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-
-
- STOP NICK MACKI:
- 3D COUNTERTERRORIST MISSIONS
-
- This is a test version of an upcoming game which is for TESTING
- purposes only. Please do not make available for distribution on public
- systems like BBS's or vendor disks without EXPLICIT PERMISSION FROM PIE
- IN THE SKY SOFTWARE!
-
- This demo will only function for a limited time. Use this software
- at your own risk. Pie in the Sky makes no guarantees about the reliability
- of this program, and accepts no responsibilities for the consequences
- of it's use.
-
- See the file BETA.DOC if you want to learn how to attain Fame and Fortune
- by helping us test this new game.
-
-
- SYSTEM REQUIREMENTS..............................................
-
- STOP MACKI requires an PS1, PS2, Tandy, 386, 486, or
- 100% PC compatible computer with 640K RAM, a VGA graphics card, and
- a hard disk drive. 128k of XMS or EMS memory is required if you wish
- to hear digitized sound effect from a Sound Blaster board.
- A joystick and mouse are optional. A Sound Blaster,
- AdLib, or 100% compatible sound board is recommended.
-
-
- MENU OPTIONS.........................................
-
- Configure - This pops up a menu of configuration options (see below)
- Instructions - This displays an abridged form of the game's instructions
- Story - This displays a shortened form of the game's storyline
- New Game - Start a new game of POWER, starting from the begining.
- Return to Game - Returns to the current game if you have paused play via esc.
- Quit - Returns you DOS
-
-
-
- Configure:
- This menu allows you to set the various options for game play.
- Here are the meanings of the various selections:
-
- God Mode - This makes you invincible. This is for testing.
- Reduced Dtl - This reduces the resolution and # of objects in game.
- Diag Mode - This mode leaves testing info in file pdiag.txt.
- Use Joystk - Do not use.
- Use Mouse - This make the game respond to the mouse.
-
-
-
- Sound:
-
- none - Use no sound in game.
- PC Speaker - Use PC speaker sounds
- ADLIB - Use ADLIB FM voices for sound ( pretty awful )
- Sound Blaster - Use digitized sound effects ( needs XMS or EMS ram)
-
- Note: You can only select ONE of the above choices. The game will use
- the FM voices of your card to do certain sounds even if you have selected
- PC Speaker or Sound Blaster sound. These sounds are the generate noise,
- and the electric bolt noise.
-
-
-
-
- Speeding Up the Frame Rate...................
-
- STOP MACKI was designed to take full advantage of the speed of today's
- faster machines. If however, you are playing on a slower machine and feel
- the game would be more fun if the frame rate were faster, choosing
- this option will speed up the game considerably. The tradeoff is that
- many small decorative graphics will be sacrificed. All the essential
- elements of the game will still be present, but rooms may appear more
- barren, and the landscape may appear plainer. After playing STOP MACKI a
- while, many expert players are so wrapped up in the strategy and tactics
- of the game that they don't really miss some of the visual details that so
- impressed them when they viewed the demo for the first time and started
- exploring the 3D world as novices.
-
-
-
-
- PLAYING THE GAME.....................................
-
- Moving through the 3D World..................
-
- ...with the Key Pad..........
-
- Although both the cursor keys, and the keypad arrow keys are functional,
- we recommend that you use only the keypad arrow keys for movement. This
- is because you will find it much easier to use the sidestep keys and the
- diagonal motion keys if you start out using the keypad arrow keys.
- The up arrow moves you forward. The down arrow makes you back
- up. The left arrow turns you left. The right arrow turns you right.
