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The Games Machine 18
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DISK1.iso
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citizens
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readme.txt
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1996-05-21
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Citizens:- Backwater Affairs (Version 1.0J) - May 18th 1996
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
RUNNING THE GAME
^^^^^^^^^^^^^^^^
To play Citizens you will require:-
A 486 IBM P.C or compatible with a CPU speed of 66Mhz or better.
SVGA compatible graphics card.
8 Megabytes of RAM.
CD Rom Drive.
Hard Drive.
Mouse.
There is a known problem with the new Intel Thor motherboard, running
the S3 - Trio on board video. When running under Windows 95. The game will
hang with a blank screen, this problem will be fixed in the release version
of the game. If you reset in 'MS DOS MODE' the game will run fine.
This demo version of the game still has many unfinished features.
You will discover that many parts of the interface do not respond, we decided
to leave the options in the demo, so you can see what is planned. Don't worry
when you click on something and it doesn't respond, all options will be
revealed fully in the release version of Citizens.
To QUIT the demo, you must press the ESCAPE KEY from the isometric world view.
DOS
^^^
The game can run directly from the CD, but will not have any music or sound
effects. To run directly from the CD type the following:-
D: - This will select the [CD ROM] drive.
- Please note on some systems the [CD ROM] may be assigned
to an alternative drive letter. (E:) for example.
CD CITIZENS - This changes into the Citizens directory.
CITIZENS - This will run the game.
DOS INSTALLATION
^^^^^^^^^^^^^^^^
To run the game with sound effects and music you must copy the game to your
Hard Drive, this requires approximately 55MB of free space. To install the
game to your Hard Drive, change to the Citizens directory as above and type:-
INSTALL [DESTINATION DRIVE] [CD ROM]
[DESTINATION DRIVE] is usually a hard drive such as C:, this could however be
a network drive such as Z:
[CD ROM] is usually D:
E.G. If your CD ROM drive is D: and you wish to install to your Hard Drive
which is C: you would type:-
INSTALL C: D:
This will install the game from the [CD ROM] (D:) to your [DESTINATION DRIVE],
which in this case is (C:).
WIN 3.1
^^^^^^^
The game will run perfectly under Windows 3.1.
To run the game with no music just double click on CITIZENS.BAT from the
CD ROM drive.
To run the game with music and sound effects you must install it to your
chosen drive. To do this, just open an MS DOS PROMPT, and follow the
instructions as above for DOS INSTALLATION.
^^^^^^^^^^^^^^^^
WIN 95
^^^^^^
The final game will run under Windows 95, this version however will not work
with sound effects and music under Windows 95. To run the game with no sound
effects or music, just double click on the CITIZENS.BAT file from the
Citizens directory on the CD ROM.
To run the game with sound effects and music you must reboot to MS DOS mode
and install the game to your chosen drive.
To enter MS DOS mode choose Start, Shutdown, and highlight 'Restart in MS DOS
mode', now choose OK. When the DOS prompt appears follow instructions as above
for DOS INSTALLATION.
^^^^^^^^^^^^^^^^
The game will create a directory called MPS and then make a sub-directory
called Citizens. E.G. if you install to your [DESTINATION Drive] (C:)
the game will create the following directory.
C:\MPS\CITIZENS
To run the game from this directory you must type the following:-
C: - Select the Drive you installed to.(Usually C:)
CD MPS - Select the MPS directory
CD CITIZENS - Select the Citizens sub-directory
CITIZENS - Run the game.
This version of the game runs the first tutorial which is not yet finished.
This tutorial only features Fred Burgermann. More difficult tasks use many
more characters, to get a sneak preview of the game with more active
characters type, 'CITIZENS' followed by a single space and a number from
1-14.
E.G. If you type:-
CITIZENS 6
the game will run with Fred and 6 other active characters. These are randomly
chosen.
KEYBOARD CONTROLS
^^^^^^^^^^^^^^^^^
The CURSOR KEYS can be used to scroll around the isometric world view.
The ESCAPE KEY will quit the demo, this is only active from the isometric
view.
BACKGROUND
^^^^^^^^^^
Following a fatal car crash you get a second chance in the afterlife as
guardian of the town Backwater. Backwater was set up by Celestial Development
Inc. - creators of realities for the material age, as a model development
to demonstrate the effect that good acts could have on a modern society.
Unfortunately, evil influences have introduced dark experiments of their own.
Projects that deal with the darker side of life, such as losing jobs, getting
hit by cars, cheating on partners, or generally having fun at the expense of
everyone else. Your job is to carry out head office instructions while
ensuring the cosmic balance does not swing too far towards good or evil.
