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Text File
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1992-07-19
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41KB
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859 lines
Welcome to
FFFFFFFF
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GGGG OOOO DDDDDD MM MM OOOO MM MM
GG GG OO OO DD DD MMMM MMMM OO OO MMMM MMMM
GG OO OO DD DD MM MM MM OO OO MM MM MM
GG GGGG OO OO DD DD MM MM OO OO MM MM
GG GG OO OO DD DD MM MM OO OO MM MM
GGGGGG OOOO DDDDDD MM MM OOOO MM MM TM
VERSION 4.0
a game of magical mayhem from Soggybread Software.
USERS MANUAL
_________________________________
/ \
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| / \ |
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| > < |
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\_________________________________/
TM
{ See page #10 for a FREE offer from Soggybread Software! }
Copyright (C)1991,1992 John Blackwell
All Rights Reserved.
TABLE OF CONTENTS
***** LEGALESE *****
COPYRIGHT AND TRADEMARK STATEMENT.....................1
LICENSE STATEMENT.....................................1
DISCLAIMER OF WARRANTY................................1
***** GETTING STARTED *****
SHAREWARE.............................................2
STARTING THE GAME.....................................2
PRINTING THIS MANUAL..................................2
FILES.................................................2
***** FEATURES OF THE GAME *****
INTRODUCTION..........................................3
FEATURES..............................................3
NEW FEATURES IN VERSION 4.0...........................4
COMMAND-LINE OPTIONS..................................4
GRAPHICS COMPATIBILITY................................4
***** RULES OF THE GAME *****
THE OBJECT OF F.GODMOM................................5
THE WAND..............................................5
THE CRABS.............................................5
IMPLOSIONS............................................6
EXTRA LIVES...........................................6
WARPING TO OTHER LEVELS...............................6
***** HELP! *****
HELP SCREENS..........................................7
GAME CONTROLS.........................................7
GAME CONTROL NOTES....................................7
IF YOU ARE STUCK......................................8
HOW TO COMPLETE LEVEL #1..............................8
***** REGISTRATION INFORMATION *****
$5.00 REGISTRATION BENEFITS...........................9
$10.00 REGISTRATION BENEFITS..........................9
$20.00 REGISTRATION BENEFITS.........................10
UPGRADES.............................................10
FREE STUFF...........................................10
REGISTRATION ORDER FORM..............................11
1
F.GODMOM 4.0 USER'S MANUAL
***** LEGALESE *****
COPYRIGHT AND TRADEMARK STATEMENT
F.Godmom 4.0 and the accompanying user's manual are copyright
(C)1991,1992 John Blackwell, all rights reserved. Users are
licensed to make and distribute copies under the rules listed
below in the license statement.
F.Godmom and the Soggybread Software seal are trademarks of
Soggybread Software.
LICENSE STATEMENT
Soggybread Software maintains ownership of this F.Godmom
version 3.0 and the accompanying manual. Soggybread Software
grants the user a non-exclusive, limited license to play this
game, make copies, upload those copies to electronic bulletin
boards and distribute those copies under the following terms:
1. All copies must be complete and unaltered.
2. If you use/play F.Godmom regularly, you must register
your copy at the $5, $10 or $20 level.
3. Copies cannot be sold without express written permission
from Soggybread Software or John Blackwell.
4. All copies remain property of Soggybread Software.
Use of this software constitutes acceptance of these terms.
DISCLAIMER OF WARRANTY
Soggybread Software hereby disclaims all warranties relating
to this software, whether express or implied, including without
limitation any implied warranties of merchantability or fitness
for a particular purpose. Soggybread Software will not be liable
for any special, incidental, consequential, indirect or similar
damages due to loss of data or any other reason, even if
Soggybread Software or an agent of Soggybread Software has been
advised of the possibilities of such damage. In no event shall
Soggybread Software's liability for any damages ever exceed the
amount paid by the user for registration. Use of this software
constitutes acceptance of these terms and the terms listed above
in the license statement.
Copyright (C)1991,1992 John Blackwell. All rights reserved.
