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- BOING! THE GAME--------------------------DOCS
-
- Password protected...do not change this doc....typos most probably in the
- original manual....
-
-
- PAGE 1 MANUAL PROTECTION
-
- Boing! The game uses manual copy
- protection. You will be asked to enter a word from
- the manual before the game will start. You will be
- given a page number, a paragraph number, and a
- word number for the required word to enter.
-
- When counting paragraphs and words ignore
- headings and chapter numbers. Omit all
- punctuation when entering the word. Enter
- alphabetic characters only.
-
- PAGE 2
-
- The Saga of Seymour Greene
-
- Once upon a time there was a group of investors
- who wanted to make the world's best beach ball. But
- they couldn't afford the high-tech equipment or
- engineers. So they started out selling beach towels.
-
- The beach towels sold well. Finally, the investors
- saved enough money to buy fancy equipment and
- hire some engineers. One of these engineers was
- Seymour Greene. Anxious to design the world's best
- beach ball, Seymour and the other engineers
- immediately set out in their efforts. Everyone worked
- hard, putting in long hours to create the world's best
- beach ball.
-
- PAGE 3
-
- They knew that their beach ball would sell
- millions because the competition was not great. There
- were only three other companies making beach balls.
- International Beach Ball Manufacturers was one of
- them. IBBM was by far the biggest beach ball
- company. But all their balls were blue. And they
- thought that all beach balls should be blue and cost a
- lot.
-
- AppBall was another company with expensive
- balls. They did have the biggest balls. But their balls
- were only available in black and white.
-
- Cute Beach Ball Manufacturers also sold beach
- balls. CBBM had a nice beach ball that was
- inexpensive and even came in many colors. But
- because their beach balls were so cheap, the serious
- beach goers thought they were just toys. Besides that,
- the company was run by Mr. Evil.
-
- Then the
- engineers did it!
- Their beach ball
- was completed. It
- was by far the best
- beach ball in the
- world. It was
- reasonably priced,
- allowed you to use
- several of them at
- the same time, and
- came in a flashy
- red-and-white
- checkered design.
-
- PAGE 4
-
- The beach ball was a true work of art. They
- named it the Boing! Ball.
-
- But then the investors ran out of money. They
- couldn't advertise their new Boing! Ball because they
- were broke. Bankruptcy was just around the corner.
- The investors had to do something fast!
-
- They panicked and sold their company to CBBM
- and Mr. Evil. It was a sad day. All the engineers were
- angered because the new company didn't want to
- keep them. They didn't even want to keep Seymour,
- but they did.
-
- Soon people realized that Mr. Evil wasn't the right
- man to run CBBM, and so they fired him. Mr. Evil was
- persistant though. He bought another company who
- thought they were in the beach ball business but, in
- actuality, made woofle balls.
-
- This didn't help CBBM much though. They
- themselves didn't have much money to advertise the
- new Boing! Ball because they had spent so much
- acquiring the small company. Some Boing! Balls sold.
- The people who bought them loved them. They told
- their friends. They brought their Boing! Balls to the
- beach and showed others that there really was a good
- beach ball they could buy. People couldn't believe
- how easy the Boing! ball was to use. Some
- people couldn't understand why it wasn't blue and
- expensive, or why it wasn't black and white. They just
- didn't understand.
-
- PAGE 5
-
- CBBM had problems convincing people that their
- Boing! Ball was the best. They seemed to muff things
- up a lot. People who owned the Boing! Ball were
- frustrated with CBBM. They wanted everyone to know
- about this marvelous new beach ball. Years passed
- and CBBM tried to sell the Boing! Ball. They didn't do
- well. They even made some improvements to it,
- although some of the improvements weren't as good
- as the people expected.
-
- Seymour had many ideas, but nobody at CBBM
- would listen. You see, the other beach ball companies
- soon realized that the Boing! ball was the world's best
- beach ball, and they started to copy it. Soon the
- Boing! Ball would be surrounded by imitattions.
