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- Psycho Squares Deluxe
-
- Coding and Graphics Animated Unicorn
- ------------------- ----------------
- Shane R. Monroe Charles Caffery
-
- Dark Unicorn Logo Musical Score
- ----------------- -------------
- Mike Hall John Graham
-
- Beta Testers 56 Color Game Graphics
- ------------ ----------------------
- John Graham Adam Burns Adam Burns
- Michael Welch Pat Cowart
-
-
-
- (c) 1993,4 By Dark Unicorn Productions and Shane R. Monroe. All rights
- reserved. The EVALUATION VERSION of this program may be distributed freely
- as long as all files are present and unmodified. The REGISTERED VERSION is
- Shareware and fully copyright and may not be duplicated or distributed in
- any manner.
-
- The DISK.FONT library is copyright by Commodore Business Machines and used
- under liscense. It is NOT a freely distributable file.
-
-
- REGISTRATION INFORMATION
-
- The EVALUATION version of this game has several functions disabled.
- If you enjoy this game and would like to play it with more options and more
- levels of play, please buy the registered version. You may purchase this
- game (and the other fine DUP products) from BETTER CONCEPTS, INC for $12.
-
- CALL TODAY! 800-25-AMIGA Visa/MC/COD accepted!
-
- How about a little incentive? Sure. How about this? Order the
- registered version of Psycho Squares Deluxe right now and receive
- ABSOLUTELY FREE:
-
- * A laser printed copy of this manual.
- * A handsomely labeled disk to brighten up your collection.
- * A FREE Graphic Expansion Disk! (Our choice)
-
- "Membership has its privileges!"
-
-
-
- PSYCHO SQUARES DELUXE
-
- ... SYSTEM REQUIREMENTS ...
-
- Psycho Squares Deluxe (PSD) will run on ANY Amiga computer with at
- least one meg of CHIP RAM. Unlike the original PS, there is no reduced
- sound sample set. A mouse is required for one player. A joystick or the
- keyboard may be used for an additional player. The game will play from
- either floppy or another ASSIGNable device such as a hard drive or
- removable drive. See below for more information on hard drive
- installation. Most entertainment software is enjoyed more when played with
- your Amiga connected to a stereo or other amplifier. PSD is no exception.
- The music and digital speech are a major part of the game so 'pump up the
- jams'!
-
- ... HARD DRIVE INSTALLATION ...
-
- PSD will happily install on any ASSIGNable device such as a hard
- drive, Syquest Removable Media drive, RAM or RAD, or other similar device.
- Simply load up Workbench from your hard drive, then click the HD_INSTALL
- icon. In a few moments, you will be presented with the installer. There
- are plenty of on-screen instructions to help you out, but one point should
- be made here. You MUST include the final '/' (slash) at the end of your
- path if you are installing the game to the devices' subdirectory. For
- example, if you wanted to install it on DH0: you would simply enter DH0: (a
- new drawer will automatically be created for you for PSD). If you wanted
- PSD installed in your games directory on your SYQUEST drive the path may
- look like this: RM1:GAMES/.
-
- The installation will copy all necessary files over to your selected
- device. You need then only open the new drawer and click the killer
- unicorn icon to start the game. You do NOT need to make ASSIGN commands in
- your startup sequence nor does PSD do it for you. The game will ASSIGN the
- files when the game is run. Should you move the PSYCHO directory, you must
- go to your PSD directory and look for a file called 'HDPATH'. This
- contains the path information. Change it to reflect the new location of PSD.
-
- ... GETTING STARTED: THE BASICS ...
-
- PSD is a very easy game to learn. In fact, almost anyone can play it.
- It is easy enough for kids to play, but challenging enough to keep adults
- coming back for more.
-
- The game is broken down into thirteen levels of play called ROUNDS.
- Each round consists of sixty-four numbered boxes arranged in an eight by
- eight grid. The boxes have numbers in them ranging from one to eleven.
