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- ║ EVASION v1.00 ║
- ╟──────────────────────────╢
- ║ (c) Steven James Baldwin ║
- ╚══════════════════════════╝
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- LICENSING/WARRANTY NOTICE
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- You are hereby granted a license to use, share, copy, and distribute
- this program, its data files and this documentation, provided that this
- notice, and the Copyright information is not removed or altered in any way
- from this documentation or the accompanying program. No fee or consideration
- is to be charged for distribution of this software. This program is
- provided on an AS-IS basis without warranty of any kind, expressed or
- implied. The entire risk as to quality and performance of this program
- rests solely with the user. In no event will I be liable to you for any
- damages, consequential or inconsequential. By operating this program, you
- acknowledge you have read and understand this agreement and agree to be
- bound by its terms and conditions.
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- ----------------------------------------------------------------------------
-
- EVASION -- Documentation
- PAGE i
-
- (c) Steven James Baldwin
-
-
- Now that the formalities are over with, I'll proceed to explain the
- game rules, commands and error messages.
-
-
-
- MAIN MENU
-
- Once the program has been booted (by simply typing EVASION at the DOS
- prompt) the copyright information will be displayed. To proceed just press
- any key and a MAIN MENU will appear. This menu is the lead for all other
- operations performed by the program. There are three selections which can
- be made from this menu:
-
- (E)dit - Leads to another menu entitled LEVEL EDITOR. This menu will
- be explained after the MAIN MENU has been explained.
-
- (P)lay - Leads to a series of questions pertaining to game parameters.
-
- After executing the (P)lay command, the program will ask how difficult
- to make the game. The difficulty ranges from one to ten. The lower the
- number, the easier (slower) the game becomes. Thus, entering a one causes
- the game to act its slowest and entering a ten causes it to act its fastest.
- Experiment with this until you have found a comfortable game speed.
-
- The next inquiry determines where the program is to locate it's level
- data. The prompt asks, "From (D)ata or (F)iles?". Responding with a "D"
- will cause it to begin play with a sample level whose data is within the
- program itself. This level will be played continuously or until the player
- is captured three times.
-
- Responding with an "F" will precede the next prompt. NOTE: At this
- point, if the following error occurs - "No maximum level # has previously
- been entered", you must refer to the LEVEL EDITOR portion of this
- documentation. Otherwise, you will be prompted to enter the level number
- with which you wish to begin the game. Pressing the carriage return in
- response to this prompt will automatically begin the game on level one.
- Again, if things are not in order, there may be an error here. If the
- program responds with a "no levels found" error, then there were no data
- files found in the default directory with which it could begin game play.
- This also relies on the maximum level number. Therefore, if you have
- entered ten as the maximum level number, the program will only look for
- levels one thru ten, and no others. To correct this you will need to either
- develop a level that ranges from one to ten with the level editor, or use
- the level editor to change the maximum level number to include existing
- levels.
-
- (Q)uit - Return to DOS.
- ----------------------------------------------------------------------------
-
- EVASION -- Documentation
- PAGE ii
-
- (c) Steven James Baldwin
-
-
-
- LEVEL EDITOR
-
- The level editor allows for the user to do several things with the File
- data used by the program. The following is a list and explanation of these
- features:
-
- 1 - Edit Previously Created Level
-
- This allows the user to change a level's format in any way he chooses.
- After specifying an existing level (they will be listed), it will be
- displayed along with a command summary on the right side of the screen.
- This summary should make things easy to understand.
-
- 2 - Create New Level
-
- This permits the user to develop an entirely new level. Warning: If
- the level number selected to create matches an existing level number, the
- new level will replace the old upon save.
-
- Upon initiation, the level will be blank except for three things.
- These are: the player, one enemy, and one treasure. They will initially be
- located in the upper left of the screen along with the cursor, which appears
- as a box and is controlled by the arrow keys. As you may assume, the reason
- that there is initially one of each of the aforementioned things, is that
- there must never be less than one of each of these. As for the player, you
- cannot create another or delete the original. When it comes to the enemy
- and treasure, just place another one of each elsewhere on the screen in
- order to delete the originals.
-
- Never locate a treasure where it is impossible for the player to reach
- it. If you do, the level will never be completed. You may make it look as
- if the player could not reach it, but instead supply trap doors or enough
- room for the player to dig to it. The actual game rules and controls will
- be explained later in the documentation.
-
- Also don't forget to lead a normal ladder or an escape ladder to the
- very top of the screen. Escape ladders will not appear until all treasure
- has been collected by the player. Trap doors also have a normal wall
- appearance when the game is played.
-
- The difference between normal and solid walls is that the player may
- dig through the normal wall, but not the solid.
