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Software of the Month Club 1998 March
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munch10a
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manual.doc
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Text File
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1996-05-27
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11KB
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303 lines
╔══════════════════════════════════════════════════════════════════════╗
║ MUNCH MAN Copyright 1996 Inter-Active Arts ║
╚══════════════════════════════════════════════════════════════════════╝
┌─────────────────────┐
│ System Requirements │
└─────────────────────┘
To play Munch Man, you'll need at least:
o A 16-Mhz or faster 80386 processor
o 400K free conventional RAM (base memory)
o VGA monitor
┌────────────────────────────────────────────────────────────────────┐
│ * WARNING!!!: This game may lock up the computer under QEMM! If │
│ your system has QEMM, be sure to disable it before │
│ running the game. │
└────────────────────────────────────────────────────────────────────┘
MunchMan also supports:
o Two joysticks or joypads
o Sound Blaster & compatible sound cards
┌────────────┐
│ Game Goals │
└────────────┘
The objective of Munch Man is relatively simple -- eat as many dots as
possible while avoiding the Ghosts that roam the mazes.
Normal dots are worth 10 points, while power pellets are worth 100
points.
Eating a power pellet makes Munch Man invincible for a limited time.
During this period of invincibility, the Ghosts will turn yellow and
Munch Man can eat the Ghosts for: 100, 200, 400 and 800 points in
consecutive order.
Twice during each maze, a fruit will appear. Fruits start out being
worth 2,000 points and increase by 1,000 point per maze level.
An extra Munch Man can be earned for every 20,000 points.
┌─────────────────┐
│ Getting Started │
└─────────────────┘
To play Munch Man, simply go into the game directory from DOS and type,
"GO" and then press ENTER.
If you are playing the SHAREWARE version of the game, a Registration
Countdown screen will appear, giving you the opportunity to register
the game.
The unregistered SHAREWARE version of the game will only allow you
to play the first three levels of the game, cycling back to the
first level once you complete level three.
Registering the game will allow you to play all eight exciting mazes
and remove the Registration Countdown screen. Simply type your
registration code at the Registration Countdown screen and the game
will automatically become REGISTERED. To obtain a registration
code, send $19.95, along with your Soft-Lock Serial Number to:
Inter-Active Arts
Munch Man Registration
P.O. Box 373172
Satellite Beach, FL 32937
Once the Registration Countdown is completed, the game will put you
into the MAIN MENU. From there, you may set various game options,
read game instructions, look at the high scores, look at the game
credits, or play the game.
Simply type the first letter of each option to select that option.
If this is your first time playing the game, you'll want to press
'O' for the to configure game options.
┌─────────────────┐
│ PLAYER CONTROLS │
└─────────────────┘
This setting allows you to select the controller for each player.
Each player may be controlled via Keyboard, Joystick 1 or Joystick 2.
Pressing "1" or "2" will cycle throught the choices for each player.
If you select for either player or both players to be controlled
by joystick(s), you'll want to press, "C" to calibrate the joystick(s).
┌───────┐
│ LIVES │
└───────┘
This setting determines the number of lives you start out with. The
default is 3, but you may increase this value all the way up to 7.
┌────────────┐
│ DIFFICULTY │
└────────────┘
This setting determines the difficulty of the game. Setting a higher
dificulty level causes the Ghosts to become smarter. This increases
the likelihood of Munch Man becoming munched by the Ghosts.
┌────────────┐
│ HAUNT MODE │
└────────────┘
This option determines whether or not the Ghosts can go into "Haunt
Mode" -- where the ghosts become invisible and are therefore harder
to avoid.
┌─────────────────────┐
│ PLAYER 2 AS GHOST # │
└─────────────────────┘
This option allows for head-to-head competivive game play. Player 2
may control any of the Ghosts simply by toggling this option.
┌────────────┐
│ SOUND CARD │
└────────────┘
This setting defaults to OFF. If you have a Sound Blaster or compatible
sound card and wish to hear music and digital sound effects, be sure to
set this option to ON.
You will then need to set the SOUND PORT and IRQ numbers for your
particular sound card. The default settings for a Sound Blaster are
usually: 220, 7
Sound Blaster Pro cards usually have the following default: 220, 5
If you are unsure of the settings for your particular sound card, you
may want to consult your user manual or contact the manufacturer of
the sound card.
If you can hear music but no digital sound effects when the SOUND CARD
option is set to ON, you probably have the IRQ number set to the wrong
value.
If you can hear both the music and the digital sound effects but the
volume of the digital sounds are low, then you probably have a Sound
Blaster Pro or compatible card. To turn up the volume of the digital
sound effects, you will have to run the "mixer" program that came
with your particular sound card to adjust the FM Music and the Digital
Sound options to optimal levels.