2
F.GODMOM 4.0 USER'S MANUAL
***** GETTING STARTED *****
SHAREWARE
F.Godmom 4.0 is shareware. That means that you are free to
copy and distribute copies of this program in accordance with the
license statement listed above. In fact, I encourage you to give
copies of this program to your friends and coworkers, and upload
F.Godmom to your favorite BBS. Giving away copies of F.Godmom is
a great way to make friends and can make us both happy.
If you enjoy the game and play it regularly, you are expected
to be honest and pay for your copy of the program by registering
it at the $5, $10 or $20 level. In this way you help support the
production of future releases from Soggybread Software and pick
up some nifty registration bonuses.
Three sections starting on page #9 describe the benefits of
registering your copy of F.Godmom. At the end of the manual are
couple of handy order forms. Just fill out one of the forms, and
send it with your check or money order to:
JOHN BLACKWELL
48 WALBROOK AVENUE
DAYTON, OH 45405
I look forward to hearing from you.
STARTING THE GAME
To begin playing the game immediately, enter "FGODMOM" at the
DOS command prompt and follow the program's prompts.
You can get general help while playing the game by pressing
the <H> or <F1> keys. Pressing <F2> will give you a listing of
the game controls, and pressing <F3> will bring up instructions
for completing level #1.
PRINTING THIS MANUAL
Individual users are authorized to print this file
(FGODMOM.DOC) to make a hard copy of the users manual. To print
the manual, enter "COPY FGODMOM.DOC PRN" at the DOS prompt. You
must be in the directory containing the file FGODMOM.DOC. The
entire manual requires thirteen pages to print.
FILES
Your copy of F.Godmom should come with four files:
FGODMOM.EXE The main game program.
FGODMOM.DOC The documentation file. (This file.)
READ.ME Instructions for getting started.
ORDERFRM.DOC The printable registration order form.
Another file, SAVEGAME.DAT, may be created if you save your game.
Copyright (C)1991,1992 John Blackwell. All rights reserved.
3
F.GODMOM 4.0 USER'S MANUAL
***** FEATURES OF THE GAME *****
INTRODUCTION
Welcome to F.Godmom! F.Godmom is an arcade/puzzle game
written by John Blackwell and presented by Soggybread Software.
In F.Godmom you play a fairy godmother on a mission to free
fifty of your fellow fairy godmothers. Armed with a magic wand
of transformation, you must solve the puzzles on fifty levels
while avoiding killer crabs and dangerous dimensional implosions.
If you succeed, you will see your fellow fairy godmothers freed
and they will dance for joy in your honor. If not, it's curtains
for you.
This manual contains complete instructions to help you get
started. The manual also contains information on how to play the
game, control the fairy, use the games features (such as the boss
key and on-line help), and register your copy.
Good luck and have fun!
FEATURES
F.Godmom comes with many special features:
SHAREWARE You can legally give copies of F.Godmom to your
friends or upload it to your favorite bulletin board. In
fact, I encourage you to give it away. Feel free to take
this game to work (see BOSS KEY below) and give copies to
your co-workers or onto campus to give to your fellow
students. Shareware is truly one of the few things that
you can give to someone else and still possess yourself.
(see the LICENSE STATEMENT for the details of how the
game can be distributed)
ANIMATED GRAPHICS which operate on CGA, EGA and VGA monitors.
graphics systems. (see GRAPHICS COMPATIBILITY)
FIFTY BUILT-IN LEVELS filled with puzzles, hidden pictures
and hidden messages.
ON-LINE HELP to tell you how to play the game, what keys to
press and even how to get past the first level. (see
GAME CONTROLS)
SAVE/RESTORE lets you have up to nine different games in
progress and finish them at your convenience. Used
correctly, this feature can help you avoid losing lives.
You merely have to save your game after you complete each
level. Then, if you lose a life, you can restore the
game to get that life back. (see GAME CONTROLS)
PAUSE lets you freeze the game until you are ready to
continue. (While you are in pause mode, you can press
<P> again, causing the program to continue and then
immediately repause. In this way you can run the game
frame-by-frame.) (see GAME CONTROLS)
BOSS KEY lets you camouflage the game with a fake DOS
screen. This feature is for when the boss comes around
while you are playing the game at work. (You should be
ashamed of yourself.) (see GAME CONTROLS)
Copyright (C)1991,1992 John Blackwell. All rights reserved.
