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- !HOW TO PLAY APPENDIX
- #THE GOAL OF THE GAME
-
- The worm is one of the oldest themes in the history of computer games.
- The pattern is as follows: The worm enters a level, eats a certain number of
- objects, which makes him progressively longer and finally passes through to the
- next level.
- With APPENDIX, the pattern is similar. You control one or more worms throughout
- the game. At each level there are up to four tasks you have to complete:
-
- 1.- Eat all the fruits that appear.
- 2.- Remove all the garbage that is lying around on the screen.
- 3.- Visit all the "one by one" elements in their numerical order.
- 4.- Pass through an exit after having completed tasks 1-3!
-
- In most cases it will be enough to complete the first and then the fourth task,
- because there is no garbage lying around and there are no "one by one" elements
- to visit. It may, however, happen that no fruits appear or else that Appendix's
- only task is to reach the exit since there is nothing else to be done.
- =
- #START OF A GAME
-
- The level has been loaded, the message in the lower right-hand corner says
- "READY", and everybody is waiting impatiently for things to happen.
- The game can be started by pressing <RETURN> or one of the direction keys.
- If the worm is able to move in the indicated direction, he will do so (most
- of the time!), or else he will start moving in the direction that he happens
- to face at the start of the level. (This also goes for the case where you
- start the level with <RETURN>.)
-
- You control the worm's movement by means of the direction keys. Normally,
- pressing the key for the direction opposite to the one the worm is moving in,
- will not have any effect at all. If an "action key activator" has been eaten,
- then the <SPACE> key has a special function, otherwise it has no effect.
- Don't try to keep the direction keys pressed for a longer period, since the
- keyboard buffer would then fill up and the worm would get out of control!
-
- Keys may be redefined. If you redefine them, the descriptions given here will
- of course become meaningless and must be adapted to the new definitions.
- =
- #THE TIME BARS (1)
-
- Usually, after starting a level the first fruit will appear in some location
- and at the same time two time bars will start expanding. One bar stands for
- the total time that has already been used at the current level. The other time
- bar may have different meanings depending on its colour (blue, red or brown).
-
- - Grey time bar: This is the bar for the total time. The level must be
- completed before the grey time bar reaches its highest point, otherwise
- one of the worm's lives will have been lost through his failure to stay
- within the time limit.
-
- - Blue time bar: This is the bar for the time available for eating the next
- fruit. Appendix is supposed to eat a fruit before the blue time bar reaches
- its highest point. Eating a fruit will reset the time bar so it starts to
- expand from the bottom again until the next fruit is eaten. Removing
- garbage or visiting a "one by one" element will NOT reset the time bar.
-
- (To be continued on the next page)
- =
- #THE TIME BARS (2)
-
- - Red time bar: If for some reason the worm fails to reset the blue time bar,
- all is not lost: Although the figure for CUR.PTS/LEV will be reduced (see
- also under "INFORMATION"), he will get a second chance: If the blue time bar
- reaches its highest point before Appendix has eaten a fruit, then the time
- bar is erased and a red time bar starts expanding from the bottom in its
- place. Generally,it expands very fast, so Appendix should hurry, for if
- the red time bar reaches its highest point, no quarter will be given...
-
- - Brown time bar: Time to reach an exit. If all fruits have been eaten and all
- other tasks have been completed to the satisfaction of the level's designer,
- then the brown time bar will start expanding. All the Appendixes in the
- current level should have reached an exit before the time bar reaches its
- highest point, otherwise all previous labour will have been in vain.
- =
- #TIPS FOR THE EFFICIENT USE OF TIME
-
- If all fruits have been eaten but other tasks (such as removing garbage,
- visiting "one by one" elements) remain to be completed, the situation becomes
- critical, because the second time bar will keep expanding ruthlessly until all
- tasks are completed, and there is no way of resetting it before that goal has
- been accomplished.
-
- That is why it is advisable to complete the other tasks between the eating of
- fruits, otherwise you may get into trouble at the end.
- =
- #COMPLETING THE TASKS
-
- If the worm eats a fruit, a number of points will be added to his score (see
- also under "SCORING POINTS"), he will become a little longer (depending on
- the level) and the next fruit will appear in some location on the screen.
-
- If a "one by one" element has appeared (its size is 2 by 2 squares and it is
- numbered in sequence, starting with 1), Appendix should visit it as soon as
- possible. The amount of garbage that may be lying around on the screen does
- not increase, so the player may plan in advance when and where to start its
- disposal. Garbage is disposed of by simply swallowing it.
-
- When all tasks have been completed, all exits begin to blink and the worm may
- pass through any of them. After the level has been completed, the level bonus
- is added to the score and play continues with the next level.
- =
- #THE EXTRA BONUS
-
- From time to time an extra bonus will appear at some location on the screen.
- If the worm swallows it, some form of reward (chosen at random) will be
- activated. If the worm manages to complete the level, this reward will actually
- be given to him. An extra bonus must be swallowed before the next fruit is
- eaten, otherwise it will disappear again. Likewise, an extra bonus disappears
- when the time control is exceeded for the first time (i.e. when the red time
- bar begins to expand).
