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1989-05-06
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War of the Mages 3.2a
(c) Copyright 1989 Barry Kearns
DISCLAIMER
In no event will the author be liable for any damages, including any lost
profits, lost savings or other incidental or consequential loss or damages
arising out of the use or of the inability to use this program -- even if the
author has been advised of the possibility of such damages. The author will
in no event be held liable for direct, indirect, or incidental damages
resulting from the omission of any part of this product, including this
document. The author makes no warranties, either expressed or implied,
respecting the software, its quality, performance, merchantability, or fitness
for any particular purpose.
------------------------------------------------------------------------------
NOTICE --
A limited license is granted to all users of this program, to make
copies of this program and distribute them to other users, on the following
conditions:
1. The program is to be distributed only in its original, unmodified
archive format.
2. No fee (or other consideration) is to be charged for copying or
distributing the program without written permission of the author.
This program is distributed with the following files:
WM32A.EXE -- The executable module of War of the Mages 3.2a
WM32.DOC -- Instructions for game (please make available to players)
WMCFG.EXE -- Configuration program to personalize colors/shapes
WARMAGE3.DAT -- Data file for War of the Mages 3.2a
SAVE.BAT -- Batch file to put games in storage
RELOAD.BAT -- Batch file to take games out of storage
FASTGAME.TXT -- Instructions on method to improve game performance
UPDATE.32A -- A quick summary of changes made since version 3.1
The program will also generate various files with the extension .WM3 for each
new game that is started.
If you did not receive all of these files, please attempt to contact the
author (contact points listed below).
Changes from Version 3.1
------------------------
Added in View Map option from the Top Menu. Improved escape logic from
several prompts. Eliminated code for sieging option.
Changes from Version 2.1
------------------------
Loads. I've weeded out at least 25 bugs in Version 2.1, and I feel rather
ashamed at having released it while being so buggy. I have, however, done
extensive testing on THIS version, and it is now highly superior to the old
one.
Many users were having problems just getting the program to run. I
apologize for that. I select a high FILES number in my CONFIG.SYS file as
a matter of habit, and it simply slipped my mind that floppy-only users
did not. Please set your FILES line to at least 20. I recommend that you
set it at 99, though. DOS will not use any file handles that it does not
need, and this way you'll be sure that this is not your problem.
All resources are now evenly split among your groups. NO MORE MESSY
TRANSFERRING to get started!
The combat routines are now MUCH more accurate than before. They are also
FASTER.. You no longer see a death-by-death description, you just wait
while the program finds the survivors. Huge battles could still take up
to 5 minutes to resolve, however.
I've added the Movement and Transfer screens, which take most of the
drudgery out of the program.
The WMCFG program allows the user to choose their menu colors and mapping
colors/symbols.
The number of cities needed to win is now flexible.
The combat spells now work. Keep trying, they ARE difficult to get to
work, but not impossible.
All types of terrain now appear on the map.
I've added in a "Day" counter, which tells how "old" the game is.
The computer players are now MUCH more intelligent. They use a good
strategy, so be prepared for a bit of a struggle.
System Requirements
-------------------
An IBM PC or compatible computer running MS-DOS or PC-DOS 3.0 or later
At least 256k of memory
And, of course, at least one disk drive
This game will (obviously) run better on a hard drive, but it will run
fine on a floppy. 360k floppies may not have enough room to run a HUGE game,
but you will still be able to run a REALLY large one.
System Setup
------------
First off, the program keeps several files open at the same time, so be
sure that you have plenty of file handles available. If you already have
a CONFIG.SYS file, add in the line:
FILES=99
If you don't have a CONFIG.SYS, simply create one by typing the following:
copy con config.sys
files=99
from the DOS prompt, then hit the F6 key (or control-z), then the enter key.
Be sure you reboot after doing this to allow the system to use this new
information.
Second, run the WMCFG program. This runs in two stages. You will first
select the colors you wish for the game menus, and then the colors and
shapes to use for mapping.
In the first stage, use the left and right arrows to select which color
you wish to modify, and the up or down arrows to change the color. When
you think you have a good selection, press the M key (use a capital M) and
the program will show you a sample menu. Press enter to erase the menu.
If you are not satisfied with the way ther menu looks, keep adjusting the
colors until they are to your liking.
When you've selected your favorite colors, press the Escape key to move
to the second section.
