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- Stained Glass, version 910116, now with (ooh, ahh) tertiary colors!
-
- Stained Glass is distributed using the classical shareware model. As
- usual, you are encouraged to make and give away (not sell) as many copies of
- the game as you wish, provided that you include the files SG.BAS, SG.EXE,
- SG.DOC, and KENTBEST.SAV. You are furthermore encouraged to use whatever
- archiving or compression program you like, as long as you include all of the
- files named above.
- If you like Stained Glass and would like to lend your support to
- high-quality, non-copy-protected, user-supported software (and documentation
- with way too many hyphens and parentheses per sentence) we ask that you send
- ten US dollars to:
-
- Brewster and Brewster
- 2152 Santa Cruz Avenue
- Santa Clara, CA 95051
-
- Any questions? Please feel free to call us at (408) 296-5529, after
- six o'clock p.m., Pacific time, or drop us a line via E-mail at CompuServe
- account number 76516,3034. While the money is VERY important to us -- it lets
- us keep writing this stuff, after all -- we would love to hear from you whether
- you are a registered user or not.
-
- *** Operating Instructions ***
-
- Stained Glass requires a PC or clone, 256k RAM, one floppy disk drive,
- and DOS version 2.1 or later. The use of a color monitor and adapter is
- strongly suggested but not required -- Stained Glass is playable (but not as
- much fun) in monochrome.
- To play from the floppy disk, put your DOS boot disk into the floppy
- drive and turn on the computer. After the A> prompt appears, replace the DOS
- disk with the Stained Glass disk and enter SG. If you have a hard drive, we
- suggest that you make a separate subdirectory, C:\SG\>, for instance, and copy
- over all the files on the disk. Once there, enter SG just as you would when
- running from the floppy drive.
- Okay. Our title page should be up and running, with a bunch of
- different colored rectangles jumping and flipping around the screen. Press
- the space bar to step through the demo.
- The object of the game should become clear at once: clear the board
- of all panes except one, using as few moves as possible. When you get tired
- of the demo -- it is kind of boring, after a while -- press Esc to get on with
- the show.
- At this point, those of you who never read the instructions can put
- them away and learn the game from playing around. It really IS that simple.
- The rest of you should now be looking at an entire boardful of colored
- panes of glass. Your score appears on the left, your options on the right,
- and your instructions on the bottom. BEFORE YOU DO ANYTHING ELSE, you should
- take a look at examples of legal moves, by pressing E.
- When you make a move in Stained Glass, three spaces on the board are
- affected. The first space goes black, as you pick up the pane of glass that
- was sitting there and pass it over the second space. The second space has the
- color of the first space SUBTRACTED from it -- if you jump red over orange,
- for instance, yellow is left in the middle. The third space has the color of
- the first space ADDED to it -- if red lands on blue, the result is violet.
- The only screwy, nonintuitive thing about this set of rules is this:
- ANY primary color -- red, blue, or yellow -- jumping over ANY OTHER primary
- color leaves a blank space. We had to include this rule or the game would be
- impossible to play.
- A legal move in Stained Glass can have elements of four categories:
- The first and simplest is that of any color jumping over itself and
- landing on a blank space. The first pane disappears. The second pane also
- disappears, because any color minus itself leaves an empty space. The third
- pane -- the blank spot -- becomes the color of the first.
- The second move category is that of any color jumping over itself and
- landing on itself. The first pane, as always, disappears. The second pane
- also goes away -- as in rule one, any color minus itself leaves a blank space.
- The third pane STAYS THE SAME. Red plus red equals red.
- The third move element is that of a primary color jumping over a
- secondary color. The primary color is subtracted from the secondary color,
- leaving the result in the middle space. If you jump a blue pane over a green
- pane, the result is a yellow pane left in the middle. To be a legal move, the
- second pane must contain the color of the first -- you cannot, for instance,
- jump a yellow pane over a violet pane, because violet contains no yellow.
- The fourth move element is the combination of two colors at the
- destination space. You learned this stuff in kindergarten -- blue and yellow
- makes green, red and blue makes violet, and yellow and red makes orange.
- When you combine all three colors at the destination space, you get
- a tertiary pane, a white one. You can do this by either jumping a secondary
- over itself and landing on the correct primary OR by jumping a primary onto
- the correct secondary. Don't worry about which colors can legally land on
- other colors; the game will show you all legal moves when you pick a pane.
- When you jump a primary or secondary color over a tertiary pane, you
- subtract the jumping color, leaving behind a clashing pane. Red over white
- leaves green, yellow over white leaves violet, and blue over white leaves
- orange.
- The only way you can jump a white pane is over another white pane,
- landing on 1) still another white pane or 2) a blank space.
-
- Whew! Got all that?
- The last four move elements can combine to provide complex results; if
- you jump a red pane over an orange pane to land on a blue pane, the red pane
- disappears, the orange pane turns yellow (orange minus red) and the blue pane
- turns violet (blue plus red).
- After the game shows you a bunch of examples, the original randomized
- screen will reappear.
