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-
- Copyright 1995 Crush! Limited. All Rights Reserved.
-
- **********************
- * "MORTAL COIL" (tm) *
- **********************
-
- This is a pre-release version of the forthcoming
- Action/Strategy game from Vic Tokai Europe. We hope you
- enjoy playing it.
-
- WARNING: The default 'Mature' mode installation may be unsuitable
- for players aged 15 or under. Installation of the 'Standard' mode is
- recommended, or password protection of the 'Mature' mode. See 'Context
- Sensitivity' notes in 'Miscellaneous' section for more details.
-
- 1. INSTALLATION & CONTROLS
- 2. MISCELLANEOUS
- 3. BEDTIME READING
- 4. A WORD FROM THE CREATORS
- 5. CONTACT ADDRESS
-
- 1. INSTALLATION & CONTROLS
- ------------------------------
-
- SPECIFICATIONS
-
- This game needs all of the RAM you can give it, so if
- you're playing on 4Mb or 8Mb, free up as much as you can.
- Remove HIMEM.SYS, EMM386, any TSR's, SMARTDRIVE etc. (use
- the same configuration that you use for any other DOS game
- that has the same requirements as "Mortal Coil").
-
- If you have an 8Mb system but cannot free enough space,
- the 4Mb version can be loaded, which has reduced graphic
- detail.
-
- This release has been designed to run on a 100% IBM PC or
- compatible Personal Computer configured to minimum MPC
- Level 2, including SVGA colour graphics card, MS or
- compatible mouse, x2 or x4 speed multi-session CD-ROM drive,
- minimum 4Mb of USEABLE RAM, Soundblaster or 100% compatible digital
- sound card.
-
- The game will also require a minimum of 10Mb of your local
- hard disk space. If you can make more available during
- installation the game will operate more smoothly and efficiently.
-
- Failure to install on a system with the above
- configuration is likely to result in errors. In common
- with most DOS games, this application may be launched
- from a Windows DOS shell, but this is not a Windows
- application and is not guaranteed to perform optimally
- (if at all) when Windows is active.
-
-
- NOTES
-
- The player is encouraged to familiarise themselves with
- the Video View (`W' key), and the functionality of the
- four video monitors, which can be user configured at any
- time to show a variety of different views and mission
- data, such as map and resources. See the `Control During
- Mission' section for further details.
-
- LOADING
-
- · The first time you use the game on a system, you
- should type the following from the \MCOIL directory
- on your CD:
- INSTALL
- This will run a batch file which creates the
- necessary directories on your local hard disk, which
- will be used by the game for temporary storage. It
- also allows you to configure the game for your
- system (for example Sound Card configuration), and to
- select 'Mature' (default) or 'Standard' mode play.
-
- · To run the PLAYABLE version if you have 8Mb of useable RAM or
- more, you should type:
- COIL
- This will execute the version of the game that you
- can play, including the graphic sequences.
-
- · To run the PLAYABLE version if you have 4Mb of useable RAM, you
- should type:
- COIL V4
-
- The 4Mb version differs from the 8Mb version in that it
- features less detailed graphics and other memory
- critical changes
-
- · To alter any pre-set configuration after
- installation, you should type the following from the
- \COIL directory on your local Hard Disk Drive
- SETUP
-
-
- CONTROL
-
- In this version control will be available from keyboard,
- and keyboard/mouse combinations.
-
- ATTRACT MODE
- The game will self-play after showing the game logo. To skip
- through the attract mode hold down SPACE BAR for a few seconds.
-
- To start the game press ESC key.
-
- MISSION BRIEFING
-
- When you see text displayed on screen in a list, these
- are your menu choices. Continue will usually take you
- forward.
- Move the mouse pointer over the menu options and BB will
- describe each option.
