name that you have already used for a document on your disk, the old file will be overwritten. CHAPTER 5-1 CHAPTER 5 WORD WRITER ST'S COMMANDS --------------------------------------------------------------- NOTE: As you work with WWST menu's, you will see that some menu items appear in light type while others are in boldface. The items in light type are unavailable to you at that point in the program, but they will become available at other times. Foe instance, the Paste menu item is not available until after you mark a block to be pasted and select the Cut option. --------------------------------------------------------------- The DESK Pull Down Menu The Desk menu contains the WWST introductory display, which includes the program version number. The FILE Pull Down Menu When you select the FILE menu, you will see the following options: The letters next to the Open.... and Save as.... Options are the Quick Keys that you can use to access these options without calling up the menu. the Symbol stands for the ALT key, which you must press at the same time as you press the O or S key when calling up one of these options. The FILE menu options allow you to work with files on your data disk, so be sure that your data disk is in the drive before you select a FILE menu option. Let's take a look at each of these options. * OPENING A FILE ALT-O Remember how to open a file? To review the instructions for this option, see chapter 4. Moving Windows On Your Screen You can open up four documents at a time, and they will all appear as separate, overlapping windows on your screen. You can then choose which of the documents you want to work with by moving the pointer to any position in that window and pressing the mouse button. The chosen document will appear on top of the others.( Some of the others may seem to disappear from your screen but this is only an illusion. They are now behind the document you chose to view.) To view a document that is behind another, you can do one of three things. First, you can actually drag a window to a new position on your screen ( so that you can see what is behind it ) by placing the pointer on the Move Bar at the top of the window. Press the mouse button and keep it pressed. An outline of the window will appear. Using the mouse, drag the outline to a new location on your screen and release the mouse button. CHAPTER 5-2 The Window will appear in its new location, and you will be able to see all or part of the windows that were behind it. Your second choice is to remove, or close a window. The symbol in the upper left corner is called the Close Box, which allows you to remove a window from your display without saving the text in the window. However, to avoid accidental erasure, you will be prompted to make sure this is really what you want to do. Use the mouse to select the window to be removed. Then move the pointer to the close box of this window. Press the mouse button and the window will be removed from your screen. --------------------------------------------------------------- NOTE: To save a document before removing the window, use the Save or Save and Abandon options. --------------------------------------------------------------- Last, you can use the ALT-A keys to move between windows. Just place the pointer on the window you want to work with and press ALT-A. That window will now be moved on top of the other windows on your screen and you can begin entering or editing text. * SAVING A FILE Select the Save option to store your document on your data disk. The document will be stored under its current name ( the name appears at the top of the document window). If you try to store a document with a name that you used for an existing document on your disk, the old file will be overwritten. --------------------------------------------------------------- WARNING! To guard against losing your document due to equipment or disk problems, be sure to save it on your data disk at regular intervals. --------------------------------------------------------------- * THE SAVE AND ABANDON OPTION This allows you to save a document and then erase it from your computer. Just select Save and Abandon. The document will be saved on your disk under the name you gave it when you first opened this file. It will then be erased from the computers memory. * RENAMING FILES BEFORE SAVING The Save as... option allows you to change the name of your document before you save it. After you select the option, enter a new name for the file in the computer. Click on the OK box or press RETURN, and the document will be saved on your disk under its new name. CHAPTER 5-3 If your disk already contains a file with the name you entered, the old file will remain on your disk, but the computer will change the file extension to .BAK (for backup). The new file will also be saved on your disk under this file name, but with the file extension .DOC * SAVING FILES AS ASCII CHARACTERS WWST document files contain some non standard ASCII characters. Normally, you dont need to worry about this, because it will not affect your use of the program. However, if you plan to use WWST files in a telecommunications program, you must save your files in standard ASCII characters. To do so, select Save as ASCII on the file Menu. Enter a name for this file, click on OK and the document will be saved to disk. * MERGING FILES Use this option to merge a file on your data disk with a document that is currently in the computers memory. To merge files, move the cursor to the position in your document where you would like the new text to be inserted. Select the Merge.... option on the FILE menu. When the Item Selector box appears, use the mouse to select the file you want to merge and click on OK. It will then be placed in your current document at the location you indicated. * ERASING A FILE FROM YOUR DATA DISK Use the Erase.... option to delete obsolete files from your data disk. After you select this option, the Item Selector box will appear. Use the mouse to select the file you want to erase, click on OK, and that file will be removed from your disk. *THE ABANDON OPTION When you are finished working with a document, select this option to erase it from the computers memory. Be sure you have saved the document on your data disk before you use this option. (Remember that you can also abandon a document by clicking on the Close Box in the upper left corner of the document wiondow.) * SPEEDIER ACCESS TO FEATURES We call it Set Path, borrowing from the language of the IBM world, and it works like a road map to your files. This is how it works. When you select the Set Path..... option on the FILE menu, you will see a dialog box titled Set Path Names. CHAPTER 5-4 Organize your folders and files so as to group together those you use jointly most frequently. Set Path tells your computer the route to these files and folders. For example, you are intending to place your data files, WWST documents, form letters, and address lists on a root directory of the C drive. You want to keep the WWST dictionary and thesaurus in their own separate folders, and you want Help files in the WWHELP folder on Drive C. You have a hard drive, as indicated by C: so you have plenty of room for holding all these files in the same place. If you have one or two floppy drives, you may need to set some of your paths to the a Drive and some to the B. * FINDING THE STATUS OF YOUR DOCUMENT Select Status to view information about your computer and the current document. This information includes the number of pages, lines, words and characters contained in your document ( Characters are expressed as a number of bytes, with 1K representing 1024 bytes.) * EXITING WORD WRITER ST Use the quit option to exit WWST and return to the GEM desktop. Be sure to save all your documents before you select this option. * THE OPTIONS PULL DOWN MENU Select the OPTIONS menu and let's take a look at each of the options. FORMATTING TEXT- F10 Remember the F10 key? it allowed you to reformat a paragraph in your document after editing text. The Format Text option differs just a bit in that it allows you to choose whether you want to format a single paragraph or the entire document. ( If you want to format a single paragraph, be sure that the cursor is located in that paragraph when you select this option.) After you call up this option, a dialog box will appear. Select Paragraph or document by clicking on the OK box. SEARCHING IN YOUR TEXT Use the Search.... option to tell your computer to search through your document for a phrase, word or word fragment. When you select this option, a dialog box will appear. To perform a search, follow these steps: CHAPTER 5-5 1. Enter the characters you want the computer to search for. You may use a ? as a wild card. For example, if you entered friend?, the computer would look for "friend" and any other words that begin with friend, such as friends and friendship. DO NOT PRESS RETURN 2. Now use the pointer to select either Forwards or Backwards. The search will begin at the cursor location and proceed in the direction you select. 