4
F.GODMOM 4.0 USER'S MANUAL
THE DANCE OF JOY. If you finish all fifty levels of
F.Godmom, you will see the fairies freed and their dance
of joy (complete with music) in your honor. (see *FREE*
STUFF)
NEW FEATURES IN VERSION 4.0
F.Godmom 4.0 also come with some new features:
NEW GRAPHICS: F.Godmom now sports beautiful new graphics,
thanks to Tom Hall and Adrian "Master of the Pixel"
Carmack of Id Software. If you have one of their
Commander Keen games and are still looking for one more
reason to register it, do it because they are incredibly
nice guys.
BETTER KEYBOARD RESPONSE: The fairy corners like a Ferrari
now (with no annoying pauses), and once again I have to
thank the fine folks at Id Software.
GRAPHICAL MENUS AND HELP: OK, Tom Hall did suggest this,
but I did the actual work.
VARIABLE SPEED CRABS: Now you slower game players can speed-
up or slow-down the crabs with the press of a key.
EASIER LEVELS: I've taken some of the crabs out of the early
levels. (Please don't applaud, just send money.)
COMMAND-LINE OPTIONS
Command-line options are codes that you add to the command
line when you start the program. Using these codes, you can
start the game just the way you like it.
Here is a list of the command line options:
CGA : Use CGA graphics.
FIP : Freeze implosions until key pressed.
JOY : Use joystick controls.
KEYB : Use keyboard controls.
RULES- : Skip the rules.
SAVE:n : Save and restore from position #n. (n is 1-9.)
SLOCRAB : Start the game with the crabs set to half speed.
SND+ : Start the game with sound.
SND- : Start the game without sound.
Say, for example, that you wanted the program to
automatically save your games to position #5, start with sound,
skip the rules and use the keyboard controls. Instead of
starting the game with the command "FGODMOM", you would start the
game with this command: "FGODMOM SAVE:5 SND+ RULES- KEYB".
GRAPHICS COMPATIBILITY
F.Godmom was written for PCs, ATs and XTs with CGA, EGA or
VGA monitors. There is the possibility, however, that the game
Copyright (C)1991,1992 John Blackwell. All rights reserved.
5
F.GODMOM 4.0 USER'S MANUAL
will work with other monitors such as the MCGA, AT&T 400, EGA64,
EGA monochrome, or Hercules with CGA emulation.
Note, though, that the game has only been tested on CGA, EGA
and VGA monitors. I make no guarantees about how the game will
work with any other type of monitor.
***** RULES OF THE GAME *****
THE OBJECT OF F.GODMOM
The object of F.Godmom is to finish all fifty levels to free
your fellow fairy godmothers. To finish a level, you must
collect seven pennies and the key. After you collect seven
pennies, the exit door will appear (unless the space where the
exit door is to appear is occupied by another object.) Once you
reach the exit door with the key, the level is complete, and you
move on to the next level. When you complete all fifty levels,
the fairies will celebrate in your honor with music and dancing.
THE WAND
Your only weapon is a wand of transformation. This wand
allows you to transform objects for five seconds. First you must
scan the pattern of an object (like taking its picture) by
pressing the <Ctrl> key (or any key on the bottom row of the
keyboard.) The pattern you have scanned will then appear in your
WAND PATTERN box at the bottom of the screen to show you what
pattern your wand contains. You can then project that pattern
onto other objects by pressing the <Ctrl> key or the <Space bar>.
Transformed objects will stay that way for five seconds. At the
end of five seconds, the objects will go back to normal.
For example: If you want to change a brick wall to a ladder,
you should first face the ladder and press the <B> key. A
picture of a ladder will then appear in your WAND PATTERN box.
Face the brick wall and press the space bar. In a flash the
brick wall should transform to a ladder. At the end of five
seconds, the ladder will change back to brick.
