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-
-
-
- A MESSAGE FROM THE PYROSAURUS DEVELOPERS
-
- Although many hours have been spent testing Pyrosaurus, it is a new
- game and there is no way to know if a glitch is going to pop up
- when several thousand teams and contests need to be processed each
- day. We will be monitoring this process and if anything goes wrong,
- we will correct it as soon as we can. If the problem is severe
- enough, we will have to shut down our system until a fix is found.
- During this time, you will not be able to connect when you call in.
- If this happens, please try again in a few hours.
-
- If the glitch misplaces your team or contest, we will add credit to
- your account.
-
- Please bear with us during this shakeout period. We will do our
- best to make any interruptions as short as possible. Check the
- Pyrosaurus website for the latest information on interruptions.
-
-
- ==================================================================
-
- P Y R O S A U R U S M A N U A L
-
- ==================================================================
-
- Pyro \pie-row\ [from Lt., pyros, Fire] +
- saurus \sore-us\ [from Gr., sauros, Lizard]
-
- ==================================================================
-
- Developed and is distributed by:
-
- Evryware Inc.
- P.O. Box 5204
- Olympia, WA 98509-5204
-
- email: barry@evryware.com
- website: http://www.evryware.com/pyrosaurus
-
- Dave Murry, Barry Murry, Dee Dee Murry,
- Jason Glover, Sean Farley and sometimes Todd Bishopp
-
- (c) Evryware Inc. 1997, All Rights Reserved
-
- Music by Matt Friedly.
- sub@realitybbs.com
-
-
- A Microsoft Word verison of this manual is available at our web
- site.
-
- ==================================================================
-
- TABLE OF CONTENTS
- -----------------
-
- 1. System Requirements
-
- 2. Installing and Running Pyrosaurus
-
- 3. Important Announcement
-
- 4. Introduction
-
- 4a. Arenas
- 4b. Winning a Contest
- 4c. Entrance Fee
-
- 5. Getting Started
-
- 6. Screen Descriptions
-
- 6a. TITLE
- 6b. title - SETUP
- 6c. title - setup - MODEM
- 6d. title - setup - CHARGES
- 6e. title - ABOUT, HELP and QUIT
-
- 7. Creating a Team (Overview)
-
- 8. Building a Species
-
- 8a. title - SPECIES
- 8b. title - species - NEW
- 8c. title - species - new - RANGE
- 8d. title - species - new - range - NECK
- 8e. title - species - new - SIZE
- 8f. title - species - new - LEGS
- 8g. title - species - new - SKIN
- 8h. title - species - new - FIRE
- 8i. title - species - new - fire - FIGHT
- 8j. title - species - new - fire - COLOR
- 8k. title - species - CLONE
- 8l. title - species - CHANGE
- 8m. title - species - REMOVE
-
- 9. Training a Species
-
- 9a. title - TRAIN
- 9b. title - train - MOVE
- 9c. title - train - move - GOAL
- 9d. title - train - move - goal - ZONE
- 9e. title - train - move - TEST
- 9f. title - train - FIGHT
- 9g. title - train - fight - LEARN
- 9h. title - train - fight - TEST
- 9i. title - train - DECISIONS
-
- 10. Building a Dino
- 10a. title - DINO
- 10b. title - dino - NEW
- 10c. title - dino - new - SIZE
- 10d. title - dino - new - NAME
- 10e. title - dino - CLONE
- 10f. title - dino - CHANGE
- 10g. title - dino - REMOVE
-
- 11. Building a Team
-
- 11a. title - TEAM
- 11b. title - team - ROSTER
- 11c. title - team - COLORS
- 11d. title - team - QUEEN
- 11e. title - team - POSITION
- 11f. title - team - position - TEST
- 11g. title - team - position - test - OPTIONS
- 11h. title - team - NAME
-
- 12. Title - MODEM
-
- 12a. title - modem - MESSAGE
- 12b. title - modem - CALL
-
- 13. Title - CONTEST
-
- 14. Strategy and Hints
-
- 14a. More than one team
-
- 15. Order Form
-
- 16. Gift Certificate
-
- 17. Definition of Pyrosaurus Software
-
- 18. Disclaimer/Agreement
-
- 19. Limited Warranty
-
- 20. Acknowledgment
-
- 21. Technical Support
-
- 22. Error Messages
-
- 23. Common Questions
-
-
- ==================================================================
-
- 1. SYSTEM REQUIREMENTS
- -------------------
-
-
- * 486-33 or better.
-
- Pyrosaurus runs surprisingly well even on "older" computers but
- "newer" computers will give you more detailed graphics and/or
- smoother animation.
-
-
- * Sound Blaster or Pro Audio compatible sound card.
-
- Sounds add a lot to the game but you don't need sounds to play.
- As an alternative, you can make your own dino sounds at the
- appropriate times!
-
-
- * Any VGA graphics card.
-
-
- * 2 Meg. RAM and at least 560K (573,000) bytes available in
- conventional memory.
-
- Conventional memory is the first 640K of your memory. The
- available memory in this area can be reduced by device drivers,
- TSR's and other things. If you have less than 560K available
- then you may still be able to use Pyrosaurus but you may not
- be able to put very many dinos in the arena.
-
- To free up more conventional memory, you can take out a TSR or
- driver (the CDROM driver would be a good candidate but do not
- take out the mouse driver). You can also use a memory manager.
- If you are using DOS 6.0 or newer, you can use MEMMAKER. You
- can also use EMM386, 386MAX or QEMM with any versions of DOS.
-
- You might want to create a boot disk with AUTOEXEC.BAT and
- CONFIG.SYS files that use a memory manager or load only the
- device drivers that are necessary.
-
- If you are using Windows 95, you can create a configuration
- file for Pyrosaurus. To do so, create a shortcut for
- Pyrosaurus (right click on pyro.exe and select Shortcut) and
- drag it to your desktop. Then right-click on the Shortcut and
- select Properties. From here, you'll be able to specify how
- the memory is used by selecting the Memory tab.
-
- * 4 Meg. Hard Disk Space.
-
- * Modem, 9600 baud or better.
-
- Without one of these, you can't enter contests and show off
- your awesome team.
-
- * Disk Cache, EMS or XMS memory (optional).
-
- A disk cache and at least some EMS or XMS will make the game
- run smoother. The memory managers described above also create
- EMS memory.
-
- * You DO NOT need Internet access.
-
- You just need a modem hooked up to a phone line. Your modem
- uses a toll free number to call our network to upload teams and
- to download contests.
-
- ==================================================================
-
- 2. INSTALLING AND RUNNING PYROSAURUS
- ---------------------------------
-
- If you are unable to install Pyrosaurus, email us at
- barry@evryware.com. Give as many details as you can.
-
- Copy PYRO20.EXE into its own directory on your hard drive (we
- suggest that you name the directory PYRO) and type PYRO20. This
- creates all the files that you need to use Pyrosaurus.
-
- Note: Be sure to keep the PYRO20.EXE file to give to your friends.
-
-
- To Play
- -------
-
- DOS:
-
- 1. At the DOS Prompt, go to the Pyrosaurus directory.
- 2. Type: pyro
-
- ---------------------------------------
-
-
- Windows 3.1:
-
- There are two ways to play Pyrosaurus from Windows, a good
- way and a better way.
-
- The "good way" is to launch it from the File Manager. The
- "better way" is to make your own Pyrosaurus Group and Icon.
- There are a lot of steps to make your own Group and Icon but
- it actually is quite easy and only takes a minute or two.
-
- To play using the File Manager:
-
- 1. Double click the File Manager to open it.
- 2. Find the PYRO.EXE file in the Pyrosaurus directory.
- 3. Double-click PYRO.EXE.
-
- To make your own Pyrosaurus Group and Icon:
-
- First, make a Group:
-
- 1. From Program Manager menu, select FILE-NEW.
- (The NEW PROGRAM OBJECT Window opens.)
- 2. Click the PROGRAM GROUP button.
- 3. Click the OK button.
- 4. Next to Description, type in PYROSAURUS.
- (Leave Group File blank.)
- 5. Click OK. You now have an empty Pyrosaurus Window.
-
- Then, make an Icon:
-
- 6. From Program Manager menu, select FILE-NEW.
- (The NEW PROGRAM OBJECT Window opens.)
- 7. Click the PROGRAM ITEM button.
- 8. Click the OK button.
- (The PROGRAM ITEMS PROPERTY Window opens.)
- 9. Next to Description, type in PYROSAURUS.
- 10. To fill in the Command Line, click the BROWSE
- button.
- 1. Go to the directory you put Pyrosaurus in.
- 2. Find the file PYRO.EXE and double click it.
- (The Command Line will show the path and file.)
- 11. Click the CHANGE ICON button. The message says there
- are no icons available among other things. Don't
- panic, everything is fine, just click the OK button.
- (The Change Icon Window opens.)
- 12. Click the BROWSE button.
- 13. Find the Pyrosaurus directory again.
- 14. Find the file PYRO.ICO and double click it.
- (You return to the Program Item Properties Window.)
- 15. Click OK. You are done!
-
- To play using the Icon:
-
- 1. Double click the Pyrosaurus Icon.
-
- ---------------------------------------
-
- Windows 95:
-
- There are several ways to play Pyrosaurus from Windows 95.
- the best way is to make a shortcut that you can click on.
- The next best way is to play it in a DOS Window. If that
- won't work, you can restart in DOS and play it from there.
-
-
- Making a shortcut for the Desktop, Start Menu or Programs:
-
- 1. Click on the Start Button.
- 2. Select Settings and then Taskbar
- 3. Click the Start Menu Programs Tab.
- 4. Click Add and then Browse.
- 5. Double click on the Pyro folder.
- 6. Right click PYRO.EXE and select "Create Shortcut".
- 7. Find the new icon called "Shortcut to PYRO.EXE".
- It should already be selected (highlighted), if not,
- click its icon.
- 8. Click Open.
- 9. Click Next.
- 10. To put the shortcut on the Desktop, Startup Menu or
- under Programs, double click the corresponding
- term. ex. to put the shortcut on the desktop, double
- click Desktop.
- 11. Select a Name. Type in Pyrosaurus (or whatever you
- want to name it).
- 12. Select an icon: click the Pyrosaurus icon.
-
- Playing Pyrosaurus from a DOS Window:
-
- 1. Open a DOS window.
- 1. Click the START Button in the bottom left corner of
- the Widows Task Bar.
- 2. Select Programs.
- 3. Click on the MS-DOS Prompt Icon. .
- 2. At the DOS Prompt, type: cd \pyro
- (this assumes that you put Pyrosaurus in a directory
- with this path and name. If not, use the path and directory
- that you used.)
- 3. type: pyro
-
- Playing Pyrosaurus from DOS:
-
- If the above procedures don't work, try the following:
-
- 1. Click on the START Button in the bottom left corner
- of the Windows Task bar.
- 2. Select Shut Down and select "Restart in MS-DOS mode".
- 3. At the DOS Prompt, type: cd \pyro
- (this assumes that you put Pyrosaurus in a directory
- with this path and name. If not, use the path and
- directory that you used.)
- 4. Type: pyro
-
- ---------------------------------------
-
-
- To UNINSTALL Pyrosaurus
- -----------------------
-
- DOS:
-
- Just delete everything in the Pyrosaurus directory: Go to the
- Pyrosaurus directory and type "del *.*". Then delete the
- Pyrosaurus directory by typing "cd .." then "rd pyro".
-
-
- ---------------------------------------
-
- Windows 3.1:
-
- If you made a Windows Group and Icon:
-
- 1. Click the Pyrosaurus Icon once to select it.
- (The name will be highlighted.)
- 2. Press the Del (Delete) Key to delete the Icon.
- 3. Press the Del (Delete) Key again to delete the Group.
- 4. Delete all the files in the Pyrosaurus directory.
- (You can use File Manager.)
- 5. Delete the Pyrosaurus directory.
-
- If you are running Pyrosaurus from the File Manager:
-
- 1. Delete the Pyrosaurus directory and everything in it by
- double clicking on the File Manager Icon. Then, go to the
- Pyrosaurus directory. From the file menu, select Delete and
- follow the instructions.
-
- ---------------------------------------
-
- Windows 95:
-
- 1. Click the START Button.
- 2. Select Program.
- 3. Click the Windows Explorer Icon.
- 4. Select the Pyro Folder.
- 5. From the File menu item, select Delete.
-
-
- ==================================================================
-
- 3. ========= I M P O R T A N T A N N O U N C E M E N T ========
-
- If you like Pyrosaurus, please give it to your friends, your
- Grandmother and your dog but you should only give them the file
- PYRO20.EXE. As you use Pyrosaurus, several files are modified
- and created for your exclusive use. They hold your credit card
- number, modem settings and other information that pertain only to
- you. One of the files also has your sound card configuration which
- could cause your Grandmother's computer to lock up and you won't
- get any more cookies.
-
- By giving out only PYRO20.EXE, you are sure that they are getting
- everything they need and nothing of yours.
-
- Please see the "Disclaimer - Agreement" section for more details.
-
-
- ==== E N D OF I M P O R T A N T A N N O U N C E M E N T ====
-
- ==================================================================
-
- 4. INTRODUCTION
- ------------
-
- Welcome to Pyrosaurus.
-
- Now that you have Pyrosaurus, you can create and train a team of
- fire breathing dinos. Make 'em lean and make 'em mean because
- they are going up against some heavy competition with bad
- intentions.
-
- Playing Pyrosaurus is like having your own professional sports
- team (only these guys battle to the death):
-
- You're the Scout: Find the players with the most potential.
- You're the General Manager: Organize your team, hire or fire
- players, etc.
- You're the Coach: Train your players to create an efficient
- and professional team.
-
- We are the League Commissioners. We match up your team with
- another player's team. If your team wins, you move up in the
- standings. The best teams compete in the playoffs, Tyrannicus
- Supremus! After watching each "game", you can change players,
- retrain your team, or anything else you want to do before they
- compete again.
-
- Briefly, here is what happens:
-
- * First you make your team. Making your team is a game in itself
- and a lot of fun.
-
- * Send your team to us. This is all automated and you don't need
- an Internet connection. You click a button and your computer
- calls our computer through a toll free 800 number and we do the
- rest.
-
- * Your team competes against a team sent in by another player. The
- next day your computer calls again and receives the results. You
- get a complete playback of the contest to watch and analyze.
-
- If your team won, then you are advanced in rating. When you
- reach the top rating for that arena, you are advanced to the
- next arena. As you move up, more features become available to
- make your team even stronger. There are eleven arenas, each with
- unique challenges. You are always matched against a team with
- the same rating as yours.
-
- * You can play back your contest results as many times as you
- want. Analyze your team's actions to see what each dino did
- right and, more importantly, what they did wrong. Also watch the
- other team. You might get some ideas on how to improve your
- team.
-
- * Your first contest is free. You are charged a small fee for all
- additional contests. (See Chapter "4c. Entrance Fee" for more
- details.) In all contests, you compete against teams built by
- other players.
-
- You must compete at least once every three months to keep your
- current standing. If you have only played one contest then your
- team will be dropped after one month of no activity.
-
- * Win or lose, if you are not happy with the way your team
- performed, you can retrain them between contests. Change team
- members, improve their fighting skills, change their physical
- characteristics. You can even start your team from scratch
- again. It's up to you. When you think they are ready for
- another contest, send them in again.
-
- * There are no hidden, automatic or unexpected charges. You are
- notified through your computer before there is any charge and
- you have the option of not allowing the charge.
-
- ------------------------------------------------------------------
-
- 4a. ARENAS
- ------
-
- There are 11 arenas. Everyone has a rating in the arena. The
- lowest rating is 5. When you send your team in, it will compete
- against someone else's team in the same arena with the same
- rating. If you win the contest you will go up one rating level. If
- you lose, you keep your old rating. Once you reach a rating of 0,
- you advance to the next arena.
-
- New players start in the Trio Bellum arena. Trio Bellum means
- "Beginner's Battle" but don't be deceived, you are in for some
- tough fights. This arena is small and you only have 3000 points to
- build your team with. Use your points where they will do the most
- good and train your dinos to take advantage of the attributes
- that you give them.
-
- Each arena adds something new that will require a different twist to
- your training strategy. The arena changes shape and size, you get
- more points to create a stronger team and more options become
- available to you for creating your team. Some of the later arenas
- can become very bizarre. Only the best of the best teams will have
- the privilege of competing in Tyrannicus Supremus (the top arena).
-
- The other arenas are:
-
- 10. Quadriennium: "Going on Four Feet"
-
- Now you can make strong and fast Quadrupeds for your team! Do
- you have that penned in feeling? It is time to stretch out:
- the arena is over 5 times larger! With all that extra room,
- you will need extra points to build a stronger team to cover
- all that territory: you now have 4,000 points to build your
- team!.
-
- 9. Augustus Harena: "Narrow Arena"
-
- Food is a new addition to this arena. Small bushes are growing
- in the arena. When bushes are eaten, health and strength are
- restored. You also get an extra 1,000 points to spend on your
- team!
-
- 8. Tribus Bellatrix: "Three Female Warriors"
-
- Welcome to the land of three Queens. You can now teach your
- team to run in packs and you have three Queens that need to be
- protected! The contests are longer, the arena is bigger and
- you have 6,000 points to spend!
-
- 7. Laxus Brevis: "Wide and Short"
-
- Good offensive and good defensive skills are both critical.
- Danger is never very far away because there is nowhere to
- hide! You have 7,000 points to build a powerful team! This is
- truly survival of the fittest!
-
- 6. Regina Omnis: "All Queens"
-
- This time, every member of your team is a Queen! The first
- team to eliminate an opponent wins. Use caution. The arena is
- big with plenty of opportunity to get into trouble. You will
- want to spend every one of your 8,000 points!
-
- 5. Magnus Contendo: "Big Struggle"
-
- This is a return to the long and narrow arena you saw in
- Augustus Harena only now it is much longer and not quite so
- narrow. Your dinos have longer fire range: just the thing to
- clear a path to that enemy Queen. You also get more points and
- a longer time limit.
-
- 4. Nulla Regina: "No Queens"
-
- Here is a twist, this arena has no Queens! The team with the
- last dino standing wins.
-
- 3. Vastus Campus: "A Vast Plain"
-
- This is a huge arena with plenty of room to roam. Large hearts
- cost less points (to increase endurance) and the time limit is
- extended to 9 minutes.
-
- 2. Congregari Venator: "Pack Hunters"
-
- Five Queens to a side, 12,000 points, a 9 1/2 minute time limit
- and vicious opponents. This is no place for cowards!
-
- 1. Tyrannicus Supremus: "Supreme Tyrant"
-
- Does your team have what it takes to become the Supreme
- Tyrant? This is the last Arena. When you make it this far, you
- are among the best of the best. Two significant rules change
- now. The other Arenas had 5 ratings each, this one has 25! You
- now will go down a rating if you lose (but you can't drop down
- to a lower arena). This arena is not for the fainthearted! You
- have 13,000 points, a 10 minute limit and tough competition!