- Select Option - Left Mouse Button
- Return to Previous
- Menu - ESC
- Start Mission - Select `Continue' from
- menus
-
-
- MISSION GAMEPLAY
-
- Weapons
- Personal - 1
- Hand Grenade* - 2
- Variable* - 3
- Variable* - 4
- Thermal Detonator*- 5
- Gas Mask* - 7
- Radiation Suit* - 8
- * = if collected
- Health Restore (to 100%)
- if Health Pak in
- Inventory - 0
- Movement - Cursor Keys
- Run - RIGHT SHIFT
- Fire Weapon - ENTER
- Open Door/Use Switch - SPACE BAR
- Jump - ALT
- Crouch - CROUCH
- Strafe - <, >
- On-screen map
- & Motion Tracking - M
- Look Up - A
- Look Down - Z
- Waypoint Mode / Map
- (see Video View
- for controls) - TAB
- TEAM CHARACTER to be LEADER
- Candy (default) - F1
- Dan - F2
- Dred - F3
- Peech - F4
- TEAM FORMATIONS
- Back To Back - F5
- V - F6
- Flanks - F7
- Single File - F8
- TEAM GROUPING
- Tight - F9
- Medium - F10
- Loose - F11
-
-
- PRE-DEFINED TEAM ACTIONS (SET-PIECES)
-
- (the most appropriate action is chosen by the game code
- depending upon the current play situation; these send the
- team off to perform pre-determined `set-piece' actions
- depending upon the location - such as storming a door (if
- unlocked), controlled movement around a corner or `T'
- junction, etc.)
- Strategic - X, Bullets
- C, Grenades
- Reactive - B, Bullets
- N, Grenades
- `Go' / Resume - V
- Explore
- Auto assigns team
- with waypoints to
- extremity markers - E
- Return (cancel waypoints)- T
-
-
- ENVIRONMENT
- Detail Level
- Toggles screen detail
- to provide faster
- rendering on slower
- systems (default is
- 320 x 200; toggle is
- degraded to stretched
- 160 x 200) - D (toggle)
- Increase Screen Size - +
- Decrease Screen Size - -
- Gamma Brightness - G
- Gamma Darkness - H
-
-
- PERSPECTIVE / PLAYER CAM
- 3rd Person View - 6 (toggle)
- Move Camera In/Out/
- Left/Right - CTRL/Cursor Keys
- Move Camera Up/
- Down - CTRL/< or CTRL />
- Rolling Camera - 6 (toggle)
- 1st Person View - 6 (toggle)
-
-
- VIDEO VIEW
-
- In this mode, the video windows are multi-functional and
- can display different things. The default is top left
- monitor displays Candy's view.
- Enter/Exit Video View - W
- Move screen pointer - <, >, J, M (or mouse)
- Change Function - K (Left Mouse Button)with pointer
- over RIGHT triangle beneath
- one of the monitors. Each
- 'click' cycles you through
- the monitor views or modes
- (sequence is Candy view, Dan, Dred,
- Peech, Mission Map, Resources,
- back to Candy view etc.).
- The LEFT triangle beneath any
- monitor cycles in the opposite
- direction.
- Thus you can configure the
- four monitors to show you any
- combination of information
- you desire.
- CONTROL LEADER - K (Left Mouse Button) with
- pointer on the display of
- monitor of choice.
- All usual first-person
- control functions now operative.
- MAP MODE - Map is shown (small) simply by
- cycling through modes until map
- is displayed.
- WAYPOINT MODE - K (left mouse button) on monitor
- displaying Map mode. Map now
- enlarges to fill entire screen.
- Zoom in/out - + or - (on num.keypad)
- Map L/R/U/D - Cursor keys
- Pointer
- Movement - < > J M (or Mouse)
- Select
- Agent(s) - Function keys
- F1=candy
- F2=dan
- F3=dred
- F4=peech
- or K (Left Mouse) with pointer over
- agent (or agents) of choice
-
- (Drop down menu appears with your
- choice of options - click to
- toggle selections - includes
- fight/avoid combat; collect/leave
- collectibles; investigate/ignore
- doors; done to confirm selection)
-
- Draw Waypoint - After above, move pointer to
- first waypoint setting and press
- K (or Left Mouse).
- A line will be drawn showing
- path. HINT: Choose small,
- multiple waypoints rather than
- long, single paths for greater
- efficiency. Move pointer to next
- waypoint and press K (Left Mouse)
- to confirm. When all waypoint
- paths are set press L (Right Mouse).
