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- MAZ v2.1
- Documentation
- (updated 4 October 1990)
-
-
-
- INTRODUCTION
- ------------
-
- MAZ is a one or two-player graphic maze game. Besides allowing two players to
- compete against each other, MAZ also introduces another element - a ravenous
- cat, who starts at the end of the maze. A variety of options (including
- keyboard, mouse and/or joystick control, and complete speed control) make MAZ a
- game for all ages and all skill levels.
-
- MAZ v2.1 will work on any Atari ST computer with a color monitor. While
- joysticks are not necessary to play the game, they are recommended as the
- easiest controller option available.
-
-
-
- STARTING MAZ
- ------------
-
- To start MAZ, insert the MAZ disk into your disk drive, open a window to that
- drive by double-clicking on the drive icon on the Desktop, and then double-
- click on the MAZ.PRG icon or name. From the DOS Shell (or from another command
- line interpreter), just type MAZ, and press Return. Once the game loads and the
- title screen appears, you can remove the disk from the drive.
-
- If you wish, you can use the JUMPSTART program (JUMP.ACC) included in your MAZ
- archive to automatically start the MAZ program from a floppy disk. To use
- JUMPSTART, copy the files JUMP.ACC, DESKTOP.INF, and MAZ.PRG from the archive
- to a blank floppy disk, and then simply insert the disk into drive A, and
- reboot your computer.
-
- MAZ is not copy-protected, and can be copied to and run from any normal ST
- disk, including a hard drive. It can be started from either a low or medium
- resolution screen.
-
-
-
- MAZ OPTIONS
- -----------
-
- The MAZ title screen (with the word MAZ at the top) allows you to select the
- different game options, using the function keys. The keys and options are:
-
- F1 - TYPE OF MAZE. This option selects one of the four basic maze types:
-
- REGULAR - the standard maze. Walls appear in light gray; corridors
- appear in white.
-
- GRID - the first type of "hidden" maze. Again, walls appear in light
- gray, and corridors appear in white. However, there are many
- "fake" walls scattered throughout the maze, in a grid-like
- pattern. When you hit a "fake" wall, you will just pass right
- through it, as if it wasn't there (which, of course, it isn't).
- Listen carefully to the audio cues for your mouse to guide you
- through the maze. The cat (if selected) will uncover the true
- path to the finish as it progresses through the maze.
-
- INVISIBLE - the hardest type of maze - both the walls and the path
- are solid white. Even the cat is no help here - his trail is
- invisible, too, and he will ever erase trails left by the
- players. Again, listen for audio cues, and use your trail-
- marking button to mark the path behind you.
-
- HIDDEN - the opposite of INVISIBLE - everything is light gray here.
- However, both you and the cat leave white trails, making things
- a bit easier. Trail-marking is most effective here at covering
- your path to avoid being followed by your opponent.
-
- F2 - TYPE OF GAME. This option selects one of the three basic game types:
-
- NO CAT - as it says, no cat: just player vs. player. Probably the
- best game selection for getting used to the controllers.
-
- CAT - the standard MAZ game. The cat starts at the exit to the maze,
- and play continues until one player exits the maze, or until the
- cat devours all the players in the maze.
-
- PARANOIA - a cutthroat game for two players. Like the standard CAT
- game, except: neither player can exit the maze until the other
- player has been eaten. If only one player is selected, this game
- plays exactly like the standard CAT game. (NOTE: the informal
- rule here says it's bad form to hide in the same cul-de-sac as
- your opponent - if both players make it to the exit, each should
- pick a dead-end nearby, and be ready to lunge for the exit if
- the cat goes the other way.)
-
- F3 - CAT SPEED. This option selects the speed of the cat, from 1 (SLOW) to
- 5 (FAST).
-
- F4 - PLAYER SPEED. This option select the speed of the player(s), from 1
- (SLOW) to 5 (FAST).
-
- F5 - PL 1 CONTROL. This option selects the controller to be used by player
- 1 (RED in the maze). The available options are:
-
- JOYSTICK 0 or JOYSTICK 1 - a joystick, plugged into the port
- indicated. Move the joystick UP, DOWN, LEFT, or RIGHT to move,
- and hold down the BUTTON as you move to mark your trail behind
- you.
-
- MOUSE 0 or MOUSE 1 - a mouse, plugged into the port indicated. Move
- the MOUSE UP, DOWN, LEFT or RIGHT to move, and hold down the
- LEFT BUTTON as you move to mark your trail behind you.
-
- KEYBOARD - press the four arrow keys to start movement, press any
- other key (or run into a solid wall) to stop, and hold down
- either Shift key as you move to mark your trail behind you.
-
- (UNUSED) - this player will not appear in the maze.
-
- MAZ can be played with two joysticks, two mice, or any combination of
- joystick, mice and keyboard control. MAZ will not allow you to select
- the same port for both players.
-
- F6 - PL 2 CONTROL. This option selects the controller to be used by player
- 2 (BLUE in the maze). The choices are the same as for PL 1 CONTROL.
-
- F7 - SOUND TOGGLE. This option turns the game sound ON and OFF.
-
- F8 - RESET SCORES. This option resets the running scores which appear on
- the title screen and the maze screen. Each score (PLAYER 1, PLAYER 2,
- and CAT) indicates the number of times the game has been won by each
- contestant, up to 10 wins ("10" is indicated by an asterisk).
-
- To start the game with the options selected, press the space bar. To exit MAZ,
- press Esc.