Note: 1) The wand does not work on objects made of iron. You
can neither scan nor project the pattern of an iron wall or an
iron ladder. 2) You can fire the wand to the left and right only.
THE CRABS
As you make your way through the levels, you must be careful
not to be nabbed by the crabs. The crabs are stupid and cannot
run faster than you, but if they touch you, they caught you.
Note: The crabs are deathly afraid of heights and will not
willingly follow you off of a ledge. In fact, the crabs have
such a fear of heights that they will not step out over a gap in
the floor, even if there is a ladder to climb onto. This fact is
important to the completion of several of the levels.
Copyright (C)1991,1992 John Blackwell. All rights reserved.
6
F.GODMOM 4.0 USER'S MANUAL
IMPLOSIONS
Sometimes, objects disappear in a flash of light. This
happens when two objects try to occupy the same space. For
example, if you try to transform a crab to a ladder while the
crab overlaps another ladder, there will be two ladders in the
same space (where the ladders overlap). Because two objects
cannot exist in the same space, This overlap causes a small tear
in reality (trust me), and some objects may be sucked away (an
implosion). The best way to see what an implosion does is to
create one. An implosion is not dangerous, unless you are close
enough to get sucked in.
Note: Crabs that are sucked into implosions are returned
after five seconds. Returning crabs reappear at the location of
the exit door, whether that door has appeared or not (but not if
the location where the door is to appear is occupied by another
object).
If you would like to view the action of an implosion closely,
start the game with the command "FGODMOM FIP" at the DOS prompt.
Then, when an implosion occurs, the game will freeze until you
press a key. This feature allows you see exactly what happens
when an implosion occurs.
EXTRA LIVES
Every time you are caught by a crab, sealed in a wall, or
caught in an implosion, you lose a life. However, there are ways
to earn extra lives during the game. For every level you finish,
you earn an extra life. You can also earn extra lives by
collecting the bonus markers (shaped like gold coins marked with
wand stars). The bonus markers appear when you have collected
the seven pennies. Every bonus marker you have (at the instant
you finish the level or get caught) is worth one extra life.
WARPING TO OTHER LEVELS
It is possible in F.Godmom to jump to other levels by
pressing the <W> key. However, you need a special magical object
to teleport in this way. I leave the puzzle of how to warp in
your hands. If you cannot figure out the secret on your own, you
can send a self-addressed, stamped envelope to Soggybread
Software, and I will send you the secret of warping. Hint: To
warp you must create a magical object called a "warp door" by
projecting the pattern of one object onto another.
Copyright (C)1991,1992 John Blackwell. All rights reserved.
7
F.GODMOM 4.0 USER'S MANUAL
***** HELP! *****
HELP SCREENS
There are several on-line help screens available to help you
through F.Godmom. Press <H> or <F1> to get the general help
screens. Press <F2> to see the list of controls only. If you
need help finishing Level #1, you can press <F3> to receive
explicit instructions. Finally, if the boss comes around to
check on you, you can press the <!> key (known as the "Boss Key")
to hide the fact that you are playing a game.
GAME CONTROLS
+--------------------+-----------------------------------------+
| TO | PRESS |
+--------------------+-----------------------------------------+
| MOVE | an arrow key or joystick |
| PROJECT pattern | <Alt>, <space bar> or joy button #1 |
| SCAN pattern | <Ctrl>, bottom row key or joy button #2 |
| get main menu | <Esc> |
| get HELP | <F1> or <H> |
| get control list | <F2> |
| finish Level #1 | <F3> |
| restart level | <F4> |
| PAUSE game | <P> |
| UNPAUSE game | any key except <P> |
| SAVE game | <S> |
| RESTORE saved game | <R> |
| show BOSS screen | <!> |
| WARP to level #51 | <W> |
| toggle crab speed | <F7> |
| toggle sound | <F8> |
| toggle joystick | <F9> |
| EXIT game | <F10> or <Q> |
+--------------------+-----------------------------------------+
GAME CONTROL NOTES
Here are a few important things to know about the game controls:
1) If you press <P> while in the pause mode, the game will
unpause and then immediately repause. This allows you to
run the game frame-by-frame (to examine how the crabs move
or whatever.) Hit a key other than <P> to stop pausing.