3. The next selection is the Matching/Ignoring box. If you select Matching, the computer will look for the word in exactly the form you entered it- capital letters, lower case, or a mixture of both. If you select Ignoring, the computer will ignore upper-case and lower-case letters, searching for the word everywhere that it appears. 4. Click on the OK box. The dialog box will disappear and the search will begin. If the computer finds a match for the characters you entered, it will place the cursor at the end of that word. You can then make changes. To continue a search, press ALT-R. The cursor will move to the next occurrence of the characters you entered. ---------------------------------------------------------------- NOTE: The computer always begins a search from the point where the cursor is located when you select the Search...... option. --------------------------------------------------------------- * SEARCHING AND REPLACING ELEMENTS IN YOUR TEXT This option works much like Search....., except that you can tell the computer to replace one set of characters with another. After you select this option, you will see a dialog box. In the One/Some/All box, select One if you want to replace the search item in the first place it appears. Some for several places, or All for everywhere. (If you select Some, the computer will stop each time it finds the search item. you will be asked if you want to replace the item there. If not, you can move on to the next location.) Now fill in the characters to search for and the new characters that will replace them. Make selections for Forwards/backwards and Matching/Ignoring as you did when you used the Search.... option. Click on the OK box. The computer will perform the search, and when it finds the first characters you entered, it will enter the new characters. You can then make changes, if you wish. CHAPTER 5-6 To continue a search, press ALT_R. The cursor will move to the next occurrence of the characters you entered. --------------------------------------------------------------- NOTE: The computer always begins a search from the point where the cursor is located when you select the Search and Replace option. --------------------------------------------------------------- * THE BLOCK PULL DOWN MENU Marking a Block of Text - F9 The Set Top and Set Bottom options on the BLOCK menu are used to mark text. They operate just like the F9 key. To use these options, move the cursor to the first character of the block you want to work with and select the Set Top option. Then move the cursor to the last character of the block and select the Set Bottom option. The block will be highlighted and you will be able to use the BLOCK options on the text you have marked. Erasing a Block Marker -UNDO After you have highlighted a block, you may decide you do not want to work with that block. To remove the highlight, select Unset Block Marker or press the UNDO key, and the highlighted text will return to normal. Moving Text ALT M The move option allows you to move text from one part of your document to another. Just mark the block, using the above instructions, after the block is highlighted move the cursor (not the pointer) to the new location for the block. Select the Move option and the block will be moved to the new location. Copying Text ALT-C The Copy option allows you to duplicate a block of text anywhere that you'd like in your text. Mark the block of text you want to copy. Then place the cursor at the location for the duplicate block of text. Select the Copy option and the text will be copied to the new location ( the original text will remain unchanged). Cutting and Pasting Text F-8 You may remember reading about cut and paste when we discussed the function keys. The Cut and Paste options on the BLOCK menu achieve the same result as the F8 key alone, but the steps are slightly different: CHAPTER 5-7 1. Use the F9 key or the Set Top/Bottom options to mark the text you want to cut from your document. 2. Select the Cut option, or press F8. This block of text will be stored in the computers memory. It will not be erased from your document. 3. Move the cursor to the new location for the block of text. Select the Paste option or press F8 again and the block will appear on your display in the new location. You can then paste the block into as many new locations as you like, because the block stays in the computers memory until you designate a new block and select Cut again. Deleting a Block of Text ALT-D Use this option to delete a section, or block, of text from your document. Mark the block you want to delete and select the Delete option. The text will be erased from your document. Moving to the Top or Bottom of a Marked Block To view the beginning of a marked block, select Goto Top, and the cursor will move to the first character of the block. To view the end of the block, select Goto Bottom, and the cursor will move to the last line of the block. * THE PRINT PULL DOWN MENU Configuring Your Printer for On screen Special Text Before you can print a document that contains On screen Special Text, you must use the Select Printer option. This option contains the printer codes needed by a number of printers to produce the Special Text typefaces. WWST is set up to work with an Epson compatible printer. If you are using a different type of printer, place your program disk in the drive and call up the Select Printer option. The item Selector box, which includes a list of printers, will appear on your display. The printer file you created using the WWINSTALL program will appear in this window. Use the mouse to select that file, or you can select another file on the list that corresponds to your printer, and click the mouse button. If your printer does not appear in this list, try selecting a printer that yours may be compatible with. Please load Part 2 of the WORDWRITER docs...... Part 2 of the Word Writer docs...... CHAPTER 5-8 Printing Documents ALT-P and CTRL-P WWST offers you two handy printing options: you can print the document that is currently in the computer (Current Document), or you can print a document directly from your data disk (From Disk ) --------------------------------------------------------------- NOTE: WWST Current Document function does not tie up your computer as it prints, so that you will be able to continue typing and editing a document while the printer is running. To accomplish this, the program writes a file called PTR.WRK onto your disk that is as large as the document you are printing. Then it uses that file when it prints. If there is not enough room on your data disk for this special file, you will see a Disk Full error message, and you will not be able to print. If this happens,  save your document onto a new data disk and try printing again. ---------------------------------------------------------------- To print a document, follow these steps: 1. If you select the Current Document option, the program will check your data disk to make sure you have saved a back up copy of the document that is currently in the computer. If not, the computer will store a backup copy automatically. If you select the From Disk option, the Item Selector box will appear on your screen. Use the mouse to select the document file you want to print. 2. A window of printing options will appear on your screen. These items affect the way your printed document will look. Each item will be set for a default value. You can change these settings to fit your needs. Then click on OK to print your document. NUMBER OF COPIES Enter the number of copies for this option to tell WWST how many copies of your document to print. PRINTED TO This option allows you to select where you want your document printed- through your printer or onto a data disk. If you select Disk, your document will be written onto your disk along with its special characteristics such as page breaks headers, footers and page numbers. You can then use it in a telecommunications program. CHAPTER 5-9 --------------------------------------------------------------- NOTE: When you use the Save as ASCII option to store your document on your data disk, that ASCII file will not contain special characteristics of your document, such as page breaks, headers, footers and page numbers. You must select the Print To.... option in the Print Specifications window to print a full document with all its features on your data disk. --------------------------------------------------------------- PRINT FROM PAGE [] to PAGE [] This option allows you to select a section of your document to print. Just enter a page number from the document in each set of brackets. When you print the document, only the group