The second section works much like the first. The arrow keys are used
for selection and modification, and the "I" key will toggle between modifying
shapes and colors. Make sure that, at the very least, all of the shapes
for each terrain type are different. Different colors help also.
When the mapping tokens are the way you like them, press the Escape key
again, and your inputs will be saved.
If you want to change the values later, simply run the WMCFG program again.
To run War of the Mages, simply type WM3 and hit <Enter>.
Please set the CAPS LOCK key and leave it set for the duration of the game.
War of the Mages is a configurable multi-player adventure game. The basic
objective is to gain control over a percentage of the cities in the game, at
which point you will be declared the winner. Your most powerful tool in your
quest for control is the Mage. Mages are magic-using creatures from another
plane of existence. As such, they are immortal. Each player group is
controlled by a Mage, and all relevant information about the status of each
Mage is displayed along with the information for that group.
The first thing necessary in any game is a choice of game configuration.
By selecting "Start a New Game" from the introductory menu, you will be
prompted with a list of configurable options. All of these amounts have an
upper limit of 255 units. The configuration options are as follows:
1. Number of players
At this prompt, select the total number of players you would like to have
play in the game, including computer opponents.
2. Size of Map (Horizontal)
This figure represents how many units wide you wish the map to be.
Select a minimum width of 3 units. Be aware that if you select less
than 11, your map will look VERY confusing due to the "wrap-around"
effect generated.
3. Size of Map (Vertical)
This figure represents how many units tall you wish the map to be.
Select a minimum height of 3 units. (Same 11-minimum applies).
4. Number of armies per player
This is the number of groups that each player will control. Each group
will have one Mage.
5. Number of Cities in the game
This will determine how many cities will be randomly placed on the map.
It helps to select a minimum of 4 cities. I recommend at least 8, however.
6. Number of Cities required to win
Fairly self-explanatory. Control this number of cities, and you will
win the game. Set this fairly high, or the game will tend to end quickly.
7. Use passwords for players
This will determine whether the game will prompt players at the beginning
of their turn for a password. Select "Y" at this prompt if you have two or
more human players, and you want to be sure that no other player does
anything to your groups or cities without your knowledge.
Game File Sizes
---------------
If you use a hard disk for this program, you will have no problems at all
generating a really MONSTER sized game. In fact, because this game uses so
little disk space, you might be tempted to go a little overboard. Let me
caution you against it, however. Huge games will run, but will also create
huge headaches. They can drastically slow down computer opponent play (if you
have too many cities or groups-per-player), or you can spend forever searching
for cities (if you make the map too big). I suggest the following practical
limits on game size... don't take this as gospel, just my personal
recommendations.
Number of players: Just be realistic. Every player must have his/her turn
before the first can play again.
Map size: You may not exceed 255 units wide or tall, or over 32000 units
total. I'd recommend a top size of about 60 by 60, though.
Armies per player: The larger this number is, the more logistic headaches
you'll get. I prefer 3 or 4.
Number of Cities: Set at a bare minimum of 4. I find 10 to be the best
typical game. The larger you set this, the slower the
computer players will play, and the harder it will be for
anyone to win. I suggest a practical maximum of about 30.
City Win #: How good do you want to be? If you're a real nut, set it at
the total number of cities. Or if you're playing with LOTS
of other players, move it below half. You can be really
flexible with this, just set it at a minimum of 1 (2, really)
and a maximum of the total number of cities.
At this point, the program will go through, player by player, and ask if the
computer should control this player. Randomly determine by whatever means you
prefer who, among the human players, will go before whom. If you want to be
completely fair, you could include the computer players in the process. (I'm
sure they'd appreciate the courtesy of going first once in a while.)
If you have selected "Use passwords", then the program will also prompt you for
your password at this time. Be SURE that no one is looking, and be SURE that
you don't forget your password. (If you do, you're basically screwed. The
only solution is to EXIT out of the program and start a new game. You can't
even get a look at the passwords with a sector editor.) When you enter your
password, pay attention to upper and lower-case letters. Passwords are case-
sensitive.
After building a randomly stocked map to your specifications, the game will
begin.
Each player will play out their turn in order. If you have selected to use
passwords, you will be shown a password access screen at the beginning of each
players' turn. You MUST get this password right to continue (see above).
The following is a brief diagram of the screen areas used in this game.