The only problem is that judgement day is fast approaching for Backwater.
The Boss will be down soon to see how the experiment turned out. You must
ensure that CDI's experiments in Backwater are successful.
GAMEPLAY
^^^^^^^^
As an employee of Celestial Developments Inc it is your job to ensure that
all experiments are successfully performed using the Citizens of Backwater
as guinea pigs. The program must be successfully completed in time for the
boss' visit to Backwater. The people in Backwater all have their own lives
to live. If left alone, they will go about their normal business, journeying
between home and work, going to the movies, meeting one another, fighting,
falling in and out of love, and generally behaving like normal people the
world over.
Using the games rapid point-and-click interface, you must conduct the
experiments that will affect the town and its populous. It is essential that
you maintain a good balance between good and evil for the Citizens. It would
be real easy if you could make the people do exactly what you want them to.
But you can't.
Using the powers at your disposal you must influence the way character's feel
about Backwater and the other Citizens. The various influences are based
loosely on the Seven Deadly Sins and the Seven Virtues. These influences are
balanced against each other allowing you to effect both positive and negative
happenings in each character's life. You must learn how to combine powers
wisely to make the character's feel happy, sad, romantic, hungry, sociable,
angry etc.
Joe and Anna are so happy together that your chances of splitting them up
aren't good. That is until you boost up Joe's lust, and turn Anna into a
fitness fanatic. If you also increase Joe's dishonesty he'll not have any
qualms about indulging his new lecherous personality.
Want Joe to lose his job? Then turn him into a party animal he'll be too
tired to get up for work! Now Harry may not be Bruce Willis, but start
getting him to attend the gym and he'll soon get into shape. Also make him
more talkative and Anna will start noticing that there's more to this guy
than she previously thought. With Joe rapidly deteriorating in Anna's eyes,
Harry is going to start appealing to Anna. Joe's lechery is eventually going
to get him in all kinds of trouble! His wandering ways have not gone
unnoticed. Gossip is starting to spread all over town. Anna's going to find
out!
Each characters needs and traits interact with each other. A strategy which
works perfectly on one character may have a very different effect on another.
Some characters are weak-willed and submit to every desire; others are towers
of iron-will. You'll have to find different ways to make these characters
achieve your goals. Given time it is possible to turn even the most saintly
character into a rebel, or reform the most depraved bad guy. If you're
feeling really malicious just zap a character with a lightning bolt! It'll
temporarily scramble his personality making him more pliable.
You are also able to change the weather which affects the mood of the whole
town populous. Overcast skies and heavy rain will present the challenge of
depressed Citizens to deal with.
Brilliant sunshine will cheer people up, but an over happy populous may cause
just as many problems.
Balance and moderation are the key to success!
Backwater and its Citizens are depicted using beautiful high resolution
graphics and a popular isometric viewpoint. A cartoon style has been adopted
to create a comical and amusing environment. In keeping with the cartoon
feel, each character's thoughts are shown as bubbles floating above their
heads. The bubbles give an indication as to how they are feeling at present
and their current intentions. For example, Fred may be hungry and decide to
go for a burger, whilst making his way to the burger-bar, Fred's thought
bubble will contain a burger. Only by influencing characters' thoughts and
satisfying their needs will you succeed in your role as the Guardian Of
Backwater.
Characters also have physical features which change as time passes; for
example, if Fred is very nosy for long periods of time his nose will become
bigger - no one likes a big nose. If characters dislike each other they
will exchange evil stares or even fight on the street.
As the game progresses relationships develop and Backwater may hold its
very own weddings. The characters also spread gossip about each other
depending on how you make them behave.
Are you up to the challenge of creating the perfect relationship whilst
preventing malicious gossip getting in the way.
Each time Citizens: Backwater Affairs is played, the characters, and your
objectives are different, meaning that no two games will ever play the same.
Finish one experiment and there's already another directive from Head Office
demanding your attention. It would be real easy if you could make the people
do exactly what you want them to. But you can't.
USER INTERFACE
^^^^^^^^^^^^^^
Simple tutorials will introduce the core concepts of the game in an
entertaining and informative style.
The game is simple to learn and play. In keeping with this philosophy,
concepts in the game are introduced gradually and intuitive icons and
symbols are used to represent the state of play. New players will find
the game very easy to get into, whilst the more experienced player will have
plenty to occupy them in trying to keep up with the plots.
To facilitate intuitive game play, a point-and-click interface is used to
control the game.