- =
- #INVULNERABILITY (1)
-
- In mode "CHILDREN", all the worms that may be controlled by the player are
- always "invulnerable"; in all other modes, Appendix may become temporarily
- "invulnerable" through the effects of an extra bonus or super bonus.
-
- In this state Appendix does not bump into deadly obstacles, but stops in front
- of them for a while. Likewise, he will stop when you try to move him in a
- direction where there is an unsurmountable obstacle. Therefore, mistakes made
- by hitting the direction keys without thinking should not result in any
- damage to the worm.
-
- However, the time bars will not stop expanding and so you should not tarry
- too long before moving Appendix in a safe direction, otherwise he may get
- impatient and try to move in the direction you have indicated after all. This
- will of course have dire consequences!
- =
- #INVULNERABILITY (2)
-
- To be precise, the maximum time you may leave Appendix "standing" is equal
- to the time he would normally take to make 47 steps; after that amount of time
- he will start moving again. As soon as he has moved - even if it is only by
- one square - the count for the 47 steps will start again from the beginning.
- If you have managed to "paint yourself into a corner", then even an
- "invulnerable" Appendix will not help!
-
- The number 47 results from the maximum size of the playing area, which is
- 47 by 47 sqaures. This means that the worm could move from one end of the
- screen to the other in the time allowed for his "standing still".
-
- Even when "invulnerable", Appendix is not immune to different types of shots.
- Therefore it is advisable to avoid the particularly dangerous white, red and
- yellow shots at all times. Likewise, the effects of poisoning will still be
- felt even by an "invulnerable" worm.
- =
- #STAND-BY MODE / MAIN MENU
-
- If at any time during the game you press the <ESC> key, the main menu will be
- activated and the game will switch to "stand-by" mode.
- This key will also get you to the main menu if you press it at the beginning
- or at the end of a level. Depending on the point of time, some menu items may
- not be available.
- =
- !INFORMATION CONCERNING THE CURRENT GAME
- #GENERAL REMARKS
- All the information relevant to the current game is displayed on the screen to
- the right of the playing area.
-
- #LEVEL
- The current level. Underneath, the current mode (degree of difficulty) of the
- game is displayed. Whenever Appendix happens to be "invulnerable" - for
- whatever reason - this is indicated on the third line of the display.
- You will receive an extra worm whenever you finish 3 levels.
-
- #FRUITS
- The number of fruits that remain to be consumed by Appendix.
-
- #GARBAGE
- The number of garbage elements still to be disposed of by Appendix.
- =
- #ONE-BY-ONE
- The number of "one by one" elements that will appear at this level.
-
- #REVERSE
- There is an element which influences the way you control the worm's movements.
- Every time one of these elements is consumedm, the north and south keys as well
- as the east and west keys are exchanged. This line will inform you about the
- "reverse status" (ON or OFF).
-
- #LIVES
- The number of worm's lives still available.
- You will receive an extra worm whenever you finish 3 levels.
- =
- #LEVEL-BONUS
- Minimum Bonus, Maximum Bonus, Current Bonus. After successfully completing a
- level, you get a bonus, depending on the current level.
- The higher the level and the degree of difficulty (mode), the greater the
- bonus.
- However, at the beginning of the game you will get only a meagre 5% of this
- bonus. How many points that means is displayed in the line below LEVEL-BONUS.
-
- This value increases by 5% with every level completed until it reaches the
- maximum, which is displayed below MAX. If you lose one of the worm's
- lives, the value of CUR.BONUS will be substantially reduced!
-
- MAX.BONUS is not necessarily confined to 100%, even higher values may be
- reached in the course of the game by means of an extra bonus!
- =
- #POINTS/LEVEL
- Minimum number of points per level, Maximum number of points per level,
- Current number of points per level. At each level you can win a certain total
- number of points by eating fruits or reaching an exit.
- The higher the level and the degree of difficulty (mode), the greater the
- number of points. However, at the beginning of the game you will get only 5%
- of this figure. How many points that means is displayed in the line below
- CUR.POINTS/LEVEL.
-
- This value increases by 5% with every level completed until it reaches the
- maximum, which is displayed below MAX.POINTS/LEVEL. If you exceed the first
- time control (red time bar), the percentage will be reduced and there will not
- be any increase at completion of the level. Likewise, there is a reduction if
- an enemy worm eats a fruit.
-
- MAX.POINTS/LEVEL is not necessarily confined to 100%, even higher values may
- be reached in the course of the game by means of an extra bonus!
- =
- #SCORE
- The number of points you have scored so far.
-
- #THE STATUS WINDOW
- The status window consists of two lines and is located in the lower right-hand
- corner of the screen. Several different messages may be displaed here, e.g.
- that an extra bonus is available for consumption, that the extra bonus is
- activated, which type of extra bonus it is, that the worm is ready to embark
- on a new mission, etc. etc.
- =
- !SCORING POINTS
- #GENERAL REMARKS
-
- The scoring method used in Appendix may sound complicated at the beginning
- but is basically simple. If you are not interested in your score and want to
- concentrate on completeing all the levels, you may skip this chapter.