-
-
-
- PLAYING MAZ
- -----------
-
- When the space bar is pressed from the title screen, the screen will go black
- for a few seconds, while the selected maze is randomly generated (you'll see
- the messages ON YOUR MARK... and GET SET...). When the maze fades in, the game
- begins. The current scores (if any) for all contestants involved in the current
- maze are displayed at the bottom of the screen.
-
- The player(s) selected for the game start at the left edge of the maze, and are
- indicated by RED (player 1) and BLUE (player 2) squares. The exit is always on
- the right edge of the maze, and is marked by a small notch in the right-hand
- wall of the maze. The cat (if selected) is indicated by a GREEN square, and
- starts at the maze's exit point.
-
- When player 1 (RED) hits a solid wall in the maze, you will hear a low-pitched
- "beep". When player 2 (BLUE) hits a solid wall, you will hear a higher-pitched
- "beep". The highest "beep" (the same sound as the standard Atari keyclick) is
- made by the cat, when it runs into a dead end in the maze. Use these sounds as
- a indicator for solid walls in the "hidden"-type mazes. In general, the less
- noise your mouse makes, the less time you're wasting trying to walk through
- solid walls.
-
- Play continues until one player exits the maze, or until all players in the
- maze have been devoured by the cat. You may press Esc twice in a row any time
- during the play to abort the current maze and return to the title screen.
-
- When the maze is completed, the solid walls in the maze will change to the
- color of the victorious contestant, and a moving yellow path will indicate the
- shortest route from the start to the finish of the maze. At this point, you can
- press Esc to return to the title screen, or you can generate another maze
- (using the same options) by pressing the trail-marking key or button for all
- selected player(s) at the same time.
-
-
-
- HINTS AND TIPS
- --------------
-
- HARDWARE NOTE: some older models of the Atari ST contain a version of the
- intelligent keyboard controller (which also controls the MIDI and
- mouse/joystick ports) which can cause problems with many different programs,
- including MAZ. Among the errors in this chip is one rather insidious one:
- whenever a joystick connected to port 1 is held in any of the eight possible
- directions, or during most of the time when a mouse is connected to that port,
- the keyboard is effectively frozen in its current state. In practical terms,
- this means that all controller combinations using the keyboard for one player
- and port 1 for the other player should be avoided on computers containing this
- faulty chip. There are three simple ways to determine whether or not you've got
- this problem chip: first, if you've noticed problems with other games in the
- past, where the game would suddenly abort or change modes (as if a key had been
- pressed), you've probably got the problem chip. Second: from the Desktop
- screen, connect a joystick to port 1 and wiggle it around for a while; if you
- hear the keyclick sound now and then, you've got the bad chip. Finally: again
- from the Desktop, connect a joystick to port 1, hold it in one direction or
- another, and press a couple of keys - if there's no keyclick, you've got the
- bad controller chip. We would suggest that you call Atari or your Atari dealer
- as soon as possible to order a replacement chip - it'll make your life a lot
- easier. By the way, this is the reason that MAZ requires you to press Esc twice
- in a row to abort a game in progress - a single Esc press can be easily
- generated by the faulty chip from port 1 joystick or mouse movement, but the
- odds against two in a row are much higher (although it's not impossible).
-
- ANOTHER HARDWARE NOTE: due to the design of the ST's mouse/joystick ports, the
- right (or second) button of a mouse or joystick connected to port 0 is actually
- read as the left (or first) button of the device connected to port 1. In other
- words, a player with a mouse or two-button joystick connected to port 0 can
- drive a player connected to port 1 crazy at will. Unfortunately, short of
- cutting a trace on the motherboard, there's not much you can do about it;
- therefore, it is considered extremely bad form (and, quite possibly, a capital
- offense) for a player connected to port 0 to even touch that second button.
-
- A word or two here about the strategy used by the cat - if you don't want to
- know, don't read the next paragraph...
-
- The cat in MAZ uses a complex strategy, combined with a certain degree of
- randomness, to determine each move it makes. First, of course, the cat
- will instantly take any move which will allow it to devour a player. Next,
- the cat searches for corridor squares containing player scents (that is,
- those parts of the corridor which have been visited by a player since the
- last time the cat was there). Naturally, a double scent (both players) is
- preferred. Finding no scents in its immediate vicinity, the cat next looks
- for a area it has never explored, or the area explored the least number of
- times among the available choices. As a last resort, the cat will simply
- reverse its previous move, letting out a high-pitched "meow" in complaint.
- Whenever two or more moves with the same level of priority are available
- (for example, the chance to devour either player), a random choice is made
- between them.
-
- A quick playing hint: for diagonal ("stairstep") passages in the maze, try
- moving your mouse or joystick diagonally for maximum efficiency (sorry,
- keyboard users - you've got to change directions manually through these
- sections).
-
- Our favorite MAZ game here at the Factory is HIDDEN PARANOIA, at CAT SPEED 4
- and PLAYER SPEED 4, using two joysticks. We usually play until one player
- reaches 10 (the asterisk); if the cat gets to 10 first, we lower the speed (and
- call it a bad day). By informal rule (as noted earlier), two players waiting
- for the cat near the finish must hide in different dead-ends, giving one player
- the chance for a last-ditch dash to the finish when the other player is eaten.
- The HIDDEN maze allows the best devious use of trail-marking; usually, a player
- who has made it "past" the cat (i.e., has gotten between the cat and the exit
- while the cat was exploring a dead end) will "bury" his trail to hinder the
- other player's attempts to outrace the cat to the exit. Of course, this
- strategy will sometimes backfire, if the "passed" cat follows the trail of the
- leading player back to the exit.
-
-
-
- [end of file]
- ə