- (Drop down menu appears with
- choice of final options - click
- to choose one of three options:
- Guard sets up agent frozen
- in one direction of your choice;
- Sweep sets agent to patrol the
- area of the final waypoint
- destination, and
- Return commands player to return
- to Team Leader and formation when
- reached waypoint.
- Select Execute to have the command
- performed at once, or choose Done
- if you want to issue other waypoints
- to other agents and have them all
- commence upon your final agent's 'Execute'
- command.
-
- If Guard selected, move pointer (and in turn a small
- line (at end of waypoint) to
- direction you wish agent to face.
- Then click on `Execute' in the drop down menu to
- activate agent.
-
- To alter a waypoint when set, click on
- the final waypoint or a sub-waypoint
- marker, and drag it to the new location.
-
- RESOURCE MANAGER - When two or more agents are in
- the same proximity, you can
- `trade' weapons, ammunition and
- other inventory items between them.
- To do this you click the pointer on an
- item and drag it to another character.
- With ammunition, you can also choose
- to `Spread' an item evenly among the
- agents close to you (arrows pointing
- outward icon) or you can choose to give
- all of an available item to just one
- agent (arrows pointing inwards on
- icon).
-
- 2. MISCELLANEOUS
- --------------------
-
- USER VOICE REPLACEMENT
-
- Users may substitute their own words or sounds to replace
- the majority of the spoken words in "Mortal Coil".
-
- To do this, first create your phrase as a .WAV sound
- file.
-
- Then name the file to match one of the files in the sub-
- directory on the CD, located in the directory
- \SOUNDS\VOICE.
-
- Now find the directory on your local hard drive called
- \CANDYDAT and create a sub-directory called \VOICE (e.g.,
- from the prompt C:\CANDYDAT> type MD VOICE, then CD VOICE
- so the prompt reads C:\CANDYDAT\VOICE>
-
- Copy into your local \VOICE directory your .WAV file.
- Your sample will play in place of the original file from
- now on. To restore the game to its former glory, simply
- remove the sound files from \VOICE that you do not
- require.
-
- For example, Candy saying "At the Waypoint" is contained
- in the file CANDY2.WAV on the hard disk, so whatever you
- wish to replace this with, name it CANDY2.WAV, put it in
- your local \VOICE sub-directory and your own sample will
- play whenever Candy would usually say "At the Waypoint,
- Over".
-
-
- CONTEXT SENSITIVITY
-
- In this release, the game is supplied in `Mature' mode,
- which we expect would appeal to an audience of age 15+.
-
- The install utility gives you the option to install the
- game in `Standard' mode, which we recommend for users
- under the age of 15 years of age, or for those who do not
- relish occasional harsh language or graphic effects. The
- main advantage of context sensitivity will be apparent in
- the full version of "Mortal Coil" rather than this demo
- release.
-
- It is the intention of the designers that the game is
- aimed at a more mature player, and as such, is not
- restricted in the scope of its content; that the player
- is not nannied at the expense of the effect. Equally,
- players who may be offended by some of these inclusions
- have the option to turn them off, or password protect
- them from other family members.
-
- It is hoped that by providing options to our players, we
- will be seen as taking seriously our content
- responsibilities, at a time when the interactive industry
- seems to be under more pressure on this subject than
- Hollywood! By providing these options, we are providing
- helpful gameplay switches for users, and hopefully
- encouraging players that might otherwise not have
- considered products of this nature.
-
-
- 3. BED-TIME READING
- -----------------------
-
- THE STORY SO FAR...
-
- "Mortal Coil" is set in the year 2005, but relates to a
- man-made problem more than two hundred years thereafter.
- You see, the European Union is just the beginning of a
- much larger move by the `first world' powers to create a
- much larger political, economic and military group - the
- first world government. It joins together to colonise
- space. At first it mines the planets around Earth for
- valuable minerals, with the intention one day of
- colonising each planet for each G7 nation - for example,
- Planet Germany, Planet Japan, etc. Man can achieve this
- because as we all know, mankind is the only life in
- space. We're just surrounded by dead rocks. It was this
- complacent thinking that led to the problem.
