Mazeworld Abyss is a real-time 3D point of view game inspired by the classic arcade games of the past. It features beautiful texture-mapped graphics rendered at up to 60 frames per second.
** Important Information **
Mazeworld Abyss is by Michael R. Howard of Farfetch Software. You can send comments, suggestions or bug reports to the author at <farfetch@kagi.com>. For screenshots and news, visit our web page at <http://members.aol.com/farfetch/>.
Mazeworld Abyss is Shareware. If you like Mazeworld Abyss and keep playing it, you should send in the registration fee. As Farfetch Software is trying to further the cause of great low-cost software, the registration fee is only $10 US.
Kagi Software handles the shareware payments for Mazeworld Abyss. You can now pay for Mazeworld Abyss on the Web using Kagi's secure web server. Just launch your favorite web browser and go to <http://order.kagi.com/?8N>. If your web browser supports secure transactions, follow the link to the secure page <http://order.kagi.com/?8N&S> (same address with an '&S' at the end).
You can also use the Register program that comes with Mazeworld Abyss to fill out an order form and then email, fax, or snail-mail it to Kagi. You can choose to pay by credit card, check or other means. The Register program allows you to copy your filled-out order form to the clipboard and paste it into your email program for sending. Your credit-card information is scrambled so that it is somewhat secure for sending over the Internet. You can also save the order form as a text file or print it out in order to fax it or mail it to Kagi.
After Kagi informs us that you've paid your shareware fee, Farfetch Software sends you your registration information and code. Please allow 3 to 4 days to recieve your shareware codes via email. Snail-mail takes longer and is more costly; please give us an email address if at all possible.
Here's where to send the order form generated by the Register program (this information also appears in the form itself):
Email: shareware@kagi.com
FAX: +1 510 652 6589
Snail-mail:
Kagi Shareware
1442-A Walnut Street #392-8N
Berkeley, California, 94709-1405
USA
Please send comments about the program directly to Farfetch Software at <farfetch@kagi.com>; the above addresses are for ordering only. As the ordering process is automated to keep costs down, Kagi does not accept voice phone orders.
** System Requirements **
Mazeworld Abyss runs only on Power Macintoshes. It requires 256-color or better graphics, 4.5 Megs of free RAM and System 7 or later. It also requires Apple's ObjectSupportLib library, which is already installed on most Power Macs.
** Getting Started **
Install Mazeworld Abyss simply by putting the Mazeworld Abyss folder wherever you want on your hard drive. Run Mazeworld Abyss by double-clicking the application.
If your monitor supports both 256-color and thousands-of-colors graphics, you'll be asked to choose which graphics mode you want to use for the game. Using 256-color graphics allows faster rendering of the graphics, often resulting in smoother movement on screen. Using thousands of colors mode makes the graphics look better, but rendering graphics in thousands of colors mode takes longer and may result in less smooth movement.
For the fastest rendering and smoothest movement, remember to quit other applications while playing Mazeworld Abyss. You can also increase rendering speed by decreasing the size of the view window, as described below.
Use command-N (or New Game in the File menu) to start a new game. While playing, the screen will be blanked and the menu bar hidden. At any time, you can use the escape key to go back and forth between play mode and desktop mode.
By default, Abyss is set up to use the keys on the numeric keypad to control movement, and the shift key to fire. You can configure the movement controls for the game by selecting "Configure Player 1" from the Options menu . You'll need to return to desktop mode first, using the escape key, if the menu bar is hidden.
Note that there are options to configure the controls for four different players; normally, you'll be using player 1. To change the movement keys, select a box by clicking in it with the mouse, then press the key you want to use for that movement. At the moment, you can select either keyboard control or mouse control.
A word about keyboard controls: the Macintosh can generally only recognize two keys being held down at a time, not counting modifier keys like the shift key and command key. Since you'll often need to do things like hold down the "move left" and "turn right" key and fire at the same time, it's a good idea to use a modifier key like the shift key for your firing key. That way, the Mac can recognize all three keys at once.
You can create additional view windows representing additional players by selecting "New Player" from the File menu. For these windows, you would choose "Configure Player 2," "Configure Player 3," etc., to configure the controls. Unless you have a joystick, it may be difficult to play with more than one player, as again the Mac can generally only recognize two keys being held down at once. One option is for Player 1 to use the keyboard and Player 2 to use the mouse. Mouse control is a little limiting, but it works. In future version we hope to use Apple's Input Sprocket to provide better support for multiple input devices.
You can change the size of a player's view window by using the size options in the Window menu. Using smaller window sizes results in faster frame rates. You can get an idea of your frame rate by looking at the "Frame Time" readout at the bottom of the view window while playing. Smaller numbers are better; ideally you should see 1 or 2 most of the time, or at most 3. If you see numbers greater than 3, try playing in 256-color mode, or reducing the size of the window, and make sure you've quit all background applications.
As with any well-behaved Mac application, you can hit command-Q at any time to quit.