of pages you indicated will be printed. (To print a single page, enter the same page number in both sets of brackets.) FIRST PAGE NUMBERED To number your pages, enter the first page number for your document at this option. Then move on to For Page Numbering Use and select Page Number. NUMBER PAGES? This option allows you to give the printer special information about your page numbers. To number your pages, select yes. If you are going to use headers and footers on your pages instead, you must select Header Content.... or Footer Content.... from the PRINT menu first. If you dont want to number pages select No. PAGE NUMBER POSITION You can place page numbers at the top or bottom of each page. To use this option, use the mouse to select TOP or BOTTOM and click the mouse button. Then select either LEFT, CENTER or RIGHT. --------------------------------------------------------------- NOTE: If you have entered page numbers in a header or footer, the information you entered will appear in this window. --------------------------------------------------------------- TEXT FOR PAGE NUMBER Use this option to enter text in front of, after or around a page number. For example, you might want each page number to have a dash on either side,-1-, or you may want the word "page" to appear before the number. To tell the computer how to treat your page numbers, enter the text and enter the ^ symbol where the page number would appear. For the two examples above you would enter: - ^ - page ^ CHAPTER5-10 When the document is printed, the sign will be replaced by a page number. BOOK PRINTOUT If you select Yes for this option, the pages of your printout would be printed as if they were pages in a book: page numbers, headers and footers at the left margin of the left hand pages and at the right margin of the right hand pages. LEFT MARGIN POSITION Is your printer carriage aligned to your liking, or are your printouts always too far to one side? Use the Left Margin Position option to enter a number of spaces at the left margin to compensate foe an unaligned carriage. WHILE YOU ARE PRINTING After you make your selections and click on the OK box, your document will be printed on your printer or on your data disk. If you select the PRINT menu during the printing process, you will see the word Printing at the top of this menu with a check mark. If you select this Printing option, a window will appear on your screen. This window will tell you the name of the document being printed and the name of the printer file you chose with the Select Printer option. Also, you will be able to pause the printing by moving the pointer to the Pause box and clicking the mouse button. To restart printing, select Printing again. The window will re-appear, but you will notice that the Pause box has been replaced by a box called Restart. Click on this box to start printing again. * PAGE LAYOUT The Page Layout.... option allows you to tell the computer exactly where you want your text, headers and footers placed on the page. When you select this option, you will see the following dialog box on your display. (Sorry I don't do boxes ) As you can see, this box consists of a sample page and several boxes where you must enter data. Each box represents a number of lines on your printer paper. Here is where you design exactly how your printed page will look. Lets examine each of these boxes. On the left of the page: This box contains the total number of lines on your printer paper. Most standard paper is 66 lines long. CHAPTER 5-11 On the right of the page, from the top: The first box contains the number of lines from the top of the paper to the header. A header can be a title or page number. The second box contains the number of lines from the header to the first line of your text, including the header line itself. If you set this at 0, the printer will not be able to print a header line. The third box contains the number of lines of the text that will be printed on each page. The computer calculates this number as you enter other numbers in this display, and you cannot modify it. The fourth box contains the number of lines from the the last line of text to the footer line, including the footer line itself. If you set this at 0, the printer will not be able to print a footer line. The fifth box contains the number of lines from the footer to the bottom of the page. You will notice + and - signs on each side of the values on the display. To raise a setting, move to the + sign next to the setting. Click until you see the number you want. To lower the setting, click on the - sign. Then click on the OK box. The computer will use your entries at printout time. ENTERING HEADERS AND FOOTERS If the document you are typing is a report or a term paper, you might find this next feature very helpful. Headers and footers are printed on every page of your document, and you place them wherever you want on the page. Let's look at an example. You're typing in an important report for work, and you want the title of the report to appear at the top of every page. This is easy enough. Just select the Header Content.... option. A dialog box will appear: Note that there are three boxes in this dialog box. Each box represents a position where your header might appear at the top of the page: at the left margin, centered or at the right margin. For this example, the header will appear at the left margin. When you select the Header Content....option, make sure the cursor is in the box marked Left. Then type "my printout" in this box. You can enter up to 35 characters in each box. You also want a page number to appear at the right margin of the top of the page. This number should be preceded by the word page. To accomplish this, use the mouse to move the cursor to the box marked Right. Then enter "page"^. Enter the ^ symbol here to represent your page numbers. The computer will print the proper page number on each page at printout time. CHAPTER 5-12 Now that you have entered the complete header, all you have to do is click on OK. When your report is printed, the header will appear on each page. Footers work exactly like headers, except that you must select the Footer Content....option from the PRINT menu. Do some experimenting with these options to see what looks best on your printouts. --------------------------------------------------------------- NOTE: If you want to enter page numbers in your footers, enter "page"^ in one of the lines in the Footer dialog box. When you call up the Print window to print your document, select No for Number Pages and leave the line marked Text for Page Number blank. --------------------------------------------------------------- To tell the computer to omit the header from a page, move to the first line of that page and enter "HOFF". Press F6 to embed this as a command. On the first line of the next page, enter the command "HON" with the F6 key to turn on your headers again. You can also use the FON and FOFF to turn footers on and off. ADDITIONAL PRINTER INFORMATION Following are some additional facts and hints to help you get the most from your printer when using WWST 1. Before you print a document, check your data disk to make sure the write protect notch is closed- the write protect is off. 2. Before installing printer codes on your program disk, check to make sure the write protect notch is closed. However, when you finish, it is a good idea to apply the write protect by moving the notch to the open position. 3. After you install your printer using WWST WWINSTALL program, save your newly defined printer configuration under the file name PRINTER.CFG. This will automatically load your printer information when you load WWST. 4. You can use the Light type function ALT-L to print any typeface your printer is capable of producing. When you use the WWINSTALL program, select the Light option on the CODES menu. Enter printer codes for one of your printers typefaces, and later, when you use the the ALT-L keys, your screen text will appear in light type, but this text will be printed in the typeface for which you entered codes. 5. Refer to your program disk for the latest Printer Reference Files. CHAPTER 5-13 * THE TEXT PULL DOWN MENU AUTOMATIC JUSTIFICATION This option gives you the opportunity to justify your text along the left and right margins (normally text is justified along the left margin only.) A justified right margin is knife edge straight, like you see in some books and newspapers. Unjustified margins are not straight, like the right margins in this manual. When you select Automatic Justification, a check mark will appear next to this option on the TEXT menu. The right margin of your text will be justified as you type. To turn off automatic justification, select this option again. The check mark on the menu will disappear. --------------------------------------------------------------- NOTE: The Automatic Justification option works only as you are typing. If you select this option after you have typed in text, the text you have already entered will not be justified. To remedy this, use the Format Text command, and your text will then be justified. --------------------------------------------------------------- THE AUTOMATIC WORD WRAP FEATURE Automatic Word Wrap allows you to type in text in a continuous stream without having to press RETURN at the end of a line.