- Three hundred years after man took a small step onto the
- moon, in 2269 mankind took a giant leap onto Alpha
- Centurai and started drilling there.
-
- An indigenous lifeform had survived under the crusty
- planet surface there for centuries - a lifeform not
- unlike ants on planet Earth; they built intricate nests
- and served colonies. Highly intelligent they saw man as
- an aggressive alien invader. They had one advantage over
- man. They could travel in time. And so a nesting group
- was sent back in time to 1995, to establish colonies
- close by to key installations, and just in case, they
- would poison the food chain. Man would slowly die, and
- by the time it realised it was under attack it would be
- too late.
-
- Mortal Coil was the name of the government agency set up
- in the late 20th century by the burgeoning first world
- power to investigate unusual attacks on key military
- installations. If terrorists were making the attacks,
- they weren't making any demands, but had succeeded in
- causing massive devastation to an otherwise top secret
- plan (the `Space Colonisation Programme'). Mortal Coil
- employed only the best, smartest special agents. Part
- mercenary, part spy. Smart, tough, ruthless. Candy was
- the best the agency had.
-
- As was usual, agents for Mortal Coil were treated like
- mushrooms. The agency considered that the less they
- really knew the more effective and focused they would be.
- They underestimated Candy.
-
- The world had never seen anything like the events on
- 2005. If it hadn't been for Candy and her team, the
- World may never have seen anything again.
-
- The mission included with this release is Mission 5, the
- UnderSea Nuclear Dumping Station. The invading Shatarian race
- are sabotaging the station, stealing nuclear waste in their own
- underwater vessel, and them releasing toxic waste into the sea.
- Unless you can stop them, that is. If you fail, the sea is polluted
- and the food chain irrevocably damaged.
-
- The full release includes missions in a hot, steamy jungle, aboard a
- space construction platform in Earth's orbit, inside an abandoned
- germ warfare research and storage installation in the Nevada Desert,
- around an air filtration farm in Tokyo, and around the streets of London.
- If you succeed in completing those within a set game time, you get a
- special bonus mission aboard the Shatarian's space craft! Phew!
-
-
- THE CHARACTERS
-
- CANDY
- 25 years old, female, English. Real name Emma
- Monroe. Head strong, very tough, very fit, attitude with
- a capital `A'. Deep, sexy voice. Likes a laugh, despises
- most of the men she has ever met. The main focus of the
- game storyline, Candy has worked for Mortal Coil for some
- years. She knows too much to ever be allowed to leave.
- Clearly a problem for her superiors, she is nonetheless
- the most effective agent they have.
-
-
- DAN
- 28 years old, male, American. Full name Daniel R.
- Malone. A sensitive yet tough former marine with a
- conscience. He's tall, he keeps himself fit, enjoys a
- laugh with the lads. Troubled by a messy divorce, he
- moved to Europe for a new start, and was `between jobs'
- when the Shatarians attacked his apartment block
- (Unihab). Candy rescued him; the two became friends and
- she persuaded him to join her team at Mortal Coil
- (previously she had only ever worked alone).
-
-
- DRED
- 32 years old, male, Jamaican. Real name Joseph
- Hodge. Married with three children. A lot of brawn but
- not overly blessed with brains; but that doesn't mean
- he's stupid. A life in the military has proven to be an
- ideal career for him. He joined Mortal Coil when Candy
- and Dan rescued him - he had been trapped by the
- Shatarians his unit had been trying to overthrow. They
- enlisted his help at that time, and Candy was so
- impressed by his courage, she invited him to join the
- elite team.
-
-
- PEECH
- 20 years old, female, European. Real name Nena
- Pietreich. Born in Germany, she travelled with her
- military family throughout Europe when younger and has an
- undetermined accent. Despite her young age, she rose
- very quickly through the military ranks on leaving
- school. A determined, loyal, quick-thinker, Peech
- doesn't suffer fools gladly. She was rescued alongside
- Dred by Dan and Candy, and likewise, proved so effective
- in supporting them at that time, that she earned a place
- on Candy's MC squad.