-
- Then one day He
- arrived. He promised
- much, but so did his
- predecessors. He was
- charming and motivating,
- as a prince should be.
- Prince Nickleman
- advertised the Boing! Ball.
- He hired and he fired. He
- reorganized. He knew it
- was important to convince
- the serious beach goers
- that the Boing! Ball was
- better than the rest.
-
- No one knows how
- the story will end. Prince
-
- PAGE 6
-
- Nickleman is trying. Some people think that
- Prince Nickleman could do much better if old
- King Irvine would retire. King Irvine has been at
- CBBM forever and it seems he may be
- clogging up the pipes a bit. We would like to
- say that they all lived happily ever after. But we
- will just have to wait and see.
-
- Meanwhile, Seymour has become
- disillusioned with his job, often slipping into
- daydreams filled with evil green Boing! Balls
- that would like to have him for a snack. Help
- Seymour escape from his imaginary
- underground
- cave system so
- he can snap out
- of his daydream
- and return to
- work. He's
- already been
- warned about
- his daydreaming
- and this time
- he's sure to be
- fired. Keep
- Seymour from
- getting canned.
- Who knows, he
- might replace
- King Irvine
- someday and
- save CBBM.
-
- THE END
-
- PAGE 7
-
- A DAY IN THE LIFE OF
- SEYMOUR GREENE
-
- The alarm went off. Gradually, portions of
- Seymour's brain realized this. He opened his eyes
- and eventually made out the numbers on the clock.
- They said "7:00". It seemed as if he'd only gotten to
- sleep an hour before. In fact, he had
-
- Seymour Greene had
- been practicing all night
- long. He played bass for a
- small band with big
- aspirations. Though they
- had not actually produced
- an album or even played
- for an audience larger than
- their neiborhood, they
- looked forward to the big
- time. For instance, it had
- already been decided that
- they would not only smash
- their guitars after each
- concert, but they would
- shoot the backup singers
- and set fire to the
- auditorium as well.
-
- It was only after pondering his bladder pressure
- that Seymour remembered that today was his first day
-
- PAGE 8
-
- on the job with Cute Beach Balls, or Beach Balls 'R'
- Us, or whatever it was they called themselves; he
- couldn't remember.
-
- Seymour rolled out of bed and trod over to his
- desk. There he found the remains of a Twinkie and
- and a cold cup of coffee that had been there for as
- long as he could remember. Ignoring the sweatsock
- steeped in it, he took a swig and downed the Twinkie.
-
- Not much refreshed, Seymour
- then stumbled into his
- bathroom and started a nice,
- steaming shower, which
- awakened him enough to
- realize his pajamas were still
- on.
-
- Later, as he dressed,
- something bothered him. "Is it
- that this is the last job I could
- possibly get, and I'd better not
- blow it?" he wondered.
-
- "No, no. Is it that I've got a
- hangover so hungover that I'd
- rather die now than avoid the
- rush?"
-
- "No, that's only part of it." It was like a
- high-pitched squeal that made his head hurt.
-
- He paused to comb his remaining hair. "Oh, right.
- That's it."
-
- PAGE 9
-
- Seymour turned off his alarm clock and went to
- the living room.
-
- He peered ou through the fornt window shade. It
- was the knid of warm, beautiful, sunlit day that uplifts
- everyone. Seymour only noticed that the neighbor's
- dog had pooped on his lawn again.
-
- PAGE 10
-
- This page for doodles.
-
- PAGE 11
-
- II.
-
- By education, Seymour was a plastics engineer.
- He attended the Pompous School of Technical
- Design, where he majored in Polymer Engineering. In
- grad school he invented those little lids that prevent
- one from spilling hot beverages. Their only drawback
- is that they don't let any of the actual beverage reach
- the mouth
-
- On the way to work, he stopped by a
- convience store for gas. he also bought an
- Extra-Large Gulp of their patented 781 degree coffee,
- which he spilled in his lap only two blocks away. He
- invented several new words in the process.