( The program has a default line length of 60 characters unless you change your margins in the ruler.) When you type, note that as you reach the right margin of your document, your text will wrap to the next line. If you edit your document by adding or deleting text, the Word Wrap feature may be inoperable. To re- shape your right margin after editing a document, use the F10 key. When you load the program, you will see a check mark next to this option on the TEXT menu, which means Automatic Word Wrap is active. To turn off this feature, click on this option and the checA small file to accompany the larger docs written for this program by Peter J. This file is by the Scribe...we've got a whole disc full of stuff by this guy, look for 'em on DOC 19. Remember, it's guys like these (and our other Sewer friends), that keep these DOC DISCS going! WORD WRITER ST ====================== QUICK REFERENCE ====================== CURSOR MOVEMENT ARROW KEYS = Move the cursor in that direction. CONTROL + RT. ARROW = moves cursor one word to right. CONTROL + LT. ARROW = moves cursor one word to left. SHIFT + LT. ARROW = moves cursor to the beginning of a line. SHIFT + RT. ARROW = moves cursor to the end of a line. SHIFT + UP ARROW = moves cursor to the top of the window. SHIFT + DOWN ARROW = moves cursor to the bottom of the window. TAB = moves cursor to the next tab position. CLR/HOME = moves cursor to the top of the document. SHIFT + CLR/HOME = moves cursor to the bottom of the document. SCROLL BARS & SCROLL ARROWS = use the mouse to click along the border of the text window and move the cursor in the desired direction. To place the cursor on a specific location in the text window just point and click. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ EDITING KEYS BACKSPACE = erases the character to the left of the cursor. DELETE = deletes the character at the cursor, moving all of the text at the right one space to the left. INSERT = turns the insert function on and off. CONTROL + DELETE = deletes all text from the cursor to the end of the line. CONTROL + SPACEBAR = enters a fixed space in your text. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FUNCTION KEYS F1 = inserts a line *** F2 = deletes a line F3 = deletes a word *** F4 = centers text F5 = right aligns a line of text F6 = embedded text key (used to enter printer codes) F7 = indents text *** F8 = cut and paste key F9 = marks a block of text (use at both ends of block) F10 = formats a paragraph from the current cursor location. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SPECIAL TEXT KEYS ALTERNATE + B = boldface *** ALTERNATE + I = italics ALTERNATE + U = underlining *** ALTERNATE + L = light type ALTERNATE + + = superscript *** ALTERNATE + - = subscript ESC = return to normal ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ QUICK KEYS ALT + A = toggles windows *** ALT + H = ruler on/off ALT + W = spellcheck on key *** ALT + V = view dictionary ALT + O = open file *** ALT + S = save as ALT + T = save temporary file *** ALT + P = print current doc. CTRL + P = print from disk *** ALT + R = repeats search ALT + Q = quit program *** ALT + M = move block ALT + C = copy block *** ALT + D = delete block UNDO = removes highlight from block ~~The Scribe k mark will disappear. Turn on Word Wrap again by reselecting this option. DOUBLE SPACING To double space your document, select the Double Spacing option on the Text menu BEFORE you type any text. Your document will appear double spaced on your screen. To turn off the option, select the option again. Any text you type in after that will be single spaced. --------------------------------------------------------------- NOTE: If you select Double Spacing after you begin typing text, your document will not be double spaced. You must select the Format Text option to format your entire document. --------------------------------------------------------------- CHAPTER 5-13 * THE WORDS PULL DOWN MENU --------------------------------------------------------------- NOTE: Be sure to save your document on disk before using the Spell Checker. --------------------------------------------------------------- WWST includes the Spell Checker, which reads through your document for misspelled words and allows you to correct them. To use the Spell Checker, select the WORDS menu. The first time you select an option from this menu, you will be asked to place the dictionary disk in the disk drive. The program will then load the dictionary into the computer, which will take several moments (Several long moments in fact). --------------------------------------------------------------- NOTE FOR 520ST USERS: When you load the dictionary into the computer, the computers available memory will be reduced considerably. You will only be able to check spelling in documents of 10 pages or less. If your document is too long, the computer will tell you so. To check spelling on a document of more than 10 pages, you must use the Save option to store your document on your data disk in sections of ten pages or less. Then open each section and check the spelling. After you use the Spell Checker, use the MERGE.....option to put the sections of your document back together. --------------------------------------------------------------- THE CONTINUOUS SPELL CHECKER If you would like the computer to check your spelling continuously as you type in text, select the Continuous Spellcheck option. A check mark will appear next to this option on the menu to let you know it is active. Now each time you press SPACEBAR, RETURN, UP OR DOWN ARROWS the computer will check the word you just typed against the WWST dictionary on your disk. When the computer finds a misspelled word, it will highlight the word and make a beeping sound. You can either continue typing and ignore the sound, or you can correct the spelling manually, or you can select the View Words option, which allows you to browse through the dictionary for the correct spelling. When you resume typing, the computer will continue checking your spelling. When the next misspelled word is found, the highlight will move to that word and you can correct it. --------------------------------------------------------------- NOTE: If you are a fast typist you may notice that the continuous spell check slows down WWST --------------------------------------------------------------- CHAPTER 5-14 SPELLCHECKING A WORD AT A TIME ALT-W When you select the Spellcheck on Key option or press ALT-W, the program will check only the word at the cursors location. If a word is spelled correctly, you will hear a high pitched beep, if the word is spelled incorrectly, a low pitched beep will sound and the word will be highlighted. If you select the View Words option, you will be able to browse through the dictionary and select a word to replace the misspelled word. CHECKING AN ENTIRE DOCUMENT To check the spelling in an entire document, select the Spellcheck Document option. The cursor will move to the top of the document. It will check each word of your file unless you click the CANCEL box on your display. When the computer finds a misspelled word, it will be displayed in a dialog box, and it will be highlighted in the main document window. Type the correct spelling for the highlighted word. Then use the mouse to select one of the following boxes on your display: OK- If you have changed the word dialog box, click on OK to replace the misspelling with this new spelling everywhere that it occurs in the document. If you did not change the word in the dialog box, just click on OK to move to the next word. VIEW- Displays the portion of the dictionary that is closest in spelling to the misspelled word. You can then scan for the correct spelling. You will be able to replace the misspelling everywhere that it occurs. CANCEL- Exits from the Spell Checker. Words that do not appear in the dictionary will be highlighted only once. If you click the OK box, the computer will accept each of these words as correct everywhere it appears in your document. VIEWING THE DICTIONARY ALT-V To view the dictionary, select View Dictionary or press ALT-V. That portion of the dictionary that is closest to the word under your cursor will appear in a dialog box. Under this dictionary section, you will see a data entry line. If a word in your text is highlighted as misspelled, that word will appear on the data entry line. You can then correct this