2) When you save a game with the <S> key, the game will
always be saved to the file "SAVEGAME.DAT".
3) If you try to restore a game with <R>, and the file
"SAVEGAME.DAT" does not exist, the program ignore you.
4) You must have the magic warp key to use the warp command.
You are supposed to figure out how to get the magic warp
key on your own. However, there are other ways to find
out how to get it. (see FREE STUFF)
Copyright (C)1991,1992 John Blackwell. All rights reserved.
8
F.GODMOM 4.0 USER'S MANUAL
IF YOU ARE STUCK
There are several ways to get help if you are stuck:
1) If you do not know how to complete level #1, see the
section on the next page, "How To Complete Level #1."
2) If you are stuck at another level, it may be because you
have forgotten one of the rules of the game. Select RULES
from the menu to review the rules during the game.
3) To get a hint for a particular level, select HINT FOR
CURRENT LEVEL from the menu. You should save this feature
for when you are REALLY stuck, though. (We wouldn't want
you to get hint addicted, would we?)
4) You may want to use the magic warp door to bypass a
troublesome level until you can come back to it.
(see WARPING TO OTHER LEVELS)
5) If all else fails, you may wish to write me at:
F.GODMOM HELP
48 WALBROOK AVENUE
DAYTON, OH 45405
Please include a self-addressed, stamped envelope if you have
not yet registered your copy.
HOW TO COMPLETE LEVEL #1
Completing level #1 is fairly easy. Just follow these
instructions:
1) Scan the pattern of the ladder to your left by pressing
the <Ctrl> key (or any key on bottom row of the keyboard).
If you do this correctly, your WAND PATTERN box
(displayed at the bottom of the screen) will contain a
picture of a ladder.
2) Use the arrow keys to make the fairy walk forward until
she stops against the brick wall.
3) Project the pattern of the ladder onto the brick wall by
pressing the <Alt> or the space bar.
4) Walk past the ladder to the right. (You must do this
quickly, because the brick wall will remain a ladder for
only five seconds.)
5) Repeat steps #4 and #5 until you are past the brick walls.
6) Collect all seven pennies and the key. The exit door
will appear once you have collected the seven pennies.
7) Exit through the exit door.
Copyright (C)1991,1992 John Blackwell. All rights reserved.
9
F.GODMOM 4.0 USER'S MANUAL
***** REGISTRATION INFORMATION *****
$5.00 REGISTRATION BENEFITS
At the five dollar registration level you get a copy of
F.GODMOM TIPS AND SECRETS. This "cheat sheet" contains
information on how to release some of F.Godmom's neat and
convenient features. These features are not necessary for
playing, winning or enjoying the game, but make the game a whole
lot more fun to play. With your $5 registration, you will learn
how to:
CAMOUFLAGE THE FAIRY OR CRABS (as a brick wall, a ladder, a
key, etc. this really looks neat)
MAKE THE GAME SAVE AUTOMATICALLY (as you finish each level)
MAKE THE GAME RUN AT MAXIMUM SPEED (you can't really play the
game at this speed, but it's fun to watch)
START THE GAME WITH 99 LIVES (makes it a little harder to run
out)
MAKE THE FAIRIES DANCE (even if you have not finished all of
the levels)
SPEED UP THE GAME (makes the game more challenging)
SLOW DOWN THE GAME (makes the game easier)
MAKE THE PAUSE INVISIBLE (clears your view of the playing
field)
WARP TO OTHER LEVELS (actually you learn how to create the
magic warp key)
CAMOUFLAGE THE FAIRY LOOK AS A CRAB (this looks way cool;
beams shoot from your claws)
SKIP THE ANNOYING TEXT SCREENS ('nuff said)
MAKE THE TRANSFORMATIONS LAST LONGER (ten seconds instead of
five)
Along with the above information, you will get valuable
playing tips from the game's author. (There's no better source.)