-
- #HOW TO SCORE POINTS
-
- There are four ways of increasing a worm's score:
-
- 1.- By eating or shooting a fruit.
- 2.- By reaching and passing through an exit (level bonus).
- 3.- By consuming an extra bonus of the right type (some bonuses do not
- include scoring any points).
- 4.- By eating specific super bonus elements.
-
- If you manage to complete all the levels of a certain mode (degree of
- difficulty), you will get a number of additional points for each remaining
- worm's life.
- =
- #POINTS PER LEVEL
-
- At each level you can add a certain number of points to your score by eating
- fruits. This number can be derived by a simple formula. For example, for
- "normal" mode, it goes like this:
-
- Number of points for level = 2500 + (100 * level).
-
- This means that 2600 points can be reached at level 1, 3500 points at level 10,
- 12500 points at level 100 etc. This figure is equivalent to 100%
- (MAX.POINTS/LEVEL). However, you start out with only 5% of this figure
- (CUR.POINTS/LEVEL), which means that the 2600 points for level 1 are only
- theoretical, since only 5% of this figure, e.g. 130 points, can actually be
- reached. These 130 points are divided by the number of fruits to be eaten at
- that particular level (130 / 24 = 5, remainder 10), i.e. there are 5 points to
- be scored for each fruit. The remainder of 10 points will be added to the score
- when the worm reaches an exit.
- There are no points to be scored for disposal of garbage or for visiting
- "one by one" elements.
- =
- #NUMBER OF POINTS PER LEVEL (1)
-
- Below CUR.PTS/LEV you can see the number of points still to be scored at the
- current level, i.e. the number of points still available. This figure decreases
- every time a fruit is eaten and will be equal to 0 when an exit is reached.
- With certain types of extra bonus it may happen that the CUR.POINTS/LEVEL
- figure is re-displayed at the end of a level because this information may be of
- interest to the player.
- The percentage displayed below CUR.POINTS/LEVEL is set to 5% at the start of a
- new game and increases automatically by 5% for each level completed, unless
- the first time limit has been exceeded (the red time bar has started
- expanding).
-
- Every time the "blue" time limit is exeeded at the current level, the current
- percentage is reduced by 3%. As long as the red time bar is running, there
- will be a additional reduction by 1% in regular intervals.
- If there has been at least one overstepping of the time limit, the rule that
- 5% are added at the next level is revoked.
- (To be continued on the next page)
- =
- #NUMBER OF POINTS PER LEVEL (2)
-
- CUR.POINTS/LEVEL can never become smaller than MIN.POINTS/LEVEL nor greater
- than MAX.POINTS/LEVEL. MAX.POINTS/LEVEL may be increased by means of an extra
- bonus, which makes higher values than those given by the starting formula
- possible.
-
- If an enemy worm swallows a fruit before Appendix can get at it,
- CUR.POINTS/LEVEL will be reduced by 1%, but the increase by 5% at the next
- level will still be awarded.
- =
- #THE LEVEL BONUS
-
- For the completion of each level, an additional level bonus will be granted,
- according to the same formula as the one given above for calculating the
- points per level.
-
- Here, too, the starting value is set to 5% of the maximum (MAX.LEVEL-BONUS),
- and the current bonus (CUR.LEVEL-BONUS) can never get greater than
- MAX.LEVEL-BONUS nor smaller than MIN.LEVEL-BONUS.
-
- If the first time limit is exceeded (red time bar) the percentage of
- CUR.LEVEL-BONUS will not be reduced, but the reduction of percentage points
- incurred when a worm's life is lost will be dramatic.
-
- Every time a worm's life is lost, the current bonus will be reduced, usually
- to 66% of its former value, or to 75%, if the death was caused by overstepping
- the grey, red or brown time limit. The value obtained will be rounded to an
- integer.
- =
- !THE MENU SYSTEM
- #GENERAL REMARKS
-
- The operating structure of APPENDIX 6.11 should basically be self-explanatory.
- During the game you can always activate the menu by pressing <ESC> (or the
- corresponding key if you have redefined the keys). The game will then
- automatically be switched to "stand-by mode". In this mode, not all the menu
- items may be available at all times.
-
- In the right-hand corner of the screen there is a display explaining how menu
- items can be changed and/or selected.
-
- Selecting some menu items will lead you to a sub-menu, where you have to
- specify the desired operation in more detail. Pressing <ESC> will take you
- back to the main menu from any sub-menu.
- =
- #NEW GAME
-
- Select this item to start APPENDIX at level 1. A sub-menu will appear,
- prompting you to enter the mode (degree of difficulty) of the game.
- The default is "Normal". After you have entered your selection you will be
- ready to start a new game with 10 worm's lives.
-
- The different modes of play are characterized mainly by different levels of
- speed, only the "Children" mode has some additional simplifications built in
- (such as permanent "invulnerability", more time, less increase in length after
- eating a fruit etc.). The faster the game, the more points there are to be
- scored at each level!
-
- Only modes "Easy", "Normal" or "Difficult" allow all the levels to be played
- through. In modes "Children" and "Beginner", the "end of game" message is
- displayed earlier.
- =
- #LOAD GAME
-
- Here you may load a game that was saved earlier and resume play at the point
- where you finished your last session.