spelling manually, or you can click on the SEARCH box to find the next closest word in the dictionary. If you find the correct spelling in the dictionary, move the pointer to that spelling and click on it. That word will replace the misspelled word in the data entry line and in your document. If you do not find a word you want to use in the dictionary, click on CANCEL to return to your document. CHAPTER 5-16 CLOSING THE DICTIONARY After using any of the options on the WORDS menu, it is a good idea to select Close Dictionary. Each of the WORDS options opens the dictionary, which takes up quote a bit of space in the computers memory. When you close the dictionary, you free up that memory for your use. THESAURUS Ever get stumped for just the right word? Every writer occasionally needs to have his memory jogged to find the word that precisely fits his intended meaning. Now, right in your computer comes a Thesaurus to the rescue. Position your cursor on the word that doesnt seem quite right. Next, select View Thesaurus from the WORDS menu, or press CTRL- T. The word nearest or under the cursor will be highlighted. A screen will appear, presenting synonyms in clusters. By clicking on the Next or Back, you may scroll through the entire list of possibilities. When you find the word you want, click on it, and it will appear on the data entry line. Then, click on Replace and the new word will replace the old in your document. Alternately, you may type in a replacement word. If you wish, rather than highlight a word in text already entered, you can call up the Thesaurus and enter the word you want searched. PERSONAL DICTIONARY Suppose that one of your best clients had a last name like "Trzcynnski", and every time you needed to write it, you had to check the spelling. Now, you can create a dictionary with your own special words in it. In addition to those hard to remember names, perhaps there are technical terms which you either misspell or mistype or words that are part of your favourite hobby- flower names perhaps. Maybe you speak a second language, but stumble over the spelling of certain words. Now you can look up all these words just once more, enter them into your personal dictionary, and have them at hand forever. Here's how: Pull down the FILE menu and select Open....Enter your words, one to a line, in any order, either capitalized or not, as you wish. Use the Save as ASCII option to save the file using a PER extension. Then, whenever you wish to refer to your personal dictionary, select the WORDS menu. Select one of the three spelling check options, and you will be asked if you want to spell check from a personal dictionary. Select your dictionary file, and your document will be checked both against WWST dictionary and your own. Once a personal dictionary has been created, it may be added to in one of three ways: 1. Select View Dictionary from the WORDS menu. If the Read Personal Dictionary box appears, select your personal dictionary, and then type the new word onto the data entry line and click on ADD. CHAPTER 5-17 2. If, while spell checking the whole document, you come across a word you'd like added to your personal dictionary, click on ADD. 3. If your personal dictionary is open while you are entering text in a document, you can move the cursor to the word you wish to add to your personal dictionary, select the WORDS menu and then the Add to Personal Words option, and click. This will automatically enter the word under the cursor to your personal dictionary. To delete words from your personal dictionary, select View Dictionary from the WORDS menu. Then either type the word to be removed on the data entry line or search for it in the list and highlight it. Click on REMOVE, and it's gone. However you will not be allowed to remove a word which appears in WWST main dictionary. If you prefer, you may treat your personal dictionary like any other word processing file and add to it or delete from it like you would any other document. Remember, however, always to save it as an ASCII file. Whenever a dictionary is closed, its contents are automatically rearranged in alphabetical order in lower case letters (No capitals). --------------------------------------------------------------- NOTE: You may have as many personal dictionaries as you wish, so long as each has a different file name, ending in .PER. Consider if you have a list you'd like alphabetized, entering the words or last names as a personal dictionary, then close the dictionary to alphabetize it. --------------------------------------------------------------- THE OUTLINER PULL DOWN MENU Remember how much you hated writing outlines when you were at school? WWST makes this task a snap with an outlining feature which allows you to produce detailed outlines of your document. You can then edit these outlines until they match your exact needs. When you select the Outliner Menu you will see: CREATING an OUTLINE WWST offers you five levels for your outlines: 1. I to XXVII 2. A to Z 3. 1.to 99 4. a to z 5. 1) to 99) In outline form, these five levels would look like this: CHAPTER 5-18 1. Main Topic A. Subtopic 1. Subheading  a. Breakdown of the subheading 1) Further breakdown of the subheading To begin formulating your own outline, select the Open Outline Form option on the OUTLINER menu. A Item Selector box will appear on your screen, If your disk contains previously created outlines, the names of these outlines will appear in this window, and you can select one. If you have not created and stored an outline in the past, enter the name for the new outline and click on OK. You will notice that the tab positions are all preset at columns 3,8,11,14 and 17. Each of these tab locations represents an outline level. INDEXING THE OUTLINE CTRL-0 The Outline Index option enters all the outlines letters and numbers for you. Just press the TAB key until the cursor is at the proper location for the level you want to enter. Listed below are the cursor positions for each outline level. Cursor Location 1-6 7-9 10-12 13-15 16+ Outline level 1 2 3 4 5 You can move the cursor to any of these positions by pressing the TAB key. If you pass up a tab position, just press CTRL <- to move to the beginning of the line. Now select Outline Index or press CTRL O. The letter or number (also called "indexes") that correspond to this tab position will appear on your display. Then enter the heading for this level of your outline. --------------------------------------------------------------- NOTE: If you enter text on a line but do not enter an index there, two ** will appear next to this text. This will alert you that these text lines may be erroneous. If you want to keep lines unindexed, you can delete the ** by selecting Remove ** from the OUTLINER menu. --------------------------------------------------------------- Continue tabbing to the other positions and selecting this option to enter your outline indexes. You can also enter your outline indexes manually, if you wish. To modify your outline, use the editing keys discussed in Chapter 4. REFORMATTING AN EXISTING OUTLINE CTRL F After deleting, adding or moving lines in an outline, you may find that some of your indexes are wrong or out of place. Select the Reformat Outline option to reindex your outline. For this option to work properly, each line of your outline must be in its proper tab location. CHAPTER 5-19 --------------------------------------------------------------- NOTE: If the computer can not place a heading on a line, it will either leave it alone or display the ** signs instead of letters or numbers. --------------------------------------------------------------- The example below shows how this option could work. Let's say you deleted line II-B from the following outline: I. Main Topic A. Subtopic II. Second Main topic A. Subtopic B. Subtopic C. Subtopic 1. Subheading 2. Subheading After you delete line II-B, Section II looks like this: II. Second Main Topic A. Subtopic C. Subtopic 1. Subheading 2. Subheading But after you select the Reformat Outline option, your outline will be re-indexed. Section II would then look like this: II. Second Main Topic A. Subtopic B. Subtopic 1. Subheading 2. Subheading SHIFTING PART of the OUTLINE DOWN ONE LEVEL CTRL- The Down Level moves an outline heading and all of its subordinate headings down one outline level. You might find this a bit confusing, so lets take a look at an example. Start with the outline shown below. I. Main Topic A. Subtopic B. Subtopic II Second Main Topic A. Subtopic B. Subtopic C. Subtopic 1. Subheading 2. Subheading III Third Main Topic A. Subtopic 1. Subheading CHAPTER 5-20 2. Subheading 3. Subheading B. Subtopic Lets say you decide that Main Topic III is not strong enough to be a separate section. Instead, it's actually another subtopic of Main Topic II. You can use the Down Level option to move Topic III and