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- INSTRUCTIONS FOR AMAZING
-
-
- SHAREWARE
-
- This program is not free. It is shareware. This means
- that you may try it out before you decide whether or not
- to buy it. After you have tried it out for one or two
- weeks, if you intend to keep using it you must register
- it by sending $12.00 to
-
- Arthur Wells, Jr.
- 1171 Cragmont Ave.
- Berkeley, CA 94708
-
- You can use the registration form, but it's not required.
-
- When you register you will be put on my list for notice about
- new versions, new games, new programs, etc.
-
- You may give the program to as many people as you wish. When
- you do so, you must transfer all the files on the disk or in
- the .ZIP file. Each user must send in $12.00 unless they are
- members of the same household or family as someone who has
- registered.
-
- I receive no other income from my programming. Equipment costs,
- supplies, mailings and BBS upload time are all paid out of
- my pocket. Therefore, if you use and enjoy the program, please
- SEND THE REGISTRATION FEE. And remember, if you don't register
- I will find you in the middle of the night when you are
- sleeping.
-
-
- AMAZING
-
- Amazing is a game in which you must move your marker through
- mazes to the goal. The mazes, which are never the same, get
- more difficult the better you do. If you complete eight mazes
- you move to a higher rank in which the game becomes more
- difficult. Along the way you get points for completing a maze,
- lose points if you don't, and get extra markers for reaching
- certain point levels.
-
- For the following instructions, type the word or symbol between
- the "< >" marks, but not the "< >" symbols.
-
- If you have only a floppy drive, insert the disk into it. At
- the prompt follow the instructions below.
-
- If you have a hard drive you should use it for the program
- as it loads much faster from a hard drive. Insert the disk
- into the floppy disk drive. At the DOS prompt type <MD\AMAZING>.
- Then type <CD\AMAZING>. Then type <COPY [disk drive letter]:*.*>.
- You are now ready to follow the instructions below.
-
-
-
- RUNME
-
- If you haven't discovered it already, RUNME is a shell from
- which you can run the program as well as do other necessary
- chores. Just type <RUNME> and press <Enter>.
-
-
- THE REGULAR GAME
-
- To start Amazing either choose option <4> from the RUNME menu
- or type <AMAZING> at the DOS prompt. You will see the title
- screen. Press <Enter>. You will then choose the regular or
- the expert game. You will then be asked if you want to
- continue a game. If this is your first time, you have not saved
- any games, so choose <N>. You will then be told to type in your
- name. You can enter up to 20 characters. Press <Enter>. You will
- then be asked if you want an easier or a harder game. The games
- are identical except that the easier game gives you more time
- to complete each maze. This is so young children and
- unsophisticated game players can comfortably play the game. In
- any event, choose <E> or <H>.
-
- Now you see the playing screen, with the game board and other
- necessary and interesting boxes. Look at the game board. Your
- red marker is in the upper left hand corner of the board. The
- goal is in the lower right corner. The bright white squares are
- are the barriers. Don't move into squares with barriers. If you
- do you will be penalized. You may even lose a marker.
-
- On the top right of the screen is the compass. It tells you which
- keys on the numeric pad move the cursor in what direction. At
- first everything is normal. The right arrow moves the cursor to
- the right, the End key moves the cursor down and to the left, and
- so on. In the middle of the compass you will see a zero with a
- degree sign. This tells you that the directions on the compass
- have not been rotated.
-
- The board doesn't really look like a difficult maze. But as you
- conntinue on it will. As the levels increase so do the number
- of barriers.
-
- Push the appropriate buttons on the numeric pad and you will see
- your marker move. Holding down any key causes it to repeat. Avoid
- the barriers. If you hit one you will lose this round. As you
- increase levels you get to make more errors. You also get more
- time. As you increase rank you get less time.
-
- After a few seconds you will hear a whistle, which tells you that
- the compass is about to change. The word "CHANGE" will flash in
- the middle of the compass. The compass will disappear and quickly
- reappear with the direction arrows moved to different boxes. Also,
- in the middle of the compass, you will see a different number.
- This tells you how much the compass arrows have been rotated.
-
- The arrows will always rotate 90, 180 or 270 degrees from where
- they last were.
-
- I leave it to you to figure out how points are calculated, how
- many errors you are allowed at each rank and level, and when you
- get extra markers.
-
- If you reach the goal you move up to the next level. If you
- successfully complete eight levels you move up to the next rank.