-
- You can choose from among 9 different slots. Slot 9 has a special significance:
- It always contains the current state of play and is brought up to date after
- completion of each level. This relieves the player of the responsibility of
- saving the game after each level.
-
- #SAVE GAME
-
- You can save the state of the game into one of the 8 slots available for this
- purpose. Slot 9 is reserved for the current state of the game. Although you
- can save a game at any time, you must remember that only the state of the
- game after completion of the previous level will be saved. Therefore it is not
- possible to start a game in the middle of a level.
- =
- #SETTINGS
-
- Language: German and English are available.
- Define Keys: If you are not satisfied with the original definition of the
- control keys, you can redefine them. ATTENTION: The "action" key works only
- if an "action key activator" has been eaten.
-
- #QUIT
-
- Not a particularly attractive option, let's hope...
-
- #HIGHSCORES
-
- Displays a report showing who scored best in a certain mode and how many levels
- have been completed. The best 15 players are retained in memory.
- =
- #ABOUT APPENDIX
-
- Displays information about the current version of APPENDIX and a note of
- thanks to the most important contributors.
-
- #RESUME/CONTINUE
-
- Has two functions:
-
- 1.- If you have switched to the menu by pressing <ESC> during the game, this
- option will allow you to resume play.
- 2.- If you have lost your last worm's life and the game is over, you get a
- chance to start a new game from the last level that was successfully
- completed. This avoids the annoying necessity of restarting from the
- beginning (i.e. it allows you to continue the game). You may invoke this
- option as often as you wish.
- =
- !THE ELEMENTS OF THE APPENDIX GAME
- #@02411APPENDIX, THE WORM
-
- This is what the head of the charming animal that will accompany you
- throughout this game looks like. Don't worry, it doesn't bite!
-
- Appendix is the one who must eat fruits, he is the only one who can remove
- garbage and he is also the only one who can make the next "one by one"
- element appear.
-
- At some levels it may happen that several Appendixes move around the screen.
- It will be your responsibility to control all these worms by means of the
- operating keys. Each worm has the same capabilities, but not necessarily
- the same length and/or speed.
- =
- #@02403APPI, THE LITTLE BROTHER
-
- He is Appendix's little brother. He is very timid, so he is of a somewhat
- darker colour. Although he is able to eat fruits, this will not give you
- (the player) any additional points, the number of fruits still to be eaten
- will not diminish, the time bars will keep advancing. Garbage is deadly for
- him, "one by one" elements do not disappear when he visits them.
-
- Nevertheless it will be your responsibility to control him! If he loses
- one of the worm's lives, this will be just as bad for you as if the same
- accident had happened to Appendix himself.
-
- Appi may also have several incarnations. In any case you must see to it
- that his big brother Appendix eats the fruits, removes the garbage and visits
- the "one by one" elements.
-
- By some mysterious ritual, Appendix and Appi exchange places every time
- Appendix eats a fruit. But see for yourself...
- =
- #@02410FRANZ, THE LAZY ONE
-
- Franz is a distant relative of Appendix and cannot be controlled by the
- player. You can recognize him by his blue colour.
- Franz isn't very fond of changing direction, so he will keep moving
- straight ahead as long as he can. If this is not possible at some point,
- he will decide where to go in each case.
-
- #@02412RUDI, THE PERPLEXED
-
- Rudi is a distant relative of Appendix and cannot be controlled by the
- player. His colour is turquoise and he is difficult to figure out because
- he can never decide where he wants to go. So he will change his direction
- to this side or that side in a random manner. Thus he makes his restless way
- through the level, and you must always be prepared for a surprise.
- =
- #@02414HARALD, THE HUNGRY ONE
-
- Harald is a distant relative of Appendix and cannot be controlled by the
- player. His colour is purple and this should already serve as a warning to
- you: He is always hunting for fuits. He can smell those delicacies from
- afar and will always try to approach them by the shortest route possible.
- You will have to be faster than he is or else poor Appendix will have to
- starve. Fortunately, Harald is usually far from clever.
- If you eat all the fruits before Harald can get at them, he will be very
- cross and try to block your exit to the next level!
-
- #@02413KARL, THE KILLER
-
- Karl is a distant relative of Appendix and cannot be controlled by the
- player. His colour is red, and this symbolizes his bloodthirsty thoughts.
- His only goal is to send Appendix or Appi to the happy hunting grounds
- of worms. He will keep trying to interfere with your progress and to block
- your way with his body. Your only chance is the fact that he is not
- particularly bright.
- =
- #@02416THEO, THE TERMINATOR
-
- Theo is a distant relative of Appendix and cannot be controlled by the
- player. His colour is white, the colour of innocence, but he is the most
- unpleasant of all your potential opponents. He will try to prevent you
- from successfully finishing a level in one of two ways: On the one hand
- he eats the juicy fruits that Appendix needs, and on the other hand he
- will try to push you aside and make you collide with some obstacle.
- So you can see that he combines all the unpleasant properties of Harald
- the Hungry One and Karl the Killer. Fortunately, his IQ is also below par.
-
- #@04615FRUIT
-
- This is (by definition) a fruit which Appendix must either eat or shoot.
