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- Digger Dan
- Game/Editor Package
- Version 1.1
-
- Written by Brian Futrell June 1991-Jan. 1992
- Based upon a game concept by Greg Reasoner.
-
- Requirments:
- IBM or compatable with 512k
- 1 floppy drive (low or high density)
- EGA card with 256k memory
-
- Objective:
- To get all of the coins off of the board all the while avoiding contact
- with the guardians of the level. Once all of the gold is taken, climb
- the exit ladder to advance to the next level. Also, opprotunities for
- recieving extra points and teleports may appear on a level.
-
- Loading the Game:
- To load the game, change to the drive and directory that the game is
- in. Make sure that the following files are in the directory:
- BIFPRESE.BPx Presentation bit plane files
- DDPACK.BPx Title bit plane files
- DDSHPS.BPx Shape bit plane files
- DDANH.DTA Data for game help
- DANxx.SCR Board levels
- DDAN.EXE Game file
-
- Note: The "x" character in the file represents a number.
- Note: The game program requires that all of the bit plane files have to
- be present in order for it to run.
-
- Type in DDAN and choose one of these options:
- /lxx Makes xx the highest board number
- /a Searches through the disk and finds the highest
- board number
- /? displays the options available when loading DDAN
- If DDAN is entered by itself, the highest board number will be 14.
-
- When the game loads, it stores the status of the CAPS LOCK, NUM LOCK,
- SCROLL LOCK and INS keys and sets the NUM LOCK to ON. Please do not
- toggle it back off. NUM LOCK has to be on in order for movement to work
- properly, and the game will set it back to its previous position when
- control returns to DOS.
-
- Game Screen:
- +---------------------------------------+
- | | <-- Playing field
- | |
- | |
- | |
- | |
- | |
- +------------Teleport Time--------------+
- |Score: Men: Ports: |
- +---------------------------------------+
- Men: The amount of men left, not including the one being used.
- Ports: The amount of Teleporters left.
- Teleport Time: The amount of time left when teleporting.
- The playing field shows only half of the board at one time. When
- the player reaches within 5 lines of the top or bottom half of the
- screen the program will update the playing field. There are three
- sections to the board. The Top screen shows the top half of the
- screen. The Middle screen shows the bottom half of the Top screen
- combined with the top half of the Bottom screen.
-
- Option Keys:
- <B>egin Game Self-Explanatory
- <S>elect Level Increases the level by one until the maximum is reached.
- <A>djust Speed Adjusts the delay for Faster/slower game play. The lower
- the number, the smaller the delay.
- Adjust S<k>ill Adjusts the skill of the enemy in getting to the player.
- The lower the number, the better the enemies become.
- <E>xit to Main Exits to the Title Screen.
-
- Game Keys:
- <8>, <2>, <4>, <6> Moves the player in the direction specified.
- <5> Stops the player.
- <Z>, <X> Digs a hole in diggable gound left or right.
- <E>xit game Quits current game and returns to the Options menu.
- <T>eleport Allows the player to teleport anywhere on the screen.
- First, if the are no more teleports left, the player
- dies automatically. If there is a teleport present
- the cursor keys move the player around and the <5> key
- stops the player. The teleport will end then the time
- expires or either of the digging keys are pressed.
- If the player teleports in a wall of either type, a
- death's head, or an enemy, the player dies.
- <V>iew Board This allows flipping through the board, seeing exactly
- where the guardians are in relation to the player. The
- <1>, <2>, and <3> keys are the top, middle and bottom of
- the board, respectively. Pressing <ESC> returns to the
- game.
- <H>elp This shows point values, shape definitions and keys
- used in both the game and the editor. The keys used
- by the <V>iew Board function are also used by the
- <H>elp function.
- <D>ie The player commits suicide. This is done when the
- player is stuck.
-
- Editor:
- The editor allows you to create new boards or change existing ones.
- If the original boards are to be edited, please keep a backup copy.
- Almost all of the shapes used in the game are available in the editor,
- the exceptions being the teleports and the cross.
-
- <F1> Blank
- <F2> Solid Wall Non-diggable
- <F3> Diggable Wall Self-explanatory
- <F4> Ladder
- <F5> Exit Ladder Appears only after all of the gold is taken
- <F6> Catwalk
- <F7> Gold
- <F8> Player Limit of one on the board
- <F9> Enemy Limit of 6 on the board
- <F10> Death's Head Kills on contact
- NEW <I> Invisible Wall Creates a wall that is invisible during
- gameplay until either the player or an enemy
- makes contact with it. (Shape: Yellow Wall
- with Black "I" in editor, invisible/Solid Wall
- in game)
- NEW <A> Fake Wall Creates a wall that is visible but anything
- will fall through it. (Shape: Pink Wall in
- editor, Solid Wall in game)
- NEW <R> Egress Allows the player to immediately exit to the
- next level, reguardless of the amount of gold
- collected. (Shape: Green Triangle)
-
- <8>, <2>, <4>, <6> Moves the cursor in the direction specified.
- <SPACE> Toggles the marker. When the marker is on, the
- current shape is placed beneath the crosshair. When
- the marker is off, the crosshair moves normally.
- <B>ox Creates a box of a specified shape. When making a box,
- the original cursor position is one corner of the box.
- The other cormer is the current cursor position. When
- satisfied with the size of the box, press RETURN.
- Then select a shape to use by pressing one of the
- F-keys or <C> for the current shape. Pressing <ESC>
- will abort the procedure at any time. This function
- will not make boxes with Players or Enemies (guardians).
- <F>illed Box Creates a filled box of a specified shape. Otherwise,
- this function is exactly like <B>ox.
- NEW <T>port. This creates a linked pair of Fixed-place Teleporters.
- Fixed-place Teleporters are stationary blocks that allow
- instant placement from one location to another. Up to
- ten pairs can be made, and when you erase one, the other
- of the pair will be deleted also. (Shape: Bullseye)
- <D>isk Enters the disk function mode. From here you can save
- or load a level. To specify a level number, use the
- following keys:
-
- <Home> Increase Level by 10
- <End> Decrease Level by 10
- <PgUp> Increase Level by 1
- <PgDn> Decrease Level by 1
- <RETURN> Selects the level
- Pressing <ESC> twice during the level select will abort
- the disk operation.
-
- If a level that is not on the disk is specified when
- loading, the program will abort the procedure. If a
- level that is already on the disk is specified when saving,
- confirmation is required before overwriting the file.
- <C>lear Clears the level. Confirmation is required before
- clearing the level.
- <E>xit Exits the editor to the main title screen. Confirmation
- is required.
- <V>iew Pages Works exactly like the game version of this
- function does.
- <H>elp Works exactly like the game version of this
- function does.
- NEW <P>. Disable This option allows the teleporters that the player can
- pick up to be disabled so that they can not be used.
- This option is normally used when Fixed-place Teleporters
- are being used.
-
-
- NOTE: The version 1D of this program contains a bug when saving files.
- if the file for the board is not present, the program will not
- save the board to disk. This bug has been corrected in this
- version.
-
-