____________________________________________________________________________
| | |
| | _____________________________ |
| | | | |
| | | | |
| | | | |
| | | Area Four | |
| Area Two | | | |
| | | | |
| | |_____________________________| |
| | |
| | |
| | Area One |
|--------------------------------------| |
| | |
| | |
| | |
| | |
| Area Three | |
| | |
| | |
|______________________________________|_____________________________________|
| Status Line |
|____________________________________________________________________________|
Area One is used for displaying information about a group or city.
Area Two (and sometimes Four) is used for displaying menus.
Area Three is used for:
Scouting reports
Information about a particular square
Caution and Warning messages
And inputs from the user.
The Movement and Transfer screens use both Areas 2 and 3.
The Status line is used to relay messages to the user.
This program is driven from a series of menus. Each menu will, in turn, call
other menus or allow you to accomplish the various functions of the game.
Movement and selection on these menus is simple. The Highlight bar can be
moved with the up and down cursor keys, then simply hit the <Enter> key to make
the highlighted selection.
On certain menus, you will note a small up or down arrow at the top or bottom
of the menu frame. This indicates that there are further selections on this
menu, and you can scroll up or down to get to these selections. The Page Up
and Page Down keys will also move you up or down rapidly through the menu.
If there are no selections that you are able to (or wish to) select from a
displayed menu, simply hit the <Esc> key and you will be returned to the next-
previous menu.
1. Game elements
a. Square: This is a particular area of the world upon which your group or
city is standing. The number of squares in the game is
determined at the time of game configuration by the dimensions
you choose.
b. Group: This is a collection of Troops, Monsters, and possessions, all
controlled by a Mage. The number of groups that each player
controls is determined at configuration time.
c. Mage: An other-worldly creature which controls each of your groups and
can perform magic. These creatures are invulnerable to attack.
d. Troops: These are the central attack force with which you will attempt to
win the game. If at any time all of your troops are destroyed,
you will be forced to retire from the game.
e. Monsters: These are the inhabitants of the world on which you will do
battle. There are twelve different species, each with their
own particular strengths and weaknesses. If you move monsters
into a city, you will be forced to feed them. Also called
NPC's.
f. City: The object of the game is to control a certain number of these.
Control of a city is gained by use of the Control City selection
of the group menu. Once you have control, you can move troops
into the city to defend it. If all of these troops are destroyed,
you will lose control of the city and your attacker may gain control
of it. Cities are where food, gold, armor, boats, and additional
troops are generated, so it is important to gain and hold as many
cities as possible.
g. Food: Pretty self-explanatory. Each of your troops will eat 10 units of
food every game-day. NPC's will also eat your food if you have
them in a city. Food is produced in cities.
h. Gold: Coin of the realm. You'll need a lot. Cities produce gold.
i. Armor: Each troop member that has a set of armor will be 10% less likely
to die in combat. Cities make armor.
j. Boats: Your troops may have to travel through water, and if so, boats
will make their progress easier. Boats may be built in cities at
a cost of 150 gold per boat. Each boat can carry 10 troops.
k. Charms, Orbs, and Wands: These are magical devices that are hidden in
various squares throughout the game. They can be found (sometimes)
by searching in a particular square. The benefits of each item will
be left for the player to discover.
l. Move Points: Each group is assigned 25 move points per game-day.
Movement through different terrain types with different
monsters and troops will cause your group to expend move
points at a faster or slower rate. Move points are also
used up by Scouting. Your movement cost will be determined
by the slowest member of your group.
m. Terrain: These are the different types of land features in a particular
square. Each monster species prefers a different terrain, and
will only breed within a few terrain types. The terrain types
are Lake, Swamp, Jungle, Plains, Woods, Hills, Mountains, and
City.
n. Spells: These are the different types of magic that a particular Mage may
perform. During a group description, a list of spells and a
color code will be presented. The color in which each spell is
printed indicates the level at which the Mage knows the spell.
Spell levels range from 0 to 9. This is also the chance (out of
10) that the spell will work.
o. Spell points: Each Mage will get a certain number of spell points per
game-day, dependent upon the level of the Mage. Each spell
cast will cost a certain number of spell points. Factors
affecting the cost are spell level, which spell it is, and
Mage level.
p. Spies: These are creatures from the same place as Mages. Their
particular skill is to determine information or perform acts such
as sabotage over long distances. These creatures are also
invulnerable to attack. They can, however, be captured by other
players.
Game Play Description
---------------------
Each player will be allowed to carry out all of the functions involving his
or her groups and cities in succession. After each player has had a turn, one
game-day will have elapsed, and the program will pause to perform maintenance.