- If you reach the top level, your name and your team name will
- be added to The Official Pyrosaurus Home Page for the whole
- world to see!
-
- ------------------------------------------------------------------
-
- 4b. WINNING A CONTEST
- -----------------
-
- Each team has one or more Queens (except in the Nulla Regina
- Arena). Queens can be identified by unique head markings. You win
- when your team destroys any opponent Queen. (In the Nulla Regina
- Arena, the last man standing wins).
-
- Contests have a time limit. If all Queens are standing when time
- runs out, the contest is declared a draw and neither team
- advances.
-
- In the first arena, the opposing Queen is not hard to find but
- the later arenas are larger and finding her will be challenging.
-
- ------------------------------------------------------------------
-
- 4c. ENTRANCE FEE
- ------------
-
- Your first contest is free. You are charged a small fee for any
- additional contests in which you participate. The current charge
- is $8 for seven contests (less than $1.15 per contest!). You are
- charged through your credit card after you specifically approve
- the charge. Washington State residents are charged sales tax.
-
- You are always notified through your computer before any charge is
- made and you always have the option of declining a charge. There
- are no hidden charges, no automatic charges and no unexpected
- charges. Your credit card number is secure (it is never sent
- through the Internet). You can drop out of the competition at any
- time just by not playing (you don't even have to notify us). The
- modem call is toll free.
-
- To keep costs as low as possible, the minimum charge is $8. This
- gives you credit for seven contests. We will refund any unused
- portion of the charge at your request.
-
- Instead of using a credit card, you can send a check with the
- Order Form which is at the end of this manual and also in a
- separate file (order.txt). Gift Certificates are also available at
- the end of this manual and as a separate file (gift.txt).
-
- Well, that's Pyrosaurus in a nutshell. Even if you don't plan on
- entering contests, I bet you will have fun creating and training
- your team.
-
- Visit our web site at: http://www.evryware.com/pyrosaurus
- for the latest news.
-
- Now for the details.
-
-
- ==================================================================
-
- 5. GETTING STARTED
- ---------------
-
- Go ahead and start Pyrosaurus. (If you don't know how, see
- Chapter 2: Installing Pyrosaurus.)
-
- Pyrosaurus provides comprehensive online help so you can get the
- help and information you need quickly and easily. There are
- two ways to get online help:
-
- 1. Left Click a HELP Button (you will find one on almost
- every screen).
- 2. Right Click any button to get a description of that button.
-
- If this is your first time, you will automatically go to the sound
- configuration screen and then to the game configuration screen. We
- will talk about those in a moment, but first, there are a few basic
- things you should know.
-
- VERY IMPORTANT - Several files are created as you build your team.
- You should periodically copy these files to a floppy so that you
- have a backup in case your hard disk fails. The BACKUP Button on
- the TEAM screen will copy all the team files to a floppy in drive
- A. You should also backup the PYRO.USR file after each contest.
- This file contains your ID number and other critical information.
- This file is automatically copied occasionally to PYRO.BAK in your
- Pyrosaurus directory but it would be a good idea if you also
- backed it up to a floppy. If this file is lost, you will have to
- reinstall the game and start over.
-
-
- *********************************************************************
-
- COMMON BUTTONS
- --------------
-
- The bottom of every screen has buttons that do wonderful and
- amazing things.
-
- Sometimes you will see buttons that are brighter than
- normal. This indicates that a specific mode is set. ex.
- Three buttons are onscreen: SLOW, MEDIUM, and FAST. MEDIUM
- is brighter than the others, indicating that the speed is
- set to medium. Pressing the SLOW Button will make it turn
- bright and change the speed to slow.
-
- Some buttons have no use under certain conditions. For
- example, the REMOVE Button is not needed if there is nothing
- to remove. These buttons recede into the distance and
- disappear until needed.
-
- HELP: Almost every screen has a HELP Button, just click on
- it to get help. In fact, you could use Pyrosaurus
- without reading this manual just by pressing every
- HELP Button that you find. You may want to still read
- this manual as it does a better job of giving you an
- overview of all the Pyrosaurus features and it has
- information and tips not in the help screens.
-
- You can right click on most buttons to get a
- description of what that button does and other
- useful information.
-
- DONE: Most screens also have a DONE Button. Press this when
- you have finished making changes at this screen. Any
- changes you made will be saved. The ENTER key can be
- used instead of the DONE Button.
-
- CANCEL: When you press the CANCEL Button, you will back up
- to the previous screen. Any changes you make in this
- part will not be saved.
-
- PAUSE/SLOW/MEDIUM/FAST: There are four Time Settings. PAUSE
- freezes time. Nothing will move when pause is
- selected. SLOW is slow motion. This is useful when
- there is too much happening at once to keep up or to
- look at something in detail. SLOW works by limiting
- the frame rate to 10 frames/second. If you have a
- slow computer or you have a lot of mist or swamp
- animation, then your frame rate may already be close
- to 10 and you won't see much of a change. MEDIUM is
- normal time. FAST is like fast forward, a quick way
- to get through any lulls in the action.
-
- UP/DOWN: Use the UP and DOWN Buttons to move text up and
- down, one line at a time.
-
- PgUp/PgDn: Use the PgUp (Page Up) and PgDn (Page Down)
- Buttons to move text up and down, one screen
- at a time.
-
- ENTER key: Same as the DONE Button.
-
- Esc Key: You can press the Esc key at any time to back out
- of the screen. Any changes that you made in that
- screen will not be saved. The settings will revert
- back to the way they were when you entered that
- screen. You can exit Pyrosaurus quickly by pressing
- the Esc key repeatedly.
-
- SLIDERS
- -------
-
- Many screens have Sliders. Sliders are a tall thin frame
- with a ball inside. You can move the ball up and down inside
- the slider to adjust the parameter associated with the
- slider. To move the ball, drag it by pointing at it and
- holding the left mouse button down. The mouse pointer will
- disappear and you can now move the mouse forward and back to
- adjust the slider. To "let go" of the ball, release the left
- mouse button. To make small adjustments, you can point above
- or below the ball and click.
-
- DEFINITIONS
- -----------
-
- Arena: Contests take place in an arena. All areas outside the
- arena are shown as black. Dinos may occasionally step
- outside the arena but they cannot fight while out of
- bounds and will soon return to the arena. Arenas are of
- different shapes and sizes. Generally, arenas are larger
- as you advance.
-
- Biped: A dino with two legs.
-
- Click: To press and release the left mouse button. For example, to
- see the Help Screen, point at the HELP Button and then
- "click". "Press" means the same thing as "click". "Right
- Click" means to quickly press and release the right mouse
- button.
-
- Contest: Battles in which your team competes against a team built by
- another player.
-
- Dino \die-know\ pl. Dinos [from Lt., Deinos, terrible] a single
- organism taken from a variety of species resembling a fire
- breathing Dinosaur.
-
- Goal: Goals are yellow X's that are used in Movement Training to
- teach a dino what path to take from place to place. A line
- connecting the goals is the path. The circle around each
- goal is its Zone.
-
- Path: Paths are used in Movement Training. They are lines that
- show the route the dino will take to complete a movement.
-
- Point: To move the mouse to cause the cursor to be over something
- on the screen.
-
- Pyro \pie-row\ [from Lt., pyros, Fire] using or having to do with
- fire or combustion.
-
- Quadruped: A dino with four legs.
-
- Queen: Like the King in chess, when your Queen dies, you lose. She
- can be identified by her unique head markings.
-
- Saurus \sore-us\ [from Gr., sauros, Lizard] used to form the names
- of certain reptiles.
-
- Screens: The display that is on your monitor's screen. For
- example, you click the HELP Button to go to the Help
- Screen where you see Help text.
-
- Species \spe-shez\ [from Lt., Specere, appearance] a biological
- classification comprising of a single distinct kind of
- organism potentially able to breed with one another.
-
- Team: After you create and train a dino, his name goes on a
- roster. A team is a group of dinos that you choose from your
- roster. A team can have from one to as many as 10 dinos. Your
- team competes against teams built by other players.
-
- Zone: A Zone is the circle around each Goal in Movement Training.
- Zones are adjustable and add a great deal of flexibility to
- movement. With Zones, you can determine if the dino will
- travel in a precise path or cut corners.
-
- -------------------------
-
- Now back to the game. If this is the first time that you have
- played Pyrosaurus, you should be at the....
-
- Sound Configuration Screen
- --------------------------
-
- With luck, the magic that makes Pyrosaurus so wonderful has
- detected your sound card and has automatically selected the
- proper settings. If we goofed and the settings are not
- correct, go ahead and change them.
-
- SFX: Click on the SFX Button to see if your sound effects
- are working properly. If so, you will hear a
- rumbling/burning sound.
-
- DIGITAL: Click on the DIGITAL Button to test your digital
- sound effects. You should hear a growling dino.
-
- If either SFX or DIGITAL is not working, change your
- settings. Just click on the box you want. If you select the
- wrong settings, your computer may get mad at you and lock
- up. Never fear, there is a solution. Re-boot and delete the
- PYRO.CNF file from your Pyrosaurus directory and try again.
-
- Some of the newer wavetable sound cards are not fully sound
- blaster compatible even though they may say they are. If you
- do not hear a rumbling/burning sound when you press the SFX
- button then put a check in the "Alternate SFX" box and try
- again. With the "Alternate SFX" box checked, the sounds that
- you hear will not be exactly what we intended but at least
- you should hear something.
-
- If, for some reason, you don't want to hear music and some
- of the more subtle sound effects, put a check in the "No
- SFX" box. If you don't want dinos roaring while the
- children are sleeping, check the "No Digital" box.
-
- You can also select the volume of the background music.
- Check the "Low" box if you want low volume. Check "Off" if
- you don't want to hear music. (You will not hear music if
- "No SFX" is checked either.)
-
- Press the DONE button when your sound card is configured
- properly.
-
-
- Game Configuration Screen
- -------------------------
-
- You are now looking at an actual live dino, one of only
- a few in captivity. This screen lets you adjust your
- preferences for the rest of the game.
-
- * MAP SCROLLING: Normal Map Scrolling is when you drag the
- mouse left while you hold the left mouse button down and
- the dino moves left. Reverse Map Scrolling is when
- you drag the mouse left and the Dino moves right.
-
- Try scrolling the map by holding the left mouse button
- down and moving the mouse. If these movements don't seem
- natural to you, then click the reverse box.
-
- You can also zoom in and out by holding the right mouse
- button down and moving the mouse forward and back.
-
- * TURN FOOTPRINTS ON AND OFF: You won't see any footprints
- here but you will see them later. If you would rather not
- see footprints, turn them off. The game will also run a
- little faster if it doesn't have to draw footprints.
-
- ANIMATION QUALITY: The following settings are used to adjust
- how smooth the dinos move. The number to the right of
- "Speed" is the frame rate (frames per second). The larger
- this number, the smoother the animation. This number has a
- maximum value of 20. The idea is to get a good balance
- between the frame rate and the amount of graphic detail that
- you want. Make sure that you zoom in close to a dino before
- making these adjustments. If you have a super fast
- computer, then the frame rate will stay pegged at 20 and you
- can set the graphic detail to whatever you want.
-
- * SHADOWS: Turn shadows on or off. Shadows slow your frame
- rate down but only while the dino is on the screen.
-
- * SWAMP DETAILS: Drag the ball up and down in the Swamp
- slider. This changes the amount of swamp detail. The Swamp
- animation is the biggest consumer of speed.
-
- * MIST DETAILS: Drag the ball up and down in the Mist slider
- to change the amount of mist that drifts over the swamp.
- (You will only see mist here and during a contest.)
-
- You can change these settings at any time by pressing the
- SETUP Button on the Title screen.
-
-
- Press DONE to go to the Title screen.
-
- ==================================================================
-
- 6. SCREEN DESCRIPTIONS
- -------------------
-
- The title of each description lists the buttons that should be
- pressed to reach that screen from the title screen. As an
- example, for title - Setup - MODEM, you would press the SETUP
- Button at the title screen and then the MODEM Button at the Setup
- screen.
-
- ==================================================================
-
- 6a. TITLE
- -----
-
- The first screen that you see is the title screen. The intro animation
- will play but you can press buttons at any time.
-
- SPECIES: You need to build at least one species before you can make
- dinos.
-
- TRAIN: Teach your species how to move, how to fight and what
- decisions to make. You need at least one species before this
- button will appear.
-
- DINO: Make dinos for your team. You need at least one species before
- this button will appear.
-
- TEAM: Set up your team. Select team members, choose your Queen(s),
- test your team and more. You need at least one dino before
- this button will appear.
-
- CONTEST: Watch a contest. This button appear when you have received
- a contest.
-
- SETUP: This is the fun, technical stuff like setting up your sound,
- modem, credit card info, and game details.
-
- MODEM: Use your modem to send your team to us, download a contest
- and write, read and send messages.
-
- HELP: See a variety of useful information.
-
- ABOUT: An overview of Pyrosaurus, credits and how to contact us at
- Evryware.
-
- QUIT: Exit Pyrosaurus.
-
- You can press the D key at any time on the title screen to see the
- version number of Pyrosaurus that you are using. You will also see
- your ID number, the arena that you are qualified to compete in, your
- rating in that arena and your credit. Your ID number is needed if
- you decide to pay for contests with a check instead of a credit
- card. You must enter at least one contest before you are given an
- ID number.
-
- ==================================================================
-
- 6b. title - SETUP
- -------------
-
- Let's start with the SETUP Button on the title screen.
-
- Here is where you do all the fun technical stuff. You can now
- select from the following buttons:
-
- SOUND: Test your sounds to make sure they are working properly.
- This selection is described in more detail above (Sound
- Configuration Screen).
-
- CHARGES: Enter your credit card information here. You don't have
- to do this until you enter your second contest but it is
- okay to do it now so it will be ready.
-
- MODEM: Set up your modem. You will need to do this before you
- send your team in for a contest. Do this now and your
- system will be ready to enter a contest when you are.
-
- GAME: If you are using an older computer and the animation runs
- slow, you can remove some of the graphic detail to speed
- things up. Reduce the amount of swamp motion and mist. Turn
- shadows and footprints on or off. This selection is
- described in more detail above.
-
- ==================================================================
-
- 6c. title - setup - MODEM
- ---------------------
-
- This is where you set up your modem so that your team can be sent
- in for a contest. For best results, you should be using a Hayes
- compatible modem (most are). If you are using Windows 95 and
- a "Windows only" modem, you will need to be running Pyrosaurus
- from a DOS window, not from DOS (see Section 2, Installing and
- Running Pyrosaurus).
-
- Initialization String:
-
- This string will be sent to the modem to put it in the proper
- operating mode. Different modems need different strings.
- Usually the modem's default hardware flow control setting will
- work. This is usually AT&F1 but in some cases, it can be AT&F2,
- ATZ or some other string. Look in your modem manual to decide
- which initialization string to use.
-
- The ideal modem setup is the following:
-
- * Hardware Flow Control ON (RTS/CTS)
- * Software Flow Control OFF (XON/XOFF)
- * Local Echo ON
- * Fixed serial port rate
- * Display verbal (Verbose or Word) result codes
- * Normal Carrier Detect operations
- * Normal Data Terminal Ready operations
- * No Guard Tone
- * Data Compression ON
- * Error Control ON
- * Send CONNECT when connected
- * Send BUSY if busy
-
- You can also try using the initialization string from your
- communications program.
-
- Sometimes the initialization string must contain control
- characters which can not be printed on the screen. When the ^
- character is encountered in the string, it will make the
- following character a control character. For example, ^A will
- send out the code for Control-A. A few common control characters
- are ^M, which is the Carriage Return character, ^J, which is the
- Line Feed character, and ^[, which is the Esc character. To send
- out the ^ character itself, use two ^ characters.
-
- Space characters in the string are ignored.
-
- A string that would reset the modem and then turn the modem's
- speaker off would be: AT&F1^M ATM0 - or - AT&F1M0
-
- Port:
-
- This is the COM port that is connected to your modem.
-
- IRQ:
-
- This is the interrupt number that your modem uses. When you
- change the port setting, the IRQ setting will change to the
- default for that port. If that setting is not correct, you can
- change it.
-
- Baud Rate:
-
- This is the speed at which your computer talks to the modem. It is
- not the modem's actual speed (i.e. 14,400, 28,800, 33,600). You
- should select the highest speed that works reliably. 38400
- works with most computers. Newer computers can be set to
- 57600. Older computers may need to go down to 19200 or even
- 9600. This number should not be less then your modem's speed.
- (Don't use 19200 with a 28800 modem.)
-
- If you experience errors or erratic operation when using the
- modem, try using a lower baud rate.
-
- For the curious, this is why you should set your baud rate higher
- than your modem's speed. Your modem will try to send data at its
- baud rate. Most modems compress data before they send it, making
- the data smaller. This makes modems faster and more efficient.
- Consequently, your computer needs to send data to your modem
- faster than your modem's speed to keep the modem operating at full
- speed. A 14,400 modem will transfer data about 20% faster when you
- set your port for 38,400 than it will when set to 14,400. A rule
- of thumb: if you have a 14,400 modem, set the Baud Rate to
- 38,400 and set faster modems to 57,600.
-
- Dialing Prefix:
-
- This string is inserted in front of the phone number when
- dialing. It can be used to disable call waiting (*70 usually
- works but check with your phone company) or to dial an outside
- number through a PBX. (If you have call waiting and someone
- tries to call you while you are using your modem, the call
- waiting beep will disrupt your modem transfer.)
-
- In some cases, the modem can pause or wait for a dial tone
- after sending the prefix and before dialing the phone number.
- Your modem's manual should give the characters needed to do
- this if your system requires it.
-
-
- TEST: When you think that your settings are correct, press the
- TEST Button. Your computer will try to connect with our
- network using a toll free number. You will get a message
- indicating the results of the test.
-
- This test must pass before you can send your team to us.
-
- There are four problems that could cause a test
- failure:
-
- 1. Error opening COM port. You specified the wrong COM
- port. Try another one.
-
- 2. Unable to initialize modem. You specified the wrong IRQ
- or the initialization string contains commands that your
- modem doesn't recognize. Also, make sure that your modem
- is connected and turned on.
-
- 3. Fail to connect:
-
- * If you are dialing through a PBX, you may have to dial
- a number to connect to an outside line. Put this number
- in the Dialing Prefix. Be sure to add any special
- characters needed after the number if the modem should
- pause before dialing the phone number.
-
- * If there is a lot of noise in the phone line, you may
- not be able to connect. Try again later.
-
- * Your initialization string may be wrong. Reread the
- above suggestions for setting up your initialization
- string.
-
- * In a few rare cases, a certain modem model just won't
- connect to a certain other modem model. As a last
- resort, borrow a friend's modem and give it a try.
-
- * It is necessary to occasionally bring our system down
- for maintenance. If you try to test while our system is
- down, you will not be able to connect. If your modem
- rings but there is no answer, try again a little later.
-
- * Someone in another part of your house may be using the
- phone.
-
- 4. Connection successfully made but test failed:
-
- * Your initialization string may be wrong. Reread the
- above suggestions for setting up your initialization
- string.