You can use one of the handy order forms at the end of the
manual to help you register.
$10.00 REGISTRATION BENEFITS
If you register at the ten dollar level, you get even more
great stuff. Of course you will get a copy of F.GODMOM TIPS AND
SECRETS like a $5 registration, but you also get a disk with:
THE LATEST VERSION OF F.GODMOM
plus
FIFTY EXTRA LEVELS FOR THE GAME F.GODMOM
These new levels are filled with new puzzles. If you thought
the last fifty levels were challenging, you ain't seen nothin'
yet.
You can use one of the handy order forms at the end of the
manual to help you register.
Copyright (C)1991,1992 John Blackwell. All rights reserved.
10
F.GODMOM 4.0 USER'S MANUAL
$20.00 REGISTRATION BENEFITS
The twenty dollar registration brings the best bonuses. Not
only do you get F.GODMOM TIPS AND SECRETS and FIFTY EXTRA LEVELS,
you also get F.GODMOM SOLUTIONS, an illustrated solution book to
help you through the toughest levels.
Are you having trouble getting past levels #9, #11, #37 or
#44? Get this solutions book and you will learn how I, John
Blackwell, the only living Grand Master F.Godmom player, get past
those levels every time.
You can use one of the handy order forms at the end of the
manual to help you register.
UPGRADES
If you can't decide between two registration levels, don't
worry. Go ahead and register at the lower level. If you later
decide that you want the benefits of a higher registration, you
will not have to pay twice. Any money that you send toward
registering your copy of F.Godmom can go toward your updating
your registration.
So, for instance, if you register at the $10 level and later
decide that you want the solution manual, you don't have to send
$20 more. Just send $10 to cover the difference.
You can use one of the handy order forms at the end of the
manual to help you upgrade you registration.
FREE STUFF
Even if you are not yet ready to register your copy of
F.Godmom, you may still want to send for some free information
from Soggybread Software. If you send a self-addressed, stamped
envelope to the address listed below, you will receive FREE
information on how to:
NEVER RUN OUT OF LIVES,
WARP TO OTHER LEVELS
and
MAKE THE FAIRIES DANCE
ON COMMAND.
With the magic warp door you will be able to warp to any
level you choose and see how much of the game you have completed.
With the secret of fairy dancing, you will be able to make
the fairies dance on command, even if you have not completed all
of the levels.
To get this FREE information SEND A SELF-ADDRESSED, STAMPED
ENVELOPE to:
FREE F.GODMOM STUFF
48 WALBROOK AVENUE
DAYTON, OH 45405
Please include information on how you acquired your copy and
what you think of the game. I look forward to hearing from you.
Copyright (C)1991,1992 John Blackwell. All rights reserved.
11
F.GODMOM 4.0 USER'S MANUAL
REGISTRATION ORDER FORM
I would like to: (check one)
[] register F.Godmom at the $5 level.
[] register F.Godmom at the $10 level.
[] register F.Godmom at the $20 level.
[] upgrade my F.Godmom registration from
the $________ level to the $________ level.
Enclosed is my check/money order made payable to JOHN BLACKWELL.
Please send me the registration bonuses offered at the indicated
level.
(Ohio residents please add 6% sales tax.)
Send my registration bonuses to: (please print)
NAME:________________________________________________________
ADDRESS:_____________________________________________________
CITY:_______________________ STATE:______ ZIP:_____________
My disk drive size is [5.25"/3.5"] (circle one).
========================================================
Send your registration order to:
JOHN BLACKWELL
48 WALBROOK AVENUE
DAYTON, OH 45405
Please remember to make your registration check or money
order payable to JOHN BLACKWELL.
I would like very much to read your comments about F.Godmom
(how you acquired your copy, what made you want to register,
suggestions for improvements, etc.) Please list below any
comments you would like to make:
_______________________________________________________________
_______________________________________________________________
_______________________________________________________________
I would like to personally thank you very much for your
registration. It is people like you that keep shareware growing
and I wish you the best. --John Blackwell
4SS-FG40
Copyright (C)1991,1992 John Blackwell. All rights reserved.