It is VERY IMPORTANT that you do not turn off the computer during maintenance,
as this may cause information to be lost. During maintenance, cities will
produce their products and monsters will breed. After maintenance is complete,
the program will re-cycle back to the first player, and the game will continue
from there. This process continues until one of the following occurs:
1. One player controls the selected number of cities in the game, or
2. All players have lost all of their troops. This is unlikely, as the last
troops of both of the last two players would have to be destroyed in
simultaneous combat, or people would have to have refused to pay their
soldiers, or just let them starve.
During any player's turn, all players may agree to stop the game. Simply
select "Stop the Game" from the Top Menu, and you will be returned to the DOS
prompt. All game information is automatically saved. Whenever you wish (or
until a New Game is started) you may simply run the program again and select
"Continue Game in Progress" and the program will pick up from where you left
off. This feature really comes in handy if you have a wargames-playing group
of friends who like to get together. You can all play whenever you get
together, or one at a time as time becomes available to you. You need not fear
that others are peeking at your information so long as you are using the
password system. This system is designed to keep honest people honest.
Description of Game Functions
-----------------------------
At the start of your turn, you will be shown the Top Menu, with the following
selections available to you.
1. Information Menu
This will give you a quick run-down of the groups and cities you
control, as well as their locations. You will also be shown the number
of cities you control, and the number needed to win the game. You can
short-cut to a description of one of these cities or groups by selecting
it with the highlight bar and pressing <Enter>. Otherwise, hit the
Escape key to return to the Top Menu.
NOTE: You must select the Information menu when you wish to declare
yourself the winner. If you don't, the game will continue even though
you control the necessary number of cities.
2. Group Menu
This will list functions available to you for acting on your groups.
It will be described in detail later.
3. City Menu
This will list functions available to you for acting on cities which you
control. It will be described in detail later.
4. Spy assignments
This will allow you to assign your spies to various missions, which will
be described under the Spy Menu.
5. View your Map
This option will allow you to view large segments of the map that you
will create as your groups move about the planet and explore. This
shows you a section 70 units wide by 20 units tall. If your map
dimensions are greater than this, you may use the cursor keys to page
from one section to another. This is highly useful once you have
explored most of the planet, and you wish to generate a hard-copy of
your map. Simply pull it up (in sections, if necessary) and press
<SHIFT>-PrtScrn to dump the entire screen to your printer.
6. End Your Turn
Select this option when you have completed your turn. The program will
then turn control over to the next player.
7. Stop the Game
Selecting this will leave the program, with all applicable game
information saved in the game files. You may return to the game at a
later time.
The Group Menu
--------------
The following functions are available from the Group Menu:
1. Display a Group
You will be given a list of the groups you control and their location.
Select one with the highlight bar and press <Enter>. The applicable
group will be displayed in Area One. Use this function to change which
group you wish to perform functions on, also.
2. Move/Scout/Search Screen
This is the screen that you will spend most of your time on. The top
of the screen lists commands for player movement, looking around on the
map, and scouting and searching. You may also use the arrow keys to
look around the map.
The world you are on "wraps around" from top to bottom and from left to
right. This means that if you walk off of the right-hand side of the
map, your group will reappear on the left, and so on. The location of
the group you are using will be indicated by a *, originally in the
center of the map. You will also be told on a status line the terrain,
if their are any NPC's in the square with your group, and the number
of your groups and enemy groups in this square.
The map that appears will show all of the squares that you have come
into contact with that are within six squares of your group. If you
wish to look at an area of your map that is off of the screen at the
moment, you can use the arrow keys, or the IJKL combination of keys to
scroll your view of the map around. When you are done looking around,
you can hit the S key to recenter the map on your group.
When you wish to move your group, determine the direction you wish to
go, and then select the appropriate key from the grid of movement keys
on the left side of the keyboard:
Q W E
\_ | _/
\ | /
A-----+-----D
_/ | \_
/ | \
Z X C
For instance, if you wish your group to travel northeast, you would
hit the E key, and the X key would move your group south, etc.
Using the S key will recenter the screen on your group if you've gone
off looking somewhere on the map.
Moving your group will take up movement points, dependent upon who is
in your group and what type of terrain they are trying to enter. If you
can't seem to move your group, it may be because they're low on move
points, which will be reset to 25 during maintenance.