- The keypad '1' key sidesteps to the left, while the keypad '3' key
- sidesteps to the right. Keypad '7' & '9' move you forward while slowing
- turning to the left or right. Up to 3 keys can be simultaneously
- functional. Some keyboards will work better than others. (IE, most
- keyboards can handle the jump key being pressed and released while the
- up arrow key is held down continuously; But some cannot. This is a
- limitation in the electronics of some keyboards, and cannot be remedied
- with a program fix. )
- The space bar kicks/fires. The 0/Ins key makes you jump. The longer
- you down the jump key before you release it, the higher your jump
- will be as indicated by the yellow lights on the right side of your
- battle helmet heads up display. The - button on the key pad makes
- you stretch to your tallest height. The + button on the key pad makes
- you crouch down.
-
- ...with the Mouse....................
-
- Sliding the mouse from side to side turns you in each respective
- direction. Sliding the mouse towards you on the mouse pad backs you up.
- The left mouse button kicks/fires. The right mouse button moves you
- forward. Both mouse buttons pressed similtaneously makes you jump. The
- longer you hold down the two keys before releasing them, the higher
- your jump will be as indicated by the yellow lights on the left side of
- your battle helmet heads up display.
-
- ...with the Joystick.................
-
- Push or pull the joystick in the dirction you want to go. The
- button on the handle kicks/fires. The other button makes you jump. The
- longer you hold down the jump button before releasing it, the higher you
- jump will be as indicated by the yellow lights on the left side of your
- battle helmet heads up display.
-
- Radar Screen..............................
-
- Your high tech head gear is equipped with a heads up display of
- the latest generation of SAT-NAV equipment. This unit serves two vital
- functions. First, its Global Positioning System components pinpoint
- your exact location respective to any buildings you are in or near.
- Walls appear as green lines. Your position is indicated by a white dot.
- Second, infrared sensors detect the heat given off by other humans.
- In hostile situations, orange dots on your display indicate the proximity
- of enemy personnel. Code red and yellow lights along the bottom edge
- of the goggles serve as a back up alert to approaching unfriendly forces.
- When hostiles approach from the right side, the lights on the right
- side of the row go on. The same is true of the left side. Attacks from
- the rear are show by lights at the exteme ends of the row.
-
- Compass..............................
-
- At the top of your heads up display is a digitized compass which
- gives you true directional readings even in strong magnetic fields.
-
- DOORS........................................
-
- In the course of carrying out your mission, you will encounter
- a variety of doors. Some are hinged and swing. Some slide from
- side to side. Some slide away. Some slide towards you. Some stay
- open indefinitely. Some close in a moment or two.
-
- Opening & Closing....................
-
- Open unlocked doors simply by going right up to them and giving
- them a bump. You'll get knocked around a bit if you stand there when
- a door swings open and beans you.
-
- Locked doors.............................
-
- Some doors are locked. When you bump them, nothing happens. Your
- heads up display will show you an icon that tells you what kind of a key
- or security code card is necessary to gain access. Find the correct key,
- put it in your inventory (see picking up objects - Keys below), and the
- door will open with no problem when you bump it again.
-
- Kicking Down Doors..........
-
- Sometimes the locks are flimsy. If your heads up display shows the
- icon of a kicking foot instead of a key, it means you can knock open the
- door by getting a running start, jumping, and kicking the door in mid-air.
- This technique takes lots of practice to perfect, but it can really take
- a room full of unfriendlies by surprise! Shooting the lock and hinges
- off doors can work too, but it wastes ammunition and draws attention.
- Most doors cannot be shot open unless damaged by a solid jump-kick first.
-
- Blasting Down Doors...........
-
- Some reinforced doors are too difficult to kick in. You can tell this
- is the case when your heads up display shows the explosion icon instead of
- the key or a foot icon. Follow the directions on picking up, placing, and
- detonating a bomb from the section below. Position the bomb as close to
- the door as possible. When you detonate the charge, the door should open.
- Hand grenades can work too, but they sometimes bounce off the doors right
- back at you and explode in your face.
-
- Secret Doors & Passages..............
-
- Be ever vigilant for secret doors. Watch your SAT-NAV
- radar screen closely when you reach a dead end. Work your way along
- the walls, keeping your eyes on your heads up display door indicator.