-
- * This can be caused by a lot of phone line noise. Try
- later when there is less noise in your phone line.
-
- * In a few rare cases, a certain modem model just won't
- communicate reliably with a certain other modem model.
- As a last resort, borrow a friend's modem and give it a
- try.
-
-
- If you still have problems, check the problems page on our web
- site or e-mail us. If you e-mail us, include as much information
- as possible including your modem type and the messages that were
- displayed during the test.
-
- email: barry@evryware.com
- website: http://www.evryware.com/pyrosaurus
-
-
- Press DONE when your modem is set correctly.
-
- ==================================================================
-
- 6d. title - setup - CHARGES
- -----------------------
-
- Your first contest is free. After that there is a small entrance
- fee that can be paid with a credit card. Enter your credit card
- information here.
-
- We can accept either Visa or Master Card. Click on the box for the
- card that you have.
-
- Name on Card: Enter your name exactly as it appears on the card.
-
- Card Number: Enter the card's number with no spaces between the
- numbers. Be sure to include all the numbers.
-
- Expiration Date: Enter the expiration date on the card.
- (Month/Year) ex. 08/98.
-
- Street Address: The billing address for the card. This information
- is only used to verify that this card is yours.
-
- Zip Code: This is also used to verify that this card is yours.
-
-
- Press DONE when your charge card info is correct.
-
- ==================================================================
-
- 6e. title - ABOUT, HELP and QUIT
- ----------------------------
-
- These screens give you information on various things. Click 'em
- and read what they say.
-
- ABOUT: The ABOUT Button has fun facts to know and tell. See the
- names of the people that made Pyrosaurus and how to contact
- them. The address of the Official Pyrosaurus Web Page can
- also be found here.
-
- Press DONE to return to the Title Screen.
-
- HELP: Click on a HELP Button to get specific information and help.
-
- The Help on the Title Screen has a lot of good stuff about
- how to use Pyrosaurus, definitions, common questions, etc.
-
- You can also right-click any button to get help, advice and
- information about what that button does.
-
- Some longer Help Screens have a DONE Button. On those
- screens, click DONE to exit. Otherwise, press any key or
- click a mouse button to exit.
-
- QUIT: Click the QUIT Button to exit Pyrosaurus. You can also exit
- quickly from almost anywhere in Pyrosaurus by pressing the
- Esc key repeatedly.
-
- ==================================================================
-
- 7. CREATING A TEAM
- ---------------
-
- * Start out by building a species. A species has unique
- characteristics such as neck length, number of legs and so on.
- You will also train a species to act a certain way. All dinos
- of the same species will look and act the same but each one can
- be a different size and have a different name.
-
- You need at least one species before you can build individual
- dinos. You can create up to 20 species. Every species does not
- have to be included on your team.
-
- At the start, you are given a certain number of points with
- which to build your team. These points are used as you change
- the attributes of your species. It is up to you to decide how
- you want to use the points. The total cost for this species is
- displayed at the upper left corner of the screen. The cost of
- the attribute you have selected is also shown.
-
- The TEAM-ROSTER screen displays the total points allowed in
- your arena.
-
- * Once you have built a species, you can train the species to
- move, fight and make decisions.
-
- * After a species is trained, you can create individual dinos
- from that species. Each dino can have his own size and name.
-
- * When you have one or more dinos, you can form a team. Choose
- your Queen(s), team colors and select each dino's starting
- position on the arena.
-
- * That's it. When you are ready to enter a contest, press the
- MODEM Button and follow the instructions. Your team will
- compete against a team sent in by another player. Make any
- adjustments that you want to your team after a contest then
- send your team in for another contest.
-
- So, let's start by building a species.
-
- ==================================================================
-
- 8. BUILDING A SPECIES
-
- The first step in building a team is to create at least one
- species. From that species, you build dinos, and from your dinos,
- you build a team. And, once you have a team, you can blow away
- someone else's team!
-
- All the dinos created from the same Species share certain physical
- characteristics like the same number of legs, same tail length,
- how far they can see, etc. You will also train the species how to
- move, how to fight and how to think. You can include dinos from
- more than one species on your team, although you don't have to
- include every species.
-
- You can determine the eye positions for this new species and adjust
- his senses of sight, hearing and smell. Choose the size of various
- body parts and the strength and thickness of his skin. Want to
- make a biped? Sure, go ahead. How about a quadruped? Yep, you can
- do that too. What if you want to turn him into a snake? Go for it!
- Customize the fire he breathes and give him a name. Voila, a new
- species is born.
-
- ------------------------------------------------------------------
-
- 8a. title - SPECIES
- ---------------
-
- Make a brand new species. It's a lot of fun and adds fiber to your
- diet. You can make a new species, or you can change or clone an
- existing species.
-
- ------------------------------------------------------------------
-
- 8b. title - species - NEW
- ---------------------
-
- The following buttons are standing by, ready to serve you:
-
- Range: Adjust the distance that this species can see, hear, smell,
- and shoot fire. This is also where you determine the head
- type and his neck movement characteristics.
-
- Size: Change the size of various body parts. Stretch the poor
- guy's neck, lop off his tail, give him/her long shapely
- legs, tiny dainty feet or big clod hoppers. It's up to you,
- go wild.
-
- Skin: Give me some skin! The thicker, the better.
-
- Legs: You want a snake? No problem. How about an agile biped?
- Got that too. Got any quadrupeds? You bet (but not in the
- first arena.) We also have a variety of feet guaranteed to
- thrill the discerning dino. And that ain't all.
-
- Fire: Talk about bad breath. More hot air than a pot full of
- politicians. And just like a politician, you can add your
- own unique twist.
-
- Name: After all this work, your new species deserves a name.
-
-
- Press DONE to return to the Species screen
-
- ------------------------------------------------------------------
-
- 8c. title - species - new - RANGE
- -----------------------------
-
- Range adjusts the distance a dino can see, hear and smell. It
- also is used to set how far he can shoot fire.
-
- Let's stop for a minute and look at what's on the screen. Your
- dino is in the center and he is surrounded by other dinos. You can
- zoom in and out by holding the right mouse button down and moving
- the mouse forward and back. If you zoom in too close, the screen
- will automatically zoom out again when you let up on the mouse
- button. The green border shows the size of the arena.
-
- There are three circles around the dino. The Red Circle is his
- sight range. I bet you also see one or two cones coming from his
- eyes. More on this in a minute.
-
- The Yellow Circle is how far he can hear and the Green Circle shows
- his smell range.
-
- SIGHT: So far, so good. Now, make sure that the SIGHT Button is
- bright. If it isn't, then click on it. You will notice that
- the screen will automatically zoom out if the sight circle
- is past the edge of the screen.
-
- You have two sliders on the left side of the screen. Move
- the ball in the "Range" slider to change the distance that
- you want your dino to see. To adjust a slider, drag the
- ball by pointing at it and holding down the left mouse
- button. The mouse pointer will disappear and you can now
- move the mouse forward and back to adjust the slider. To
- "let go" of the ball, release the left mouse button. To
- make small adjustments, you can point above or below the
- ball and click.
-
- Keep an eye on the cost to see how many points the sight
- range is using. Play with the "Field" slider to adjust the
- dino's field of vision. You will be testing both of these
- adjustments with the NECK Button.
-
- For even more variety click on the PREY Button.
-
- --- Some Things You Should Know About Sight ---
-
- The field of vision cone shows the area the dino actually
- sees. But, even if something is in his field of vision, he
- may not actually see it if he turns his head too quickly. A
- wide field of vision increases his chances of seeing
- something because the object will be in his field of vision
- longer. Of course, a wider field of vision uses more
- points.
-
- Switching to "Prey" changes the shape of the dino's head
- and puts his eyes on the side of his head. This gives him a
- better chance of spotting something but he can't see
- directly in front of him. This hinders his ability to aim.
- To compensate, prey heads can see, hear, smell and shoot
- 20% farther than predators.
-
- While we are on the subject of fire, the fire ball that is
- hovering in front of the dino shows the distance that his
- fire will travel. Keep this in mind when adjusting the
- dino's sight. If he can shoot fire farther than he can see,
- his shots won't be very accurate because he must rely on
- his hearing and smell to determine where to aim.
-
- Now back to the circles...
-
- HEARING: Click on the HEARING Button. There is now a disk centered
- on your dino that extends out to the Yellow Circle. If
- this circle extends beyond the edge of the screen, your
- view will automatically zoom out until you see all of the
- circle.
-
- Move the slider up and down to adjust his hearing range.
- When a dino hears something, his accuracy is +/- 20
- degrees. This means that when he hears something, his
- hearing could be telling him that the source of the sound
- is up to 20 degrees away from where it really is.
-
- Hearing range also determines how far away he can hear
- calls from other dinos on his team. He can hear these
- calls up to twice as far as his hearing range.
-
- A dino that is not walking can only be heard at half the
- hearing range.
-
-
- SMELL: The SMELL Button controls the Green Circle. Move the slider
- up and down to adjust his smell range.
-
- The accuracy for smell is +/- 30 degrees. This means that
- when he smells something, he knows just the general
- direction of the smell. This direction could be off by as
- much as 30 degrees. A dino can smell other team members,
- opponents, and food.
-
-
- FIRE: Click the FIRE Button to adjust the distance the dino can
- shoot fire.
-
- The fireball hovering in front of the dino is the distance
- that his fire will travel before dissipating. As you move
- the range slider up and down, you will notice the dino's
- body changes length. This is done to accommodate the change
- in lung size needed to shoot the fire the distance that you
- specify. The maximum fire range will change as you advance
- through the arenas.
-
- Your dinos will shoot at any opponent within fire range. If
- he can shoot farther than he can see, your dino will have to
- rely on hearing and smell to aim and he will be much less
- accurate.
-
- PREDATOR: Predator eye placement is on the front of its head like
- a cougar or a wolf. Both eyes looking forward results in
- stereo vision and good depth perception. This lets him
- pinpoint the position of his target and is especially
- useful during combat. A disadvantage is that he has to
- look around a lot to spot an opponent sneaking up on him.
-
- PREY: Prey eye placement is on the sides of the head like a duck
- or a deer. This lets the Prey see both sides at once and
- makes it harder for an opponent to sneak up on him. Prey
- headed dinos make good sentries. A disadvantage of a Prey
- head is that they have a blind spot in front of them. This
- can make their shots inaccurate during combat. To
- compensate, prey heads can see, hear, smell and shoot 20%
- farther than predators.
-
- The NECK Button is explained in the next section.
-
-
- Press DONE when the ranges are the way you want them
-
- ------------------------------------------------------------------
-
- 8d. title - species - new - range - NECK
- ------------------------------------
-
- The NECK Button is used to determine how often and how fast the
- dino turns his head when looking around.
-
- During a contest, your dino should always be on the lookout for
- danger. The way he looks around affects his ability to spot
- others.
-
- After you press the NECK Button, you will see two sliders:
-
- SPEED: Determines how fast the dino turns his head. The faster
- his head moves, the more area he can scan but the less
- time that he has to perceive detail. Dinos have primitive
- eyes. An object must be in the dino's field of vision long
- enough for him to notice it. In some cases, it may take
- several seconds for an object to register in the dino's
- tiny little brain. If he turns his head too fast and/or
- his field of vision is too narrow, he may not notice
- another dino. The size of the other dino and his distance
- also affect how likely he will be seen.
-
- You can slow the speed down and/or increase the dino's
- field of vision to give him a better chance of spotting
- danger.
-
- Variety: Controls how often your dino looks away from the
- direction that he is facing. It is important that your
- dino scans around for danger but he should also pay
- attention to where he is going. It is up to you to
- determine how often he should look around.
-
- As you adjust the "Speed" and "Variety" sliders, your dino will
- conform to the new settings after he completes his current neck
- movement.
-
- While in this screen, your dino will growl whenever he sees
- another dino. Orange lines are also drawn between your dino and
- all dinos that he sees. During a contest, your dino will
- remember where another dino is for about 10 seconds after that
- dino is no longer in his sight. If he looks at that dino again
- within 10 seconds, the dino will be seen instantly. On this screen,
- your dino immediately forgets about a dino when he is no longer
- seen.
-
- If you don't think that your dino is turning his head far enough,
- you can make his neck longer in the size screen as explained
- below.
-
-
- Press DONE to return to the Range Screen
-
- ------------------------------------------------------------------
-
- 8e. title - species - new - SIZE
- ----------------------------
-
- There are a lot of things to play with here. You can make some
- very unique dinos. Adjust the size of various body parts to affect
- different characteristics like endurance, agility, speed, etc.
- Usually, the larger the body part, the stronger the characteristic
- and the more it costs.
-
- You can zoom and scroll with the right and left mouse buttons just
- like on other screens.
-
- To change the size of a body part, click on the button for the
- body part you want to change. Drag the slider up to make the
- selected part bigger or down to make it smaller.
-
- The numbers at the upper left of the screen show the total cost of
- this species and the actual cost of the selected body part at its
- current size.
-
- Some buttons that you might enjoy pressing are:
-
- HEAD - You can give this species anything from a fat head to a pin
- head. (But they may never forgive you for it!)
-
- The size of the head affects how fast the dino exhales when
- breathing fire. A small head has a small mouth which can
- only expel flames in a thin stream. A large head has a
- mouth big enough to burp one big fireball.
-
- The same amount of fire comes out no matter what his head
- size is but the length of time that it takes to come out
- varies. While you are adjusting the head size, the dino
- will shoot fire so that you can see the results.
-
- NECK - Neck length has its advantages. A long neck allows the
- dino to turn his head over a greater range. This can help him
- spot an opponent and aim more effectively during a fight.
-
- While you are at this screen, the dino will turn his head
- as far as he can so that you can see his full range for any
- neck length. Try giving him a real long neck and see how
- far he turns his head. Then give him a shorter neck to
- compare the difference.
-
- The disadvantage of a long neck (besides cost) is that it
- makes your dino a larger target. Necks have thinner skin
- than the body. Any hits to the neck will cause twice the
- damage of a body shot.
-
-
- HEART - The heart influences endurance. The bigger the heart, the
- more he can do before he gets tired. A tired dino cannot
- run or shoot as often.
-
- A dino becomes tired as he runs, jumps, and shoots. A dino
- that is creeping or not moving will become rested.
-
- The dino's chest swells and shrinks as you adjust the size
- of his heart.
-
- Contrary to popular belief, a large heart does not make a
- dino more amorous.
-
- If your dinos become tired when you are on the Test screen
- (explained later), then you might want to come back here
- and add a little more heart.
-
-
- TAIL - The tail is used for balance. A dino can turn quicker with
- a long tail. During combat, a long tail makes the dino more
- agile.
-
- While you are adjusting the tail length, your dino will
- walk in a circle making the tightest turns that he can for
- that tail length. Try giving him a real long tail and see
- how tight his turns are. Then give him a stubby tail to
- compare the difference.
-
- A long tail is also kind of a macho thing. A short tail
- could give your dino an inferiority complex.
-
- LEGS - A dino with long legs takes big steps and consequently
- walks faster than one with short legs. Large legs are also
- stronger so he will be able to run faster and jump farther.
-
- FEET - The fight arena is a muddy bog. The type and size of feet
- determine how much traction your dino has when he is
- running and jumping.
-
- A small hoof provides the least traction. The largest hoof
- has slightly less traction than the smallest webbed foot.
- The largest webbed foot has slightly less traction than the
- smallest clawed foot. The cost of the feet gives you an
- indication of the traction they give. The more the feet
- cost, the better the traction your dino will have and the
- better he can jump and run.
-
-
- Press DONE when the sizes are adjusted to your satisfaction
-
- ------------------------------------------------------------------
-
- 8f. title - species - new - LEGS
- ----------------------------
-
- Choose the number of LEGS for this species. Decide if you want it
- to have straight legs or sprawling legs. The type of feet are an
- important part of your dino's anatomy too.
-
- You have the power to create a species that is similar to vicious
- Raptors. Even a big, powerful Brontosaur is within your reach.
- Maybe you would like a herd of cool Crocodiles. How about some
- slimy slithering Snakes?
-
- NUMBER OF LEGS
-
- None - Without legs, a dino becomes a snake. Snakes only have
- one speed: slow. The advantage of a snake is low cost.
-
- Snake skin is extra thin, 75% as thick as a biped's
- skin.
-
- Two (biped) - A dino with two straight legs is like a Velociraptor.
- If it has two sprawling legs, it is more like a
- big, tough frog. A biped is agile and fast but not
- as fast as a quadruped. Bipeds are the only dinos
- that can jump. This gives them a big advantage
- when fighting (if they have fight training).
-
- Four (quadruped) - Quadrupeds become available in the
- Quadriennium arena (the second arena).
-
- Quadrupeds have high strength and endurance which
- enables them to carry more weight than their less
- legged counterparts.
-
- A dino with four straight legs is like an elephant
- or rhino and they are fast. If it has sprawling
- legs, it will be more like a crocodile or iguana.
-
- The skin on a quadruped is extra tough (like a
- rhino). His skin is 50% thicker than a biped's
- skin.
-
- LEG TYPE
-
- Straight - Straight Legs are in line with the body and are fast
- and agile. With two straight legs, a dino is like a
- Raptor or an ostrich. With four straight legs, a dino
- is like a Brontosaurus or a rhino.
-
-
- Sprawling - Sprawling legs stick out to the side like a
- crocodile and are slow, clumsy and cause the owner
- to tire quickly. Because they are less efficient,
- Sprawling Legs cost less than Straight Legs.
-
-
- FEET TYPE
-
- The swamp is slippery. The type of Feet affects how much
- traction the dino has when he jumps and runs.
-
- A small hoof provides the least traction. The largest hoof has
- slightly less traction than the smallest webbed feet. The
- largest webbed feet have slightly less traction than the
- smallest clawed feet.
-
- The cost of feet gives you an indication of the traction
- that they offer. The more the feet cost, the better the
- traction for running and jumping.
-
- Press DONE when you are happy with your species legs and feet
-
- ------------------------------------------------------------------
-
- 8g. title - species - new - SKIN
- ----------------------------
-
- The thickness of the skin determines how much damage a dino can
- absorb before he dies. The thicker the skin, the tougher to kill.
-
- Thin Skin is tender and burns easily. It is also the least
- expensive skin. Medium Skin is of average thickness and cost.
- Thick Skin is tough and burn resistant. Armor is the strongest
- skin of all. It is also the most expensive.
-
- During a contest, you will see skin get thinner when it is hit by
- fire. The thicker you set skin here, the longer it will last in
- battle.
-
- Snakes have 75% the skin thickness of bipeds at the same skin
- setting. Quadrupeds have 50% thicker skin then bipeds.
-
- Press DONE when the skin is the way you want it
-
- ------------------------------------------------------------------
-
- 8h. title - species - new - FIRE
- ----------------------------
-
- Fire is your dino's only weapon. He exhales fire when he is
- fighting. This screen is used to adjust some of the
- characteristics of his fire. Other fire characteristics are
- determined by other dino settings as explained below. All of the
- settings have some effect on each other.