If you have the sound card turned ON and the game mysteriously locks
up during gameplay, your sound card may not be compatible with our
music/sound effect driver. Unfortunately, the only known solution
to resolving this problem is to delete the GAME.CFG file and keep
the sound card option OFF.
┌────────────┐
│ GAME SPEED │
└────────────┘
This option allows you to set the speed at which the game will run on
your computer. If you find that the default game setting is too fast
for your computer, try decreasing the GAME SPEED value. If it is too
slow, increase the value. You can adjust this value within the game
by pressing the '+' key to decrease the value, or the '-' key to
increase the value.
┌─────────────────┐
│ ANIMATION LEVEL │
└─────────────────┘
This option is also adjusted within the game. Press the '[' key to
decrease the quality of the animation and the ']' key to increase it.
Slower machines, such as low-end 386 systems will want to run the
game on "LOW" animation quality to allow the game to run at a playable
speed.
┌─────────────────────────┐
│ Re-configuring the Game │
└─────────────────────────┘
If, for some reason, the game locks up due to improper setting of
configuration information (usually sound card settings), you may
wish to delete the bad configuration information and start all over.
From the DOS prompt, delete the file called: GAME.CFG and type
'GO' to begin the process all over again.
┌──────────────┐
│ Registration │
└──────────────┘
Registration of this game costs $19.95. Registration allows you to
play all eight exciting levels of Munch Man, as well as enter our
Eye of Kaborie RPG game contest (see end of manual).
In addition, registration will also allow you to access the hidden
cheat modes. These cheat modes will allow you to do anything from:
warping to another level, to becoming invincible, to toggling extra
lives.
To register, print out the registration form ("register.txt") and send
it, along with a check for $19.95 to:
Inter-Active Arts
Munch Man Registration
P.O. Box 373172
Satellite Beach, FL 32937
┌─────────────────────────────────────────────────────────┐
│ If you are reading this manual from the EASY-VU program │
│ (which is activated by typing README at the DOS command │
│ prompt), you can easily print out the registration form │
│ by pressing the "R" or "F3" key now. │
└─────────────────────────────────────────────────────────┘
Be sure to include the Lock Serial Number for your copy of the program,
as well as a phone number or email address where we may reach you. The
Lock Serial Number for your copy of the program can be found underneath
the Munch Man Title on the Registration Countdown screen.
Once we receive your registration request, we will contact you via
email or snail mail (depending on how you prefer to be contacted),
with your Registration Key. Note that each Registration Key is good
only for that Lock Serial Number and that the Lock Serial Number is
RANDOMLY created each time you install the game. What this means is
that once you have registered the game, DO NOT delete the directory
containing the registered game or you will delete your registration.
┌─────────┐
│ Credits │
└─────────┘
Project Leader: Denoy DeBoer
Lead Programmer: Ryan Gumbs
Additional Programming: Denoy DeBoer
Graphics Engine: Egerter Software
Game Graphics: Ryan Gumbs
Static Art: David Croeser
Original Music: Akintunde Omitowoju & Wendell Tucker
Sound Effects: Ryan Gumbs and Denoy DeBoer
Inter-Active Arts is in no way affiliated with Egerter Software,
but we really like their WGT4.0 graphics engine and would highly
recommend it to other companies/individuals interested in programming
graphics intensive projects without having to invest a lot of time
creating a graphics engine, along with support utilities such as
sprite and map editors.
Egerter Software can be contacted at the following address:
Egerter Software
94 Andover Drive
London, Ontario
Canada, N6J 3X2
Special thanks goes out to all the people on the Internet who contributed
to this project, as well as all the customers who register this game to
help us continue to provide quality products at a minimal price.
┌────────────────────────┐
│ Eye of Kaborie Contest │
└────────────────────────┘
Have you ever wanted to be a character (other than the player) inside a
video game? Well, now is your chance with the Inter-Active Arts Eye of
Kaborie Contest.
To enter, complete the contest entry form on the order form and mail it,
along with the required photo to:
Inter-Active Arts
Eye of Kaborie Contest
P.O. Box 373172
Satellite Beach, FL 32937
Contest is open to all Inter-Active Arts customers and will run through
October 31, 1996. Winning entries will be selected in a random drawing
and will be notified by email or snail mail. Each winner will receive a
registered copy of The Eye of Kaborie, as well as a cameo appearance in
the game, itself. Odds of winning will depend upon number of entries
received, as well as quality of photos submitted for scanning.
Good luck, and we hope to see you in the game!
*Note: The Eye of Kaborie RPG contest deadline has been extended to
October 31, 1996, instead of the original July 31st deadline.