- Frequently a little bump will send a plain-looking wall section sliding
- away to reveal hidden rooms and passages. There will always be clues
- in the form of readable notes so that you don't have to waste your time
- bumping every wall to find the secrets.
-
- STAIRS AND ELEVATORS.........................
-
- To move to different levels, look for stair wells and elevators.
- Walk up close to the stairs and you'll be transported to another floor.
- Bump open elevator doors, go inside, move to the back wall, and when
- you bump the doors back open, you'll be on another level.
-
- PICKING UP AND PUTTING DOWN OBJECTS..........
-
- An object icon lights up on your heads up display whenever you get
- close to something that you can pick up. If you want to put the
- object in your inventory, just hit the "I" key, and that object will
- disappear from the 3D world and its icon will show up in one of your
- sixteen inventory boxes. To take an object from your inventory box
- and place it in the 3D world, simply press "S", use the right or left
- arrow keys to highlight the object, and press enter to put it down. The
- icon disappears from your inventory box and the object is now back in
- the 3D world.
-
- Keys and Security Cards..............
-
- Having keys and security cards in your inventory lets you open locked
- doors with a single bump. You don't have to put the key down near the door
- at all. Just the fact that you are carrying the key is enought to get
- you through the door.
-
- Memos, Blue Prints, & Maps...........
-
- Occasionally, you'll stumble bits of crumpled, dicarded paper or
- carelessly placed top secret documents. When a memo icon appears on
- your head up display, hit the "I" key. A close up picture of the text
- or image will appear on your screen. Hit the Esc key when you are
- done reading. If you want to refer to a memo that is already in your
- inventory, you have to put it back in the 3D world and pick it up again.
-
- Medical supplies.....................
-
- When you are wounded, the red cross medipacks are literal life-
- savers. If you are in desparate need of medical attention, simply press
- "I" when a medipack icon appears on your heads up display. Instead of
- going into your inventory, the medical supplies are used immediately
- to improve your physical condition. If you want to use medipacks that
- are already in your inventory, you have to put them back in the 3D world
- and pick them up again.
-
-
- Uniforms.............................
-
- When you see a uniform icon on your heads up display, you can put on
- the uniform and go undercover totally undetected. This cloaking capability
- allows you to do recon work as well as to stage lethal ambushes.
-
- Weapons..............................
-
- Unconventional warfare has become increasing high tech and no expense
- has been spared to outfit Delta Force operatives with the best weapons
- available in the world. The following paragraphs describe each weapon
- that may become available.
-
- Ninja Kick.................
-
- As an elite commando, you are never unarmed. Schooled extensively
- in the martial arts, your kick is as deadly as a bayonette at close
- range. Used in combination with a running jump, hitting the space bar
- key unleashes an incredibly lethal blow. Use the Ninja kick when
- stealth is a priority or when ammo is low. If other weapons are available,
- select the Ninja kick by hitting the "1" key.
-
- Pistol.......................
-
- Your sidearm of choice is the Baretta M9 double action,
- semi-automatic pistol with a detachable box magazine that holds
- 15 rounds of 9mm Parabellum ammunition. At 2.19 pounds, this
- weapon is easy to handle and very efficient at dispatching lone
- sentries. Select the M9 with "2". If an white dot outline of
- the pistol appears on your heads up display when you press "2",
- the pistol is not in your inventory and you'll have to pick one
- up in the 3d world with the "I" key. If you have the M9 in your
- hand but it doesn't shoot, look at your ammo count on your heads
- up display. Since you are out of rounds, you will have to pick up
- some more 9mm ammo from the 3D world by using the "I" key.
-
-
-
- Grenades.....................
-
- Nothing clears a room like a grenade. The U.S. Army's
- standard issue Dual Purpose Grenade is designed to be used in both
- offensive and defensive situations against personnel and lightly
- armored vehicles. Select a grenade by pressing "3". Lob the green
- pineapple by holding down the spacebar, then release it quickly.