- There are both positive (red in color) and negative (blue) numbers. Behind
- the boxes is a picture which varies depending on the Graphic Expansion Disk
- (GED) you are using. (See GRAPHIC EXPANSION DISKS below for more
- information). If you are using the original PSD graphics, it is a
- miscellaneous picture collection. The players take turns 'taking' boxes.
- The point value in the box is added (or subtracted) from your point total.
- He with the most points wins the round. Should that be the end of the game
- mechanics, it would be a pretty boring game. Fortunately, there is a lot
- more to contend with!
-
- There are rules regarding how boxes may be taken. Simply put, Player
- One may only take boxes on the horizontal axis and Player Two may only take
- boxes on the vertical axis. The final twist is that a player can only
- choose from the column/row that the OTHER PLAYER JUST TOOK FROM. For
- example:
-
- 6 4 2 5 3 2 10 9 In this example, it is Player Two's turn. Player
- One has just taken the number 6 which used to be
- 1 5 3 9 7 2 5 6 where the box is on the game grid to the left.
- Since the highlighter box happen to start off in
- 10 1 8 3 2 9 11 6 that row, Player One started the game with the
- following choices: 6, 4, 2, 5, 6, 2, 10, 9. He
- 5 3 7 11 4 5 9 7 chose the second six listed.
- - Player Two must now pick from the current COLUMN
- 6 4 2 5 | | 2 10 9 which gives him these choices: 3, 7, 2, 4, 7, 2,
- - or 4. Should he pick the 3 on top, Player One
- 1 5 3 9 7 2 5 6 must chose from the top row (i.e. 6, 4, 2, 5, 3,
- 2, 10, or 9).
- 10 1 8 3 2 9 11 6
-
- 5 3 7 11 4 5 9 7
-
- This exchange would continue until either the grid runs out of squares
- or there is no square available in the player up's row/column. The round
- is over at that time and the player with the highest score wins the round.
- There is one other way the round could end 'prematurely'. This will be
- explained later.
-
- One Player Mode - Every square you take reveals that part of the
- picture underneath. The computer taken squares are covered with a 'cover
- box' to hide that part of the picture. If you win the round, the picture
- is revealed in full.
-
- Two Player Mode - Every square that is taken has a 30% chance of
- revealing that part of the picture. The other 70% get the 'cover box'. At
- the end of the round (regardless of winner) the picture is NOT revealed.
- Take a close look, however, because the winner of the GAME at the end of
- the thirteen rounds will get to CHOOSE a level to see in its entirety.
-
- Between rounds, you will get a 'Psycho Squares Update' which will show
- the current scores of both players and the number of rounds each has won to
- this point. The score represents the TOTAL cumulative points earned in
- all the rounds to this point. In other words, you can be ahead in score
- but still be losing in rounds won. Good deal, though, since the game is
- concerned only score. At a glance you can tell who is winning by looking
- for the trotting unicorn. He will be galloping in the current winner's
- box! :)
-
- At the end of the game, the winner will be announced. At this time,
- in the two player game, the winner can select the round picture to view.
- If either player's score is worthy of the Psycho Square Deluxe's HALL OF
- FAME, the name entry system will pop up for each applicable player. The
- player need NOT win to enter his name; just beat the lowest score.
-
- ... HALL OF FAME BOARD ...
-
- You are allowed up to ten letters to 'mark your turf' on the Hall of
- Fame screen. Use the mouse or joystick to position the pointer on the box
- that contains the letter to enter and press the mouse/joystick button. The
- letter will be added. There are a couple special boxes available here.
- There is a dash "-" box for inserting a dash in your name. You may also
- place a space or blank for a letter by pressing the box marked "SP". To
- delete or 'rub' a letter out, click the box marked "RU". To end the name
- entry system, click the "ED" box.
-
- The Hall of Fame is displayed after the name entry routine and it
- appears if you wait on the MAIN MENU screen for more than five seconds or
- so. The Hall of Fame board will stay displayed for five seconds and then
- you will return to the MAIN MENU.
-
- ... MAIN MENU ...