- The colour of the fruit is unimportant.
- =
- #@11105GARBAGE
-
- Garbage lying about on the screen must be disposed of by Appendix.
- Only he is capable of doing that, since the things are deadly for Appi,
- and his distant relatives (Theo and company) will not touch them either.
- Disposal can happen either by eating (which doesn't hurt Appendix, who
- has a strong stomach) or by shooting the things.
-
- #@15500"ONE BY ONE" ELEMENT
-
- At some levels, Appendix must visit a certain number of "one by one" elements
- in order to finish these levels successfully. However, the second element
- will not appear until Appendix has visited the first one, and the same goes
- for element number three (which appears only after the second element has been
- visited) and so on.
-
- "One by one" elements cannot be destroyed by shooting like fruits or garbage!
- =
- #@32600EXIT
-
- The exit is closed (and therefore deadly for Appendix and Appi) as long as
- Appendix hasn't finished all his tasks. Once an exit starts blinking, Appendix
- only has to pass through it in order to move on to the next level.
-
- If there are several Appendixes at one level, each one of them will have to
- pass through an exit for the current level to be completed successfully.
- Appi, however, does not need to pass through an exit, although he MAY do
- so, if he feels like it. All the other worms, which you cannot control,
- will never pass through an exit, but they may try to block it by running
- to and fro in front of it.
-
- #@02000WALL
-
- Except for a few special cases, the wall is an obstacle that Appendix cannot
- overcome. His only way of surviving is to avoid it.
- =
- #@32513EXTRA BONUS
-
- Will appear unexpectedly at some time and in some place. If Appendix or
- Appi eat it or shoot it before swallowing the next fruit, the extra bonus
- will be activated. If Appendix for some reason prefers to have his meal
- right away, the extra bonus will disappear again.
-
- If a level is completed while the extra bonus is active, there will be a
- reward (which is selected at random). Just wait and see!
- After completion of the level, the reward for the extra bonus will be
- displayed on the two message lines in the lower right-hand part of the
- screen. It will have its maximum value if you have completed the level
- without ever seeing the red time bar.
-
- The colour of the extra bonus is unimportant.
- =
- #@07400@07500@07600POTENTIAL WALL
-
- When a worm meets one of these elements, it may pass over it the number of
- times indicated (i.e. 1, 2 or 3 times). After the final pass the element
- turns into a "real" wall.
-
- #@08800PASSAGE TYPE 1
-
- If a worm passes through one of these (passages of this type are marked with
- a turquoise arrow), it will reappear at the extreme edge of the playing area,
- continuing in the same direction as before. If there happens to be some
- obstacle (such as another worm) in its way - bad luck!
- =
- #@08900PASSAGE TYPE 2
-
- This type of passage (marked with a purple arrow) is a particularly
- insidious element! After passing through one of these the worm will look
- for the nearest element that is normally deadly for him (this may also be
- his own body!) and from which he can make at least one step in the same
- direction as before without hitting any obstacles. He will continue his
- way from that point. By blocking as many elements as possible, you can force
- the worm to appear farther away from the passage.
-
- The key to the successful completion of many levels containing this type of
- passage is the following method: Block all the squares from the nearest wall
- to the passage itself with the worm's own body in order to make the worm
- reappear in the desired position. There is really only one way of
- understanding this mechanism: Try, try, try again!
- =
- #@09000@09100PASSAGE TYPE 3 WITH RE-ENTRY SQUARES
-
- Passages of this type are marked with a yellow arrow and associated with
- special re-entry squares (the second character shown above). The arrows in each
- re-entry square point in a certain direction.
- After passing through one of these passages, the worm will reappear at
- the re-entry square which points in the direction he was moving before
- entering the passage.
-
- If there are several re-entry squares pointing in the same direction, then
- another re-entry square will be chosen at each passage until all have been
- used and the first one is reactivated.
-
- If the square in front of a re-entry square is occupied the worm will look
- for a different, unoccupied square. If there is none, one of the worm's lives
- is lost.
- =
- #@32800PASSAGE TYPE 4
-
- After passing through one of these (passages of this type are marked with
- a white arrow), the worm will reappear at a point as far distant as
- possible from its original position and continue in the opposite direction
- from the one it had before entering the passage.
-
- #@32900PASSAGE TYPE 5
-
- After passing through one of these (passages of this type are marked with
- a dark blue arrow), the worm will reappear at some point and continue in a
- random direction.
- =
- #@10300TURNAROUND
-
- If a worm hits a "turnaround" element, his head and tail will change places
- and he will continue in the direction of his new head (i.e. the direction
- where his tail pointed before he hit the element).
-
- #@10615ONE-WAY PASSAGE
-
- A worm can enter one of these elements from any direction but must leave it
- in the direction the element is pointing. If you fail to observe this rule,
- you will get the message "Sorry, youv'e failed".
-
- The colour of the one-way passage is unimportant.
- =
- #@10415@10515GATE AND KEY
-
- If a worm swallows a key, all the gates of the same colour will be opened
- (i.e. the disappear from the screen). The worm will eject the key from
- his tail end immediately after swallowing it (it's indigestible).