- The longer you hold down the spacebar, the longer your toss will be.
- Make sure you have a clear throw to your target. Grenades can make
- Swiss cheese out of you if they hit a door frame and bounce right back
- at you. When the weapon explodes it has a lethal range of 16.4 feet.
- If you don't have grenades in your inventory and you press the
- spacebar key, your empty handed arm will swing through the air, but
- no grenade will be tossed. So, if nothing happens when you toss
- a grenade, pick one up from the 3D world with the "I" key and put it
- in your inventory, press the spacebar key, and you'll be hurling frag
- in no time.
-
- Machine Gun..................
-
-
- When it is necessary to put a lot of hot lead in the air in a
- hurry, press "4" to put the German crafted Heckler and Koch MP5
- submachine gun in your hands. This weapon delivers the benefits
- of automatic firepower without the penalty of weapon and ammunition
- weight. Becareful though, at 725 rounds per minute, this baby has
- a healthy appetite for ammo. Go light on the trigger or you'll be
- left holding a 15 pound doorstop as you are overrun by bogies.
- If an white dot outline of H&K MP5 appears on your heads up display
- when you press "4", the submachine gun is not in your inventory and
- you'll have to pick one up in the 3d world with the "I" key. If you
- have the H&K in your hands but it doesn't shoot, look at your ammo
- count on your heads up display. Since you are out of rounds, you will
- have to pick up some more machine gun ammo from the 3D world by using
- the "I" key.
-
- (not presently implemented) Sniper Rifle.................
-
- Frighteningly lethal at 1,100 yards, the M24 Sniper System has
- no match. The M24 is a modified Remington M700 rifle with a vibration
- suppressed stainless steel barrel and a kevlar graphite stock coupled
- with a Leupold scope adapted to work with the AN/PAQ-4 laser sight.
- This weapon holds five rounds of Winchester .300 Magnum ammunition.
- When one dead nuts shot will do the job, press "5" to pick up the M24.
- The tradeoff for accuracy is that you have to remain stationary when
- you fire this weapon, so find a protected vantage point for your
- sniping activities. Hit the spacebar to aim the M24, then hit the
- space bar again to squeeze off a shot. If an white dot outline of
- the M24 appears on your heads up display when you press "2", the
- sniper system is not in your inventory and you'll have to pick one
- up in the 3d world with the "I" key. If you see the scope but the
- rifle doesn't shoot, look at your ammo count on your heads up display.
- Since you are out of rounds, you will have to pick up some more
- .300 Magnum ammo from the 3D world by using the "I" key.
-
- Bombs........................
-
- Fused with electronic remote detonators your C4 plastique
- explosive compound makes quite a bang. To plant a bomb, press
- "S" and then highlight it using the right or left arrow keys. Press
- Enter to place the bomb in the 3D world. Step back, way back. When
- the time is right, hit the "B" key to detonate the charge.
-
-
- Land mines...................
-
- Claymore anti-personnel land mines are also useful when you
- encounter marching columns of patrolling guards. Study the enemy's
- movements. Pin point the well-traveled paths. Press "S" and use your
- right or left arrow keys to highlight the land mine. Press Enter to
- bury the mine in the 3D world. The enemy can't see the Claymores at
- all until the charges explode under their feet.
-
- Ammunition...........................
-
- The Baretta M9 pistol, the H&K MP5 submachine gun, and the M24
- Sniper rifle all start off with full magazines. However, once those
- rounds are spent, it is necessary to secure more ammunition. A quick
- glance at your heads up display will give you a rounds count for the
- particular weapon you are using. When an ammo icon appears in your heads
- up display, press "I" to load the corresponding weapon in your inventory.
- Ammunition is specialized. Obviously you can't use a 5.56 mm NATO machine
- gun round in your 9mm Baretta. So, if you don't have the right gun,
- the ammo you pick up will just go into your inventory. When you pick up
- the right gun later, you'll have to use "S", the arrows, and Enter to
- put down the ammo, and then press "I" to load it into your weapon.