-
- He pulled
- into a parking lot
- and stopped the
- car. Seymour
- had a patented
- technique for
- taking up almost
- seven parking
- spots with one
- car. Normally
- done to protect
- expensive
- foreign cars,
- Seymour had an
- even better
- reason; he drove
- a Pinto.
-
- PAGE 12
-
- He checked his watch and was unpleasantly
- surprised to find that it read "8:04". He dashed madly
- into the building and up to the receptionist.
-
- "Where is Research and Development?"
-
- "Left around that corner, down the hall, third floor,
- door to your right."
-
- Seymour was already in motion before she
- completed her sentence. He went left around the
- corner, down the hall, third door, which read "Men".
-
- "Couldn't be right," he thought. He retraced his
- steps. After several more tries, he gave up and
- wandered dejectedly around, totally lost.
-
- A man walked by wearing an
- official-looking badge.
-
- "Err..can I help you?" he
- asked.
-
- "Yah," Seymour said, taking a
- bit of paper from his pocket.
- "I'm looking for a...Dr....
- Bolchetzky." He looked up.
-
- The man waggled his badge
- at Seymour. It read "Dr.
- R.M.S. Bolchetzky". "That's
- me. And you're...?"
-
- PAGE 13
-
- "Greene. Seymour Greene."
-
- "Ah, yes. You'd be our new engineer, hm?" He
- checked his watch. "You're a tad late, Greene.
- Tomorrow I expect to see..."
-
- Bolchetzky's eyes wandered off to the ceiling and
- seemed to shut down. Seymour waited for him to
- finish his sentence. He waited some more. He turned
- to see what the man was staring at and didn't.
-
- "Ahh. ...Sir?"
-
- Bolchetzky's eyes lost their glaze and he
- harumphed. "Well, shall we get to work, Greene?"
-
- "Seymour, sir. Yes."
-
- "More what?"
-
- "Seymour. Call me Seymour."
-
- "Right." Bolchetzky opened a door and invited
- Seymour in.
-
- PAGE 14
-
- This page for doodles.
-
- PAGE 15
-
- III.
-
- As he stepped through the door, a wondrous
- sight met Seymour's eyes. Before him was one of the
- best-equiped polymer labs he had ever seen. It even
- had a new Polydistildripulatizimation machine.
-
- "Here we are, my
- boy. Here you will find
- all of the tools needed
- for our research. But
- first we need to set you
- up."
-
- After introducing
- Seymour to the lab's
- current occupants,
- Bolchetzky instructed
- one of
- them to
- raget Seymour down to
- personnel.
-
- PAGE 16
-
- Seymour spent much of the morning filling out
- forms and other supposedly necessary bits of
- paperwork. He was also assigned an employee's
- badge bearing a hideous photograph, some
- meaningless identification numbers, and a large
- barcode.
-
- Later, he was led to the men's room, handed a
- small jar, and instructed by the company nurse to fill
- it.
-
- Confused, he thought, "Must be some intelligence
- test," as he went to the sink and filled it with water.
- He got a terrible scowl and a great deal of verbal
- abuse out of her when he returned.
-
- Finally, about lunch
- time, they sent him
- back up to the lab. He
- was feeling terribly
- hungry and tired.
-
- "Mumfph! Your boak!"
- said his boss through a
- mouthful of cold
- lasagna. The R & D
- crew was on their
- break. "Haff fum."
-
- Seymour sat down and
- wolfed it down, ignoring
- the fact that Italian food
-
- PAGE 17
-
- gave him a bad time. He finished feeling much better,
- though still rather sleepy.
-
- "We've been working on designing a better air
- seal around the edges of the plastic panels that form
- our beach ball. Any ideas, Seymour?"
-
- Seymour grabbed a piece of the plastic material
- and pondered. "Hmmm. Well, yes. I think we could
- inpregnate it with a solvent while it is under pressure
- and at 400 degrees. That should fuse the panels well
- enough."
-
- "We tried that once before. You think you can
- come up with the right solvent?" Dr. Bolchetzky
- asked.