- You are now ready to go. To move, use the arrow keys to put the
- cursor -- the solid white square -- on the pane you would like to move. If
- you can't move that pane, Stained Glass will make our patented "Thock!" error
- noise and tell you that the pane has no legal moves. Press any key to clear
- the error message and continue.
- If you've chosen the wrong pane but haven't moved it yet, press Esc
- to pick a different one.
- After you have chosen a piece that can move, Stained Glass will high-
- light the chosen piece and cause all of the legal destination squares to flash.
- To position the cursor over one of the possible moves, press the appropriate
- arrow key. You will notice that the cursor now moves in two-square increments;
- we did this to minimize the number of keystrokes needed per move. You will
- also notice that the "help" options go away while you are picking your
- destination; don't worry -- they will be right back after you complete your
- move. If you try to select a non-flashing pane, Stained Glass will just sit
- there. Again, if you want to move another pane, press Esc to abort the move.
- If you find you've made a mistake after your move is complete, press B
- to back up one move. Stained Glass keeps track of all your moves -- if you
- wish, you can back up all the way to the beginning of the game. You can even
- back up past the point where you loaded a saved game.
- If you REALLY screw up, press R to rewind to the start of the same
- game. Stained Glass will rewind your original game to its starting point and
- set both the move and backup counters to zero.
- If you are called to bed, work, or dinner and would like to save your
- marriage, job, or game before turning off the computer, press S. The Save
- Game message will come up and ask you for a name (8 character maximum) for
- your game. The default name is MYGAME until you enter a different one; once
- you start entering names during a game session, the last name you enter will be
- the default that comes up next time you load or save a game. If you try to
- save a game under a name that already exists, Stained Glass will warn you and
- ask whether you really want to do it.
- The default information above also goes for the Load option; to load
- a previously saved game, press L and enter the name of the game.
- Stained Glass handles three types of disk I/O errors -- it was getting
- way too big for anything more complicated. Handled errors are the Door Open
- error (also triggered by a write-protected floppy), the Disk Full error, and
- the Oh My God error, where your disk is too trashed to read or write. Needless
- to say, if you get any of these on your hard drive it is probably time to stop
- playing games. I/O errors should be the only time you ever hear the annoying
- system beep -- if you ever get a cryptic "Error XX in program ZZ" message, we'd
- like to hear about it.
- If you are playing this game where you will get fired, yelled at, or
- beaten with rubber hoses if caught, remember the panic button. When your boss,
- teacher, or big brother goes by, press P to instantly zap out to Penix, our own
- shallow mockery of DOS. To return to Stained Glass from Penix, enter SG. All
- other commands, except for DIR and <Enter> alone, will result in the ever-
- popular "Bad command or file name" message.
- The game ends when you run out of legal moves. If you only have one
- pane left on the board at this point, you win! Congratulations. You can save
- your game here if you want. Stained Glass will then start over.
- If, on the other hand, you have more than one tile left when you run
- out of legal moves, Stained Glass will print a polite message informing you
- that you are stuck. From there, you can load a saved game, back up, rewind to
- the beginning, start a new game, or quit.
- If you have more than one tile left, can't see any legal moves, and the
- "Stuck" message isn't on the screen, press H for a hint. Stained Glass will
- run through all of your remaining moves, starting at the upper left corner and
- going through each row, showing a different one each time you press H. Press
- any other key to return to the game.
-
- *** Strategy ***
-
- You will find that you can remove one, two, three, four, or six panes
- with a single jump. A primary color jumping to an empty space removes
- a single pane. A primary color jumping to itself removes two panes. A
- secondary color jumping to a blank space also removes two panes. A
- secondary color jumping over itself to itself removes four panes. Finally,
- jumping three tertiaries in a row removes six panes. Obviously, the more times
- you jump three tertiaries, the fewer moves you will have to make. Be careful,
- though -- it is quite easy to get stuck. We suggest that you follow the
- following basic strategy the first few times you play:
- First, remove all secondary colors from the four corners of the board.
- To do this, you should jump diagonally from the corner inwards into the board;
- jumping up, down, or sideways onto the edges leaves you with another problem,
- getting that secondary pane off of the edge. Save your game when you get to
- this point, in case you get stuck later.
- Second -- you saw this coming, right? -- get all the secondary colors
- away from the edges. Try to jump them inwards over themselves whenever
- possible; as we said above, this will reduce your eventual move count. If
- you have to, however, jump them with primaries. If you see an easy way to
- line up three tertiaries, do it and then get rid of the remaining one.
- Continue to eliminate secondary colors and work inwards toward the center of
- the board. Save your game again.
- Third, when you are down to just a few primary colors in the center,
- try to find the most efficient way to work your way down to one. Remember that
- you can recombine your primaries into secondaries and tertiaries and take off
- up to six in one swoop. (Look out when you are taking off that last white
- pane, however -- the color left after you jump it will clash with the color
- you jumped it with, orphaning them both.) Be careful of diagonal jumps that
- leave a pane hanging way out in empty space. Also be careful that you don't
- wind up with several vertical rows that cannot be rejoined.