-
- FIRING AND HITS
-
- The spacebar key controls the Ninja kick (select with key "1"), fires
- the Baretta M9 pistol (select with key "2"), tosses a grenade (select with
- key "3"), fires a burst from the H&K MP5 submachine gun (select with
- key "4"), and aims and delivers a sniper shot from the M24 Sniper System
- (select with key "5"). Each time you stike a target, the heads up display
- will give you a read out of your hits.
-
- WOUNDED
-
- The heads up display enables you to monitor your current state of
- your health with blood pressure readouts and a small screen that shows
- which part of your anatomy has been wounded. Leg wounds will affect
- your running speed and ability to run straight. Head wounds will cause
- the screen to turn blood red as you start to lose consciousness.
- Picking up medical supplies from the 3D world with the "I" key will
- restore your health somewhat. If you already have medipacks in your
- inventory when you take a hit, you can repair the damage by putting the
- medipack down ("S" to select, right or left arrows to highlight, Enter
- to put it down) and picking it back up ("I" key).
-
- KEY COMMAND SUMMARY
-
- keypad 8 = nove forward
- keypad 7 = run foward veering slightly left
- keypad 9 = run forward veering slightly right
- keypad 4 = turn left
- keypad 4 & 7 = turn left extra fast
- keypad 1 = side step left
- keypad 6 = turn right
- keypad 6 & 9 = turn right extra fast
- keypad 3 = side step right
- keypad 2 = move backward
- keypad 0 = jump (hold down and release for higher jumps)
- keypad - = stretch taller
- keypad + = crouch lower
-
- non-keypad 1 = select ninja kick
- non-keypad 2 = select Baretta M9 pistol
- non-keypad 3 = select grenade
- non-keypad 4 = select H&K MP5 submachine gun
- non-keypad 5 = select M24 Sniper System
-
- spacebar = kicks or fires weapon
-
- I = pick up an object and put it in your inventory
- S = puts inventory in select mode
- arrows = moves highlight when inventory is in select mode
- Enter = removes object inventory and puts it down in the 3D world
- B = detonates a planted bomb
-
- Esc = pauses game and pops up Options Menu
-
- Y = confirms a choice when prompted
- N = skips an errant choice when prompted
-
-
- >>>>>>>>>>>>>>>>>>>>BACKGROUND PLOT<<<<<<<<<<<<<<<<<<<<<<
-
- Americans start another day shuddering in horror and gritting
- their teeth in frustration. The morning newspaper reports yet another
- hideously obscene act of violence against innocent citizens. It is the
- diabolical work of the world's most infamous villian, Nick Macki.
-
- Inconceivable as it may seem, this subversive monster was actually
- trained by American Intelligence and Drug Enforcement agents who were
- under intense pressure by an American President desparate to win some
- battles in the War on Drugs. In Operation "Fight Fire with Fire" Macki
- was supposed to destabilize the Latin American, African, and Asian drug
- cartels by assassinating drug lords, sabotaging drug labs, and destroying
- drug shipments.
-
- For three years, this loathsome, yet darkly charismatic viper
- recruited war criminals, enlisted underworld executioners, and
- seduced outright psychopaths, to form a death squad of unparalleled
- destructive capacity. And then the slaughter started.
-
- Macki carried out his missions with a blood lust that shocked even
- the most veteran American Black Ops. Not only did Macki destroy drug labs,
- he incinerated nearby villages and their inhabitants. Whole passenger
- airliners were shot from the sky with shoulder-fired surface to air
- issiles if there was cocaine hidden aboard. When the mutilated bodies
- of drug king pins and corrupt foreign officials started arriving in crates
- at the White House delivery dock, it was time to pull the plug on Macki.
