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- ***** RULES OF THE GAME *****
-
- THE OBJECT OF F.GODMOM
-
- The object of F.Godmom is to finish all fifty levels to free
- your fellow fairy godmothers. To finish a level, you must
- collect seven pennies and the key. After you collect seven
- pennies, the exit door will appear (unless the space where the
- exit door is to appear is occupied by another object.) Once you
- reach the exit door with the key, the level is complete, and you
- move on to the next level. When you complete all fifty levels,
- the fairies will celebrate in your honor with music and dancing.
-
-
- THE WAND
-
- Your only weapon is a wand of transformation. This wand
- allows you to transform objects for five seconds. First you must
- scan the pattern of an object (like taking its picture) by
- pressing the <Ctrl> key (or any key on the bottom row of the
- keyboard.) The pattern you have scanned will then appear in your
- WAND PATTERN box at the bottom of the screen to show you what
- pattern your wand contains. You can then project that pattern
- onto other objects by pressing the <Ctrl> key or the <Space bar>.
- Transformed objects will stay that way for five seconds. At the
- end of five seconds, the objects will go back to normal.
- For example: If you want to change a brick wall to a ladder,
- you should first face the ladder and press the <B> key. A
- picture of a ladder will then appear in your WAND PATTERN box.
- Face the brick wall and press the space bar. In a flash the
- brick wall should transform to a ladder. At the end of five
- seconds, the ladder will change back to brick.
- Note: 1) The wand does not work on objects made of iron. You
- can neither scan nor project the pattern of an iron wall or an
- iron ladder. 2) You can fire the wand to the left and right only.
-
-
- THE CRABS
-
- As you make your way through the levels, you must be careful
- not to be nabbed by the crabs. The crabs are stupid and cannot
- run faster than you, but if they touch you, they caught you.
- Note: The crabs are deathly afraid of heights and will not
- willingly follow you off of a ledge. In fact, the crabs have
- such a fear of heights that they will not step out over a gap in
- the floor, even if there is a ladder to climb onto. This fact is
- important to the completion of several of the levels.
-
-
-
- HELP SCREENS
-
- There are several on-line help screens available to help you
- through F.Godmom. Press <H> or <F1> to get the general help
- screens. Press <F2> to see the list of controls only. If you
- need help finishing Level #1, you can press <F3> to receive
- explicit instructions. Finally, if the boss comes around to
- check on you, you can press the <!> key (known as the "Boss Key")
- to hide the fact that you are playing a game.
-
-
- GAME CONTROLS
-
- +--------------------+-----------------------------------------+
- | TO | PRESS |
- +--------------------+-----------------------------------------+
- | MOVE | an arrow key or joystick |
- | PROJECT pattern | <Alt>, <space bar> or joy button #1 |
- | SCAN pattern | <Ctrl>, bottom row key or joy button #2 |
- | get main menu | <Esc> |
- | get HELP | <F1> or <H> |
- | get control list | <F2> |
- | finish Level #1 | <F3> |
- | restart level | <F4> |
- | PAUSE game | <P> |
- | UNPAUSE game | any key except <P> |
- | SAVE game | <S> |
- | RESTORE saved game | <R> |
- | show BOSS screen | <!> |
- | WARP to level #51 | <W> |
- | toggle crab speed | <F7> |
- | toggle sound | <F8> |
- | toggle joystick | <F9> |
- | EXIT game | <F10> or <Q> |
- +--------------------+-----------------------------------------+
-
-
- GAME CONTROL NOTES
-
- Here are a few important things to know about the game controls:
- 1) If you press <P> while in the pause mode, the game will
- unpause and then immediately repause. This allows you to
- run the game frame-by-frame (to examine how the crabs move
- or whatever.) Hit a key other than <P> to stop pausing.
- 2) When you save a game with the <S> key, the game will
- always be saved to the file "SAVEGAME.DAT".
- 3) If you try to restore a game with <R>, and the file
- "SAVEGAME.DAT" does not exist, the program ignore you.
- 4) You must have the magic warp key to use the warp command.
- You are supposed to figure out how to get the magic warp
- key on your own. However, there are other ways to find
- out how to get it. (see FREE STUFF)
-
-
- Copyright (C)1991,1992 John Blackwell. All rights reserved.
-
-
-
-
-
- 8
- F.GODMOM 4.0 USER'S MANUAL
-
-
- IF YOU ARE STUCK
-
- There are several ways to get help if you are stuck:
- 1) If you do not know how to complete level #1, see the
- section on the next page, "How To Complete Level #1."
- 2) If you are stuck at another level, it may be because you
- have forgotten one of the rules of the game. Select RULES
- from the menu to review the rules during the game.
- 3) To get a hint for a particular level, select HINT FOR
- CURRENT LEVEL from the menu. You should save this feature
- for when you are REALLY stuck, though. (We wouldn't want
- you to get hint addicted, would we?)
- 4) You may want to use the magic warp door to bypass a
- troublesome level until you can come back to it.
- (see WARPING TO OTHER LEVELS)
- 5) If all else fails, you may wish to write me at:
- F.GODMOM HELP
- 48 WALBROOK AVENUE
- DAYTON, OH 45405
- Please include a self-addressed, stamped envelope if you have
- not yet registered your copy.
-
-
- HOW TO COMPLETE LEVEL #1
-
- Completing level #1 is fairly easy. Just follow these
- instructions:
- 1) Scan the pattern of the ladder to your left by pressing
- the <Ctrl> key (or any key on bottom row of the keyboard).
- If you do this correctly, your WAND PATTERN box
- (displayed at the bottom of the screen) will contain a
- picture of a ladder.
- 2) Use the arrow keys to make the fairy walk forward until
- she stops against the brick wall.
- 3) Project the pattern of the ladder onto the brick wall by
- pressing the <Alt> or the space bar.
- 4) Walk past the ladder to the right. (You must do this
- quickly, because the brick wall will remain a ladder for
- only five seconds.)
- 5) Repeat steps #4 and #5 until you are past the brick walls.
- 6) Collect all seven pennies and the key. The exit door
- will appear once you have collected the seven pennies.
- 7) Exit through the exit door.
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