-
- "Yah. Give me a little while to work on it."
-
- "Ok. Well, I and the rest of the guys are going to
- visit International Plastics to look into some new
- materials. Meanwhile, we'll leave you to work on it.
- Good Luck!"
-
- Dr. Bolchetzky and the rest of the R & D crew
- filed out of the room and could be heard walking down
- the hallway. Seymour sat down at one of the lab
- benches and started writing down some equations.
-
- "My, it feels good to sit here," he thought. "I'll bet
- it would be really comfortable to fold my arms like this
- and lay my head down like this and... and then..."
-
- PAGE 18
-
- Seymour dreamed a wonderful little dream. It
- involved diving into a vat filled with chocolate and
- scantily-clad women. It ended abruptly when he
- slipped off of his stool.
-
- Dazed and hurt, he got back up and resumed
- working. Again, his eyelids drooped. "No. I've GOT to
- work on this," he thought. His thoughts drifted back to
- the women in the vat, one of whom he was really
- hitting it off with.
-
- PAGE 19
-
- He dozed back to sleep. This time, the women
- were nowhere to be found, and he had this disgusting
- little multi-headed creature following him about,
- asking if he'd like to play a quick game of cards.
-
- "No," he would tell it, "I'm looking for someone."
-
- The little creature suddenly morphed into
- something vaguely resembling Morgan Fairchild,
- except for some interesting anatomical
- rearrangements.
-
- "You mean like this?" it asked.
-
- Seymour woke in a cold sweat. "It must be the
- lasagna," he thought. He really wanted to resume the
- first dream, but he couldn't. He was torn between
- manipulating more chemical equations and going
- back to sleep.
-
- "I will do MUCH better work when I'm well-
- rested," he rationalized.
-
- Seymour went back to sleep. He did indeed
- dream again. He caught a quick glimpse of the
- women, this time bathing some kind of pudding, but
- they suddenly disappeared. He was alone in a barren
- dreamscape.
-
- He tried running in a direction. Nothing. He tried
- another direction. Nothing. He sat and whimpered,
- wishing he could wake up.
-
- PAGE 20
-
- Off in the distance, he heard a faint sound, There
- was a dot on the horizon. He got up and ran frantically
- toward it. As he got closer, he could make out a faint
- "boing!..boing!boing!"sound, and he began to make
- out details of what looked like a tall, stone building. He
- stopped to analyse the situation.
-
- "What the hell IS that?"he wondered. The
- building had very odd dimensions. It was 24 stories
- tall, a couple hundred meters long, but only a few
- meters thick. Even more striking, its faces had no
- perceptible walls.
-
- Before he had a chance to come to any
- conclusions about it, about it, he blinked and found himself
- standing in it.
-
- "Oh, nooo."
-
- He heard that bouncing sound again. It was
- getting louder. And louder. Shortly, a black and green
- ball with large, sharp fangs sailed into view.
-
- Seymour had no idea what to do.......
-
- PAGE 21
-
- IV.
- PLAY BOING! THE GAME HERE.
- IF YOU WON, CONTINUE READING.
-
- PAGE 22
-
- This page for doodles.
-
- PAGE 23
-
- V.
-
- With a startle and a gasp, Seymour awoke. He
- was standing in front of the lab bench with a pencil in
- his hand. Wild scribbles covered his worksheet. Dr.
- Bolchtzky and the rest stood in the doorway, staring
- at him.
-
- With obvious concern in his eyes, Dr. Bolchetzky
- approached the bench. "Let's see what you have done,
- my boy."
-
- He picked up the notebook
- and stared at it. Seymour,
- still recovering, put down
- the pencil and sighed.
- "This is it," he thought, "I'll
- be sacked."
-
- Dr. Bolchetzky flipped
- through several pages of
- Seymour's scribbling.
- "Ah-huh....Hmm....Yes....
- Well." He periodically
- looked up at Seymour,
- who began to collect his
- thoughts.
-
- Bolchetzky tossed the notebook on the table.