MAIN GAME SCREEN
^^^^^^^^^^^^^^^^
(A) Information Bar
Displayed at the top of the game screen, the information bar provides you
with basic feedback when you move the cursor over almost anything in the
game world. As you move over the buildings you will see their names appear,
this is also useful for checking character names, objects etc.
(B) Cosmic Balance Indicator
The Cosmic Balance indicator is displayed down the right hand side of the
game screen. It shows you the current state of the cosmic balance. Remember
whilst carrying out your designated plots and tasks you must try to maintain
a balance between good and evil. As things become too good the indicator
will rise. The indicator will fall as things become too bad. When things
are balanced the indicator will be in the centre.
(C) Time and Date
Moving the cursor over the clock will cause the time and date to be
displayed in the information bar (A).
(D) Weather Generator
This generates the weather for Backwater. Just click on the handle and try
your luck with the Backwater weather bandit. Nudges are also available by
clicking on the individual reels.
(E) Backwater Book
The Book icon is displayed in the bottom right hand corner of the game
screen. Clicking here will take you into the book section as described
below.
(F) Zapper and Object Grabber.
The Lightning icon lets you electrocute characters, this randomises their
needs and traits and may make them more pliable. You can also banish imps
and angels by electrocuting them. Just click on the grabber and start
Zapping things.
The object grabber will let you pick up and move objects around.
(G) Character Bar
Displayed down the left hand side of the screen the character bar is your
essential tool for rapidly locating key Citizens. Clicking the left mouse
button on a character will cause the game world to centre on that character.
If you click with the right mouse button the view will lock onto that
character and follow him around. Just left click on any character to exit
lock mode.
(I) Help
Clicking on the help icon (?) will provide you with useful hints about
your current tasks.
(J) Character Needs
Just below the game window on the left hand side you will find seven
different icons (in the form of faces). These are the Need zappers. Move
the cursor over each need and learn what each one is. Their names are
displayed in the information bar.
Characters have 7 needs (Hunger, Labour, Talk, Leisure, Social, Faith and
Love). Needs can be increased or decreased. Clicking in the blue area will
pick up the increase need zapper. By clicking in the red you will pick up
the decrease need zapper.
(K) Character Traits
Opposite the Need zappers you will find the Trait zappers.
Character traits are similar to needs. The difference with traits is that
they are good or bad. Clicking in the blue will pick up the positive traits.
Clicking in the red will pick up negative traits. Positive traits produce
good characters that may be Serene, Aloof, Celibate, Compassionate, Honest,
Generous and Energetic. Negative traits produce more evil characters that
can be Angry, Nosy, Lustful, Cruel, Dishonest, Greedy and Slothful. Using
Positive traits raises the cosmic balance. Negative traits will send the
balance down to Hell!
(L) Brain Wave Scanner
The Brain Wave Scanner (positioned between the Need and Trait zappers),
shows the comparative levels of any character's current needs and traits .
The bars on the left represent the needs. The bars on the right represent
the traits. The display also shows the character whose personality is being
viewed.
By combining needs and traits you are able to influence the way that
characters feel, this in turn controls their behaviour. To influence Needs
and Traits you simply click on the relevant icon, and then click on a
character. You will see the character stop and a light bulb will appear
in the thought hat whilst he/she re-evaluates what to do next. Use the
Brain Wave Scanner to see how a character is feeling. Characters decide
on their destination depending on their primary and secondary drivers.
E.G. If a character's Hunger need is highest the character will go out to
eat somewhere.
But if for example a character's primary driver is Hunger (Hunger is highest)
and the secondary driver is Greed, the character is feeling both hungry and
greedy and will decide to go to Greasy Joe's which serves huge plates of
food for Greedy people. If a character's primary driver is Leisure and the
secondary driver is Anger, he/she will go to the arcade centre to relieve
some stress and aggression. The need or trait that is acting as a primary
driver is coloured white. Secondary drivers are coloured yellow in the
Brain Wave Scanner. There are many different thought hats, these are shown
on the thought hat reference sheet - see your magazine. If a character's face
is displayed in a thought hat it means that this character is being searched
for.
LIFE IS BUT A GAME
^^^^^^^^^^^^^^^^^^
In order to keep your job with Celestial Developments, you must ensure that
the tasks you are asked to do are completed in an effective and timely
manner. The Cosmic Balance must also be managed as you strive to maintain
a normal balance between Good and Evil throughout Backwater.
To find out what your current task is you must check the messages in the
Backwater Book . This is by done clicking on book icon in the bottom right
hand corner of the game screen. The book contains lots of useful
information about Backwater and its Citizens.