-
- * Speed - Sets the speed that the fire travels. This is the only
- adjustment on this screen that costs points. If speed is fast
- enough, the fire may reach its range limit before it fully
- dissipates. This will cause the remaining fire to explode.
- Fire gradually decreases in strength over time once it leaves
- the dino's mouth. When fire hits a target, fast fire will do
- more damage than slow fire because it has had less time to
- dissipate.
-
- * Density - Determines how many individual fire balls leave the
- dino's mouth at a time. With a low density, you will usually
- see distinct fire balls. With a high density, several smaller
- fire balls may be interlinked.
-
- * Pattern - Adjusts the tendency of the fire to spread. Low
- patterns produce narrow streams and a large pattern setting
- results in a wide spread. Although your dinos are usually
- accurate when they shoot, the shot could miss if the other dino
- is moving quickly. Your dino has a better chance of hitting his
- opponent if you give his fire some spread.
-
- * Variation - The bottom half of the variation scale introduces
- twists to the fire creating interesting patterns. The top half
- of the scale reduces the twists while adding variations in the
- fire's speed. This causes some of the fire to travel a greater
- distance than normal while other parts won't travel as far as
- they otherwise would.
-
-
- Other factors that affect fire:
-
- * Set the distance that the fire can travel in the Range screen.
-
- * Dino Size (set when you create an individual dino) determines
- how much fire the dino can breath out in one breath. A large
- dino can exhale more flames than a small one.
-
- * Head Size limits the rate that the fire can leave his mouth. A
- small head causes the fire to come out in a thin stream. Head
- Size is adjusted in the Size screen.
-
-
- Press DONE when you like the way the fire looks
-
- ------------------------------------------------------------------
-
- 8i. title - species - new - fire - FIGHT
- ------------------------------------
-
- The Fire Fight screen has four sliders:
-
- 1. Head/Body - determines where your dino should aim when he
- shoots. If set all the way to the top, he always aims for his
- opponent's head. As you slide the ball down, he begins to aim
- more of his shots at the body. When the ball is all the way
- down, he aims only at the body.
-
- The head is a smaller target than the body and is harder to
- hit. The body is tougher than the head and neck. Any hit to the
- head or neck does twice the damage of a body hit.
-
- 2. Movement - sets how far your dino moves his head while
- shooting. Large head movements have the most affect if your
- dino shoots long streams of fire. Although your dinos are
- accurate when they shoot, if the other dino is moving quickly,
- the shot could miss. Your dino has a better chance of hitting
- his opponent if you give him some head movement.
-
- 3. Risk - controls the two lines that form a cone in front of your
- dino. If, during a contest, the center of a friendly dino is in
- the cone (between the two lines) then your dino will not shoot.
- A narrow cone increases the risk that a friendly dino will be
- hit by fire from a teammate. A wide cone may cause your dino
- to not shoot when a friendly dino is near even though he may
- miss his teammate. You may want to make the risk cone wide if
- your dino has a wide fire pattern or if his neck movement
- spreads the fire out.
-
- 4. Resolve - A dino with fight training will make his fight moves
- anytime that he is in fight range of an opponent. He cannot
- make other decisions while he is in fight range (although he
- will go for food if he needs to). The Resolve slider is a way
- of telling the dino when he should stop his fight moves and
- make a decision even though he is in fight range.
-
- When a dino shoots and moves, he loses energy and may become
- tired if his heart is not large enough. A tired dino can't
- shoot as often as when he is rested. As your dino becomes
- tired, the pause between shots increases and his effectiveness
- as a fighter decreases. At some point, you may want your dino
- to abandon the fight to give him a chance to rest or do
- something else. The Resolve slider specifies the maximum pause
- between shots that will allow your dino to continue to fight.
- Keep in mind that your dino will still shoot at any opponent
- within range even when he does not want to fight.
-
- If the slider is set all the way to the top, your dino has the
- most resolve and will stay in the fight as long as he can. When
- the slider is at the bottom, he will abandon the fight as soon
- as he starts to become tired (usually after one or two shots).
-
- The box above the slider is a timer to help you gauge the delay
- between shots. When the dino on the screen shoots, the timer
- will start to empty. The time that it takes to empty is
- controlled by the slider. Your dino will try to quit the fight
- when the pause between his shots is longer than the timer
- amount.
-
- The resolve slider has no effect on the frequency of the dino's
- shots.
-
- Resolve also determines how close an opponent can be to food
- before your dino can attempt to go to the food. With a high
- Resolve, your dino will go to food even if an oppenent is close
- by. If Resolve is set to low, the opponent must be far away
- before your dino will go to food.
-
- Watch as your dino shoots at the target dino and adjust the
- sliders until you find a combination of settings that you like.
-
-
- Press DONE to return to the fire screen
-
- ------------------------------------------------------------------
-
- 8j. title - species - new - fire - COLOR
- ------------------------------------
-
- You can change the color of the fire at this screen. Fire colors
- are spread between two extremes. The left three sliders determine
- one of the extremes and the right three sliders determines the other.
-
- Mix red, green and blue to create the colors you want. The red
- ball has control over the amount of red in the fire. If you move
- the ball to the top, your fire will have the maximum amount of
- red. The green and blue balls control the amount or green and blue
- in the fire.
-
- The numbers above each slider are for your reference. If you find
- a color that you like, you can write down the numbers and then
- continue to experiment. If you want to go back to the old numbers,
- just adjust the slider until the numbers match the old numbers.
-
- You can also press the RANDOM Button as many times as you want
- until you find a color that you like.
-
- Color has no actual effect on the fire. It just makes it look
- good.
-
- All dinos in your team use the same fire colors. Changing the
- colors for one species changes the colors for all species.
-
- You can press the Esc key to return the colors back to the way
- they were before you started and return to the fire screen.
-
-
- Press DONE when you like the color of your fire
-
- ------------------------------------------------------------------
-
- 8k. title - species - CLONE
- -----------------------
-
- Duplicate a species that you have already made.
-
- Cloning is a quick and easy way to make a new species that is
- similar to another species that you have. This is useful if you
- want to work on your new species by using another species as a
- starting point or to build two similar species.
-
- Cloning a species does not clone his training.
-
- Click the CLONE Button. Click the name of the species you want to
- copy (clone). Now you can name your new species and modify it if
- you want.
-
- ------------------------------------------------------------------
-
- 8l. title - species - CHANGE
- ------------------------
-
- What, you don't like something about a species? Fix it!
-
- Click the CHANGE Button. Select the name of the species you want
- to change. Now you can change any part of the species.
-
- In minutes your species will be new and improved!
-
- If you make some aspect of the species larger, you may have to
- reposition your team so that the dino's are not too close
- together. (see team-position).
-
-
- ------------------------------------------------------------------
-
- 8m. title - species - REMOVE
- ------------------------
-
- Really don't like a species? Eliminate it!
-
- Click the REMOVE Button. Select the name of the species you want
- to delete. All that will be left will be a fading memory.
-
- ==================================================================
-
- 9. T R A I N I N G
-
- ------------------------------------------------------------------
-
- After you have created a species, you can train it. All dinos
- created from this species adopt the training that you give the
- species. There are three kinds of training: Movement, Fight and
- Decision.
-
- Movement - A movement is an attempt by a dino to perform a specific
- task. It could be to go to a certain point in the arena, try
- to move behind or run away from an opponent, or even join a pack of
- dinos. A dino will try to accomplish the movement after he makes
- the decision to do so.
-
- Fighting - If a dino is close enough to an opponent, he can perform
- special fight movements. Decision and Movement training bring the
- dino in for the initial attack, then fight training takes over.
-
- Decision - During a contest, each dino in your team is constantly
- evaluating everything that is going on around him. At any time, he
- can make a decision based on what he hears, sees, smells, feels and
- so on. How well you train him to make these decisions determine
- his success during the contest. Most decisions result in some kind
- of movement.
-
- There is a lot involved in training a team to work together
- effectively. Fortunately, the first few arenas are small enough
- that you can get by with a surprisingly small amount of training.
- As you gain experience you will add to your training and learn how
- to use it to your advantage.
-
- Now let's give training a try. Click on the TRAIN Button at the
- title screen.
-
- ------------------------------------------------------------------
-
- 9a. title - TRAIN
- -------------
-
- You must build at least one species before you can train.
-
- First, select the species that you want to train by clicking on the
- name or press CANCEL to return to the title screen.
-
- Now you have a choice between Movement, Fight, or Decision
- training.
-
- ------------------------------------------------------------------
-
- 9b. title - train - MOVE
- --------------------
-
- Movement Training teaches your species what path to take from one
- place to another. Each species can learn several custom moves. A
- dino will put up with just so much training and then refuse to
- learn any more. The number of movements as well as the number of
- total goals in all the movements contributes to how much a species
- can learn.
-
- All dinos of the same species share the same custom movements.
- You will name each custom movement so you can refer to it in
- Decision Training.
-
- IMPORTANT: Every time you enter a new arena, you should go back
- to movement training and test all your movements. Each arena is a
- different size so goals may have to be moved or even eliminated if
- they don't fit on the new arena.
-
- After you make a new movement, you will use Decision Training to
- specify when that movement should be used. Some simple movements
- are provided by Decision Training, but Movement Training provides
- you with the ability to create your own specialized movements
- ranging from very simple to extremely complex.
-
- There are 7 kinds of movements. Each has its own advantages. A
- movement can show a species how to patrol a certain area, hunt in
- a specified pattern, come in closer to an opponent for an attack,
- team up with another dino, or just about anything else that you
- can think of.
-
- All movements consist of one or more goals. During a movement,
- your dino attempts to follow a path that takes him to each of his
- goals in sequence. When your dino reaches his first goal, he
- proceeds to the second and so on. The movement is considered
- complete when your dino reaches his last goal. He then decides
- what to do next based on his Decision Training. He may start a
- new movement or just stay put for a while.
-
- During a contest, a dino can change his mind at any time. He could
- start a different movement even before he is finished with the
- current one.
-
- You can also think of goals as destinations. You tell the dino to
- go from point A to point B and then to point C and so on. After
- you experiment with goals a little, you will get a feel for what
- they can do.
-
- You will give each movement a name so you can refer to it later. A
- descriptive name is best, something like "Figure 8", "Lookout", or
- "Straight Run".
-
- At the Move Screen, choose from the following selections:
-
- NEW: Train a Species to do a new custom movement.
-
- CHANGE: Modify an existing movement.
-
- COPY: Copy a custom movement from a different species and use it
- for this species. It is quick and easy!
-
- REMOVE: Delete an existing movement.
-
-
- Press the NEW Button, you will go to the Movement Type screen.
-
- MOVEMENT TYPE:
-
- There are seven different movement types that you can select by
- checking different combinations of boxes from the two columns. To
- make a selection, click in the square next to its description.
-
- Make one selection from each column. If you select Map from the
- first column, then the choices in the second column are not
- needed so they disappear.
-
-
- THE SOURCE COLUMN
-
- The Source column specifies whether the goals are placed in
- relation to your dino's position (Self), another dino's position
- (Other) or at a particular point on the arena (Map).
-
- Self - Goals are placed on the arena relative to your dino's
- current position. Select Self if you want your dino to
- move in a certain direction and/or distance relative to
- his present position.
-
- Other - Goals are placed on the arena relative to another dino's
- position. Decision Training lets you influence who will
- be the other dino during a contest.
-
- Map - Goals are placed at fixed locations on the arena
- regardless of where the dinos are. You can use this
- selection to train your dino to patrol the upper left
- corner of the map, retreat back to a safe area in his
- team's territory and so on.
-
- THE GOAL COLUMN
-
- The Goal column determines what the goals do once they are placed
- relative to the source.
-
- These options are available when the Source is set to Self or
- Other. (Since Map goals are placed directly on the arena, they
- aren't affected by a dino's position or direction.)
-
- Rotate - The goals are rotated on the arena to match the
- direction the dino happens to be facing when he makes
- the decision to use this movement.
-
- Fixed - The goals are always orientated the same way you set
- them down, no matter what direction the dino is facing.
-
- Mobile - Same as Rotate except the goal moves as the dino moves
- and turns. There can only be one goal with mobile.
-
-
- THE SEVEN MOVEMENT TYPES
-
- By combining selections, you can create seven different movement
- types. The following descriptions give examples of when each type
- would be selected. These examples are not meant to imply that
- this is all you can do with these goals.
-
- 1. Self-Rotate:
-
- The goals are placed relative to the dino's position and the
- direction he is facing. The goals do not move after they have
- been placed. In a contest, if a goal falls outside of the
- arena, it will be moved back to just inside the arena edge.
-
- If you put a goal in front of your dino and he is facing North,
- he will travel North. If you put a goal in front of your dino
- and he is facing South, he will travel South.
-
- Examples:
-
- * Turn around and run away.
- * Turn right, take five steps then turn left. (For fun, try
- making a chorus line with your dinos and give them
- some fancy dance steps).
- * Search an area in the direction that he is facing.
-
- 2. Self-Fixed:
-
- The goals are placed relative to the dino's position but not
- his direction. The goals do not move after they have been
- placed. In a contest, if a goal falls outside of the arena, it
- will be moved back to just inside the arena edge.
-
- If you put a goal in front of your dino and he is facing North
- during a contest, he will travel North. If you put a goal in
- front of your dino and he is facing South during a contest, he
- will turn and travel North.
-
- Examples:
-
- * Move South into (hopefully) safer territory.
- * Run North ten steps then continue North-East for five more.
- * Patrol in a diamond search pattern where the tip of the
- diamond is pointing North.
- * Set his speed to Stopped and he will turn to face each
- goal.
-
- 3. Self-Mobile:
-
- Self-Mobile uses just one goal. The goal moves and rotates with
- your dino. Use this type if you want your dino to walk a curved
- path. The goal is like a carrot on a stick that the dino chases
- but never catches. If the carrot is in front of his nose, he
- will go straight, if it is to his right, he will turn right
- while trying to reach it.
-
- In addition to the goal and path, a special blue line and
- circle is drawn in front of your dino during testing. Whenever
- the blue circle nears the edge of the arena, the dino will turn
- to stay in the arena. Some dinos have trouble staying in the
- arena because they move so fast and/or can't turn fast enough.
- If one of these dinos goes out of the arena, he will return
- back to the arena and then continue his current movement.
-
- Three things affect the dino's movement pattern:
-
- 1. The angle of the Goal to the dino: The greater the angle,
- the faster the dino will turn. He will turn the sharpest if
- you put the Goal directly behind him. If you put the goal
- directly in front of him, he will travel in a straight line.
- The dino's tail length determines the maximum amount that he
- can turn with each step.
-
- 2. The distance of the Goal from the dino: The farther the goal
- is from the dino, the longer the blue line will be and the
- sooner he will turn when approaching the edge of the arena.
- If the Goal is very close to the dino, he may go off the
- edge of the arena for a short time.
-
- 3. The size of the goal's zone limits the maximum amount that
- the dino can turn when he approaches the edge of the arena.
- The smallest zone causes the dino to turn just enough to
- stay on the arena. The result is that he will follow the
- edge of the arena. With the largest zone, the dino can turn
- up to 100 deg. when he reaches the edge.
-
- Examples:
-
- * Guard the Queen by walking in circles around her.
- * Walk a curved path until the edge of the arena is reached
- then turn and continue.
- * Watch for opponents by setting his speed to Stop (he will
- turn in place).
-
- 4. Other-Rotate:
-
- Goals are placed relative to the other dino's position and
- direction. The goals do not move after they have been placed.
- If the other dino is moving, the goal will not be moved to
- reflect the dino's new position until your dino reaches the
- goal. In a contest, if a goal falls outside the arena, it will
- be moved back to just inside the arena edge.
-
- Examples:
-
- * Run away from a dino.
- * Walk behind a dino.
- * Stand guard in front of a dino.
-
- 5. Other-Fixed:
-
- The goals are placed relative to the other dino's position but
- not his direction. The goals do not move after they have been
- placed. If the other dino is moving, the goal will not be moved
- to reflect the dino's new position. In a contest, if a goal
- falls outside the arena, it will be moved back to just inside
- the arena edge.
-
- Examples:
-
- * Go to a spot North of another dino.
- * Walk around a dino and stop when East of him.
- * Run to the aid of another dino. (Go to where the other
- dino was when he called for help)
-
- 6. Other-Mobile:
-
- This feature becomes available in the Tribus Bellatrix Arena.
-
- Goals are placed relative to the other dino's position and
- direction. Goals move and rotate with the other dino.
-
- As these goals stay with the other dino, your dino may have a
- hard time reaching the goals if the other dino is moving faster
- than he is. If the other dino is on the same team as your
- dino, he will slow down to let your dino catch up. If a goal
- goes outside of the arena, then the dino will ignore the goal
- and be more concerned with staying in the arena and following
- his leader.
-
- You can use this goal type to form a pack of dinos. A pack can
- only move as fast as the slowest member.
-
- Examples:
-
- * Follow an opponent.
- * Form packs of dinos.
- * Keep a guard dino close to his Queen.
- * Run to the aid of another dino.
-
- 7. Map:
-
- The Goals are placed on a fixed point in the arena regardless
- of the position of the dinos.
-
- Examples:
-
- * Patrol a certain area.
- * Move in a predetermined search pattern on the arena.
- * Run to a predetermined meeting place.
-
- Press DONE after you've made your selections.
-
- ------------------------------ NOTE ---------------------------
-
- All of these screens have the following buttons in common:
-
- ZOOM - Press this button and the screen will zoom so that all
- dinos and goals are visible. This button will stay bright
- until the zoom completes. You can also press the Z key to
- zoom.
-
- The screen will automatically zoom, if needed, when you
- move from one screen to another. If you are testing an
- Other-Mobile movement, the screen continuously zooms for
- you, but you can still use Zoom when the test speed is on
- Pause. If you are testing a movement and you lock onto your
- dino (press L), then you can use Zoom to zoom in on your
- dino and his current goal. This is not available for
- Other-Mobile movements.
-
- FIRE - The selected dino shoots fire. You can use this to test the
- dino's fire range as an aid in helping you place goals.
- You can also press the F key to fire even on many screens that
- don't have a FIRE button.
-
- ---------------------------------------------------------------
-
- DINO PLACEMENT
-
-
- You are now at the Dino Placement screen with your dino at the
- center of the arena facing North. This dino represents the
- species that you are training.
-
- You can zoom and scroll around the arena by holding down the right
- and left mouse buttons, respectively.
-
- If Source is set to Other, then another dino is in front of and
- facing your dino. The other dino uses different colors but it
- isn't necessarily an opponent. You can choose which dino to
- rotate by left clicking on the dino. The active dino's name is
- displayed in the upper left corner of the screen.
-
- If source is set to Map then you will see a small map at the lower
- right hand corner of the screen. This map shows a small view of
- the arena. Goals are yellow dots on this map. The rectangle shows
- the area you are currently viewing. Move your view by clicking
- anywhere inside the small map or by dragging the rectangle.