-
- A surgical airstrike on Macki's desert commando training camp was
- intended to bring the carnage to an end, but when Special Forces Green Berets
- combed the crater, no trace of Macki was to be found among the charred
- ruins. Instantly recognizing the botched attack as a betrayal, Macki now
- seeks vengence for the double-cross by masterminding a twisted scheme to
- bring his one-time sponsors to their knees with a concerted effort to
- wreak chaos on America's sacred institutions with the ultimate goal of
- panicking and demoralizing every man, woman, and child in America.
-
-
- YOUR CHARACTER.......................................
-
- The alert status at the United States Special Operations
- Command (USSOCOM) Center is CODE RED. Here in Tampa, Florida,
- 45,000 crack soldiers from every branch of the military are poised for
- instant dispatch to any corner of the globe. At 0500 hours, the Chairman
- of the Joint Special Operations Command determined that the Macki
- situation was to be put under the jurisdiction of Special Forces
- Detachment Delta. Out of the 1,300 real-life ninjas in Delta Force,
- one soldier will be given the task of quietly, but permanently
- eliminating Nick Macki.
-
- As a highly decorated specialist in counterterrorism, you have been
- given the honor of volunteering for this most demanding mission. A far cry
- from the stereotype of a Vietnam era snake-eating, muscle-bound Rambo-type,
- showboating egomaniac, you are the ultimate warrior intellectual. Missions
- that come your way require stealth, cunning, and lightning speed, rather
- than brute force. Armed with the most exotic weapons and equipment, you
- are a master of infiltration and escape adept all aspects of combat
- engineering, including demolition, ambush, recon, and subterrainian warfare.
- Life all comes down to a few moments. This is one of them. With a crisp
- saluate, you accept your orders with an aire of competent professionalism
- and embark on the most dangerous mission of your career.
-
- YOUR MISSIONS.........................................
-
- OPERATION "ROOT CELLAR"
-
- Eight days ago U.S. Customs agents stopped by a posh office
- building in Manhattan, NY to check up on invoice irregularities on
- two crates being shipped in from the former Soviet Union. The
- Customs officers were abruptly ushered off the the premises by armed
- security guards that looked more like commandos than rent-a-cops.
- A full-blown investigation, in conjuction with the FBI, revealed that
- the building itself is owned by a dummy multinational corporation
- used by Nick Macki to mask his covert operations.
- Furthermore, the crates in question turned out to contain
- electronic components used to assemble detonators for nuclear warheads.
- A briefing authored by Washington's top national security intelligence
- analysts concludes that it is likely that Nick Macki intends
- obliterate the Big Apple in a nuclear inferno. There is also a good deal of
- conjecture that Yasir Assad, Macki's chief arms broker, is holed up
- in the sub-basement supervising the construction of the device.
- The perimeter of the building is surrounded by Detachment Delta's
- Rapid Response Team. Under strictest orders from the President himself,
- the counter-terrorist unit is directed to maintain a stealth profile.
- The slightest incident would draw media attention thus creating widespread
- public hysteria. Such a panic, in a densely populated urban area would
- have disasterous consequences, even if Macki's plot were foiled.
- Your mission is to drop down on the roof of the building
- from a MH-60L Black Hawk chopper, move quickly to the sub-basement
- and render the bomb inoperable. Your secondary goal is to capture or
- kill Yasir Assad. It is a perillous task to be sure. There must be no
- other outcome than total success. The lives of millions hang in the
- balance.
-
- OPERATION "CLIPPED WING"
-
- A far more public crisis is in full swing at the Dulles International
- Airport outside of Washington, DC. At 07:45, an Air Kenya 747 passenger
- jetliner touched down on the tarmack. As the plane docked at gate 17,
- commandos wearing the now instantly recognizable Macki berets, burst
- from the cargo bay and stormed into the West Terminal. Airport security
- was brutally overwhelmed by the mercenaries' guerrilla tactics and superior
- firepower. At this point the 323 passengers and a standard crew remain
- on the plane. Jamming tower communications, the terrorist squad leader
- has demanded the immediate release of the two Macki terrorists that were
- imprisoned for life for bombing the World Trade Center in the spring of 1993.