- If you successfully complete rank three you have won the game.
- If you lose a round you go back one level, but you will stay in
- the same rank. In other words, if you lose at rank two, level one
- you will stay at rank two.
-
- If and when you reach rank two, you will see that the compass
- looks different. You see only the diagonals and the degree of
- rotation. The other keys are working, but you have to figure out
- which key moves the marker in what direction. You can figure this
- out from the degree of rotation or the diagonals. Each diagonal
- is between the two keys that, if they were pressed separately,
- would make the same move as the diagonal. So if a diagonal points
- down and to the left, the keys next to that diagonal are the
- left key and the down key. And so on.
-
- With rank two you still hear the short whistle before a compass
- change. When you reach rank three you get no warning sound before
- a compass change. And all the help you get is the degree of
- rotation. Also, the compass changes more often during rank two
- and three play.
-
- You can always save a game and come back to it. At any time during
- play press the "S" key and your game will be saved. You can pick
- up where you left off by telling Amazing, when it asks, that you
- want to continue a game. You will be asked for the name of the
- game. To see the names of the games you have saved press the
- <F1> key. The saved games will be listed. Saved games are named
- as DOS files; up to the first eight letters of the name you type.
- Then press <Esc>, which will bring you back to the entry screen,
- and enter the name of the game you want to play. Do not enter
- the extension "GAM".
-
- You can save multiple games by typing a different name when you
- are asked for one. That way you don't have to always replay the
- easy parts. However, as you become more skillful you can always
- try to increase your score on the easy levels.
-
- If you finish a game, it will not be saved. But you will get the
- chance to get on the Scoreboard. The Scoreboard will show you the
- top ten scores, who made them and what the level of difficulty was.
-
-
- THE EXPERT GAME
-
- The expert game is similar to the regular game. The differences
- are as follows:
-
- 1.) The barriers move arbitrarily while you are playing.
- You will be asked to choose a level of difficulty, which will
- govern how often the barriers will move. Choosing the "impossible"
- game will result in the barriers moving as fast as your computer
- can make them move. Good luck.
-
- 2.) The goal can show up at any of the four corners. The
- marker will start at the diagonally opposite corner.
-
- 3.) During rank one play the compass keeps the diagonals
- in the corners and the UP, DOWN, LEFT and RITE directions in the
- other squares. But the rotation for each of the directions is
- arbitrary. So, for example, the diagonal arrow which points down
- and to the left is not necessarily between the down and left
- keys. You are warned by the whistle just before a compass change.
-
- 4.) During rank two play all eight directions are
- arbitrarily assigned to the eight movement keys. You are still
- warned by the whistle when a change is coming.
-
- 5.) During rank three play the names of the directions
- have been removed and the warning whistle is inoperative. Again,
- good luck.
-
- 6.) Expert games are saved with a "GXM" extension.
-
-
- If you want to print out these instructions, select option <3>
- from the RUNME menu, or type the following at the DOS prompt:
-
- TYPE AMAZING.DOC > PRN
-
- then press <Enter>, or use the print utility in Windows.
-
-
- WINDOWS
-
- If you want to run the program under Windows, do the following:
-
- 1.) Enter Windows.
- 2.) From Program Manager, open the File Menu.
- 3.) Choose "New". You will then see a box called "New Program
- Object".
- 4.) Choose "Program Group". Click "OK".
- 5.) Next you will see a box called "Program Group Properties".
- In the "Description" box type <Amazing>. Click "OK". Don't
- worry about the "Group File" box; leave it blank.
- 6.) You will now see that you have a group called "Amazing."
- 7.) Open the File Menu again. Choose "New" again. The "New
- Program Object" box will appear again.
- 8.) Choose "Program Item". Click "OK".
- 9.) The "Program Item Properties" box will appear. In the
- "Description" box type <Amazing>. Press the <Tab> key.
- 10.) In the "Command Line" box type <C:\Amazing\Amazing.exe>.
- (If you are using a different drive or directory, then make
- the appropriate substitutions.) Press the <Tab> key again.
- 11.) In the "Working Directory" box type <C:\Amazing> (or other
- appropriate directory.) Click "OK".
- 12.) You should see a DOS icon with the word "Amazing" underneath.
- Double click it to run the Amazing program.
-
-
- copyright 1993 by
- Arthur Wells, Jr.
- 1171 Cragmont Ave.
- Berkeley, CA 94708
-
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