-
- If you press the Esc key from this screen instead of clicking on
- DONE, you will exit the current movement edit session without
- saving any changes you might have made. This lets you play around
- with an existing movement without making permanent changes. The
- Esc key will act differently depending on what you are doing as
- noted below.
-
- This screen has the following buttons:
-
- MOVE - Used to move your dino into a better position before
- starting a test. (The dino's position here has no effect
- on his position during a contest.)
-
- Click on this button, move the mouse until the dino is
- where you want it, then click the left mouse button.
-
- Press the Esc key while moving your dino to cancel the move.
-
- Move is not available if Goal is set to Self because in
- that mode, the dino's movement is the same no matter
- what his position is.
-
- You can still zoom in and out while moving the dino by
- holding down the right mouse button.
-
- When OTHER is selected, you will see circles around the
- dinos. You can only place your dino so that his circle does
- not overlap the other dino's circle. Circles turn red when
- they overlap.
-
-
- ROTATE - Sets up the direction a dino is facing. Like the MOVE
- Button, this button is used to put a dino in the proper
- orientation for a test. It has no effect on a dino
- during a contest.
-
- Press the ROTATE Button, then move the mouse to the right
- to rotate the dino clockwise. Move the mouse to the left
- to rotate counter-clockwise.
-
- Press the Esc key while rotating a dino to cancel the
- rotation.
-
- When OTHER is selected, there will be two dinos in the
- arena and you can rotate either one. Select the dino to
- rotate by clicking on it then click the ROTATE Button.
- The name of the selected dino is printed at the top of
- the screen.
-
- If you select Self-Rotate or Self-Mobile, then the goals
- will rotate with your dino. If you select Other-Rotate or
- Other-Mobile, then the goals will rotate with the other
- dino.
-
- When your dino is facing the direction you want, click to
- set him down.
-
- GOAL - Takes you to the goal screen. This is where you create
- and modify goals. You can also go to the goal screen by
- clicking on any goal.
-
- TEST - Tests your movement. You must have at least one goal
- before this button is available.
-
-
- ------------------------------------------------------------------
-
- 9c. title - train - move - GOAL
- ---------------------------
-
- Goals are drawn as yellow X's. A goal must be selected (click on
- it) before it can be moved, removed, etc. The selected goal is
- brighter than the others. If there is only one goal, it is
- automatically selected. To select a different goal, click on it.
-
- As you create goals with the NEW Button, you will see lines
- connecting them to each other and to your dino. These lines show
- the order that your dino will follow from goal to goal.
-
- Each goal has a circle around it. This is the goal's zone. Zones
- are explained in the next section.
-
- You can zoom and scroll here using the right and left mouse
- buttons.
-
- Press the Esc key and you will exit the goal screen without saving
- any changes you have made. This allows you to play around with an
- existing movement without saving the changes. Esc will act
- differently depending on what you are doing as noted below.
-
- The Goal screen has the following buttons:
-
- MOVE - Move the selected goal. Click the MOVE Button and then
- move the goal with your mouse. Left click the mouse to
- set the goal down.
-
- Press the Esc key while moving a goal to cancel the move.
-
- Goal zones cannot overlap. If zones overlap, the zone
- will turn red and you will not be able to place the goal
- until its zone is clear of all other zones.
-
- There is a limit to how far the goal can be from the
- dino. The limit is shown as a large circle around the
- dino. If the goal goes outside the circle, the goal's
- zone will turn red and you will not be able to set it
- down until you move it back inside the circle.
-
- NEW - A new goal will appear when you click the NEW Button. It
- can be moved around with the mouse. Once the goal is where
- you want it, left click the mouse to set the goal down.
-
- Zoom in and out while moving the goal by holding down the
- right mouse button.
-
- A new goal can be added between two existing goals or at
- the end (New goals appear after whatever goal is currently
- selected). You can only have one goal if the goal type is
- Mobile.
-
- When you add an OTHER type goal, the zone circle may slide
- away from the X. This happens when the goal position is
- too close to the other dino. Dinos must stay far enough
- apart to give them enough room to move and turn.
-
- The shape of this restricted zone depends on the goal
- type. For Other-Mobile, it is very important that a dino
- does not try to move in front of the lead dino. Notice
- that a large area in front of the dino is also off limits.
- This restricted zone varies with the species that your
- dino is trying to follow.
-
- Your dino will consider the circle as the goal and ignore
- the position of the X when the circle is detached from it.
- The size and type of dino determines the size of the
- restricted zone. By placing the X very close to the dino,
- the position of the goal will automatically adjust during
- a contest and you will be sure that the position of the
- circle will always be as close as possible to the dino.
-
- If, during a contest, the lead dino is an opponent then
- the zones will stay with the X's no matter how close the
- goals are to the dino.
-
- If Goal is set to Other-Fixed or Other-Rotate, in a
- contest, the other dino may have moved by the time your
- dino reaches the goal. If the other dino is no longer in
- the way, the circle will return to the X and your dino
- will be able to reach the goal.
-
- REMOVE - Remove the selected goal.
-
- ZONE - Determine the zone size for each goal.
-
-
- Final thoughts on goal placement:
-
- If your dino is running and the last goal is too close to the
- previous goal, he may overrun it before he can stop. If this
- happens, he will turn and come back to it. Also, he may pass
- his goal if he cannot turn fast enough. In this case, he may
- swing around and try to reach it again or may just go on to the
- next goal.
-
- If your dino is missing his goals, you may need to move the
- goals or change their zone sizes so that they are easier to
- reach.
-
- Like any animal, dinos have minds of their own and may have
- other considerations in addition to reaching a goal. Dinos can
- get distracted by other dinos, food or a higher priority
- decision. If another dino is sitting on your dino's goal, he may
- try to convince the other dino to move or may just decide that
- it is not worth the effort to reach that goal and head for
- another goal.
-
- When moving in a pack, a dino may not pay much attention to his
- goal if he becomes distracted. Dinos are usually pretty good at
- staying close to their goals but there will be occasional
- lapses.
-
- Press DONE when the goals are where you want them.
-
- ------------------------------------------------------------------
-
- 9d. title - train - move - goal - ZONE
- ----------------------------------
-
- The Zone screen draws a circle around each goal indicating the
- size of the zone. A bright green zone circle is drawn around the
- selected goal. A dino is considered at his goal when he is
- anywhere inside the goal's zone.
-
- Zones add a great deal of flexibility to goals. Large zones will
- cause a dino to cut corners as he goes from one zone to the next.
- Large zones also allow more leeway to reach a goal when other
- dinos are close by. Small zones result in a more precise pattern.
-
- When a dino is told to wander in Decision Training, he can only
- wander inside an area that is eight times the diameter of his last
- goal's zone. A large zone allows him to wander in a larger area.
-
- When the dino is told to turn in place, the zone size as well as
- his tail length determines the speed of the turns.
-
- For Self-Mobile goals, the size of a zone determines the maximum
- turn that the dino can make when he is too close to the edge of
- the arena. The larger the zone, the farther he can turn into the
- arena. A small zone will cause him to patrol the edges of the
- arena.
-
- To change a goal's zone, click on the goal (the goal and its zone
- will brighten) and move the slider. Zones cannot overlap so if
- two zones are close together, their maximum zone sizes may be
- limited. If a zone size is limited, you will not be able to move
- the slider to its maximum value.
-
- Press DONE when all the zones are the way you want them.
-
- ------------------------------------------------------------------
-
- 9e. title - train - move - TEST
- ---------------------------
-
- Test your dino after your goals are in place. Testing is very
- important. A dino may not be able to turn fast enough to reach
- each goal. If he is running, he will have an even harder time. If
- a dino misses his goal and loops around to attempt to reach it
- again, you may want to move the goal or increase its zone size.
- You can also change the species. Give it a longer tail so that it
- can turn faster or give it straight legs if it has sprawling legs.
-
- During testing, the Esc key will return you to the Dino Placement
- screen. The buttons available at this screen are:
-
- Stop, Creep, Walk, Run:
-
- These determine how fast the dino will approach each goal.
- These are only used here to test your dino. The actual speed
- in a contest is determined in Decision Training.
-
- The dino will start over from the beginning each time one of
- these buttons is pressed.
-
- If set to Stop, your dino will not move from his present
- position but will turn to face each goal in turn. The size
- of each goal's zone determines how fast he turns to that
- goal.
-
- When creeping, the dino pauses between steps: slow and
- cautious. Walking is the best balance of speed and energy.
- When running, your dino will reach his goal faster but will
- get tired sooner.
-
- If Goal Type is set to Self-Mobile, then the goal will
- constantly move with the dino and he can never reach the
- goal. Use this to make the dino walk a curved path. The
- greater the angle between the dino and the goal, the more he
- will turn on each step. You can only have one goal in this
- case.
-
- If goal type is set to Other-Mobile then only the WALK
- Button will be active. Your dino will then walk, run, creep
- or stop depending on what the other dino is doing. You can
- press the WALK button to start the test over.
-
-
- Paused, Medium, Fast:
-
- These buttons control the play speed. This speed is only
- used during this test. You must select Medium or Fast before
- the dino will move. If you select Fast, it's like watching
- the movement in fast forward.
-
- For all goal types, except Other-Mobile, you can manually scroll
- and zoom with the mouse. You can also lock on to the dino that
- is closest to the center of the screen by pressing <L>. The
- screen will now move with that dino. Press <L> again to unlock.
- If you press the ZOOM Button while a dino is locked, the screen
- may continue to adjust until the dino stops.
-
- You can go directly to the goal screen by clicking on any goal
- when the speed is set to Pause, or when your dino is not moving
- to a goal.
-
- If goal type is set to Other-Mobile, then the screen will
- automatically scroll and zoom to keep both dinos in view. You
- can manually zoom but as soon as you let up on the right mouse
- button, the screen will begin to adjust.
-
- If goal type is set to Other-Mobile, then you can control the
- other dino's movements during the test. The following diagram is
- in the upper left corner of the screen:
-
-
-
- | /
- |/
-
- .--------. Note: The snake cannot run so
- | Run | he will not have a run
- |--------| box.
- | Walk |
- |--------|
- | Stop |
- `--------'
-
-
-
- One of the above boxes is always turned on and shows what the dino
- will do next. As you move the mouse over a box, that box is turned
- on.
-
- The | is a green line that shows the current direction of your
- dino. The / is a brown line that shows where the dino is turning.
- If you hold down the left mouse button and move the mouse right
- and left, you rotate the / line and your dino will turn to that
- direction. Sometimes it is convenient to press the PAUSE Button,
- change the angle, then press MEDIUM or FAST to continue the
- action.
-
- You can't force the dino to go out of the arena because the
- turning angle is automatically set when the dino gets close to the
- edge.
-
- Press DONE when you've finished testing. You will be asked to name
- this movement. If you are changing a movement, you can click the
- DONE Button to keep the same name or rename it by typing in a new
- name.
-
- ------------------------------------------------------------------
-
- 9f. title - train - FIGHT
- ---------------------
-
- Here you train your dino how to move when fighting. All dinos of
- a species will have the same fight moves.
-
- During a contest, dinos will always try to shoot at any opponent
- within Fire Range. Fight Training is optional. A dino with no
- Fight Training must rely on his Movement Training. Although
- Movement Training can place your dino in a good position to fight,
- Fight Training offers more complex, up-close fight maneuvers.
-
- A dino with no fight training will continue to act on his
- decisions while shooting at any opponent in range. In some cases,
- this behavior may be desirable and you would not want fight
- training.
-
- Fight Training begins with two dinos in the arena. The dino at
- the bottom of the screen is yours and represents the species that
- you are training. The dino at the center of the screen is your
- opponent for this training session.
-
- MIRROR BOX
-
- The Mirror Box is in the upper right corner of the screen. If it
- is checked, a mirror image of every movement appears on the
- opposite side of the other dino. This is an easy way to teach your
- dino the same movements for both sides of an opponent. Your
- dino can learn twice as many movements this way.
-
- Click in the Mirror Box to turn it on or off. When it is checked,
- it is on and your dino can learn the same movements for both
- sides. When there is no check, it is off and you can teach your
- dino different movements for each side.
-
- You cannot mix mirrored and non-mirrored movements. If the Mirror
- box is checked, then all movements will be mirrored even if they
- were learned when the Mirror Box was not checked.
-
-
- BUTTONS
-
- MOVE: Used to move your dino to a new starting position anywhere
- on the screen. Click on MOVE, then move the mouse until the
- dino is in the proper place and click the left mouse button.
- You cannot move the opponent dino.
-
- When moving your dino, you will see a circle around both
- dinos. Dinos are too close to each other when circles
- overlap and turn red.
-
- ROTATE: Click this and move your mouse to rotate your dino to
- face a new direction. You can also rotate the other dino
- by clicking it to select it first. The name of the
- selected dino is shown at the upper left corner of the
- screen.
-
- Use Move and Rotate to set up the starting positions of
- both dinos before you start a learning session. You can
- also scroll and zoom the view area by using the mouse
- buttons to place the view area where you want it.
-
- NEW: Erases the dino's memory so that he can begin learning from
- scratch.
-
- LEARN: Starts a learning session or continues a previous session.
-
- TEST: Tests the training. You will be able to control the other
- dino's movement to test your dino's training in different
- situations.
-
- You can also press <Z> to automatically zoom so that both dinos
- are on the screen.
-
- ------------------------------------------------------------------
-
- 9g. title - train - fight - LEARN
- -----------------------------
-
- This is where your dino learns his fight movements. Control
- your dino by clicking in the control boxes in the upper left
- corner of the screen:
-
- ----- .--------.
- | | | Run | | /
- | | |--------| |/
- ----- | Frwd |
- .------+--------+------.
- | Side | Pause | Side |
- `------+--------+------'
- | Back |
- `--------'
-
- One of the boxes will always be on and shows what the dino will do
- next. When you move the cursor over a box and click in it, the
- dino will follow that command. The two Side boxes cause the dino
- to side jump left and right. Back causes him to jump back and Frwd
- makes him jump forward. Only bipeds can jump. All other species
- will step or slide in the proper direction. The distance a dino
- jumps is determined by the length of his legs and the type and
- size of his feet.
-
- Some species cannot run. Others have a forward jump instead of a
- run. The Run box will not be available with these dinos.
-
- The | is a green line that shows the current direction of your
- dino. The / is a brown line that shows where the dino is turning.
- If you hold down the left mouse button and move the mouse
- right and left, you rotate the / line. Your dino will try to turn
- to the direction of this line. The length of the dino's tail
- determines how far he can turn in one step. It may take him
- several steps to reach the new direction.
-
- Your dino will not learn while the Pause box is on. You can change
- your dino's turning direction when you click in one of the
- movement boxes (he will not turn in place).
-
- Reaction times vary from dino to dino. Reaction times also vary
- from movement to movement. When you command your dino to run,
- it may take a few seconds for him to get up to full speed.
-
- If you tell your dino to move in a direction that would cause him
- to come too close to the other dino or the arena border, he will
- refuse your order and roar in defiance. When this happens, the
- Pause box will automatically be selected and your dino will stop.
- You will need to select another box to move your dino in a
- different direction. Your dino will automatically turn to avoid
- the other dino when running.
-
- Learning Arrows
-
- An arrow will appear at each location that your dino has learned a
- movement. More goes into learning than just his location but the
- arrows give you a general idea of where the learning is taking
- place. Each arrow points in the direction that your dino was
- going when the arrow was made.
-
- When a dino uses Fight Training, he doesn't necessarily go from
- the first arrow to the second and so on in sequence. Each time
- your dino completes a movement, he will look for the most
- appropriate movement to use next. If the other dino doesn't move,
- your dino probably will proceed in the sequence that you defined.
- But in combat, your opponent rarely stands still and so your dino
- has to be flexible to react quickly to changing circumstances. For
- example, your dino is along side his opponent and uses a learning
- arrow that says to side step behind his opponent. Suddenly, his
- opponent turns away from him. Now your dino finds himself behind
- his opponent and so he chooses the most appropriate movement for
- being behind his opponent which may be to move forward.
-
- If your dino is using Fight Training and no Learning Arrows are
- near, he will be forced to pick the closest arrow even though it
- may not be appropriate. As an example, if all of the arrows are
- in front of the other dino and your dino is behind him, your dino
- will use a front arrow which will make him act as if he was in
- front of the other dino. This could cause him to turn to face in
- the direction that he should face if he was in front of the other
- dino but because he is behind the dino, he will face away from it.
- The moral of this story is that you should have Learning Arrows all
- around the other dino so that your dino will have plenty to choose
- from.
-
- Learning Box
- ---
- The | | is a gauge to show how much your dino has learned.
- --- Once it is full, your dino has learned all the movements
- that he can.
-
- You can click on DONE to stop the learning. The next time you
- press LEARN, learning begins where it left off. The purpose of
- this is that you may want to reposition the dinos so that you can
- record new movements at new angles. You can also press NEW to
- erase everything he has learned and start over from the beginning.
-
- While learning, the screen will automatically zoom so that the two
- dinos can be seen at all times. You can still zoom in and out by
- holding down the right mouse button but once you let up on the
- button, the automatic zoom takes over.
-
- Your dino has a fireball hovering in front of him that shows his
- fire range. This shows how far away your dino can be from the
- other dino and still inflict damage.
-
- A very important aspect of fight training is your dino will only
- perform his fight movements when he is at least as close as the
- farthest learned fight movement. When he is outside of this
- range, he will still shoot, if he is in fire range, but his
- movements are determined by the goals that you set in movement and
- decision training. A circle shows your dino's fight range. It is
- just large enough to enclose all of the movement arrows. If you
- want a larger fight range, you will need to train at least one
- movement at the desired range. If you want a smaller fight range,
- you can delete the outer movement arrows.
-
- You can train your dino at distances greater than his fire
- range. He will still perform the movements but he will not shoot
- until he is close enough to hit an opponent.
-
- Once your dino has gone through a learning session, you can move
- your mouse over any learned arrow to see what your dino has
- learned at that location. You can press the Del key if you want
- to delete that arrow and erase that bit of learning. If learning
- arrows are the same and close together, you can delete some to
- thin them out and free up learning memory.
-
- Click on the DONE Button to stop learning or press the Esc key to
- cancel all learning from this session.
-
-
- ------------------------------------------------------------------
-
- 9h. title - train - fight - TEST
- ----------------------------
-
- Now you can see how well your dino's training works in a real
- fight. You control the other dino's movements and watch how your
- dino reacts. Both dinos will shoot at each other when they can and
- a dino can die if he takes enough hits. Watch how your dino
- responds to the movements of the other dino. If your dino usually
- dies then you know that his fight training needs to be improved.
-
- This test area is set to a fixed size and does not represent the
- arena size. Your dinos also have unlimited vision and never get
- tired during testing.
-
- The controls work the same as in the Learn screen except now you are
- controlling the other dino. In addition to the standard moves, you
- can make him turn in place by changing the turning angle while the
- Paused box is selected.
-
- If either dino is too close to the other or too near the edge of
- the arena, he won't be able to perform his selected movement. When
- this happens, he will choose a movement that can be executed and
- turn to face his opponent.