-
- There are five options on this menu. Most are self-explanatory.
-
- BEGIN SOLO GAME - Start a one player game.
-
- BEGIN TWO PLAYER GAME - Start a two player game using the input
- device selected on the OPTIONS menu.
-
- IN GAME OPTIONS - Takes you to the OPTIONS menu.
-
- ABOUT PSYCHO SQUARES DELUXE - A bit of text about the author and the
- program. Please read once.
-
- EXIT TO AMIGADOS - Quit the game.
-
- Select the items using the mouse and mouse button. You may
- alternately exit the game from this menu by pressing ESC. You may also
- wait on this screen to see the Hall of Fame screen (see above).
-
- ... IN GAME OPTIONS MENU ...
-
- There are five options on this menu. These may NOT be so self
- explanatory, but they are all important.
-
- PLAYER TWO INPUT DEVICE - This toggles the method that Player Two
- uses to play the game. You may use either a
- joystick or the keyboard. You can look at
- the bottom of the screen to see what is
- currently selected. If using the keyboard
- to play, use the arrow keys and RETURN to
- move and select. NOTE: The keyboard does
- NOT work on the name entry screen for the
- Hall of Fame. You must use the mouse or
- joystick.
-
- GAME DIFFICULTY - This toggles between the three game playing modes
- for the one player game. More on these modes later.
- The options are EASY, NORMAL, and ADVANCED.
-
- SAMPLES ARE - This item toggles ON or OFF. If the samples are OFF,
- then all the 'nag' samples are removed. Especially the
- 'C'MON!' prompt. It is fun for awhile, but can get old.
- All the special samples for the Bonus Squares are left
- in tact.
-
- GAME GRAPHICS - This toggles whether you are using the built-in
- graphics that came with the game, or using a GED. If
- you are using a GED then it will read EXTERNAL
- otherwise it reads INTERNAL.
-
- RETURN TO MAIN MENU - Duh...
-
- As in the Main Menu, use the mouse to select. You may also leave this
- menu by pressing ESC.
-
-
- ... ADVANCED PLAY ...
-
- PSD is as much of a game of luck as it is strategy. The more you
- play, the more you will see how very true this is. This section is devoted
- to the deeper workings of the game.
-
- A few things on game difficulty modes. The modes are easy to
- remember. EASY is just that. "Amy" will not 'think' very deep on the move
- she makes. If you are on NORMAL, Amy will give considerably more thought
- to the possibilities and results of her move in the coming turns. The
- ADVANCED mode is truly challenging. Here you have all the 'intelligence'
- of the NORMAL game with the added 'feature' of being on a time limit. You
- have three seconds to move, else the computer will take over and move
- again. If the computer CAN'T move, the round is over.
-
- A couple of enhanced commands INSIDE the game include:
-
- o Pressing ESC on Player One's turn will abort the game in progress.
- o CTRL-S will toggle the samples during game play.
- o A 'backdoor' exists in the main game. Can you find it?
- o There is another backdoor somewhere in the game. Where is it?
-
- ... BONUS BOXES ...
-
- Well, we've touched on these special commodities of the game, now
- let's go into them in detail.
-
- Bonus Boxes are randomly placed BEHIND the numbered boxes before the
- round begins. There are at least ten bonus boxes and there may even be
- eleven. The bonuses on the these boxes are 'awarded' AFTER you have taken
- the square on top of it. The number on the square you took is the number
- that the bonus box affects (if applicable). Both players and Amy can get
- these bonus boxes.
-
- Contrary to popular belief (and I thought the same thing until I got
- deeper into programming logic) Amy has no idea where the bonus squares are.
- Granted, the COMPUTER has to know where they are, but the computer GAME
- PLAYER doesn't know. The odds of Amy getting a bonus box are the same as
- yours. Though it may SEEM that Amy gets the best boxes a lot of the time,
- it is all just dumb luck.
