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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.
-
-
-
-