-
- Your dinos will always try to shoot at any opponent within fire
- range during a contest so this is a good place to test your dino's
- shooting style. To make a change, go to the Title screen and then
- press the Species-CHANGE Buttons. From there you can press the
- following buttons to change various aspects of the dino's shots:
-
- Range-FIRE to vary how far the fire shoots (fire range).
- Range-NECK to change neck speed while shooting.
- Size-HEAD alters the amount of fire that comes out of his mouth.
- FIRE adjusts the characteristics of the fire.
- Fire-COLOR changes the color of the fire.
- Fire-FIGHT determines head movement and aiming point.
-
- Click on the DONE Button when you have finished testing.
-
-
- ------------------------------------------------------------------
-
- 9i. title - train - DECISIONS
- -------------------------
-
- Decision training helps your dinos determine what actions to take
- during a contest.
-
- Decisions can be very detailed. For example, you may want your
- dino to only attack opponents that are slower, smaller, have
- four legs, and are running away but only do this if it is early
- in the contest and there is no food nearby.
-
- Before you create a decision you must choose a movement. This can
- be one of the seven predefined movements or one that you have
- created in Movement training. You then set the conditions that
- cause the dino to select that movement. During a contest,
- your dinos will make the decision that most closely matches the
- current situation. He may just stay where he is until something
- happens that makes one of his decisions appropriate.
-
- In many cases, the conditions will involve another dino. The other
- dino must be within range of at least one of your dino's senses
- before this decision can be considered.
-
- All dinos of the same species will have the same decision
- training. A species can have up to 20 decisions. You can set more
- than one decision to cause the same movement.
-
- When you press the DECISION Button, you will be taken directly to
- the Movement Selection screen if this species has no decisions. If
- it already has decisions, you will see the decision screen (in
- which case you can select New to go to the Movement Selection
- Screen).
-
- Movement Selection Screen:
-
- This is where you choose the movement that the dino will make if
- all the specified conditions are met for this decision. All
- available movements are listed.
-
- There are seven predefined movements. These are at the top of
- the list. All movements that you created for this species in
- Movement Training are listed after the predefined movements on
- your screen.
-
- The predefined movements are:
-
- * Call - A dino can roar to let other team members know where he
- is. They will come to his aid if they are trained to do
- so. This decision can take place at the same time as
- another decision. The dino may not roar immediately
- after he makes the decision to do so but will soon
- after. Because roars are so loud, dinos can hear roars
- twice as far as their hearing range. Be careful, an
- opponent can also hear your roars. A dino cannot shoot
- the same time he is roaring so his shots may be delayed
- if he is told to call.
-
- * Don't move - Stays where he is. He won't take any steps but he
- will turn to face his nearest opponent.
-
- * Wander - Randomly wanders inside an area that has a diameter
- eight times the diameter of the zone of the last
- goal. A Wander decision can only be made when the
- dino has reached a goal unless it is the only
- decision. You can change the size of a zone in
- Movement Training.
-
- * Move away - Moves directly away from the other dino.
-
- * Move closer - Moves directly toward the other dino.
-
- * Move north - Moves directly north toward enemy territory.
-
- * Move south - Moves directly south away from enemy territory.
-
- Highlight the movement that you want by clicking on it. You are now
- at the Decisions screen.
-
- Decision Screen:
-
- This screen lists the conditions the dino considers when he
- makes decisions. To change a condition, click on it. The
- condition expands with all of its options. Click on the option
- you want, then press DONE. A "*" will be to the left of the
- condition that you just changed. Most conditions have an option
- that turns them off. These options are "don't care", "doing
- anything", "any range", and so on. When a condition is off, it
- will be dimmed.
-
- All of the non-dimmed (on) conditions must be true before this
- decision can be made. The more conditions that a decision has,
- the less likely that all the conditions will be true. As an
- example, a decision that has "He is any enemy and he is within
- hearing range" will be picked more often than "He is any enemy
- and his skin is thinner than mine and my Queen is within sight
- and I am tired". The second decision will be selected over the
- first if all of the conditions of both decisions are true.
-
- You can have decisions that have no conditions. Your dino
- will make one of these decisions if no other decision can be
- made.
-
- "1 of 1" in the upper left corner of the screen shows that this
- is decision 1 of a total of 1 decisions for this species.
-
- BUTTONS
-
- LAST: Display the last Decision screen (if there is more than
- one screen).
-
- NEXT: Display the next Decision screen (if there is more than
- one screen).
-
- NEW: Adds a new decision.
-
- REMOVE: Removes the current decision.
-
-
- EXPANDED SELECTIONS
-
- Note: In the following descriptions, any words enclosed in < >
- are options. One option must be selected from each column. The
- other options will be ignored.
-
- For example, the first condition listed below could be read as
- any of the following depending on which condition you select.
-
- He is any friend.
- He is any enemy.
- He is my Queen.
- He is enemy Queen.
- I don't care who he is.
-
- ------------------------------------------------------------------
-
- 1. He is <any friend>.
- <any enemy>.
- <my Queen>.
- <enemy Queen>.
- <don't care>.
-
- Select the description that best fits the kind of dino that
- you want this decision to be concerned with. All other
- dinos will not be considered. If <don't care> is selected,
- then he will pick the nearest dino or ignore all dinos
- depending on the other conditions.
-
- ------------------------------------------------------------------
-
- 2. He <has> <no> legs.
- <does not have> <two>
- <four>
- <any or no>
-
- Narrow the decision process down to the type of dino.
-
- If "He is any friend" is selected for the first condition
- then the above condition is replaced with a selection that
- allows you to choose the friendly species. If you want to
- specify the species, click this selection and you will go to
- the Species Selection Screen where you can choose the
- species. If the species type doesn't matter, then press the
- CANCEL Button at the Species Selection screen and the
- species will be listed as "unknown".
-
- ------------------------------------------------------------------
-
- 3. He is <much smaller> to <much smaller> than you.
- <smaller> <smaller>
- <same size> <same size>
- <larger> <larger>
- <much larger> <much larger>
- <any size>.
-
- Select his size relative to your dino's size.
-
- ------------------------------------------------------------------
-
- 4. He <is> within <fire range>.
- <is not> <sight>.
- <hearing range>.
- <smelling range>.
- <any range>.
-
- How far away is he? Dinos will not be noticed if they are
- past the farthest range. If this condition is set to "is
- not within hearing range" and smelling range is the farthest
- range then dinos will be noticed if farther than the hearing
- range but within smelling range.
-
- A calling dino can be heard at twice the hearing range. A
- dino that is not moving can only be heard at half the
- hearing range.
-
- If this condition is set to "any range" then this dino will
- notice anyone within his longest range.
-
- The selection "is not within any range" is not valid.
-
- A dino must be actually seen by your dino to be within
- sight. If your dino is turned away from the other dino, the
- other dino will not be seen no matter how close he is.
-
- Fire range is the range that your dino can shoot.
-
- Your dino will take most notice of the closest dino within
- the specified range.
-
- ------------------------------------------------------------------
-
- 5. His skin is <much thinner> to <much thinner> than yours.
- <thinner> <thinner>
- <the same> <the same>
- <thicker> <thicker>
- <much thicker> <much thicker>
- <don't care>
-
- The thicker a dino's skin, the more shots he can absorb. You
- may want to avoid any dinos that have thicker skin than
- yours and attack dinos with thinner skin. Or, you may want
- to gang up on a thick skinned opponent...
-
-
- ------------------------------------------------------------------
-
- 6. My skin <is> <very thin>.
- <is not> <thin>.
- <is thinner than> <medium>.
- <is thicker than> <thick>.
- <very thick>.
- <don't care>.
-
-
- How thick is your dino's skin at the moment? A dino's skin
- becomes thinner as he takes hits. When it becomes too thin,
- he dies.
-
- ------------------------------------------------------------------
-
- 7. I am <very tired> to <very tired>.
- <tired> <tired>.
- <rested> <rested>.
- <very rested> <very rested>.
- <in any condition>.
-
- What kind of condition is your dino in? When a dino runs
- and fights, he grows tired. As he becomes tired he won't be
- able to run and shoot as often. The size of the dino's
- heart determines his endurance. You should have your dino
- stop and rest if he gets too tired.
-
-
- ------------------------------------------------------------------
-
- 8. My Queen <is> within <fire range> of him.
- <is not> <sight>
- <hearing range>
- <smelling range>
- <don't care>.
-
- Does the enemy know the location of your Queen?
-
- The Queen must be within one of your dino's senses before he
- is aware of her. If there is more than one Queen within
- range, only the nearest Queen will be noticed by this dino.
-
- ------------------------------------------------------------------
-
- 9. My Queen <is> within <sight> of me.
- <is not> <hearing range>
- <smelling range>
- <don't care>.
-
- You might want to keep this dino close to the Queen to
- protect her from unwanted advances.
-
- This condition is not available if the first condition is
- set to "She is my Queen".
-
-
- ------------------------------------------------------------------
-
- 10. His Queen <is> within <fire range> of me.
- <is not> <sight>
- <hearing range>
- <smelling range>
- <don't care>.
-
-
- Once this dino is aware of the enemy Queen, it may be time
- to go in for the kill or call for help.
-
- This condition is not available if the first condition is
- set to "She is enemy Queen".
-
- ------------------------------------------------------------------
-
- 11. His full speed is <less than> to <less than> mine.
- <same as> <same as>
- <greater than> <greater than>
- <don't care>.
-
- You may want to change your strategy if the enemy is faster
- than you. What if he is slower than you are? You could run
- away and look for his Queen.
-
- ------------------------------------------------------------------
-
- 12. He <is> <attacking me>.
- <is not> <moving toward me>.
- <moving perpendicular to me>.
- <moving away from me>.
- <attacking a friend>.
- <doing anything>.
-
-
- You can react to another dino's movements here.
-
-
- ------------------------------------------------------------------
-
- 13. He <is> calling.
- <is not>
- <may or may not be>
-
- If another team member is calling for help, do you want to
- come to his aid? What if an opponent is calling?
-
- ------------------------------------------------------------------
-
- 14. Time <is> <early>.
- <is not> <mid way>.
- <late>.
- <don't care>.
-
- This is contest time. You may want your team to act
- differently in the early part of a contest than near the
- end.
-
- ------------------------------------------------------------------
-
- 15. Priority is <very low>.
- <low>.
- <medium>.
- <high>.
- <very high>.
-
- How important is this decision? There may be times when the
- dino could make more than one decision. When this happens,
- he will choose the one with the highest priority.
-
- If the movement for this decision is "Call" then Priority
- controls the frequency of his calls. If Priority is "very
- high" then he will call on the average of once every two
- footsteps. If set to "very low" his calls will average once
- every 16 footsteps. The other settings range between these
- two extremes.
-
-
- ------------------------------------------------------------------
-
- The following selections are not part of the decision making
- process but go into effect once this decision is made:
-
- ------------------------------------------------------------------
-
- 16. Food is <not important>.
- <important>.
- <very important>.
-
-
- Dinos gain skin thickness and become less tired when they
- eat food. If food is not important he will only eat if
- it is very close and he is very weak. If food is very
- important, he may take a long detour to get to it.
-
- The disadvantage of going to food is that it will delay
- progress which could be crucial when going to the aid of
- someone in trouble.
-
- Food is not available in all arenas. It is a good
- idea to assume that there is always food so that your
- training will work correctly when food is available.
-
- ------------------------------------------------------------------
-
- 17. I should <not move>.
- <creep>.
- <walk>.
- <run>.
-
- This is the speed that the dino should travel if he makes this
- decision. If the dino is too tired to run, he will walk.
-
- If this decision is set to Pack (see below) then the dino
- will use whatever speed is needed to stay with the pack.
-
-
- ------------------------------------------------------------------
-
- 18. <Pack>.
- <Don't Pack>.
-
-
- Only available if the movement type is Other-Mobile. If
- set to Pack then the dino will try to stay as close as he
- can to his goal. If he is slower then the rest of the
- pack, then they will slow down to let him catch up.
-
- If set to Don't Pack then he will go to his leader's next
- goal without trying to stay with the leader. If he is
- faster than the rest of the pack, he will move in front of
- the pack. If he is slower than the pack, they will not slow
- down. This is a good way to send scout dinos out ahead of
- the pack.
-
- A dino that has selected a Don't Pack decision will not
- follow the conventions used when packing. This means that
- he may get in his leader's way or not move out of the way
- if he is sitting on his leader's goal.
-
- ==================================================================
-
- 10. BUILDING A DINO
-
- ------------------------------------------------------------------
-
-
- 10a. title - DINO
- ------------
-
- Now it is time to make individual dinos from the different species
- you have created.
-
- The following buttons are available:
-
- NEW: Create a new dino from any of the species you made. You must
- have made at least one species before you can do this. You
- can make a maximum of 20 dinos although only 10 can go on
- your team.
-
- CLONE: Pick a dino you like, then make an exact duplicate, and
- give the duplicate a new name. You must have made at least
- one dino before you can do this.
-
- CHANGE: Change the size and/or name of any of your dinos. You must
- have made at least one dino before you can do this.
-
- REMOVE: Delete a dino from the roster.
-
- ------------------------------------------------------------------
-
- 10b. title - dino - NEW
- ------------------
-
- Create a new dino to use on your team from any of your species.
- Obviously, you must make at least one species before you can do
- this.
-
- Select the species by clicking on its name. If you have too many
- species to fit on one screen, click on the UP or DOWN Button to
- see all of them.
-
- If you change your mind, you can click CANCEL to back up to the
- DINO Screen.
-
- ------------------------------------------------------------------
-
- 10c. title - dino - new - SIZE
- -------------------------
-
- After you select the species, you will see the Size Screen.
- Individual dinos made from the same species can vary in size. You
- can make a monster as big as a house, but he will be expensive.
-
- The number at the upper left of the screen shows how much this
- dino costs to put him on your team.
-
- At the left is a slider with a red ball. Drag the ball up to
- increase the size or down to decrease the size. As you change the
- size, the cost will change to reflect the new size.
-
- If you change your mind, press the Esc key to back up to the DINO
- Screen.
-
- When you are happy with this dino's size, click the DONE Button.
-
- ------------------------------------------------------------------
-
- 10d. title - dino - new - NAME
- -------------------------
-
- Choose a name for this dino. It can be anything you want, although
- it helps if it is descriptive enough so you can tell what type of
- dino it is when you see the name again.
-
- Here are some ideas:
-
- Name them after your friends or family members. You could name
- a real ugly one after your boss...
-
- Physical characteristics: Red Back, Longnecker, Old Smelly,
- Spitter, Good Eyes, Clodhopper, Sparky.
-
- Personality: Sentry, Pack Rat, Fearless, Stalker, Scorch,
- Snarly.
-
- Make 'em sound tough: Fang, Talon, Slash, Maniac.
-
- Use city names: Monterey, Reno, Paris, Cairo, Chicago.
-
- Historic figures: Caesar, Napoleon, Genghis, Lincoln.
-
- Mythology characters: Odin, Loki, Achilles, Thor.
-
- Insects: Wasp, Mantis, Black Widow, Scorpion.
-
- Find a word you like and then change it to another language:
-
- German: Drache (Dragon), Kreig (War), Tyrann (Tyrant)
-
- French: Venin (Venom), Laisarde (Lizard)
-
- Spanish: Lagarto (Lizard), Bruto (Brute), Monstruo (Monster)
-
- Swahili: Dubwana (Monster), Kalimoto (Savage Fire),
- Malkia (Queen)
-
- Japanese: Katsu (to Win), Zanshin (Fighting Spirit)
-
- Greek: Deinos/Dinos(Terrible), Sauros (Lizard), Pyro (Fire),
- Phobos (Fear), Pneuma (Breath or Blow), Therium
- (Beast)
-
- Latin: Tyrannicus (Tyrant), Tyrannus (Usurper), Ferociter
- (Wild), Reptilicus (Reptile), Bellum (War),
- Dracos (Dragon), Flamma (Fire), Draconis (Dragon),
- Spiro (Breath or Blow), Belua (Beast or Monster)
-
- It is quite acceptable to combine words, too. In Greek,
- Dinosaur means Terrible Lizard. So, Pyrospiro would be
- "Flame Breath" (so would Pyropneuma), Pyrosaurus means
- "Fire Lizard".
-
- These are just a few ideas, so be creative!
-
- ------------------------------------------------------------------
-
- 10e. title - dino - CLONE
- --------------------
-
- Cloning is a quick and easy way to make a new dino that is similar
- to another dino. You copy (clone) the original dino and then
- modify it to make a new one. You must have made at least one dino
- before you can do this.
-
- Click on the name of the dino that you want to clone. The name of
- the species for each dino is to the right of the dino's name. If
- the list is too long to fit on the screen, use the UP or DOWN
- Buttons to see the rest of the names. After selecting the
- original, type in a name for the clone.
-
- If you change your mind, click CANCEL to return to the dino
- Screen.
-
- ------------------------------------------------------------------
-
- 10f. title - dino - CHANGE
- ---------------------
-
- Don't like the name or size of a dino? You can change it.
-
- Click on the name of the dino you want to change. The name of the
- species for each dino is to the right of the dino's name. Then the
- procedure is the same as when you made a NEW dino. You must have
- made at least one dino before you can do this. You cannot change
- a dino's species. If you want a different species, remove this
- dino and make a new one.
-
- ------------------------------------------------------------------
-
- 10g. title - dino - REMOVE
- ---------------------
-
- Don't really like a dino? Make it history!
-
- Click the REMOVE Button and then click the name of the dino you
- want to delete.
-
- ==================================================================
-
- 11. BUILDING A TEAM
-
- Turn your dinos into an organized and deadly professional team. A
- team consists of one or more individual dinos. Choose your Queen
- or Queens. Pick your team colors and team name, set up their
- starting positions in the arena. Then, when you are ready, test
- them to see how they perform as a team.
-
- ------------------------------------------------------------------
-
- 11a. title - TEAM
- ------------
-
- You must build at least one species and make at least one dino
- before you can use the TEAM button.
-
- The following buttons are available:
-
- ROSTER: Select your team members from the dinos you have created.
- A team can consist of one or more individuals.
-
- COLORS: Choose your team colors from a wide variety of choices.
-
- QUEEN: Select which team member(s) will be your Queen. The number of
- Queens allowed varies for each arena. You must have at
- least one dino selected in the roster before you can select
- a Queen.
-
- POSITION: Set up your team's starting position in the arena.
- This is also where you can test your team. You must have
- selected your Queen before you can set your team's
- position.
-
- NAME: Your team deserves a good name. Type it in here.
-
- BACKUP: Copies your team to a floppy disk in drive A. It is a good
- idea to back up your team periodically so that you won't
- lose it in the event of a hard drive failure.
-
- Put a blank formatted floppy in drive A and click the
- BACKUP Button. This will copy all the team files to the
- floppy.
-
- To use a team that has been backed up, copy all the files
- on the backup disk to your Pyrosaurus directory.