all of it's subtopics and subheadings under Topic II. Topic III would then become Subtopic D under Topic II. To make this move, position the cursor at Topic III. Then select the Down Level option. Your outline would now look like this:  I. Main Topic A. Subtopic B. Subtopic II. Second Main Topic A. Subtopic B. Subtopic C. Subtopic 1. Subheading 2. Subheading D. Subtopic 1. Subheading a. Breakdown of the subheading b. Breakdown of the subheading c. Breakdown of the subheading 2. Subheading --------------------------------------------------------------- NOTE: The Down Level option will not work on level 5 headings. Also, whenever you use the Down Level option, you may need to reformat your outline using the Reformat option. --------------------------------------------------------------- SHIFTING PART of the OUTLINE UP ONE LEVEL CTRL+ This option is the opposite to the Down Level option- it shifts part of the outline up to the next level. Remember to reformat your outline after using this option. SAVING an OUTLINE To store an outline on disk, select Save Outline. Enter a name for the file and click on OK. The outline will be saved on your data disk. CHAPTER5-21 The HELP! Pull Down Menu While you are using the program you may wish to review the information on an option. Use the HELP menu to find this information After selecting one of the options, a window will appear on the screen. Use the mouse to select an item for which you want information. A help window will appear on your display. Click on the CANCEL box to remove this window from your screen. CHAPTER 6 * PRODUCING REPORTS AND FORM LETTERS PRODUCING REPORTS Another powerful feature of WWST is its ability to extract information from DATA MANAGER ST and SWIFTCALC ST. This feature enables you to produce reports using this information from all three programs. Information that you generate with Data Manager ST must be saved on your WWST data disk before you can use it with WWST. There are two types of information that WWST can use from Data Manager: 1) addresses and 2) reports. Addresses can be inserted into a document in list form. Reports summarize your data base information in an easy to read column format. You can save reports onto your data disk from Data Manager Sr. Then you may load it directly into your WWST document using the Merge....option on WWST FILE pull down menu. PRODUCING FORM LETTERS with WORD WRITER ST A powerful feature of WWST is its ability to create personalized form letters, either within WWST or by drawing data from Data Manager St or some other ASCII data file into a WWST document. This can be used for everything from cover letters to go with your resumes to fund raising solicitations to direct mail marketing to your annual holiday greeting. Once you get the hang of it, you'll look for ways to use it. CHAPTER 6-2 First, let's learn how to create a personalized form letter within WWST. To see what a typical form letter looks like in WWST, load the file called LETTER>DOC from the program disk. Note that there are numbers where the variable information of the letter goes. For example, 1 is where the addressee's name goes; 2 and 3 are the address; 4 is the salutation; 5 is the make of car; 6 is the semi annual premium amount; 7 is the contact persons phone number; 8 is the contact persons location; and 9 is the contact persons phone number. Note also that the numbers appear in light typeface. For easy reference, why not print out this letter? Now, its time to create your own. CREATING YOUR FORM LETTER Compose your form letter, just as you would any other letter as instructed in Chap 4-5, except for one very important difference. Whenever you encounter a variable- information which differs from letter to letter- instead of entering information, enter numbers in sequence in light face. To do this press ALT-L before each number and either ALT-L or ESC after each number to return to normal type. WWST normal page break indications may not be accurate in a form letter. To assure page breaking where you want them enter forced page breaks. When finished , save the file to disk. CREATING YOUR DATA FILE in WWST Before starting your own data file, review ours by loading in ADR.ASC. Open up a new file. Now, starting in the upper leftmost corner, enter the information for the space keyed "1" in your form letter as it should appear for the first person on your list. Press RETURN and enter the information for key "2", press RETURN and so on. At the end of the first record, press RETURN only once. Start entering the information for the second person on your mailing list. Continue entering until you have entered all the variables for all the people on your mailing list. When finished, save the file as an ASCII file ( with the extension of .ASC) and close the document. Remember, from record to record, the information must be entered in exactly the same order. If key "1" is a name on the first line of record one, it must be a name on the first line of every record. --------------------------------------------------------------- NOTE: DO NOT skip any lines between records or leave any space in front of the left margin. Also, DO NOT press RETURN after entering the last line of the last record. --------------------------------------------------------------- CHAPTER 6-3 PRINTING YOUR FORM LETTER Before printing, remember to save your document. Then, close all documents from the screen by clicking on the Close box in the upper left corner. Next, go to the PRINT menu. Select the Form Letter.... option. An Item Selector box will appear, to load your form letter. Select the correct file and click on OK. Once loaded, another dialog box, entitled Form Letter Printing will appear. At Datafile:lines/records, enter the number of lines in each record and any other information you want changed on this screen. Then, an Item Selector Box will appear, which will ask you to load your address file. Remember, this file name must end with ASC. If it does not, you will receive an error message and will have to go back and resave the file as an .ASC file before proceeding. Next, specify any other printing options you wish by clicking on the option. After you complete these steps, your document will begin printing in the usual fashion. To stop the printing process, click on the mouse button. MERGING DATA MANAGER ST TEXT into a WWST Document Load your DMST program, along with the data file which contains the information you wish to merge into your WWST form letter. Press F1 to view the form of your data file. To properly arrange the data for merging into your letter, use the mouse to drag each needed field of information into position. These fields will correspond to the variables of your form letter. In the upper leftmost corner, position the field which corresponds to variable 1 in your letter. Directly under it at the left margin place variable 2 and so on until the information for each variable is in its place in the same order in which it is to appear in your form letter. If you have any data fields left over, temporarily remove them with the Hide Column command. To hide the field titles so they don't appear in your letter, either click or press F6. Next, go to the PRINT menu. Select the Print to WWST option and give the file name an .ASC extension. The next screen you see will be Report Heading and Size. Setting the margins correctly at this point is critical. Normally, the following should be selected: Left and right margins at 0 Top and bottom margins at 0 Paper width at 80 Paper height= the number of fields+ 1( If you have six fields, for example, enter the number 7) This is because DMST automatically adds a blank line at the end of the record to separate them. Select No for form feed and for pausing at the end of page. CHAPTER 6-4 Now, click on OK to save this file to the disk which contains your form letter. Now, reload the WWST and go to the PRINT menu. Follow the instructions to merge your data into the form letter. CHAPTER 7 UNRAVELLING THE MYSTERY OF YOUR PRINTER * YOUR PRINTER DOES'NT UNDERSTAND LETTERS! When you send a document to your printer from your computer, the computer does not really send the document as you see it on your screen. The printer would not recognize the letters that you have typed in. Instead, your printer understands numbers from 0 to 255. For example, when you tell it to print "hello", the computer actually sends a numbered code that represents the word hello: 72, 69, 76, 76, 79 These numbers represent a code called ASCII (American Standard Code for Information Interchange, pronounced ASK'ee). Each character that your printer prints has it's own ASCII code; A is 65, B is 66, C is 67 and so on. To help confuse the issue, 0 is 48, 1is 49, 2is 50, and so forth. Fortunately, you only need to type a word like hello and your printer does the rest. * CONTROL CODES Although most of the ASCII codes