-
- While a gate is open, the worm may eat a fruit without any changes occuring
- in regard to the gate. However, if the worm swallows another fruit, all
- the gates will be closed, i.e. they will reappear on the screen. Eating the
- key again will reopen the gates and so on. By repeating the sequence
- "eat key - fruit - key..." etc. the gates can be kept open all the time.
-
- If part of a block of gates is obstructed (possibly by the body of a worm)
- when they are closing, then this part will remain open until the next
- fruit is eaten. This means that Appendix can, as it were, "put a foot in the
- door" in order to keep it partly open in case he somehow fails to swallow
- the key.
- =
- #@11000TUNNEL
-
- While a worm is passing through a tunnel, you cannot see him. So beware!
-
- #@11216@11310@11413@11515INCREASE IN LENGTH
-
- If a worm passes over one of these squares, his length will increase by the
- number of elements indicated (1, 2 or 5). This may not sound like much,
- but these increases tend to accumulate! When passing over an "R" square
- the worm's length will be increased by a random number of elements.
-
- The colour of the element is unimportant.
-
- #@11600THREEFOLD INCREASE IN LENGTH
-
- Passing over one of these squares will increase the worm's length by three
- times the number of elements it would be increased by eating a fruit on
- that particular level.
- =
- #@11700HALF DECREASE IN LENGTH
-
- After passing over one of these squares the worm will immediately shed the
- back half of his body, which remains on the screen as an obstacle.
- If the worm is too short to shed part of his body, this element will have
- no effect.
-
- #@11814TRANSPORTER
-
- Transports the worm to another transporter of the same color.
-
- #@12911MOVING BARRIER
-
- A moving barrier will keep moving until it hits an obstacle and then
- reverse its movement. It may be short or long, fast or slow. The golden
- rule is: Don't bump into it!
-
- The colour of the element is unimportant.
- =
- #@12116@12516STRONG AND WEAK MAGNETS (1)
-
- The difference between strong and week magnets lies in their sphere of
- influence. Weak magnets have an effect only if there is no obstacle (such
- as a wall, a moving barrier, a worm's body, etc.) between the worm's head and
- the magnet. Strong magnets have an effect through any number of intervening
- obstacles.
-
- A magnet will attract a worm irresistibly. As soon as a worm enters a
- magnet's sphere of influence, he will invariably change his direction and
- start moving towards the magnet. In addition, it will become uncontrollable
- for a certain number of steps, depending on the colour of the magnet:
-
- - white magnet : worm becomes uncontrollable for 50 steps
- - red magnet : worm becomes uncontrollable for 25 steps
- - yellow magnet : worm becomes uncontrollable for 10 steps
- - turquoise magnet : worm becomes uncontrollable for 5 steps
- - all other colours: worm becomes uncontrollable for 1 step
-
- (To be continued on the next page)
- =
- #@12116@12516STRONG AND WEAK MAGNETS (2)
-
- Passing behind a magnet is not dangerous, its effect is felt only in front
- of it. If a square is within the sphere of influence of two magnets on
- opposite sides of the playing area, their effects will cancel each other
- partly or completely. If two magnets are positioned one behind the other,
- pointing in the same direction, their effects will be combined (provided
- the one at the back is a strong magnet).
-
- #@12716MAGNET SWITCH
-
- Passing over a magnet switch will deactivate all magnets of the same colour as
- the switch. If this has happened and a fruit is eaten, no changes will occur.
- However, the next time a fruit is eaten the magnet switch will reappear on the
- square where it was passed. If this square happens to be occupied, its
- reappearance will be deferred until the next time a fruit is eaten. When the
- second fruit is eaten, all magnets of the same color will be reactivated.
- By repeating the sequence "eat magnet switch - fruit - magnet switch etc."
- all magnets of the same colour can be kept deactivated all the time.
- =
- #@12807REVERSER
-
- If Appendix passes a reverser, the consequences for you will be rather
- horrible! The control keys for north and south will be exchanged as well
- the keys for east and west. Only by passing over a reverser again or by
- completing the level will you be able to obtain the normal control keys
- again.
-
- If the control keys are reversed, the display to the right of the playing
- area will show the message "REVERSE ON".
-
- #@13113@13115SPEED CHANGER
-
- - Red variety: The worm's speed will increase a little.
- - Yellow variety: The worm's speed will decrease a little.
- =
- #@13300@13400HEAVY AND LIGHT BOXES
-
- A worm can easily move a box as long as it is moved to an unoccupied square.
- If, however, the box is blocked by some obstacle, the worm will lose one
- of his lives. One-way passages have no influence on boxes. They may be
- moved against the direction of the one-way passage provided the worm
- himself does not enter the passage.
-
- A worm may move any number of light boxes, but there may be at most one
- heavy box in any group of boxes. If there are two or more heavy boxes the
- worm will lose one of his lives.
-
- #@13500WALL BREAKER
-
- As long as some part of a worm's body covers a wall breaker element,
- the worm can pass through almost any kind of wall. Only the walls that mark
- the edges of the playing area are always taboo.
- =
- #@13614DELAYING ELEMENT
-
- Delaying elements have good and bad effects.