-
- Here are the six TYPES of bonus boxes that are available. The first
- random ten boxes placed on the grid can be any combination of the first
- five types. You can have all ten the same (unlikely) if the random
- generator deems it so. The eleventh bonus box only appears ten percent of
- the time. It is the ROUND COMPLETE bonus (see below).
-
- MULTIPLIERS - The first two boxes are multipliers. There are x2 and
- x3 bonus boxes. These multiply the square you just took by the applicable
- factor. The bonus points will be added to your score.
-
- NEGATE - This box simply negates the square you just took. Bad deal
- if you just took an eleven, but a good deal if you just took a negative
- eleven.
-
- PLAY AGAIN - You stay on the same row/column but you get to play
- again. This is usually a good deal but if you have no more boxes left to
- take, the round is over.
-
- TELEPORT - One of the ONLY boxes that effects your game strategy.
- When taken, this will TELEPORT the highlighter to a random box. If it is
- teleported to an empty row/column and the player up next cannot take a box,
- the round is over. This bonus can help you DRAMATICALLY if Amy has set you
- up for a long string of negative squares.
-
- ROUND COMPLETE - This box abruptly ends the round. The original PS
- was based on winning rounds so this box would've made a bigger impact then
- than now, but it still has a good place. Is this box a bad deal? Mostly.
- I can't really name a time that this box would be DESIRABLE except if you
- were losing BADLY and were looking up a long road of negative numbers.
- This box basically cheats you out of much needed points. Unfortunately, it
- doesn't matter who gets it, it is bad.
-
- GRAPHIC EXPANSION DISKS
-
- PSD was created with expansionability in mind. You may purchase
- additional graphic disks for the game at the cost of $4 per disk. Those of
- you who have purchased these disks (called GEDs) for the original Psycho
- Squares in the past may have noticed the price increase. The pictures are
- of EXTREME quality and are MUCH better than those of previous GEDs. Please
- note that previous GEDs are not usable with this Deluxe version of the
- game. You may purchase the Adult disk from Better Concepts. It is the
- only GED available at this time. It is an R-Rated HOT disk of new graphics
- for the game. Definately adds a bit of flavor...
-
- ... PLAYING STRATEGIES/TIPS ...
-
- Okay, this is the section for people who can't hack figuring out the
- game logic on their own. Warning; this may take away from the challenge
- of the game, so read on at your own risk.
-
- 1. Look ahead. If you have tunnel vision playing this game, you will
- probably lose. Amy has no problems looking ahead moves to bag you with the
- worst square possible. You do the same.
-
- 2. If you are far ahead, don't be afraid to terminate the round
- prematurely. Remember, you win based on points, so prevent him from
- getting more than you. On the same token, be careful not to terminate
- prematurely if it isn't in your best interest. Amy doesn't have the
- thought to terminate if she is ahead. She wants to get as many points
- possible so she will not prematurely terminate if possible.
-
- 3. Get proficient at 'looking ahead'. If you do, you will be better
- able to play in the advanced mode. When you scan your own possibilities,
- shoot out each axis and see what it leaves him. The highest number is not
- always the best.
-
- 4. Turning off the samples may help you. Having the computer
- prodding you may cause you to make bad choices (why else did I put it in
- there?). Try turning them off and see if your score improves.
-
- 5. Practice makes perfection. The more you play, the better you will
- get.
-
- ... PROGRAMMERS NOTES ...
-
- This game was developed using AMOS PROFESSIONAL probably the best,
- easiest, and most powerful language (next to Assembler). For those of you
- who are even remotely interested in developing your own games/programs, I
- URGE you to pick up this language. It is under $100 and EASY to learn. It
- has a great on-line help system and examples for EVERY COMMAND. We here at
- Dark Unicorn (at this point anyway) are strictly AMOS programmers. If you
- think that AMOS sucks, then take a look at SCORCHED TANKS, another DUP
- product from coder Michael Welch. Kick butt game. A fine example of AMOS
- at work.