** Playing the Game **
The object of the game is very simple: you must retrieve the Maze Jewel on each level. When you retrieve the Maze Jewel, you go on to the next level, which is more challenging.
To survive, you'll have to dodge the energy bolts thrown at you by all kinds of strange creatures, and shoot back. Each time you get hit by an energy bolt, your shields are decreased. If your shields hit zero, you're dead.
Zapping creatures scores points, but not as much as retrieving the Maze Jewel. Note that creatures can "steal" the Maze Jewel and carry it around!
If you stay too long on a level, the Curtain of Fire starts spreading through the maze. It's best to move along at that point.
The Maze Domain is randomly generated, so it will be different every time you play.
Creatures and objects currently in Mazeworld:
Maze Jewels: Maze Jewels are worth 5000 points per level; that is, the Level 1 Maze Jewel is worth 5000 points, the Level 2 Maze Jewel is worth 10,000, and so on. Maze Jewels also renew your shields by 25%. Take the Maze Jewel by moving into it. When you take the jewel you descend to the next level.
Lava Lamps: Lava Lamps are stricly decorative in this version of the game.
Neon Tubes: Neon Tubes are Transport Tubes; they start bringing in creatures when you arrive on a level.
Eye Mushrooms: Among the first creatures you encounter in the Mazeworld, Eye Mushrooms are probably the least dangerous. They fire a single, relatively slow-moving energy projectile and can be killed with one shot. Worth 100 points.
Amoeboids: Amoeboids move around the maze and suck you up if you allow them to get too close, doing damage until you kill them. They can be killed with one shot. Worth 200 points.
Jellyfish: Jellyfish fire a stream of projectiles but can be killed with one shot. Worth 500 points.
Gypsies: These green creatures wander around, evading you. They fire a slow projectile and require several hits to kill. Worth 700 points.
Evil Rats: These giant white rats fire a fast projectile and take several hits to kill. Worth 900 points.
Seahorses: Move very quickly, and dance around you. Worth 1200 points.
Larsonians: Also known as "Alpha Centauries" or "Green Guys", these unfriendly fellows are like jellyfish but with more hit points. Worth 1500 points!
Players: Other players look like big 'ol' floating marbles.
** Credits **
Mazeworld Abyss is by Michael R. Howard
Original Mazeworld Artwork by Michael R. Howard
Additional Artwork by Jason Lewis
Some additional wall graphics by the Hubble Space Telescope and the Galileo Space Probe
Special thanks to Trisha and Nolan.
copyright (c) 1996, 1997 by Michael R. Howard
** Version History **
Preview Version 0.5 5/11/1997
Initial preview release to the Internet.
Preview Version 0.51 5/26/1997
Modifications to player movement; higher maximum speed with longer acceleration/decceleration curve.
Modified sound file to eliminate annoying background noise from neon tubes.
Added crude application icon.
Modifications to levels 3 and beyond. (Preview only contains levels up to 3.)
Preview Version 0.52 5/26/1997, a little later in the day
Increased player turn speed; included modified sound file.
Preview Version 0.7 6/18/1997
Game play changes; included levels 1 through 6. This will probably be the final release of Mazeworld Abyss.
Version 1.0 7/10/1997
Introduction of Mega Mash! Added shareware stuff. Elevated the player a bit so you can see all the lovely projectiles coming at you. Numerous final gameplay additions and modifications. A few bug fixes.
Version 1.1 7/14/97
Added the 'Death Maze' scenario to keep pureblooded arcade game fans happy. Various other gameplay additions and modifications. Yes, this may have been one of the shorted version turnaround times in history; 'Death Maze' was added in about 32 hours, counting sleep time.
Version 1.15 8/13/97
Preview of version 1.2 (just a couple forthcoming changes are missing). Made most creatures single-shot killable. Eashire Cat comes out after a shorter time in default scenario. Reorganized wall graphics; made 256-color mode the default. Changed to a time-limited demo before registering. Changed player fire timing. Modified levels in default scenario. Other stuff I'm probably forgetting.
Version 1.5 12/14/97
Improved and simplified game-play, remove alternate scenarios. New and improved wall graphics, smoothed out sounds. Removed time limit for unregistered version, and more.
Version 1.5.1 12/18/97
Corrected a problem with upgrading from a previous version if the scenario was set to anything other than the default.
Version 1.5.2 1/17/97
Removed the delay before the ok button is enabled in the shareware reminder dialog to avoid confusing some people. Other minor updates.
** Legal Stuff **
Mazeworld Abyss is provided on an "As Is" basis. Farfetch Software makes no guarantee or warantee as to the product's suitability for any purpose. Farfetch Software accepts no responsibilty for anything bad that might happen to your computer while using this product.
Mazeworld Abyss is Shareware (and ridiculously inexpensive shareware, we might add). If you like the game and keep playing it, you should send in your registration fee. Mazeworld Abyss may be distributed freely for no charge, provided it is kept in its original, unmodified form, complete with all accompanying documentation.