-
-
- ------------------------------------------------------------------
-
- 11b. title - team - ROSTER
- ---------------------
-
- The Team Roster shows all the dinos you have built, which ones you
- have chosen to be on your team and how much they cost. You don't
- have to put all your dinos on your team. In fact, you can have as
- few as one dino on your team.
-
- Dinos on your team are highlighted. To add another dino to your
- team, just click on his name to highlight it. To remove a dino
- from your team, click on a highlighted name.
-
- The number next to each dino is the cost of putting him on your
- team. The total cost of all the dinos on your team is shown at the
- top left (Team Cost). This number cannot exceed the Total Allowed
- which is shown at the upper right of the screen. Try to get as
- close to the maximum as you can. If you are not at the maximum
- when you press the DONE Button, you may be asked if you want the
- sizes of your team members automatically adjusted to bring the
- total closer to the maximum.
-
- You can exit this screen if your total is above the maximum but
- you won't be able to send your team in for a contest. To bring the
- number below the maximum, click on one or more of your team
- members to take them off the team. You could also change a
- species to make it cost less or change the size of your dinos.
-
- You need at least one dino on your roster before the QUEEN Button
- appears.
-
- ------------------------------------------------------------------
-
- 11c. title - team - COLORS
- ---------------------
-
- Each team has two colors: Skin Color and Marking Color. Each color
- has its own controls.
-
- Change the Skin Color with the right three sliders. Sliding the
- red ball up increases the amount of red in the dino's skin. Green
- and blue work the same way. You can't use bright white or dark
- black. You can make any color by combining these three colors.
- Yellow is red and green, purple is red and blue, and so on.
-
- The left three sliders work the same way except they control the
- Marking Color. The markings show how thick the skin is.
-
- The numbers above each slider are for your reference. If you find
- a color that you like, you can write down the numbers and then
- continue to experiment. If you want to go back to the old numbers,
- just slide the balls in each slider until the numbers match the
- old numbers.
-
- You can also click the RANDOM Button as many times as you want
- until you find a combination you like.
-
- Color has no actual effect on the dino. It is just to give your
- team a unique look.
-
- You can press the Esc key to return the colors back to the way
- they were before you started and return to the Team Screen.
-
- When you are happy with your team colors, click the DONE Button to
- return to the Team Screen.
-
- ------------------------------------------------------------------
-
- 11d. title - team - QUEEN
- --------------------
-
- Long live the Queen!
-
- Each team may have one or more Queens. The number of Queens
- depends on your arena. You must have enough dinos on your team so
- that all the Queens can be assigned.
-
- Click the name of the team member you want for each Queen. It can
- be any team member and her name will be highlighted when selected.
-
- The Queen can be identified by her unique head markings. When any
- of your Queens are killed, you lose. If you are in an arena that
- has no Queens, then every member of your team must die before you
- lose.
-
- Click the UP Button or the DOWN Button to see any dino names not
- shown.
-
- You need to select all your Queens before the POSITION Button will
- appear.
-
- ------------------------------------------------------------------
-
- 11e. title - team - POSITION
- -----------------------
-
- This is where you set up the initial positions for your team for a
- contest. You can move and rotate all of your team members. You can
- set them up in a formation, randomly scatter them around the
- arena, separate them into groups, or whatever else you want to do.
-
- To Position a dino:
-
- 1. Click on a dino to select it. When selected, its name will
- appear at the top left of the screen and a green circle will
- be drawn under it.
-
- 2. Click the MOVE Button and then move the mouse to drag the
- dino to a new position. If the selected dino is not on
- screen, the closest dino to the center of the screen will be
- selected and moved.
-
- Circles around dinos cannot overlap. If the circle around
- your dino is red, it is overlapping another dino's space and
- you can't set him down. Circles must also stay away from
- enemy territory (the red area in the small map).
-
- 3. Click again to set him down.
-
- If you press <+> or <->, the dino will be placed and the next
- or last dino will be moved.
-
- To Rotate a Dino:
-
- 1. Click on a dino to select it. When selected, its name
- will appear at the top left of the screen and a green circle
- will be drawn under it.
-
- 2. Click the ROTATE Button and then move the mouse left or right
- to rotate the dino clockwise or counter-clockwise. If the
- selected dino is not on screen, the closest dino to the
- center of the screen will be selected and rotated.
-
- 3. Click again when he is pointed in the right direction.
-
- If you press <+> or <->, the dino will be placed and the next
- or last dino will be rotated.
-
- --- The Small Map ---
-
- The small map at the lower right of the screen shows the entire
- arena. Purple dots are your Queens, the green dots are your
- other dinos.
-
- The red area is the opponent's side. The black area is your side.
- Your team members have to be on your side and cannot touch the
- opponent's side.
-
- The following special keys are active while at this screen:
-
- <1> - toggles the small map on and off.
- <2> - toggles the buttons on and off.
- <+> - center the next dino. Each time that you press <+>
- another dino is centered on the screen.
- <-> - center the previous dino.
-
- Press the TEST Button when you are ready to test your team.
-
- Press DONE to return to the Team screen
-
-
- ------------------------------------------------------------------
-
- 11f. title - team - position - TEST
- ------------------------------
-
- This is your opportunity to watch your team perform under actual
- combat conditions. Your dinos will act just like they would in a
- real contest. Your team will be fighting against a mirror image of
- itself.
-
- Your team may act differently each time you test them. It all
- depends on how your dinos are trained. If a dino has several
- decisions that have the same score (see below), he can select
- whichever one he feels like at the time.
-
- On some computers the animation may be a little slower than what
- you have been used to, especially if you have a lot of dinos on
- your team. The animation during actual contests is faster.
-
- The small map now shows the other team as red dots. As dinos die,
- their dots turn gray.
-
- You can control the speed of the action with the PAUSE, SLOW,
- MEDIUM, and FAST Buttons. Just like in the other areas of
- Pyrosaurus, you can scroll the view area and zoom in and out.
-
- The OPTIONS Button allows you to select a variety of information
- to be displayed on a selected dino during test. The OPTIONS
- Button is only available when speed is set to PAUSE.
-
- The following special keys are active while testing:
-
- <1> - toggles the small map on and off.
- <2> - toggles the buttons on and off.
- <+> - center the next dino. Each time that you press <+>
- another dino is centered on the screen.
- <-> - center the previous dino.
- <L> - locks the screen on the dino closest to center screen.
- Does nothing if there is no dino on screen. When a dino
- is locked, his name appears at the top of the screen and
- the view area will follow the dino around the arena.
- You can still scroll and zoom while locked to a dino.
- The dino will become unlocked if you scroll him off the
- screen. You can also press <L> again to unlock the
- dino.
-
-
- Click on a dino to select him. A green circle is drawn below the
- selected dino and his name appears at the top of the screen.
-
- This test screen can be used in a variety of ways. You may want to
- test only part of your team at a time or test a particular
- movement. Throw in some extra dinos and see how well your team
- does in a crowd (you can go over the team point limit while
- testing your team). Vary the starting positions. Get a line dance
- going. You are in charge, do whatever you want.
-
- A team wins when it eliminates any opponent Queen. It loses when any
- of its Queens are eliminated. A draw is called if all Queens are
- still standing at the end of the time limit.
-
- When you are satisfied that your team is fighting the way you want
- it to, it is time to enter a contest. At the title screen, press
- MODEM then CALL to send your team in to fight another player's
- team.
-
-
- Testing Hints
-
- * If a dino isn't going where you want him to, turn on the
- Decision and Scoring options to see which decisions he is
- making. If he is doing an Other-Mobile with No Packing then he
- will go to his leader's goal and not his own.
-
- Turn on the fight option to see if he is fighting. He will not
- go to his goal if he is within fight range of an opponent.
-
- If his tail is too short, he may not be able to turn quick
- enough to reach his goals.
-
- * A dino may not move if his goal is off the arena and he is close
- to the edge of the arena. This is because when the goal is
- brought back in the arena, it may be placed right where the dino
- is and he will have nowhere to go.
-
- * A dino will not move or shoot if he is too tired. Turn on the
- Energy option to see what his condition is. You can train your
- dinos to move away from the action and rest. Decrease a dino's
- resolve so that he will leave a fight sooner (Resolve is
- adjusted at the title-species-change-fire-FIGHT screen). Give
- him a larger heart so that he will have more endurance.
-
- * If your dinos are getting in their leader's way or they won't
- let their leader reach his goal, then you should move their goals
- farther away from the leader.
-
- * If one of the Queens dies quickly, then you need to put more
- effort into defense. Place the Queen so it is harder for the
- opponent to reach her. Train her to move away from danger. Train
- one or more dinos to protect her. Give her thicker skin and a
- better ability to defend herself.
-
- * If your dinos are getting hit by friendly fire, widen the risk
- cone at the species-fire-FIGHT screen.
-
- * If a dino's fire is missing its target, try giving the fire a
- wider pattern at the species-FIRE screen. You could also try
- giving the dino some neck movement at the species-fire-FIGHT
- screen.
-
- Press DONE to return to the Position screen
-
- ------------------------------------------------------------------
-
- 11g. title - team - position - test - OPTIONS
- ----------------------------------------
-
-
- The OPTIONS Button allows you to select the information to be
- displayed on a selected dino during test. This information can be
- useful to determine why your dinos are not acting the way you want
- them to.
-
- Click anywhere on an option's line to turn it on or off. An
- option is on when a check is in that option's box. The new option
- settings are saved when you leave.
-
- The following options are available:
-
- Sight - Whenever a dino sees another dino, a short orange line
- is drawn between the two.
-
- Hear - When a dino hears another dino, a short yellow line is
- drawn between the two.
-
- Smell - A short green line is drawn between two dinos when one of
- the dinos smells the other one.
-
- Decisions - Displays in the upper left side of the screen the
- selected dino's current decision number and the movement
- name for that decision. You will hear a short tick
- whenever the selected dino makes a new decision.
-
- When the selected dino makes a decision that concerns
- another dino, a yellow circle will be drawn around the
- other dino. With this, you can determine who the dino is
- following, fighting, etc.
-
- Scores - When a dino is determining which decision to make, he
- gives each decision a score and then picks the decision
- with the highest score. This option displays the scores
- for each of the selected dino's decisions. With this
- option, you can see how close your dino comes to making
- each of his decisions. Decision scores are not displayed
- if the selected dino is within fight range of another
- dino.
-
- Fight - A red circle blinks around the selected dino when he is
- using his fight training against another dino. A yellow
- circle is drawn around his opponent. If the Decisions
- option is also on, the decision information will be
- replaced with "Fighting".
-
- Energy - Displays how tired the selected dino is. A "+" by the
- description means the dino's energy level is increasing,
- a "-" means the energy level is decreasing.
-
- Time - Displays the minutes and seconds remaining of this test
- contest. Also displays the contest time as "Early", "Mid
- Way", or "Late". Tests have the same time limit as
- contests.
-
- The clock assumes you are running at the full 20 frames
- per second. The clock will run slower if your actual
- frame rate is slower.
-
- No Fight - Turn this on if you want to test your team's movements
- and don't want them distracted with fighting. They will
- not shoot fire or perform their fight movements.
-
- No Opposing Team - The other team will disappear when you turn
- this option on. Now you can test your team's movements
- without interference from the other team. All dinos will
- be set back to their original positions when this option
- is changed.
-
-
- Press DONE to return to the Test screen
-
- ------------------------------------------------------------------
-
- 11h. title - team - NAME
- -------------------
-
- Here you enter your team name, your name, and your location. This
- information is sent to your opponent along with the contest
- results so that they know more about whom they are fighting.
-
-
- Name: Choose a name for your team and type it in. A great
- team deserves a great name. It can be anything you want.
- Here are some ideas:
-
- Name your team after yourself: ex. Matthew's Marauders,
- Joe's Raiders, Debbie's Destroyers.
-
- Name them after your hometown: ex. Boston's Best, The
- Orlando Heatwave, The L.A. Predators.
-
- Refer to their physical characteristics: The Red Backs,
- Longneckers, Bigfoot.
-
- Name them after animals or insects: Mantis, Scorpions,
- Wolverines, Hornets.
-
- Find a word you like and then change it to another language:
- The Draches (German for Dragon), The Venins (French for
- Venom).
-
- Trainer - Enter your name here. Your real name is preferable,
- although you can enter a nickname if you are shy.
-
- Location - This can be the city, state and/or area in which you
- live. This is just to give your opponent an idea of
- your general location, you should not give your street
- address. Try to resist locations such as Mars, nowhere,
- and other witty responses.
-
-
-
- =================================================================
-
- 12. title - MODEM
- -------------
-
- This is where you use your MODEM to communicate with us and with
- your opponents. All calls are toll free.
-
- The following buttons are available:
-
- MESSAGE - You must receive your first contest before you can read
- and write messages.
-
- CALL - Send your team in to battle another team. After 24 hours,
- press this button again to receive the results. Any
- messages that you write are automatically sent with your
- team.
-
- Before you can send your team in, your modem must be
- properly configured and must pass the connection test. If
- you have not completed this, go back to the title screen
- and press the Setup-MODEM Buttons.
-
- Press DONE to return to the Title screen
-
- ------------------------------------------------------------------
-
- 12a. title - modem - MESSAGE
- -----------------------
-
-
- You must receive your first contest before you can write or read
- messages.
-
- When you press the MESSAGE Button, you can write, read, edit and
- delete messages. You can write to either your last opponent or
- your next opponent. You can also write to us to ask questions,
- report bugs or offer suggestions on game improvements. Another
- way of sending us messages is by email. We can be reached at:
-
- barry@evryware.com.
-
-
- --- Write a Message ---
-
- Click on the WRITE Button. You will be asked to pick a subject
- for your message. To write a message to a previous opponent, your
- next opponent or to us, click on the appropriate description.
-
- * Would you like to congratulate your last opponent on your
- latest battle? Send him/her a message.
-
- * Want to tell your next opponent how tough your team is to
- beat? Send a message.
-
- * Do you think you found a bug? Send us a message so we can fix
- it.
-
- * What would you like to see added or changed in Pyrosaurus?
- Send us a message and tell us about it.
-
- * Do you have a question about Pyrosaurus? Read this manual, the
- Help screens and especially the "Common Questions" that are at
- the end of this manual. If you have internet access, look at
- the Pyrosaurus website to see if it is discussed. If you still
- have a question, go ahead and send us a message.
-
- After picking a subject, you may be asked to give your message a
- title. Next and last opponent messages do not have titles. If you
- are sending a message to us, the title should give us an idea of
- what your message is about.
-
- Now you can enter your message. Use the arrow keys to move
- around. The Delete, Insert, and Backspace keys work like you
- would expect. The cursor will blink when you are in Insert mode.
-
- Messages are limited in size. When the limit is reached, you will
- not be able to add any more although you can still edit the rest
- of the message.
-
- Click on the DONE Button when you are finished.
-
- Your message will automatically be sent the next time that you
- enter your team in a contest. Messages are deleted after they
- have been sent except for your Next Opponent message. It will be
- sent every time that you send your team. You can have only one
- Next Opponent message at a time but you can change it whenever you
- want. You can have only one Last Opponent message. It will be
- sent with your team and then deleted.
-
- --- Read a Message ---
-
- Click on the READ Button. You will be shown a list of message
- titles. These include both messages that you have written and
- received. The most recent messages are at the top of the list.
-
- Messages from someone else will have a solid bar behind them if
- you have not read them yet. Messages written by you will have the
- bar if they have not been sent yet.
-
- You can also edit and remove messages by pressing the appropriate
- buttons.
-
- Press DONE to return to the Modem screen
-
- ------------------------------------------------------------------
-
- 12b. title - modem - CALL
- --------------------
-
- Before you press the CALL Button for the first time, you need to
- set up your Modem so it will work properly. (At the title screen,
- click the SETUP Button and then the MODEM Button.)
-
- If your team has entered a contest and you have no credits for
- contests, be sure to include your credit card information for your
- next contest. (At the title screen, click SETUP then the CHARGES
- Button.) You are charged $1.15 each time that you send your team.
- Your first contest is free.
-
- Press the CALL Button when you are ready to enter your team in a
- contest. Any messages you have written will automatically be sent
- too. Messages to your next and last opponents are only sent with
- your team. These messages will wait if you are retrieving a
- contest and then go out the next time that you send your team.
-
- If you have done everything correctly and are still unable to
- connect, our system may be down for maintenance. If all of our
- phone lines are busy, your modem will automatically redial until
- it gets through. You can press the Esc key to stop the redial
- sequence. If you are unable to get through, please try again
- later.
-
- If your modem can't get past sending block 1 then you may have a
- flow control problem. Your modem must be set to RTS/CTS hardware
- flow control. See the chapter on how to set up your modem for
- other suggestions (6c.title-setup-MODEM).
-
- Your contest results will be ready in 24 hours. All you need to
- do is press the CALL Button again to receive the contest. Your
- contest results will be available for up to 30 days. There is no
- charge to receive a contest.
-
- After you have the contest, you can watch it by clicking the
- CONTEST Button at the Title Screen.
-
- ==================================================================
-
- 13. title - CONTEST
- ---------------
-
- You carefully built a team and lovingly trained it to kick butt.
- Then you sent your team in to bring shame on any team unfortunate
- enough to go up against it. After patiently waiting a day, you've
- gotten the contest back. Let's see how you did!
-
- Press the CONTEST Button. If your team has been in more than one
- contest, you will see a list with the most recent contest at the
- top. The name of the contest is the name of the opposing team.
- A green bar is behind any contests that you have not yet seen.
-
- It is important that you look at your contests. A contest must
- play through at least once before you can read some messages and
- before your team can be given new capabilities. In fact, you
- cannot make changes to your team until you have looked at your
- contest.
-
- Click on the contest name that you want to view. Two windows will
- slide onto the screen. The top window has your opponent's
- information. The color of the window is his team's skin color. The
- bottom window has information about your team. Press any key to
- start the contest.
-
- You may notice occasional pauses while watching your contest. This
- is caused when contest information is read in from your hard disk.
- The more conventional memory you have, the fewer times this will
- happen.
-
- As you probably already know, a team wins when it eliminates any
- opponent Queen. The contest is declared a draw if all Queens are
- still standing at the end of the time limit. (The time limit
- changes between arenas.)
-
- At the lower right of the screen is a small map of the contest
- arena. The green dots are your dinos and the red dots are the
- opponent dinos. Purple dots are the Queens. Dead dinos show up as
- gray dots.
-
- If you click in the small map, your large view will instantly go
- to that location in the arena. If you drag the mouse across this
- small map, you will quickly scroll the view area.
-
- Just like in the other areas of Pyrosaurus, you can scroll the
- view area by holding the left mouse button down then moving the
- mouse. Zoom in and out by holding the right button down and moving
- the mouse.
-
- To start the contest running, select a speed other than Pause.
-
-
- CONTEST BUTTONS:
-
- PAUSE, SLOW, MEDIUM, FAST - determines the speed of the contest.
- The contest starts with Pause selected so the dinos are not
- moving. Usually, you will want to set the speed to MEDIUM.