-
- The positive effect: The worm's length decreases when he passes a delaying
- element.
-
- - white element : worm's length is decreased to 1 element
- - red element : worm's length is decreased by 50%
- - yellow element : worm's length is decreased by 35%
- - all other colours: worm's length is decreased by 20%
-
- The negative effect: When the worm's length is decreased, his head remains
- staionary while the tail continues moving. This will cost the worm
- valuable time and will also make life easier for any evil relatives that
- may happen to be around.
- =
- #@13700POISON
-
- If a worm swallows a poison element his body will start deteriorating.
- There are three stages of poisoning, with the worm getting progressively
- thinner. Once a worm has swallowed poison, his health will deteriorate even
- if he eats a fruit! If a poisoned worm manages to complete a level, then
- he will be healthy again when the next level starts.
-
- #@13800@13900POISON CURE (TEMPORARY AND TOTAL)
-
- Passing over a temporary cure element will restore a worm's full strength,
- but the deteriorating effect will start again when the next fruit is
- eaten. Passing over a total cure element will restore the worm's health
- to its former state.
- =
- #@14100REVOLVING DOOR
-
- If a worm hits a revolving door, the latter will turn by 90 degrees, unless
- it is blocked. A revolving door is blocked when there is an obstacle in the
- new location or if it cannot turn because there is an obstacle between the
- old and the new locations. A blocked revolving door has the same effect as
- a wall! Revolving doors may have different sizes.
-
- An example: | . If there is an obstacle in any of
- worm = = > | . . the locations marked with a '.', then
- | . . . the revolving door is blocked.
- . . . . o . . . .
- . . . |
- . . |
- . |
-
- The colour of the revolving door is unimportant.
- =
- #@14315@14414@15113JUMPER
-
- There are 9 different kinds of jumper, each of which causes the worm to jump
- by the number of squares indicated. The worm jumps easily over obstacles of
- any kind! But look out where the jump ends because it happens very fast!
-
- #@15213@15216INVISIBILITY (PARTIAL AND TOTAL)
-
- If a worm eats a "partial invisibility" element, he will be visible only at
- every other step. Every time he eats a fruit or another "partial
- invisibility" element, his state will get worse and he will only be visible
- at every 3rd, 4th, 5th etc. step.
-
- Eating a "total invisibility" element will make the worm totally invisible
- (what else did you expect?).
- =
- #@15315@15312@15310VISIBILITY
-
- This element will make a worm that has swallowed an "invisibility" element
- visible again.
- - Yellow element : Makes the worm permanently visible.
- - Turquoise element: Makes the worm visible, but the invisibility effect
- will be refreshed the next time a fruit is eaten.
- - Blue element : Reduces the invisibility effect by one level.
-
- #@15416TIME STOPPER
-
- A welcome opportunity to stop the time bar(s) in critical situations.
-
- - White time stopper : Stops task time for 50 units and
- total time for 10 units.
- - Red time stopper : Stops task time for 50 units.
- - Yellow time stopper: Stops total time for 10 units.
- - All other colours : Stop task time for 25 units and
- total time for 5 units.
- =
- #@22113@22213FILTER
-
- Only one single element is allowed between two opposing red filters.
- If, for example, another worm has just passed between two red filters and
- not yet left the danger zone, then this area is deadly for Appendix!
-
- Only two elements at most are allowed between two yellow filters.
- Only three elements at most are allowed between two turquoise filters.
-
- #@13215DIAMONDS
-
- Running into one of these is deadly. Likewise one of a worm's lives is lost
- if Appendix, Appi or Franz happen to hit them with a shot. Therefore it is
- wiser not to shoot at them at all.
-
- The colour of the element is unimportant.
- =
- #@29513@29516GUARDIAN (FRUIT-GUARDIAN AND EXIT-GUARDIAN)
-
- The guardians may look inconspicuous at first sight (they don't blink and
- they don't wander about on the screen), but they are mighty enemies of
- Appendix and Appi. Red guardians keep a careful watch to prevent any worm
- from eating or shooting a fruit or passing through an exit. White guardians
- try to prevent any worm from passing through an exit.
- If Appendix or Appi eats a fruit or passes through an exit while a red
- guardian is visible, this means instant death for them.
- If Appendix or Appi pass through an exit while a red and/or white guardian
- is visible, this also has dire consequences.
-
- How then is Appendix to get at his favourite food or pass through to the next
- level? He must see to it that no guardian is visible and able to watch him
- while he is eating a fruit (or doing something else)! One possibility is to
- simply pass over the guardian. But beware! They don't disappear completely but
- reappear in the same location after the entire worm has passed over them!
- There are other possibilities which you will find by yourselves while
- playing through the relevant levels...
- =
- #@33013DEFLECTORS
-
- They deflect any shot by 90 degrees and are taboo for worms. The white and
- red deflectors turn by 90 degrees every time they are hit, deflectors of
- other colours are in a fixed position.
-
- #@29914AMOEBAS
-
- Amoebas are deadly for Appendix. They do not move, but they can multiply at
- fantastic speed. As soon as a worm passes next to them either vertically
- or horizontally or moves directly towards them, they split and create a
- new generation of amoebas, which may itself split again! In this way they
- may soon crowd the entire screen and deprive Appendix of his living space!