- "I've got to tell you Greene..."
-
- "Greene...He called me Greene,"Seymour
- mused dejectedly.
-
- PAGE 24
-
- "That's a fine piece of work. I think we can do it."
- I'll send your specs down to the fabrication this afternoon
- and we'll see what comes of it." Bolchetzky patted him
- on the back.
-
- This was not
- what Seymour
- expected. He
- looked at the page.
- To his immense
- surprise, it contained
- a long sequence of
- equations
- representing a new
- bonding technique.
-
- "I can see
- we've got a
- dedicated engineer
- with you, Seymour.
- Not many people
- would work through
- the night on their
- first day." Dr. Bolchetzky said.
-
- "Through the...! You mean it's tomorrow? I mean
- today? I mean...," Seymour sputtered. He looked at
- his watch. He had gone to sleep 2o, much to the amazement of everyone? Yah,
- that one. Boing! The Demo was written long ago by
- three of the original Amiga Gurus: Sam Dicker, Dal
- Luck, and =RJ= Mical. Thanks go to Dale Luck for
- permission to use the name "Boing! The Game."
-
- GAME PLAY
-
- Game play is very simple, really...normally the
- controls are no more complex than those of Pac-Man.
- Plug a digital joystick into port 2.
-
- To start a game, simply insert the disk labelled
- "Boing! The Game" and reboot your Amiga.
-
- Watch the introduction until the word "Boing!
- bounces on the screen.
-
- To start the game, press the FIRE button on your
- joystick.
-
- PAGE 27
-
- ACTUAL GAMEPLAY
-
- The game centers around Seymour Greene, a
- plastics engineer at a beach ball company.
-
- There are two "critters" in his world: the good,
- red-and-white-checkered Boing! balls, which he is to
- collect for points, and the evil, black-and-green-
- checkered balls, which for some reason not explained
- by modern science, are ravenously hungry. For
- Seymour, His only defense is to find a large needle
- and poke a bad ball with it, after which the needle is
- ruined. Listed below are the controls:
-
- P Key:Pause the game. From here, pressing either
- ESCape or the FIRE button will return you to game
- play.
-
- ESCape:Kills Seymour. If he is on the initial screen,
- the game is immediately ended. If he is on another
- screen, then:If he is EXACTLY where he entered the
- screen, he is returned to the initial screen. If not, he is
- returned to where he entered the screen. The reason
- for this is that Seymour can easily get into unsolvable
- trouble, and losing a life is sometimes preferrable to
- losing the whole game.
-
- LEFT:Moves Seymour left,where possible. He
- cannot jump or fall off the end of a floor.
-
- RIGHT:Moves him right, where possible.
-
- PAGE 28
-
- UP: One of two things. If can climb a ladder, he will
- move up. If not, then he will perform some operation
- (possibly (NONE), depending on what he is standing in
- front of. See below for more info.
-
- DOWN:If Seymour can climb down a ladder or slide
- down a pole, he will do so when you press down. If
- not, he will "duck" down a bit. This can be useful in
- avaoiding evil balls.
-
- And that's it for control! Now we will go through
- the kinds of things in his world. They are drawn below
- in no particular order:
-
- ____ = A floor. Walk on it.
-
- |_|
- |_|
- |_| = A ladder. Climb it.
- | |
-
- |
- | = A slide-pole. Slide DOWN it (only).
- |
-
- \__/
- ---- = A telepad. Press up on the stick and
- appear God-knows-where on another
- telepad.
-
- PAGE 29
-
- \
- ----- = A floor lever. Press up to flip it. Wall
- rocks will move.
-
- |
- ----- = A wall switch. Press up to flip it. Floors
- will move.
-
- O
- ----- = An arch-way. Press up to EXIT THE
- WHOLE LEVEL. This is considered an
- achievement; in V1.0, exciting is how you
- move to the next level.
-
- o
- | = A needle. Press up to grab it. You can
- | then kill one evilball. If you already carry
- a needle, it disappears and this one is
- picked up(one is lost...for good).