- The situation is extremely volitale. Tens of thousands of gallons of
- jet fuel could be ignited by a stray bullet. No one doubts that Macki's
- troops are ready to slaughter the hostages and martyr themselves by fighting
- to the death if it comes down to a full scale fire fight with conventional
- forces. Your mission is to ....(Kevin will fill in the details here)
-
- OPERATION "SILVER DOLLAR"
-
- These two crises, pale in comparison to the situation that is
- developing in the War Room deep underneath the White House. Holding the
- satellite recon photos in his trembling hands, the President is visibly
- shaken as he listens to his National Security Advisor give a briefing
- on Macki's ultimate scheme of mass terrorism. High in Nevada's Rocky
- Mountains, Macki's agents have set up a camp in an old mining ghost
- town. Posing as an experimental re-mining operation to extract traces
- of copper and silver left behind by conventional mining methods, Macki
- has built an underground manufacturing plant for the production of an
- incredibly explosive substance. This compound is so unstable that an
- amount the size of a dime could turn a whole city block into rubble.
- Macki plan is to mint coins with this explosive material. The pennies,
- nickles, dimes, quarters, half dollars, and silver dollars are sprayed
- protective coating that degrades with time. Once the coating wears off,
- contact with oxygen sets off a firey blast. Thus, random explosions
- will kill and maim average American citizens everywhere. Not only will
- the carnage create absolute mayhem, but people will be afraid to touch
- coins. The entire U.S. monetary system will be totally disrupted.
- In addition to the direct threat that this plot poses, a far greater
- environmental catastrophy is brewing. The chemical process used in
- making this plastique explosive creates thousands of gallons of toxic,
- black sludge. Miles of underground mine shafts and caverns are filling
- up with this hazardous by-product. As this poisonous goo seeps into the
- water tables and aquifers, Macki is creating an ecological disaster that
- will devestate the whole South Western section of the U.S. and Mexico for
- hundreds of years.
- Your mission is to infiltrate the bogus ghost town mining camp and
- gain access to the Macki's underground complex. You must locate and
- disable the main processing machine. It is imperative that you
- avoid a firefight on the lower levels because of the volitile nature
- of the plastique. One bullet could pierce the vaccuum barrier and set
- off a catclysmic blast of atomic proportions. No one knowS for sure, but
- there is some suspicion that you might even encounter Nick Macki himself.
- Make no mistake about it. His reign of terror must be stopped.
- STOP NICK MACKI!!!
-
-
- TROUBLE SHOOTING.....................................
-
- Memory Problems..............................
-
- If you run STOP NICK MACKI and get an "Out of Memory" error, there
- are a number of things you can do to rearrange your system to set aside
- enough memory to run the game successfully.
-
- Try removing TSR programs from your autoexec.bat file. Memory resident
- programs often take up memory that this game needs to run properly. Simply,
- make a backup of your current AUTOEXEC.BAT and change its name. Modify the
- current AUTOEXEC.BAT so TSR's aren't loaded. Reboot your machine and
- the game should run without the "Out of Memory" error. When you aren't
- playing the game and you want your TSR's back, simply save your game
- AUTOEXEC.BAT under a different name, and rename your original backup
- AUTOEXEC.BAT so the machine loads your TSR programs when you boot up.
-
- Check your DOS 5.0 manual to see how to load DOS into your computer's
- (286 or higher) extendend memory. Adding the line "DOS=HIGH" in your
- CONFIG.SYS and rebooting the machine should do the trick. Make sure you
- back up your original CONFIG.SYS and rename it. Also have a bootable
- floppy disk available in case something goes wrong.
-
- Technical Support............................
-
- If you are still stumped after trying all the solutions listed above,
- get the game running, bring the phone over to the computer, and call
- our TECHNICAL SUPPORT HOT LINE.