When you open the book you will see eight icons on the right hand side
of the screen. These will all take you to separate sections of the book,
providing you with valuable information and options. Many of these sections
are not yet finished.
In descending order (starting at the top) the options are:-
Options
This will allow you to customise various elements of the game to suit you
and your hardware.
Map
This allows you to see where everyone is, and centre on any part of Backwater.
Photos
As key events unfold in the lives of Backwaters many Citizens, you will be
able to build your own Photo collection.
Objects
Backwater has many artefacts. These are not yet implemented in the game,
but feel free to take a look at the objects that will be at the disposal
of the Citizens.
Buildings
This allows you to view detailed information about the many buildings in
Backwater. Just click on the page flip arrows to scroll through them all.
People
This lets you view detailed information about all of the Citizens. Double
check who loves who, who is married, who needs a new job, health levels,
and much much more.
Messages
This gives you detailed information about your current tasks.
Game
Returns you to the isometric world view.
Demo Tutorial - Let Fred Do The Walking.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
This is a simple introductory plot starring Fred Burgermann. It will
introduce you to Fred and some of the different buildings in Backwater.
The first screen that appears will allow you to choose a difficulty level and
enter your name. Currently the options are not active, exit this screen
(Click Icon in Bottom Right), You will now see one of our Season change
animation's, this one depicts Winter changing to Spring. The finished game
has different world graphics for each season. After this screen you are
shown the title of your current experiment and the characters involved are
displayed for you to see. Moving the cursor over a character's head will
display their name. Click in the bottom right of this screen and you will
be presented with the open Backwater Book. The message page will be displayed.
Task One - Fred Goes To Eat!
The message page will inform you of your current objective - Make sure that
Fred goes out to eat somewhere. This will be really easy as Fred is
naturally one of Backwater's big eaters, this guy thinks about food even when
he's sleeping!
Now lets find Fred, click the game view icon (bottom right), now click on
Fred in the character bar (left side of screen). The screen will now centre
on Fred and you can see what he's currently up to. If he's asleep just
click on increase Hunger and then click on Fred. He should now get up and
head out to eat.
Try combining needs and traits, increase Fred's hunger need so it is highest,
(the hunger bar in the personality grill will change to white), Fred will
head for the burger bar. Now increase Fred's greed trait, the red bar for
greed will become taller, make sure it is the second highest bar across
the whole personality grill. This will cause greed to become Fred's
secondary driver (it will change colour to yellow). Fred is now feeling
Hungry and Greedy, you will see him change his mind about the burger bar
and head to Greasy Joe's, (The plates here are the size of dustbin lids and
have the highest possible calorie count). If Fred is feeling generous
as well as hungry, he may splash the case and head off to eat somewhere nice
like the Happy Harvest or Georgios. Remember though these buildings do not
open until 12:00 (mid-day) and character's need a good income to eat here.
You will be able to check building opening times in the building section of
the Backwater Book, currently this feature is not finished, but you can still
take a look at the buildings here.
Task Two - Leisure Time !
Fred should now enjoy his free time and partake in some kind of leisure
activity. Options include the Leisure Centre, Casino, Backwater Park,
Lakeside, Arcade, Museum, Golf and the Shops.
Increase Fred's Leisure Need and then try combining various traits. See
how many different Leisure destinations you can find, but make sure Fred
visits at least one of them.
Task Three - Fred Socialises
Next up Fred should do something sociable. The pool hall is a pretty safe
bet, if you're feeling brave you could try sending him to Jake's Dive.
Try increasing Fred's lust trait so that it becomes his secondary driver.
Backwaters more generous Citizens may prefer the Wine Bar.
Task Four - Fred Goes Home
Its now time for Fred to go home. Making him really slothful should solve
this one for you.
HERE ENDETH LESSON ONE.
^^^^^^^^^^^^^^^^^^^^^^^
Having completed these small tasks you are now ready to start the real tests
that will face you in Citizens and Backwater. These include making and
breaking relationships, managing malicious gossip, using game objects,
arranging robberies, fights, Affairs and many others.
Try playing the game again, watch how the character thought hats change
when you mess around with their needs and traits. See how many different
destinations you can find.
Citizens:- Backwater Affairs is a very unique game and a massive amount of
team effort has been involved in realising the ideas and concepts. We
welcome any ideas and feedback that you may be able to provide us with.
Please send any comments to:-
James Hawkins
Microprose
The Ridge
Chipping Sodbury
Bristol
BS17 6BN
Feel free to send a fax to James Hawkins +44 (0) 1454 894298
or Email at 100631.1171@compuserve.com.
We will reply to you as soon as possible and hope you enjoy the game.