-
- \|/
- ----- = An intermittent flame jet. Avoid being
- melted at all costs!
-
- "Connectiveness" is a noteworthy concept here. If
- a floor is very close to touching a ladder or slide-pole,
- you can move from one to the other. If they are not, it
- is unreachable from here.
-
- Also, keep in mind that "Boing! The Game" is a
- multi-screen affair. Always test the screen boundaries
- to see if they connect.
-
- PAGE 30
-
- FURTHER RULES
-
- If you fall through a crumbling floor or a
- disappearing floor, you will continue to fall until
- Seymour:
-
- A)Lands on another floor, B)is killed along the
- way by something, C)Hits the bottom of the screen.
- If it is possible to fall into the screen below, he will. If
- not, Seymour dies.
-
- THE SCORE BAR
-
- From left to right, the numbers are:
-
- LEVEL-NUMBER LIVES-LEFT SCORE SCORING
-
- 1) Catch a good Boing! ball................10 pts.
- 2) Pop an evil ball with a needle..........25 pts.
- 3) Exit a level............................100 pts.
-
- Every 1000 points, you get an extra life. If you
- get every point possible in a level, you are designated
- a MASTER of that level, and if your score is high
- enough to get on the high scores list, it will say
- "MASTER".
-
- THE GAME EDITOR
-
- Use the game editor to create your own Boing!
- game levels. To start things rolling, insert an
- INITIALIZED, BLANK AmigaDOS Disk in DF0: and
-
- PAGE 31
-
- select the menu, Create Game. This will setup the
- disk as a Boing! Data Disk.
-
- Next, using the mouse, select image blocks from
- the menu on the bottom and place them in the screen
- to create floors, ladders, etc. Use the red arrow
- gadgets on the bottom to move from screen to screen,
- and the menu "Go To Level" to select which level you
- want to visit.
-
- Clicking on the three color gadgets in the middle
- of the menu let you change the colors for the current
- room.
-
- In the lower right corner of the template gadgets
- you will find a question mark. This is the "query"
- gadget. Select it and click on any square in the
- current room and if there is information about that
- square that is not plainly obvious, the editor will tell
- you about it. Doing this to flames and balls will let you
- modify their characteristics.
-
- Following are some guideline about Boing! game
- creation:
-
- -Avoid putting more than 5 balls in any one
- screen.
-
- -Be sure to provide at least one exit for each
- level.
-
- -Don't forget to place the player in the level. You
- may put more than one image of the player in the
- level, but only the bottom-right-most one (in the whole
- level) will be used.
-
- -For best results, be sure that it is possible to
- make it through the level without dying.
-
- PAGE 32
-
- -Also be sure that it is possible to MASTER the
- level without dying.
-
- -ALWAYS ALWAYS save each level to disk
- before exiting or moving on to the next. If you do not,
- your changes will be lost.
-
- -The system game levels (those included) are
- not editable.
-
- BOING! EDITOR MENUS
-
- STUFF
- About:Tells about the editor and Boing!
-
- Exit: Exits the editor
-
- GAME
- Change Disk: Allows the user to switch game
- disks being edited.
-
- Create: Turns the blank, formatted disk in drive
- DF0: into a valid Boing! game disk. If there is
- already Boing! data on that disk, IT WILL BE
- ERASED!
-
- LEVEL
- New: Erases all information in the current level
- back to floor plans. This occurs only in memory;
- the disk is not affected.
-
- Goto: Jumps from the current level to another
- level on the same disk. If changes have been
- made but not saved, they are lost.
-
- Save to disk: Saves the current level to disk.
-
- PAGE 33
-
- ROOM
- New: Erases all information in the current room of
- the current level, but does not affect the disk.
- Any changes made before to this room are lost.
-
- Save to buffer: Save the current room and its
- colors to the buffer.
-
- Get from buffer: Sets the current room to the
- contents of the buffer.
-
-
- DOCS typed by the nimble fingers of /'Valkyrie
-
-