- There are many options for contacting Pie in the Sky Software. The
- fastest and best method is to leave us a typed message. That way we can
- mull over you problem carefully and give you a much more intelligent answer.
- We can be reached via computer mail at the following:
-
- Prodigy: DWHC72A
- Compu$erve: 74040,3526
- Genie: K.STOKES1
- Internet: kds@phy.duke.edu
- BBS: (919)489-6900
-
- ( All correspondence must include another envelope with your own address and
- a stamp on it, so that we can just plop the reply in, and send it back to
- you without having to make up an envelope and copy the address ourselves.
- Support questions which don't include this SASE will be NOT be answered. )
-
- Pie in the Sky Software
- PO Box 4742
- Durham, NC
- 27706
-
-
- The best method is the Pie in the Sky BBS system. You can use your computer
- and modem to call us any time day or night and leave a typed message on the
- BBS system. Then call back the next day to read your answer. The number
- is (919)489-6900. If you've never used a BBS system before, don't be afraid
- to try. The BBS has a menu-driven system so you don't need to know anything
- to use it.
- If you require voice assistance, then dial the above number with your
- touchtone phone, and press the '2' key repeatedly DIRECTLY AFTER YOU HEAR
- THE FIRST RING. Do this BEFORE the computer picks up the phone.
- Once the phone switching system hears you pressing the '2' key, your call
- will be switched to an answering machine that will take your name and number.
- We will do our best to get back to you, but in general you will get much
- faster assistance with typed messages on the BBS system.
- Don't be afraid of the long distance phone time. Make your calls after
- 10pm and the phone rates will be down to about .10 or .15 per minute. Even
- a half hour call would only cost a few dollars. Also remember that the
- phone rates don't increase with distance once you are a few hundred miles
- away. IE it costs the same to call from Tennessee as it does to call from
- Oregon!
-
-
-
-
-
- Pie In The Sky Software........................
-
- In the age of huge entertainment conglomerates, your purchase has
- supported a small and innovative new company, Pie In The Sky Software.
- This game was not hastily designed and thrown together to meet the
- deadline of a greedy marketing department. No, the small team here at
- Pie In The Sky has put in an obscene number of hours to make this
- game far more than just a run of the mill shoot 'em up arcade game that
- earns a quick buck. We want to be pioneers in 3D gaming. We want our
- games to engage your higher-level thinking skills. We want our games
- to be visually stunning and fun to play. We want you to be so satisfied
- with our products that you look forward to our new releases with great
- anticipation. In ten years, we want you to be able to browse through
- your collection of Pie In The Sky games and feel good that you have
- invested your hard-earned money in fun, high-quality, and enduring
- software entertainment.
-
- Credits......................................
-
- Kevin Stokes - Programmer, designer, sound effects composer, and Grand Poohba
-
- Colin Stokes - Artist, designer, and manual author
-
- Bill Kirby - Menu designer
-
- Jim Collymore - Musician
-
- David Johndrow - Beta testers
- George Welch
- Carl Schnurr
-
- Copyright....................................
-
- Copyright 1993 by Pie In The Sky Software.
- STOP NICK MACKI and the STOP NICK MACKI logo are trademarks of
- Pie In The Sky Software. All rights Reserved.
-
-
-
- Do not allow copies of this game to be made for people who have
- not paid for the right to use STOP NICK MACKI. Such copies are
- illegal. Report copyright violations to...
-
- Software Publishers Association
- Suite 901
- 1101 Connecticut Avenue NW
- Washington, DC 20036
- 1-800-388-PIR8
-
- IBM is a registered trademark of International Business Machines, Inc.
- Sound Blaster is a registered trademark of Creative Labs, Inc.
- AdLib is a registered trademark of AdLib, Inc. Gravis Gamepad is a
- registered trademark of Gravis, Inc.
-
- Ordering.....................................
-
-