- Select Slow if you want to analyze something in slow motion or
- Fast if you want to move ahead quickly. Slow works by limiting
- the frame rate to 10 frames/second. If you have a slow
- computer or you have a lot of mist or swamp animation then
- your frame rate may already be close to 10 and you won't see
- much of a change when you press Slow.
-
- The following keys are available during a contest:
-
- <1> - Turns the small map on and off.
- <2> - Turns the menu bar on and off.
- <+> - Center the next dino. Each time that you press <+>
- another dino is centered on the screen.
- <-> - Center the previous dino.
- <L> - Locks the screen to the dino that is closest to the
- center of the screen. Does nothing if no dino is on the
- screen. When a dino is locked, his name appears at the
- top of the screen and the view area will follow the dino
- around the arena. You can still scroll and zoom while
- locked to a dino. The dino will become unlocked if you
- scroll him off the screen. You can also press <L> again
- to unlock the dino.
- <Esc> - Exits the contest. Same as the DONE button.
-
-
- Watching a contest is a valuable aid to improving your team.
- Examine your dinos' reactions to other dinos. Think about how you
- can adjust their training to improve their chances for victory in
- the next contest. Zoom in and out of battles, watch different
- parts of the arena, follow individual team members, look for team
- weaknesses that you can then improve on. Watch it as many times as
- you want.
-
- As you watch a contest, pay attention to your dinos' skin. As the
- markings get smaller, the skin becomes thinner. This is a good
- way of determining the condition of your dinos.
-
- If a dino isn't moving or shooting as fast as he should, zoom in
- close and watch his stomach. If he is breathing hard and fast
- then he is tired.
-
- When you click the DONE button, two windows appear. The top window
- has the same information that it had at the beginning of the
- contest. The bottom window specifies the results of the contest
- and your rating.
-
- After a contest, you can change team members, fine-tune fighting
- techniques, or anything else you want to do to your team before
- entering your next contest.
-
-
- ==================================================================
-
- 14. STRATEGY AND HINTS
- ------------------
-
-
- Food - During a contest you may see food (in the form of large
- bushes) scattered around the arena. If a dino walks over the food
- he gains energy and his skin thickness may go up a notch or two.
- If a dino is already at full strength, then he will ignore the
- food.
-
- Want to make two dinos of the same species that think differently?
- Take the original species, clone it, then retrain the new species.
- Dinos made from the two species will look identical but act
- differently.
-
- When you move up to a new arena, various aspects of the game
- change. New features may become available, the arena size will
- change, and so on. You should always go through your Movement,
- Fight and Decision Training when entering a new arena and make
- sure that they are still appropriate.
-
- ==================================================================
-
- 14a. MORE THAN ONE TEAM
- ------------------
-
- If you are not satisfied with only one team, you can create and
- enter as many as you want. All you need to do is create a
- separate directory for each of your teams and install the
- Pyrosaurus software in each directory. You can enter the same
- credit card information in to each of your teams. You should give
- each of your teams a different name. Wait at least 30 minutes
- after sending one team in before sending in another to reduce the
- chances of your teams playing against each other. You don't have
- to wait if your teams have different ratings or are in different
- arenas.
-
- ==================================================================
-
- 15. ORDER FORM
-
- Use this Order Form if you do not wish to use a credit card to
- build up credit for contests. Be sure to include your ID number
- with your order. To get your ID number, press <D> at the
- Pyrosaurus title screen. Your ID number will be printed on
- screen. You will need to play and receive your first contest
- before your ID number will appear.
-
- After the credit has been received and recorded, we will know
- that you have credit but your computer won't. So your computer,
- thinking you need more credit, may ask you for your credit card
- information. This needs to be entered but it does not have to be
- valid. As soon as you connect, your computer will find out that
- you actually do have credit and not use your credit card info.
-
- For your convenience, this form is also available as a separate
- file in your Pyrosaurus directory (order.txt).
-
-
- Date ___/___/___
-
- Name ______________________________________________________________
-
- Address ___________________________________________________________
-
- Phone # ___________________________________________________________
-
- ID # (REQUIRED)____________________________________________________
-
- Email (if you have one) ___________________________________________
-
- Amount Enclosed (check one):
-
- [ ] $8 ... [ ] $16 ... [ ] $24 ... [ ] $32 ... [ ] $40
-
- Thank you.
-
-
- 1. Fill in ALL the blanks!
- 2. Send the completed form and a check made out to: Evryware Inc.
- 3. Mail to: Evryware, Inc., P.O.Box 5204, Olympia, WA 98509-5204
-
- * The amount must be in increments of $8: $8, $16, $24, etc.
- * To get your ID Number: At the Pyrosaurus title screen, press D
- and it will appear on screen.
- * It is okay to make your own order form as long as ALL the
- information is included.
- * Each $8 entitles you to play 7 contests!
- * Please allow at least one week for your credit to take effect.
- (Your team will be rejected if you send it in before we receive your
- check and record it.)
-
- (C) Copyright EVRYWARE Inc., 1996 ALL RIGHTS RESERVED
-
- ==================================================================
-
- 16. GIFT CERTIFICATE
- ----------------
-
- Got a birthday coming up or any other gift giving occasion? Give
- someone you love (well, at least someone you like) a Pyrosaurus
- Gift Certificate. The perfect gift for someone who has everything.
-
- Gift Certificates start at $8. Each $8 entitles your team to
- enter in seven contests.
-
- Maybe you would like one yourself. It's easy! When a grandparent,
- a parent, a spouse, offspring or friend asks what you want, give
- them this gift certificate form and a big smile.
-
- Give the gift giver the whole gift certificate (from A. to B.).
- You can help by filling in the "Player's" information, especially
- your ID number.
-
- After the credit has been received and recorded, we will know
- that you have credit but your computer won't. So your computer,
- thinking you need more credit, may ask you for your credit card
- information. This needs to be entered but it does not have to be
- valid. As soon as you connect, your computer will find out that
- you actually do have credit and not use your credit card info.
-
- This form is also available as a separate file in your Pyrosaurus
- directory (gift.txt).
-
- A. ----------------------------------------------------------------
-
- * * * PYROSAURUS GIFT CERTIFICATE * * *
-
- This Gift Certificate entitles the bearer to enter Pyrosaurus
- contests!
-
- Date___/___/___
-
-
- Name_________________________________________________
-
-
- Amount___________________ (7 contests for $8)
-
-
- From:___________________________________
-
-
- (C)Copyright EVRYWARE Inc., 1996 ALL RIGHTS RESERVED
-
- (Give this part to the Player)
-
- --------------------------- CUT HERE ---------------------------
-
- (Send this part to Evryware)
-
- * * * PYROSAURUS GIFT CERTIFICATE ORDER FORM * * *
-
- Date___/___/___
-
- Your Name ________________________________________________________
-
- Your Street Address_______________________________________________
-
- Your City _____________________________State_________Zip _________
-
- Player's Name_____________________________________________________
-
- Player's Phone Number_____________________________________________
-
- Player's ID Number (very important)_______________________________
-
- Player's Email (if they have one)_________________________________
-
- Amount Enclosed (check one):
-
- [ ] $8 ... [ ] $16 ... [ ] $24 ... [ ] $32 ... [ ] $40
-
- (C)Copyright EVRYWARE Inc., 1996 ALL RIGHTS RESERVED
-
- ------------------------------------------------------------------
-
- 1. Print or copy this order form.
- 2. Fill in ALL the blanks!
- 3. Give the top portion as a gift.
- 4. Send the bottom portion and include a check to "Evryware Inc.".
- 5. Mail to: Evryware Inc., P.O.Box 5204, Olympia, WA 98509-5204
-
- * The amount must be in increments of $8: $8, $16, $24, etc.
- * To get the ID Number: At the Pyrosaurus title screen, press D
- and it will appear on screen. (You have to play at least once
- before you receive your ID number.)If you don't know the player's
- ID number, you can ask them to show you Pyrosaurus and nonchalantly
- press D at the title screen or just give the player the check
- with the gift certificate form and let them send it in.
- * It is okay to make your own order form as long as ALL the
- information is included.
- * Each $8 entitles you to play 7 contests!
- * Please allow at least one week for your credit to take effect.
-
-
- (C)Copyright EVRYWARE Inc., 1996 ALL RIGHTS RESERVED
-
- B. ----------------------------------------------------------------
-
- ==================================================================
-
- 17. DEFINITION OF PYROSAURUS SOFTWARE
- ---------------------------------
-
- Unlike traditional games, with Pyrosaurus, you don't pay for the
- software. If you use the software and enjoy it enough to want to
- compete in a contest then there is a small fee for each contest.
- This way, you get to compete directly against other players' teams
- and we are repaid for the time and money that we spent to create
- Pyrosaurus. Actually, your first contest is free so you always
- know exactly what you are getting before you buy.
-
- Even though the software is free, copyright laws apply to
- Pyrosaurus just like with commercial software, and the copyright
- holder retains all rights. The programmers of Pyrosaurus have been
- commercial authors for over 15 years. The main difference with
- Pyrosaurus and what we have done in the past is in the method of
- distribution. The authors of Pyrosaurus specifically grant the
- right to copy and distribute the Pyrosaurus software, to all and
- sundry as long as all the files are included and that you don't
- profit financially from it except as described in the next
- section. Be sure to give the original compressed file and not the
- files that you use to play this game.
-
- ==================================================================
-
- 18. DISCLAIMER/AGREEMENT
- --------------------
-
- Users of Pyrosaurus must accept this disclaimer of warranty:
-
- "Pyrosaurus is supplied as is. The authors disclaim all
- warranties, expressed or implied, including, without limitation,
- the warranties of merchantability and of fitness for any purpose.
- The author assumes no liability for damages, direct or
- consequential, which may result from the use of Pyrosaurus."
-
- The Pyrosaurus software is provided at no charge to the user.
- Feel free to share it with your friends, but please do not charge
- for it and do not give it away altered or as part of another
- system. If, after building and training a team, you would like to
- enter your team in a contest against another team, a small fee
- will be charged after, and only after, you specifically approve
- it.
-
- Anyone distributing Pyrosaurus for any kind of remuneration must
- first contact Evryware, Inc. at the address below for
- authorization.
-
- Evryware reserves the right to change the cost of contests at
- anytime.
-
- You are encouraged to pass a copy of Pyrosaurus along to your
- friends. Be sure to give them the original file and not the files
- that you are using unless you want to give them your team, credit
- card information, etc.
-
- Evryware Inc.
- PO Box 5204
- Olympia, WA 98509-5204
-
- Email: barry@evryware.com
-
- ==================================================================
-
- 19. LIMITED WARRANTY AND DISCLAIMER OF WARRANTY
- -------------------------------------------
-
- THIS SOFTWARE AND ACCOMPANYING WRITTEN MATERIALS (INCLUDING
- INSTRUCTIONS FOR USE) ARE PROVIDES "AS IS" WITHOUT WARRANTY OF ANY
- KIND. FURTHER, EVRYWARE, INC. DOES NOT WARRANT, GUARANTEE, OR MAKE
- ANY REPRESENTATIONS REGARDING THE USE, OR THE RESULTS OF USE, OF
- THE SOFTWARE OR WRITTEN MATERIALS IN TERMS OF CORRECTNESS,
- ACCURACY, RELIABILITY, CURRENTNESS, OR OTHERWISE. THE ENTIRE RISK
- AS TO THE RESULTS AND PERFORMANCE OF THE SOFTWARE IS ASSUMED BY
- YOU. IF THE SOFTWARE OR WRITTEN MATERIALS ARE DEFECTIVE YOU, AND
- NOT EVRYWARE OR ITS DEALERS, DISTRIBUTORS, AGENTS, OR EMPLOYEES,
- ASSUME THE ENTIRE COST OF ALL NECESSARY SERVICING, REPAIR, OR
- CORRECTION.
-
- THE ABOVE IS THE ONLY WARRANTY OF ANY KIND, EITHER EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE IMPLIED WARRANTIES OF
- MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, THAT IS MADE
- BY EVRYWARE, ON THIS EVRYWARE PRODUCT. NO ORAL OR WRITTEN
- INFORMATION OR ADVICE GIVEN BY EVRYWARE, ITS DEALERS,
- DISTRIBUTORS, AGENTS OR EMPLOYEES SHALL CREATE A WARRANTY OR IN
- ANY WAY INCREASE THE SCOPE OF THIS WARRANTY AND YOU MAY NOT RELY
- ON ANY SUCH INFORMATION OR ADVICE. YOU MAY HAVE OTHER RIGHTS WHICH
- VARY FROM STATE TO STATE.
-
- NEITHER EVRYWARE NOR ANYONE ELSE WHO HAS BEEN INVOLVED IN THE
- CREATION, PRODUCTION OR DELIVERY OF THIS PRODUCT SHALL BE LIABLE
- FOR ANY DIRECT, INDIRECT, CONSEQUENTIAL OR INCIDENTAL DAMAGES
- (INCLUDING DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS
- INTERRUPTION, LOSS OF BUSINESS INFORMATION, AND THE LIKE) ARISING
- OUT OF THE USE OR INABILITY TO USE SUCH PRODUCT EVEN IF EVRYWARE
- HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
-
- This Limited Warranty shall be governed and construed in
- accordance with the laws of the State of Washington.
-
- ==================================================================
-
- 20. ACKNOWLEDGMENT
- --------------
-
- BY USING PYROSAURUS YOU ACKNOWLEDGE THAT YOU HAVE READ THIS
- LIMITED WARRANTY AND DISCLAIMER AGREEMENT, UNDERSTAND IT, AND
- AGREE TO BE BOUND BY ITS' TERMS AND CONDITIONS. YOU ALSO AGREE
- THAT THE LIMITED WARRANTY IS THE COMPLETE AND EXCLUSIVE STATEMENT
- OF AGREEMENT BETWEEN THE PARTIES AND SUPERSEDE ALL PROPOSALS OR
- PRIOR AGREEMENTS, ORAL OR WRITTEN, AND ANY OTHER COMMUNICATIONS
- BETWEEN THE PARTIES RELATING TO THE SUBJECT MATTER OF THE LIMITED
- WARRANTY.
-
- ==================================================================
-
- 21. TECHNICAL SUPPORT
- -----------------
-
- Pyrosaurus technical support can be obtained by writing to:
-
- Evryware, Inc.
- PO Box 5204
- Olympia, WA 98509-5204
-
- Email: barry@evryware.com
-
- ==================================================================
-
- 22. ERROR MESSAGES
-
- BAD HEADER DATA - (when using the modem)
-
- This means that your information does not correspond with who
- you are. Header data is a safeguard to prevent other people
- from using your account.
-
- The following could cause this message:
-
- * If you do not send a team in for three months (one month if
- you have only played one contest) then your account is
- canceled and you will get this error message. You must
- reinstall Pyrosaurus and start over from the beginning.
-
- * In some cases this error could be caused by a noisy
- phone line and you could try again later.
-
- * Your header may be corrupt. You can correct it by replacing
- the "PYRO.USR" file with PYRO.BAK or a backup that you
- created. If the backup does not help then you have no
- choice but to reinstall Pyrosaurus and start over from the
- beginning.
-
-
- CANNOT OPEN FILE
-
- You are either out of disk space or your FILES statement in
- CONFIG.SYS is set to too low a number. FILES = 30 should
- work fine.
-
-
- OUT OF FAR MEMORY
-
- You don't have enough conventional memory available. You
- should have at least 560K available but you may need more if
- you have a lot of dinos on your team. To check the available
- memory, type MEM from DOS. The "Largest Executable Program
- Size" is the value that you want. To free up more memory,
- you will have to disable a TSR or driver. If you have a boot
- disk for another game, it will probably work for Pyrosaurus
- too.
-
-
- FILE NOT FOUND
-
- A file is missing. You should always remove dinos, species
- and so on from within Pyrosaurus. You should never delete a
- file in this directory from DOS or windows. You can usually
- fix the problem by installing Pyrosaurus into another
- directory and compare the files in the two directories. If
- any are missing in this directory then copy the files from
- the new directory.
-
- PROGRAMMER ERROR
-
- We all know that programmers don't make mistakes but in the
- unlikely event that you find a bug in the program please
- tell us about it.
-
- For a list of bugs that we already know about, you can check
- our web site at: http://www.evryware.com/pyrosaurus.
-
- There are several ways to report a bug:
-
- 1. Write a bug message in Pyrosaurus and send it in with
- your team.
-
- 2. Email: barry@evryware.com (on the subject line write:
- P Bug)
-
- 3. Snail Mail: Evryware Dept. PB P.O.Box 5204 Olympia, WA
- 98509-5204.
-
- Please give us as much information as you can about where
- you were in the game, what you were doing when you got the
- error and what led up to it. Thanks.
-
- ==================================================================
-
- 23. COMMON QUESTIONS
-
- Q. How do I make a dino with four legs?
- A. Quadrupeds become available when you advance to the second
- arena.
-
- Q. The game locks up when it first starts.
- A. Your sound card configuration may not be set properly.
- Delete PYRO.CNF from your Pyrosaurus directory, start the
- game again and select different settings.
-
- Q. The game locks up when I am building or training a species.
- Your hard disk might be full. You should have at least
- 1 Meg. free before starting Pyrosaurus.
-
- Q. Sometimes when I click on a button, nothing happens.
- A. You are probably clicking too fast. Try holding the mouse
- button down a bit longer before releasing.
-
- Q. When I try to send my team in, it never gets past sending
- block 1.
- A. Your modem must be set to RTS/CTS hardware flow control. See
- the chapter on how to set up your modem for other suggestions
- (6c.title-setup-MODEM).
-
- Q. My hard disk crashed and it trashed Pyrosaurus. How do I get
- everything back?
- A. First, install the latest version of Pyrosaurus. Next, if you
- used the BACKUP button in the TEAM screen to save your team
- to a floppy then you just need to copy all the files in the
- floppy to your Pyrosaurus directory. You now have your team
- back. Hopefully you also backed up the PYRO.USR file. You
- need to copy this file to your Pyrosaurus directory also. If
- you don't have a copy of PYRO.USR then you will have to start
- over as a new player.
-
- Q. Something went wrong. I am in the wrong arena and I no
- longer have an ID number.
- A. Your PYRO.USR file may be bad. Copy PYRO.BAK to PYRO.USR and
- that should fix it.
-
- Q. I want to order a Gift Certificate but I don't know my ID
- number.
- A. You get an ID number when you receive your first contest
- with your modem. To find your ID, start up Pyrosaurus and
- while you are at the title screen, press D. Your ID number
- will appear on the screen. If you do not have an ID, "None"
- will replace the ID number.
-
- Q. I made a species but I can't put him on my team because he is
- not in the team roster. Why?
- A. The roster lists dinos not species. After you make a species,
- you need to make individual dinos from that species and then
- they will appear in your roster.
-
- Q. Some of the sounds are missing when I play a contest.
- A. Some sound cards don't work properly after the modem has been
- used. This is a bug that we have not yet been able to solve.
- For now, you can exit Pyrosaurus and come back in before
- looking at a contest and the sounds should work properly.
-
- ==================================================================
-
- Thank You for playing Pyrosaurus!
-
-
-