- When you get down to a single pane, be SURE to save your game -- you'll
- want to come back and look at it later. And DON'T save it under "MYGAME"; you
- will eventually muck up, overwrite it, and feel like slitting your wrists.
- Believe us; we speak from hard, cold, three-a.m. I-don't-believe-you-finally-
- did-it experience.
- As of this writing, nobody has broken 67 moves on a randomly generated
- screen. The theoretical upper limit is, of course, 107 moves -- someone with
- bigger mathematical ambitions than ours will have to figure out what the lower
- limit is -- somebody better page Doctor Matrix...
- The record of 67 was set by the author; we include the game on this
- disk as "KENTBEST". If you beat this score, please SAVE YOUR GAME and send
- it to us for inclusion on the next release!
-
- *** Our users speak out: commonly asked questions about Stained Glass ***
-
- Q: Arrgh! I can't get that stupid orange pane out of the corner! How
- do I do it without lousing up the whole game? -- B. R., Boston
- A: Dealing with secondary or tertiary colors in the corners of the
- board is hard because you can't jump over them. You have to somehow get a
- tertiary pane or a pane of the same color over there next to the corner and
- jump from the corner inward, either by combining two primaries or jumping a
- secondary onto the right spot. When you get there, try to jump from the
- corner diagonally towards the center of the board and not out onto the edge.
- Q: Why does it say there are 108 panes left when anybody can see that
- there are 6 rows of 12, or 72? -- T. C., Taipei
- A: Secondary colors (green, orange, and violet) are really two panes,
- one on top of the other. There are 36 panes in primary colors plus 72 panes
- that are stacked on top of each other, for a grand total of 108.
- Q: Why does it say that I removed 6 panes with my last move -- that's
- not possible, is it? -- A. A. B., Mountain View
- A: Yes, it's possible. No, this is not a dumb question. Once again,
- secondary colors are really two panes stacked on top of each other -- when you
- jump an orange over another orange to land on a third orange, you remove two
- orange panes, which are each made up of one red and one yellow, for a total of
- four. Tertiary colors are stacks of three panes; jumping three in a row
- removes six.
- Q: Why isn't there a separate, spiffier version of Stained Glass for
- EGA, VGA, and MCGA adapters? -- J. B., Poughkeepsie
- A: We chose to get the game out in a form that everybody with 256k
- and an adapter that can display the IBM extended character set could
- immediately run and enjoy. We don't know about you, but we are PLENTY TIRED
- of being teased by games that can only be "truly enjoyed" on a 386 with a
- mouse, SoundBlaster, 80-meg hard drive, and a VGA monitor -- and come in a box
- with an airbrushed Amiga screen print on the front cover. Okay, end of
- tirade...
- Q: What if I can beat your 67-move score? Do I win a prize? How about
- a week in the Bahamas? -- B. R., Pinsk
- A: Hah! Who do you think we are, Activision? Get serious. We will,
- however, include your game as the all time greatest on our next release. Just
- think: finally, you have a chance -- maybe the only one you'll ever get -- to
- BE THE BEST IN THE WORLD at something! Isn't that enough?
- Q: I saw a commercial game called Tesserae at MacWorld that looked
- suspiciously like Stained Glass -- it is? -- C. B., Santa Clara
- A: Yup. Our blood brother Nick Schlott -- the hardest-working Mac
- programmer in the civilized universe -- originally converted it over for his
- own use, released it as shareware with our blessing, and then busted his tiny
- little hump spiffing it up for commercial release. The Mac version is VERY
- impressive -- there are nine different boards, three levels of difficulty,
- and the panes jump out at you and flip end-over-end around the board! If you
- or a friend has a Macintosh of any description, check with your dealer or
- contact In-Line Design at (203) 364-0063. (This is how classy these guys
- are: not only did they refrain from bitching about Stained Glass already
- having been released as shareware, they sent FREE copies of the commercial
- release to all of Nick's registered users! Outstanding! [Sorry, non-
- registered users -- this deal is long dead...])
- Q: Why are you GIVING AWAY source code??? That's _CRAZY_ -- you
- should be getting at least a hundred bucks for it! -- D. G., via CompuServe
- A: First, of course, we hope to snow a few more people than normal
- into sending us their money. (One more time -- WE ARE DOING THIS FOR THE
- MONEY. We love meeting new people and hearing compliments, but WE CANNOT
- CONTINUE DOING THIS IF NOBODY SENDS US ANY MONEY!) Second, we are not
- convinced that ANY computer game -- be it Populous or Wing Commander or
- SimEarth -- is worth more than a good book. Shipping source code is the
- only way we can prove that our attitude is more than a pose. And third, we
- wish that somebody had been doing this when we were getting started. We
- would have made far fewer dumb mistakes. And last, we are slowly but surely
- writing a book on QuickBASIC games that we hope you will all buy.
- Q: Who is Annalisa, anyway? -- M. D., Ocho Rios
- A: She was the programmer's daughter, to whom he dedicates this effort.
- He wishes he could have known her a little bit longer.
-
-