-
-
- BB
- Highly intelligent, self-aware robot device, called a
- `Military Recorder'. These units are built from the same
- material that flight recorders - or black boxes - are
- made of (hence the nickname `BB'). Military Recorders
- are sent out with agents on undercover assignments to
- provide on-the-spot intelligence and additional fire-
- power. It also records the actions of the agents, and in
- the event an enemy wipes out the agents, the recorder can
- be recovered for subsequent analysis.
-
- Speaks with an educated human-like-voice, but slightly
- stilted. Sounds like a tall person.
-
-
- PROFESSOR SHATARIAN
- Male, early 50's. The stereotypical mad scientist, as
- honest as the day is long. Has no real comprehension of
- everyday matters, but an incredible capacity when it
- comes to science and technology. He is a genius. He was
- the government scientist that first analysed the samples
- of goo the Mortal Coil team collected, and espoused the
- theory of an alien life-form. The prospect of
- communication with a higher life-form excites him
- greatly, and the aliens get named after his research,
- discoveries and theories; they are known collectively as
- "The Shatarians". The Prof. stumbles and mumbles a lot.
- More of the background to the characters and how they
- meet is played out in the graphic sequences in the full
- release of "Mortal Coil".
-
-
- 4. A WORD FROM THE CREATORS
- ------------------------------
- This CD contains a special version of one of the game
- missions, and should give you a good flavour for the end
- product. At the time we finished this version for you,
- the overall game was not complete, and we still have some
- tidying up to do... `tarting up' some texture maps,
- character animations, game map puzzles, and finalising
- some features such as network play, load/save game,
- difficulty levels, and `sub-titles' for those that don't
- have digital sound cards.
-
- At Crush! we see ourselves as creators of interactive
- entertainment, and hope you enjoy the game as an overall
- product rather than `just' for the technology or the
- graphics. We have created an enjoyable story, and with
- the mix of rendered sequences and spoken words from the
- characters, the game atmosphere should play an important
- part in your enjoyment. Next stop the movie! Offers
- please ;-)
-
- Credit where credit is due, and this has been a team
- effort. So, `big how' to the Crush! crew, plus we would
- like to thank all those people that have contributed in
- some way, and you'll see them listed in the credits page.
- Special thanks to the voices for our characters - Dani
- Behr, Ed Bishop, Fiona Allen and Brian Bowles.
- Details on how to play the game are above, and if you
- have any problems please contact Vic Tokai Europe at the
- address below.
-
- If you enjoy playing this demo release, please buy the
- full release of the game. It will be a more improved
- version of this, featuring 6 main game missions, plus a
- special bonus mission for those that complete the first 6
- within record time. The rendered sequences will feature
- `interactive' sections, allowing you to examine the
- storyline (rather than just sit and watch the same thing
- each time). There are also play options not included on
- this demo version, plus a smashing manual, nice box and a
- free jewel case. Oooh! Suit you Sir!
-
- From the team that gave up many nights in order that you
- could spend yours in our game fantasy -- a big thanks for
- playing the demo, and a big hope that you'll buy the full
- game. Do we have to beg or what?
- -- Crush!
- Newbury, England, September `95
-
- 5. CONTACT ADDRESS
- ----------------------
-
- In the unlikely event that you experience any
- difficulties please contact the supplier of this Demo
- Release for assistance.
-
- If you would like more details of the full release of
- "Mortal Coil" or would like to contact the Publishers,
- write to:
- Vic Tokai Europe
- Department MC
- Tokai House
- 9 Duncan Close
- Moulton Business Park
- Northampton
- NN3 1WL
- United Kingdom
-
- DO NOT SEND YOUR CD TO VIC TOKAI UNLESS INSTRUCTED TO DO SO!
-
- All trademarks in above text acknowledged.
- "Mortal Coil" is an original work of fiction. Any similarities
- to any persons events or places living dead or otherwise in Newbury
- is unintentional.
-
- "Mortal Coil" (tm)
- Copyright (c)1995 Crush Limited. All Rights Reserved.
- PC CD ROM version produced under license by Vic Tokai Europe Ltd
-