-
- 3 - Enter Highest Level #
-
- This little number has a great deal of respect from the program.
- ----------------------------------------------------------------------------
-
- EVASION -- Documentation
- PAGE iii
-
- (c) Steven James Baldwin
-
-
- Without it, you will not be able to play from data files and with it, you
- will only be able to play those files which are within it's range.
- Therefore, once you have played the highest level, the levels will begin
- again and continue to progress in numeric order.
-
- When Saving a level to disk, you will be prompted for a new highest
- level number. By pressing return to this prompt, the number will remain the
- same, otherwise enter the new number at this prompt. If you want all of
- your levels to be played by the game, this number must be defined as the
- equivalent of the highest existing level file.
-
- 4 - Delete Level
-
- After selection, a prompt requests the number of the level to delete.
- By entering the desired level's number and pressing return, the level will
- be removed from the catalog and you will no longer be able to play it.
-
- 0 - Return To Main Menu
-
- Sends you back to the Main Menu, so you may (P)lay the game or (Q)uit
- for now.
-
-
- NOTE: If you wish to familiarize yourself with all game characters, just
- use the Level Editor to edit or create a level. Then compare the characters
- placed on the screen with the description given for each in the command
- summary.
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- ----------------------------------------------------------------------------
-
- EVASION -- Documentation
- PAGE iv
-
- (c) Steven James Baldwin
-
-
-
- GAME PLAY
-
- At the start of each wave, the game will wait for one key press. After
- this, play will begin.
-
- Player movement is controlled with the arrow keys. The player may only
- progress up the screen with the use of ladders. On ropes, which simple
- appear as lines above where they are accessible, the player may only proceed
- to the left, right or down.
-
- Trap doors appear as normal walls (or more likely floors).
-
- Escape ladders will not appear until the player has collected each of
- the treasures on the level.
-
- Once all of the treasure has been collected, the player must reach the
- top of the screen and attempt to proceed up in order to advance to the next
- level. This is why escape ladders normally lead to the very top of the
- screen, although, a normal ladder which already lead to the top could be
- used instead.
-
- By pressing the Home key (7) on the keypad, the player is instructed to
- dig through the floor on the left. He may not do this if there is something
- standing in the way, except for trap doors (or should I say walls). The
- same is true for digging to the Right (accomplished by pressing the PgUp key
- (9) on the keypad). Digging these holes as an enemy approaches, is helpful
- in that the enemy will fall into the available space and allow you to walk
- right over him. The missing floor will eventually be replaced and if there
- is an enemy player trapped there, he too will be replaced elsewhere. The
- digging feature also allows the player to dig to otherwise unaccessible
- treasure, but the player may only dig out ten places at a time, after which
- he will have to wait for the missing floor to be replaced before he may dig
- again. NOTE: Although the enemy will be trapped if he falls into a hole
- which the player has dug, the player will fall completely through the hole.
-
- The player as well as the enemy, may jump off anything and survive the
- fall. It is a good idea to jump to a safe haven when it comes to speedy
- retreats from the enemy.
-
- By pressing the "A" key, the player may abort the current life. This
- is handy if the player becomes trapped in a location in which he can neither
- get out of or be caught in. (IE. A level which was created with a serious
- flaw.) It's also handy if you don't wish to wait for the enemy to catch you
- or you wish to quit the game.
-
- The "W" key also has an effect. This key "warps" the player to another
- ----------------------------------------------------------------------------
-
- EVASION -- Documentation
- PAGE v
-
- (c) Steven James Baldwin
-
-
- location on the screen, but be forewarned, this could be good or bad and you
- must quickly relocate the players new position on the screen. At the start
- of the game, the player has three warps. As he progresses through each
- level, he will be awarded one more warp.
-
- The space bar serves as a pause feature. To exit the pause, press any
- key.
-
- Finally, when the player is captured, one life will be removed from the
- total, and he will immediately be relocated (warped) to a new position on
- the playing board. Plan on this, so you can quickly figure out where his
- new location is.
-
- If you have made a score which qualifies for entry into the top five,
- you will be asked for your name. Only the first eight letters will be used
- in the listing along with the score.
-
- --------
-
- Now that you've read it, go do it. Just reading these instructions may
- not be clear enough for you so just type EVASION at the DOS prompt and
- experiment. The program is simple to use and understand. It is a game of
- skill which will require you to be nimble in your use of the keypad. NOTE:
- If you are playing an "easy" game, when you press a key multiple times, the
- key presses will be buffered and executed, so don't jump the gun and have
- fun!
-
- If you find this program of value or enjoyable, send your donations to
- the address below. Donations will be highly appreciated as well as kept.
- So send them to:
-
- Steven J. Baldwin
- 12095 S.W. 47th St.
- Miami, Fl. 33175