The two numbers written by the map are the co-ordinates of the square
the viewport is CENTERED on. The bottom number corresponds to the
first number in a location description, and the number on the side
represents the second. When you move your group, the map will
scroll itself so that your group (represented by the *) will remain
centered.
The O key will scout all of the areas within one square of your group,
and fills in the terrain on the map. This uses up 1 movement point.
The P key can be used to search the square for Charms, Orbs, or
Wands. This requires no movement points, but you will need to press
an additional key after reading the results from the status line.
3. Transfer Items
You will use this function a LOT. In order to move items from one group
to another group or into a city, the origin and destination of the
supplies must be in the same square. You will be asked to select a
target. This tells the program where to send the items.
A Transfer screen will appear, with the source listed on the left, and
the target on the right. You may use the arrow keys or the IJKL combo
to move the indicating arrows to the items you wish to transfer. The
left/right arrows and the J/L keys will move the selected number of units
from one group to the other. You may change the number of units, which
begins set to ALL, by pressing the U key, which will cycle through the
possible selections. If you have selected a unit greater than the amount
that you are trying to transfer, nothing will happen.
When you are satisfied with your transfers, hit the Enter key to go
back to the appropriate menu.
4. Control a City
If your group is standing in a square with a city, and the indicator
in Area 3 says that the Owner number is 0, then the city is up for
grabs. Use the Control City option. This will move 1 troop from your
group into the city, taking control of it for you. BE SURE YOU USE
THIS FUNCTION!!! If you just transfer in troops, they will be treated
as "visitors", and someone else who claims the city will get these as a
bonus. If you have no troops with your group, you cannot use this
function. Meet up with another group or go to a city and get some
troops, and then come back (and hope no one else has found it in the
meantime.)
5. Attack a Group/City
This will be covered under the Attack Menu.
6. Pick up NPC's
NPC's are Non-Player Characters, which means monsters. Monsters will
randomly pop up in various areas of the world during maintenance. If
there are any monsters present in the square with you, it will be
indicated in Area Three, or on the status line of the Movement screen.
If so, it is usually a good idea to pick them up. When you pick them up,
they join your group as a fighting force. They also, however, can slow
your group down in certain types of terrain.
7. Cast a Spell
If you have done enough research, you may have improved your Mage's
spell knowledge and ability. If so, you can select which spell you wish
to cast by picking this option. The spell descriptions are pretty self-
explanatory, and I won't clarify them any more. You'll just have to
figure them out yourself. Be sure that you know a spell at greater than
level 0 before you try to cast it.
8. Magical Research
If you are in the same square with a city that you control, you can
spend some of that hard-to-get gold on improving your Mage's level or
spell knowledge.
9. Pick Group Defense
This will allow you to set the manner in which your group will defend
itself if attacked. Each tactic has different benefits over different
attack strategies. If you can't decide, or are afraid someone will
second-guess you, select Random, the the program will pick a random
defense tactic for your group every time it is attacked.
10. Go Back to the Top Menu
Attack Menu
-----------
After selecting your target, you select either a tactic or:
Cast a Spell at City
This will allow you to cast a Combat spell at a city you are attacking.
If you choose a tactic, you will be presented with a description of
your enemy in Area One. You'll be shown a Caution Window in Area Three. If
you wish to cancel your attack after seeing the enemy, just press <Enter>.
If you want to go through with the attack, move the highlight to "Continue" and
press <Enter>. The combatants will fight until one of the groups are wiped out.
You must have troops present in your group to attack. After the battle, the
program will tally up the survivors (this may take a while...) and then tell
you who won the battle. The winner will claim all of the possessions of the
loser, such as gold, food, armor, etc.
City Menu
---------
The following options are available from the City Menu:
1. Display City
Same function as Display Group, but for cities that you control.
If you don't see any cities listed, that's because you don't control any
of them.. Press <enter> or <esc> to exit back to the City Menu. To take
control of an unclaimed city, use the Control City function. You can
tell if a city is claimed by looking at the Owner indication in Area 3.
If it says "Owner= 0" then it is unclaimed.
2. Make Changes
This will allow you to change the various aspects of the city.
This will be covered in detail in the Make Changes Menu.
3. Transfer Items
This works just like a Group Transfer.
4. Go to Top Menu
Make Changes
------------
You may select the following options from the Make Changes menu:
1. Increase City Level
If you have enough gold, you can upgrade the level of your city.