-
- Other packages used in development of this game include:
-
- o Art Department Professional o Deluxe Paint IV
- o Octa-Med Pro o Audiomaster IV
- o Perfect Sound digitizer o DSS sampler
- o Transwrite o PowerPacker Pro
- o Dir Works (buy this program) o Others...
-
- Now is the time to support the Amiga. Many of you already know of
- Commodore's demise, but the Amiga doesn't have to die with it. Buy your
- programs...Support shareware...Keep the developers happy. Put your money
- where your mouth is and keep us alive.
-
- ... FUTURE RELEASES/DUP DEVELOPMENTS ...
-
- Well, as with all Shareware games, the more support we get the more we
- will do with this game. If it sells well, I will be happy to make new
- Bonus Boxes and add other features to the game. Here are a few things I am
- considering for future updates. Let me know on your registration form
- which of these appeal to you the most.
-
- * Two player mode over a null modem cable or modem.
- * Allow Player One to select a different input device.
- * More sound samples REQUIRING a meg or two of CHIP RAM.
- * More Bonus Boxes designed to take points from your opponent, cloak
- the highlighter, shuffle the boxes, and more.
- * Four player mode using 4 player joystick adapter?
- * Special mini-games between rounds to increase your score.
- * Anything else I might have missed?
-
- As for Dark Unicorn Productions, we are VERY busy at work with a whole
- bunch of new projects from all our coders.
-
- Michael Welch - Version 1.9 of SCORCHED TANKS is available NOW. This
- is too COOL! He is also working on an Atari 800 translation of the classic
- game JOUST. I have seen some graphics and heard some sounds and they
- are GREAT! Keep your eyes open!
-
- Shane R. Monroe - Well, obviously I will be working on PSD for awhile
- to come yet.... However, I am working on two seperate CD projects for
- Better Concepts, Inc. Can't say much now....
-
- Kit Felice - A new member! Yes, we are growing stronger! His
- exploits include the game Gladiators. His new game, ITS THE PITS: A BOLD
- MINER'S SLAUGHTER is available NOW from Better Concepts, Inc. A game
- with 3D tunnel sequences, Thrust segments, and much more. Loads of fun.
-
- John Graham - Finally, full motion video for the Amiga without a CD
- ROM! TOMCAT is a fully interactive video game with 11 megs of digital
- video and sound. A hard drive is required but WORTH it. Get this killer
- game from Better Concepts. Pick up a preview of it (2.4 megs!) from BCI
- or from Tombstone BBS.
-
- ... AUTHOR'S NOTES/JOINING DUP ...
-
- What can I say, folks? Another round of fun is done. I would like to
- use this space remaining to try and recruit other coders into Dark Unicorn
- Productions.
-
- Here is the deal folks. I want DUP to be the Psygnosis of the
- Shareware world. (Well, old Psygnosis anyway). When people see our name,
- they will want it on the spot. That is what I would like to make DUP; the
- biggest Amiga shareware company in the world. There are tons of small
- shareware companies like PsychoSoft (Kit's company) that would benefit
- GREATLY from becoming part of a bigger body. But, I only want the highest
- quality/calibre of programs to bear the legendary DUP symbol.
-
- Our numbers are growing. We are now 13 strong and expanding rapidly.
-
- This is what you do. Apply to join us. Send a letter to the above
- address, send me E*Mail on GEnie (S.MONROE1), or call the DUP support BBS
- TOMBSTONE BBS (803) 863-0313 and leave feedback to me (WYATT EARP) and
- briefly answer the following questions.
-
- * What was the last program you released? If you are still on your
- first, what is it? Describe the program briefly.
-
- * How long have you been coding? What platforms has you coded for?
-
- * List your preferences of programming languages in order.
-
- * Vital statistics? Age, sex, other hobbies, etc. WE DO NOT
- DISCRIMINATE ON ANY BASIS!
-
- * What projects do you have planned?
-
- * Does working on/with Adult material bother you? Explain.
-
- If you leave your InterNet or GEnie address, I will contact you
- directly. Join Dark Unicorn Productions and help feed the Amiga!
-