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-
- _______________________
- \ /__
- \ O V E R D O S E /::/
- \_________________/::/
- \::::::::::::::::/
-
- quite possibly the toughest puzzle game around...
- ...then again, maybe not
-
- _______________________________________
- \ /__
- \ (C)opyright 1996 Fantasy Freaks /::/
- \_________________________________/::/
- \::::::::::::::::::::::::::::::::/
-
-
- Harddisk Installation And Things Like That...
- *********************************************
-
- System Requirements
- ~~~~~~~~~~~~~~~~~~~
- Well, first of all, you need an Amiga. I tried it on various
- configurations, ranging from kickstart 1.3 up to 3.1, from
- an A500 up to an A1200 and it all worked.
-
- I think it is possible to run Overdose on a machine with
- only 512 kb of RAM, but don't shoot me if it doesn't. Oh
- yeah, Milco (who did some levels), tried it on his 68060 and
- it worked. Boy, am I a good programmer or what.
-
- You also need a brain, so if you haven't got one, you're in
- trouble...so be warned!
-
- Harddisk Installation
- ~~~~~~~~~~~~~~~~~~~~~
- To keep life simple, all files needed to run Overdose are
- inside a single drawer. So just drag the drawer to you
- harddisk partition and you are ready to rock and roll!
-
- Overdose doesn't need any external files to run, so you
- could quite easily make a self-booting disk if you want
- to...
-
- However, if you wish to use the ICONIFY button, the file
- 'reqtools.library' needs to be present in your LIBS:
- directory. It doesn't come with Overdose, but don't worry,
- you probably have this library on one disk or another...
-
-
- What About Playing ?
- ********************
-
- All You Need To Know
- ~~~~~~~~~~~~~~~~~~~~
- Understanding how this game works is easy, finishing
- ain't...well, it only has 50 levels...
-
- The screen consists of two windows, some buttons and
- information like score and time.
-
- When you move the mousepointer over the large window you
- will see an additional cursor which highlights a position in
- the window. If you click the mousebutton, the four cells
- surrounding the highlighted cell will change. This way you
- have to recreate the pattern from the small window. Simple,
- eh ?
-
- It's like this, where # is a block, . is an empty cell and *
- is the cursor:
-
- before after before after
- ------ ----- ------ -----
- ##### ##### of course, it ..... .....
- ##### ##.## also works the ..... ..#..
- ##*## #.*.# other way around: ..*.. .#*#.
- ##### ##.## ..... ..#..
- ##### ##### ..... .....
-
- On easier levels, the cells will change into an empty cell
- or a purple block. On harder levels, the cells will change
- into an empty cell, a purple block or a blue block. Finally,
- on the toughest levels the cells will also change into a
- yellow block. By the way, the cells will always change in
- this order, not randomly. This allows you to precisely
- calculate what the contents of the cells will be (and
- believe me, you will need to!)
-
- This might all sound terribly complicated, but I am sure
- once you are playing you get used to it real soon.
-
- Settling The Score
- ~~~~~~~~~~~~~~~~~~
- Each level has something called PAR. Somewhere in the
- bottom-right corner of the screen you can see its value for
- the current level. Par means as much as number of average
- moves allowed. The only way to finish a level is to make a
- number of moves less than, or equal to par.
-
- You will get 500 points if you complete a level and an extra
- 100 points for every move below par.
-
- When the number of moves you made to complete a level
- exceeds par, you will have to try the level again (nah nah
- nah), and you will get no points at all...
-
- You may also score bonus points. The yellow time bar on the
- screen slowly (or quickly :) grows. When you finish a level
- before the time bar has been filled completely, you will
- receive some bonus points.
-
- Beavis And Buttonhead
- ~~~~~~~~~~~~~~~~~~~~~
- So now you know the game works, let's talk about the
- buttons. Those of you who know how to count will notice that
- there are 5 buttons on the screen. This is what they do
- (from left to right):
-
- * ICONFIY
- This little button here halts the game and returns
- you to WorkBench. Because of the non-multitasking
- nature of OverDose, it is not possible to swap
- between screens and stuff. But OverDose does not
- kill the entire system, so programs like a
- module-player or CD-player can still run in the
- background. Using this button you can quickly go
- to the WorkBench screen and do whatever you like.
- A requester appears and pressing the button brings
- you back to the game.
-
- * SOUND
- Turns those annoying sound effects on or off.
-
- * PAUSE
- Pauses the game, so you can go to the toilet or
- answer the phone or something. The time stops, of
- course.
-
- * RESTART
- If you totally mess up, you can always restart a
- level.
-
- * EXIT
- If you get fed up with playing Overdose, then
- press this button to return to the intro (or the
- highscores ;).
-
-
- Other things you might want to know
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- If you are playing Overdose from disk, you could of course
- write-protect it, or take it out of the drive when you're
- playing. But if you do so, the hiscores won't be saved. Nah
- nah.
-
-
- Who's Responsible For This Anyway ?
- ***********************************
-
- About Me
- ~~~~~~~~
- The author of this great piece of software is called
- Matthijs Hollemans (at least on this planet) and he's very
- poor. That's why this game is shareware, look at the intro
- for details. He spends all his time coding stupid programs
- and therefore has no social life at all. But, who needs
- people anyway ?
-
- Don't blame it all on me though, I didn't create all the
- levels...
-
- About Them
- ~~~~~~~~~~
- Some of the levels were created by Milco Veljanoski and
- Robert-Jan Veldhuizen, who were kind enough to respond to my
- desparate call for level-designers (although they probably
- just did it for the money ;).
-
- Thanks must also go to Arnold van Bezooijen. Although he
- claims to be busy all day with studying and stuff, he even
- managed to create some levels (after four months of hard
- labour, that is).
-
- I can't take the credit for the game idea, though. The game
- was based on a game called "Inverso" from a book called "Het
- Groot Grafisch Commodore Boek" by R. Baumann.
-
- Thanks to Rene, my (little) brother, for coming up with the
- HALL OF SHAME! Special thanks to my dad, for buying an 28k8
- modem :)
-
- Covering My Ass
- ~~~~~~~~~~~~~~~
- You are encouraged to distribute this game to as many
- people, PD-houses, magazines, etc. you happen to know.
- Upload it, eat it, burn it, pay for it ;) In addition, you
- may also try to use it yourself, if you have got the guts
- ;).
-
- I accept no responsability at all for whatever may happen to
- whoever, whenever.
-
- Some Final Words
- ~~~~~~~~~~~~~~~~
- Well, that's it. Have fun!
-