City levels range from a start of 1 up to 6. Each higher level will give
a higher defensive bonus and more production centers.
2. Improve Food Production
Each city starts with food production at 1250 food per center per game-
day. At level 2, food production increases to 1750, and 2000 at level 3.
This food will be used up by ALL of your city inhabitants, including
NPC's. The bigger the monster, the more it eats. Be careful with your
city population, or you could find yourself starving off as many new
people as you recruit.
3. Improve Armor Production
Each city starts with armor production at 15 suits of armor per center
per game-day. At level 2, production increases to 30 sets, and 50 at
level 3.
4. Change Troops assigned
People in a city can be in one of two capacities... either troops or
support. Troops will defend the city, and support will be used a base
for recruiting. Selecting this option will put all of your people
together, and then you can select how many troops you wish to assign.
The remainder of your people will be assigned to support. You will have
to have 10 gold to pay each of your troops on each game-turn, or they
will desert.
5. Build boats
This option will allow you to build boats for your troops.
6. Improve City Security
City security will determine your chance of catching an enemy spy. If
you catch a spy, he will join your spying forces. Security can be
Normal, High, or Extreme.
7. Improve Recruiting Level
New people can be recruited for additional forces, provided that you
carry some people in the city as support. Recruiting can be 5%, 7%, 10%,
15%.
8. Change Defense Tactics
This will allow you to choose the defense tactic your city will use if
attacked.
The computer will do all of the moving and combat for the computer-controlled
players. Fear not, it will not cheat. It does, however, use fairly good
strategy, so be prepared for at least a halfway decent opponent in your
computer adversaries.
Game Playing Tips
-----------------
At the beginning of your first turn, all of your food, gold, and troops
are distributed equally among your groups. If you transfer all of your
belongings to another group, the freed-up group will be able to explore more
readily. However, you will be unable to attack or take control of a
city if there are no troops with your group. If all of your troops are
destroyed (or starve), you will be forced to retire from the game. Therefore,
I recommend (if there are many cities available) putting your troops all in one
group, and using your unencumbered Mages for explorers. Your first priority is
to find a city before your troops run out of food and starve.
If you wish to have multiple games going, you can pursue one of two paths.
One is to make a copy of the program for each game in which you wish to play.
These can be kept on separate floppies or in different subdirectories on your
hard disk. The other is use the two short batch files I've included to shift
games around. One of them, SAVE, will move the current game into storage with
the 3-letter extension you provide. The other, RELOAD, will move a stored set
of files into place to allow you to use "Continue Game in Progress".
Be sure to check that the proper files exist with the extension that you
choose before attempting to RELOAD them. Here is an example. After leaving
the program, you decide to store the game you are playing with the extension
MY1... (You cannot use the extension WM3 for saving.) You simply type the
following:
SAVE MY1
Later, after several other games, if you wish to play this old game,
verify that it still exists by typing:
DIR *.MY1
If the game has not been accidentally erased, you should see six files
listed with that extension (INFO, PLAYER, GROUP, CITY, PLRMAPS and SQUARE ).
If they are still there, you can type the following to restore the game:
RELOAD MY1
This will move the saved files into position to be played.
If you have any other ideas for improvements or questions, please let me know.
I can be contacted at the following address:
Barry Kearns
7474 E Arkansas Ave. #1107
Denver, CO 80231
(303) 671-0383
I can also be contacted on GEnie (mail address B.KEARNS).
Please give me a call (collect, person-to-person) at the above number or drop
me a line at the address listed above to report any bugs. If an error code is
generated, please note where in the program you were and what the code number
and the "In Line #" is...
This program is marketed as ShareWare. After an evaluation period, if you
wish to continue using the software, please send to the address above what
YOU think the program is worth. If you don't think it's worth anything,
please give a copy to a friend and then delete your own copy. YOU determine
the price of the program. Please be honest, however. If you've used the
program 75 times, it's obviously worth SOMETHING to you. Many ShareWare
authors live off of the registrations made by users. If enough people support
the concept, we can do away with ridiculously high-priced software that
doesn't even work. If enough people cheat, however, programmers will simply
stop writing ShareWare, and the (ab)users will have killed the Golden Goose.
Please support the ShareWare concept. Everyone benefits from it, but only if
it is USED. Even if you send no money, please drop me a line and let me know
what you think about the program. If you have any suggestions for improvements
or changes to the game, be sure to include those. I look forward to hearing
from you.
Barry Kearns