tell the printer to print a letter or a number, there are other numbers or groups of numbers that tell the printer to print in a certain way, such as italics, boldface and underlining. These numbers, which are sometimes referred to as "control or printer codes", usually vary from printer to printer. For example, to print Double width on an Okidata printer, you must enter two control codes; Expanded on 27,31 Expanded off 27,30 However, to use the same function on a Star or Epson, you must enter three codes: Expanded on 27, 87, 1 Expanded off 27, 87, 0 Printers as you see, are far from standardized. Where can you find these numbers? In your printer manual! Somewhere in your printer manual, you should find a chart containing control codes for all of the special functions that your printer can perform. CHAPTER 7-2 * THE ESCAPE CODE One very important code that you should become familiar with is the ESCAPE code, which is often abbreviated ESC. The ESC code is ASCII code 27. This code tells the printer that the number(s) that will follow represent a control code, not a printable character. For example, to use Boldface on a Star or Epson printer, you must enter the codes: Boldface on 27, 71 Boldface off 27, 72 Printer manuals sometimes show these as characters. If your manual used this method, you would see the following codes for boldface type; Boldface on ESC G Boldface off ESC H When the ESC code appears in your manual next to a character, you will know that you must enter the control code foe G, not the letter itself. All well and good, you say, but how am I supposed to find the codes for letters like G and H when I see them in my printer manual? Very simple. You can look for the ASCII table which should be provided in your printer manual or in the BASIC manual that arrived with your BASIC program. * HOW TO READ YOUR PRINTER MANUAL By now we've piqued your interest in control codes and we hope you have gone to your printer manual to learn more about them. You're ready to work, but as you look at the page of codes you may become totally confused because you're faced with something like this Character Hex Decimal _______________________________________________________ Underline on ESC"_" 1 2D,01 45,1 Underline off ESC"_" 0 2D,00 45,0 Fear not. All of this actually means something. When you look at this table, there are three basic things to keep in mind: 1. Disregard any information labeled "Hex" or "Hexadecimal". The data in the HEX column is meant primarily for programmers. The only information you need to worry about is the Character column or the Decimal column. Both colums hold the same information stated in different ways. 2.Be aware that the ESC code is often shown in only one of these columns, but it must be entered before the values shown in the Decimal column, even if your printer manual does not state this specifically. For example, the codes you must enter to turn on the underlining feature in the above sample are: 27, 45, 1 CHAPTER 7-3 The 27 (ESC) was not shown in the manual under Decimal, but you must enter it before you enter the codes shown in the Decimal column. Note that these values correspond to the codes listed in the Character column in our example. ESC = 27 "-" = 45 1=1 3. Finally, entries inside quotes, like the "-" shown here, actually stand for the ASCII value of the character shown in quotes ( in this case "-" stands for 45 ). You can find this information in the ASCII conversion chart in your printer manual. If your printer manual uses the quotation mark format, it is usually safe to assume that the entries shown in quotes should be "looked up" and that entries NOT shown in quotes should be entered "as is". In this example 1 would simply be entered as 1. Some printer manuals use another type of format when presenting codes in the Character column. For example, you might see: ESC-chr$(1) In this example, notice two things: 1. The - is not inside quotes 2. The 1 is represented in the chr$ (n) format ( n=1 in this case). The chr$ format tells you that the value inside the parentheses is to be entered " as is". Therefore, it is safe to assume that numbers that are not presented in the chr$ format must be looked up in your printer manual. As a rule of thumb, remember that all non-numeric characters must be looked up in your printer manual, and their ASCII value must be used instead ( even if these characters are not shown in quotes in your manual). In addition, all numeric characters in quotes must also be looked up. At this point you should be able to make a little more sense out of your printer manual and printer control codes. If your printer manual uses some strange format not covered here, we hope that the above section has help[ed you to formulate the questions you need to ask your printers manufacturer when you contact them for clarification. USING YOUR PRINTER with WWST Now let's try applying what we've talked about to using your printer with WWST. Where do you start? CHAPTER 7-4 INSTALLING YOUR PRINTER IN GEM First, you must perform a few steps to set up your printer to work with WWST 1. Turn on your computer, monitor and disk drive 2. If you are using an RS232-type serial printer and cable, you must select the Set RS232 Config. option on the Desktop's DESK menu. (if you are not using this type of printer, move on to step 3.) A window of options concerning your printer will appear on your display. Next to each option is a group of choices. One choice in each group is highlighted; these are the default settings. Consult your printer manual for the correct settings for your printer. If you need to change a setting, use the mouse to move the pointer to your choice and press the left button. The highlight will move to your selection. Click on OK to exit this window. 3. No matter what type of printer you are using, you must select the Install Printer option on the Desk pull down menu and tell the computer a bit about your printer. A window of options will appear on your display. Make your selections in this window as you did in the RS232 Config. window. Then click on OK to exit the Desktop. * SETTING up your PRINTER to WORK with WWST Now you must move into WWST and perform a few simple steps to tell the program about your printer: 1. First, you must create a file with information about your printer. This file will also contain the printer codes your printer uses to produce the On Screen Special Text typefaces: bold, underlining, italics, light, superscript and subscript. To create this file: When the GEM Desktop appears, select the WWINSTALL icon. New menu headings will appear. Select the Read option on the File menu. When the Item Selector box appears, select a file that is compatible to your printer ( dont worry about close compatibility- you will be making changes to this file). Click on OK. Select Bold on the CODES menu. A window with two lines labelled Start and End will appear on your display. On the Start line, enter the codes that your printer uses to turn on bold type. Separate each code with a comma. If you are using a Star or Epson, you would enter: Start 27,69 Do not press RETURN CHAPTER 7-5 In the End line, enter the codes that your printer uses to turn off bold face. For Star or Epson: End 27,70 Click on Ok. You have just entered your codes for boldtype. Now go on to select each of the other typefaces on the CODES menu and enter the proper codes for these faces. Move to the PRINT menu, which contains four options. Use the mouse to select any of these options that applies to your printer (check your printer manual). A check mark will appear next to a selected option. Save these codes and options on your data disk by selecting the Save as.... option. Enter a name for this new printer file and click on OK. Use the Quit option on the FILE menu to return to GEM. 2. Now load WWST using the instructions in Chapter 2. 3. When the menu headings appear, choose the Select Printer  option on the PRINT menu. A window with a list of printers will appear on your display. Click on the name of the file you created with the Install program. Then click on the OK box. Now your printer is set up to print any document with WWST, but it is especially ready to print a document that includes On Screen Special Text. * ENTERING PRINTER CODES To use a typeface that is not in WWST's On Screen group, you must enter your printer's codes for that typeface. This is a simple procedure, and we'll take you through it using the sample document. 1. Use the Open....option on the FILE menu to load the Sample file from your program disk. 2. When this file has loaded, move the cursor to the line above the second paragraph. Press F1 to insert a line. 3. Now you must decide what typeface you want to use on this paragraph. Then consult your printer manual for the correct codes for that typeface. For our example here, we will enter printer codes for near letter quality type on a Star or Epson printer. First, enter the characters P/, then enter the codes for your typeface. P/27,66,4 CHAPTER 7-6 Be sure to enter a comma between each code. 4. Press F6. Your line of printer codes will be hidden, or embedded, in the computers memory. A check mark will appear in the left border of the document window to indicate that you have entered printer codes. 5. Now we must enter the codes to return the rest of your document to normal type. Move to the blank line under the paragraph we're using for this example. Press F1 to insert a blank line. Enter P/27,66,5 and press F6. Now let's print this document so you can see the results. * PRINTING THE SAMPLE DOCUMENT Now that you have entered some printer codes in the sample document, let's print that document. You can see the effects of the codes you entered. To print: 1. Select Current Document on the PRINT menu. 2.When the window of Print options appears, make the following entries and selections: Number of copies...........2 Printed To........Printer Print from page...1 to page ....1 First page numbered.....1 For page numbering use: Page number Page Number Position:...Bottom and center Text for Page Number:... - ^ - Book Printout: No Left Margin Position:...2 These selections will assure that your printer produces two copies of the sample document. Each page will display a page number with a dash on each side (-1-), and these numbers will be centered at the bottom of each page. ( For more information about these options, see chapter 5.) 3. Click on OK in the Print window and the document will be printed. Note that the text for which you entered printer codes will be entered in near letter quality type ( or whatever typeface you indicated). * PRINTING on YOUR OWN Now that you have gotten your feet wet with your printer and WWST, do some experimenting. ( You may waste a lot of paper but you can't hurt anything.) Try out the different codes in your printer manual with the sample document, and try them out on your own text. CHAPTER 7-7 --------------------------------------------------------------- NOTE: If your printer manual does not discuss or show an example of a specific printing feature, your printer probably does not produce that feature. --------------------------------------------------------------- If you have any questions about the workings of your printer, consult your dealer or your printer manufacturer. They know their product better than anyone. * CHAPTER 8 QUICK REFERENCE SECTION CURSOR MOVEMENT Arrows Move the cursor up, down, left or right CTRL -> Moves to the right one word. CTRL <- Moves to the left one word. SHIFT <- Moves to the beginning of a line. SHIFT -> Moves to the end of a line. SHIFT ^ Moves to the top of the window. SHIFT v Moves to the bottom of the window. TAB Move to the next tab position. CLR/HOME Moves to top of the document. SHIFT CLR/HOME Moves to the bottom of the document. * EDITING KEYS BACKSPACE Erases the character to the left of the cursor. DEL Deletes the character at the cursor, moving all of the text at the right one space to the left. INS Turns the insert function on and off. CTRL-DELETE Deletes all text from the cursor location to the end of the line. CTRL SPACEBAR Enters a fixed space in your text. CHAPTER 8-2 * FUNCTION KEYS F1 Inserts a line. F2 Deletes a line. F3 Deletes a word. F4 Centers text. F5 Right aligns a line of text. F6 Embedded Text key (used to enter printer codes) F7 Indents text. F8 Cut and Paste key. F9 Marks a block of text. F10 Formats a paragraph from the current cursor location. MARKING A BLOCK OF TEXT METHOD 1 1. Move the pointer to the first line of the block to be marked. Press the mouse button and keep it pressed. 2. Drag the block's outline to the last line of the block and release the mouse button. The block will be highlighted. METHOD 2 1. Move the cursor to the first character of the block to be marked. Press F9, or select Set Top on the BLOCK menu. 2. Move the cursor to the last character of the block to be marked. Press F9, or select Set Bottom on the BLOCK menu. The block will be highlighted. ON SCREEN SPECIAL TEXT ALT-B Boldface ALT-I Italics ALT-U Underlining ALT-L Light Type ALT-+ Superscript ALT-- Subscript ESC- Return to normal --------------------------------------------------------------- NOTE: You must use the Select Printer option before you can print any of the Special Text typefaces. --------------------------------------------------------------- QUICK KEYS Copy a Block ALT-C Delete a Block ALT-D Move a Block ALT-M CHAPTER 8-3 Open a File ALT-O Print Current Document Alt-P Print from Disk CTRL-P Quit ALT-Q Removes Highlight UNDO Repeats Search ALT-R Ruler on/off ALT-H Save As ALT-S Save Temp. File ALT-T Spellcheck on Key ALT-W Toggles between Windows ALT-A View Dictionary ALT-V SEWER SOFTWARE presents...... Crossbow - The Legend of William Tell ------------------------------------- (Docs typed in by Stryper/Oracle - 14/3/90) Game Instructions The Background to the Story --------------------------- To his homeland - suffering under the yoke of a cruel and oppresive empire - he is a symbol of hope. The crossbow and the apple have become a flag of freedom. To the Emperor he is a dangerous spark that must be extinguished before it can become a flame. To the Resistance he is a figurehead, a powerful ally if they can only persuade him to adopt their cause. To Gessler, the man who created him, he is Nemesis. Gessler pushed him beyond the limit of human endurance...and now he is back for revenge. William Tell. A reluctant hero. A man forced to become a legend. Gessler has placed the ducal hat on a pole in the market place and pronounced that anyone who passed it without respectfully removing their hats would be punished without mercy.Tell's son has been arrested and imprisoned by Gessler's Black Knights for refusing to bow down to the hat, and they are on the look-out for Tell himself, as a suspected subversive. Your Aim -------- You lead Tell in his search for his son, and his continuing feud with Gessler. This takes place in the woods and mountains near Tell's village, Claremont, & the surrounding settlements, and the towers and dungeons of Gessler's castle. Tell is an extraordinary croosbow archer, and can hit targets other people cannot sometimes even see! He is also a natural leader & can hold the respect and loyalty of the good people of the village and local area. It is only with their help and co-operation and his constant vigilance against the forces of evil and repression that Tell stands any chance against Gessler's obsessive tyranny. You must find and free your son, and then find Gessler, and deal him the justice he so richly deserves. You must interact with the characters from the surrounding areas - if you stop and talk to them or give them useful items, they will help you and give you objects in return. Only after trying other methods should you resort to violence, as the penalties for killing innocent people can be high. Watch out also for people who appear to be bad, but are simply angry or upset - Tell can often be well rewarded for a little kindness. The game will end when Tell's vitality sword disappears. However, before this happens, Tell will often collapse from exhaustion and recover a little of his energy. The food found in various locations in the game can be eaten to increase vitality. Fighting with other characters and using 'warp attack' are the only ways to lose vitality. Game Controls ------------- The game is generally controlled with the mouse or joystick guiding a pointer around the control panel, the left mouse button taking the player into specific play modes, the right returning to the general 'Top Mode'. When a message comes up in the top text box, game-play is halted for a few seconds to give the player time to read; pressing the right mouse button will remove the message more quickly. Summary of Controls used in the game. Amiga - with mouse moving pointer Left Button Selects icons or fires arrow Right Button Exits back to 'Top Mode' or exits from aiming down bow or removes text messages Help - Displays game map Esc - Displays game save/load menu 4 arrow keys Selects appropriate direction icon (if highlighted) Return - Stops Tell if walking (via stop icon) Space Bar Enters 'Combat Mode' from 'Top Mode' F1 - Toggles in-game music on/off F5 - Pauses the game (any key to continue) F6 - Gives the player's current score F10 - Terminates the current game Well, since this is the fixed version of Doc 18, with only 82 tracks instead of 83, I'm afraid this is all we've got room for. The original version of this disk had the complete doc, but unfortunately this version had 8K less free disk space, so something had to be sacrificed, and this is it. The rest of the doc will be featured on another disk, perhaps number 24, but at least you've got something to go on with ...... S.R.