-
- However, Amoebas are easy to shoot down. Often one shot is sufficient to
- eliminate an entire row of Amoebas.
-
- The colour of the element is unimportant.
- =
- #@30114SUPER BONUS
-
- A well-beloved element of the game is the super bonus.
- There are different flavours:
-
- - White super bonus : + 3 worm lives.
- - Red super bonus : + 1 worm life.
- - Yellow super bonus : "Invulnerability" from now to the end of the level.
- - Turquoise super bonus: Lots of points.
- - Blue super bonus : Many points.
- - All other colours : As many points as you get for eating a fruit.
-
- Usually a super bonus appears only when you try a level for the first time.
- If Appendix loses one of his lives and the level has to be restarted, super
- bonuses do not appear. One exception is the yellow super bonus, which will
- reappear every time you restart a level.
-
- A super bonus cannot be shot down.
- =
- #ACTION KEY ACTIVATOR, GENERAL REMARKS (1)
-
- If a worm eats this element he will get special capabilities. This is true
- for Appendix and Appi as well as for their relatives. If Appendix swallows
- this juicy object, then you will get control over this particular ability.
- The action key then gets a special significance, depending on the colour
- of the action key activator.
-
- If one of the four types of shot is activated, then the worm has the ability
- of firing such a shot. Appendix fires as soon as you press the action key.
- You can shoot fruits, garbage and the extra bonus, the effect is precisely
- the same as if they had been eaten. Moreover, some (but not all!) walls
- can be shot away, and other elements may react in some fashion. Just try
- your luck! Each worm must wait until his shot hits something, only then will
- he be allowed to fire the next shot.
- =
- #ACTION KEY ACTIVATOR, GENERAL REMARKS (2)
-
- Franz, the lazy (blue) worm will shoot without thinking if he has eaten an
- activator and the action key is pressed. Some levels can be completed only with
- the help of Franz, because Appendix may not be able to get at an action key
- activator. If Franz shoots a fruit or an extra bonus (with your help), this
- is fully equivalent with the same action being performed by Appendix.
- (This is only so where Franz and the action of shooting are concerned.)
-
- Rudi, the turquoise worm, fires just like he moves: at random.
- Harald, the purple worm, fires only when he sees a fruit.
- Karl, the red worm, fires every time he sees a green worm.
- Theo, the white worm, fires whenever he sees a fruit or a green worm.
- =
- #@29816WHITE ACTION KEY ACTIVATOR
-
- Activates a white shot.
-
- If Appendix or Appi are hit by a white shot, one of their lives is lost.
- If you fire a white shot and hit yourself or another green worm, then the
- death of the poor creature will be on your conscience.
- If you hit a worm of another colour, he will shrink to a length of 1,
- Rudi and Franz will be slowed down a little and go on as if nothing had
- happened, Appendix's other relatives will get a little more confused with
- every shot, but not slower.
- =
- #@29813RED ACTION KEY ACTIVATOR
-
- Activates a red shot.
-
- A worm that is hit by a red shot is poisoned. Even though he may continue
- to eat fruits without negative effects, his condition will get worse with
- every further hit. If Appendix or Appi, having reached the final stage of
- poisoning, are hit once more, then farewell, little worm!
-
- All other worms will shrink to a length of 1, Rudi and Franz will slow down
- a little, but regain their health in a mysterious fashion and move on.
- All other relatives of Appendix will get a little more confused (but not
- slower) and also regain their health completely.
- =
- #@29815YELLOW ACTION KEY ACTIVATOR
-
- Activates the yellow shot.
-
- A worm that is hit by a yellow shot will stop moving as if paralyzed for a
- while and then go on in the normal way. If he is hit again while in a state
- of paralysis, that state will be prolonged. In this way you may turn enemy
- worms into "statues" for quite a long time...
-
- #@29810BLUE ACTION KEY ACTIVATOR
-
- Activates the blue shot.
-
- A blue shot does not have any effect on any kind of worm. It serves only
- to shoot fruits, garbage, an extra bonus, walls etc., i.e. it can do the
- things you can do with all types of shot.
- =
- #@29812TURQUOISE ACTION KEY ACTIVATOR
-
- Activates the "switch" option.
-
- If you press the action key, some elements will disappear from one part of
- the screen while others will appear in a different part. However, if there
- happens to be an obstacle in a location where elements are supposed to appear,
- the "switch" option will have no effect.
-
- #@29814@29807PURPLE AND BROWN ACTION KEY ACTIVATOR
-
- Activates the "swap places" option.
-
- After eating a purple activator, pressing the action key will cause Appendix
- and Appi to swap places without Appendix having to eat a fruit.
- After eating a brown activator, Appendix and one of his relatives will swap
- places, which may sometimes cause his colleagues great anguish.
- =
- !PERSONAL REMARKS
- #THE HISTORY OF APPENDIX (1)
-
- Ever since I first became acquainted with the Worm Game in 1987 I have been
- fascinated by the concept. I realized it was possible to put together a rather
- interesting game (at least for that time) with relatively simple means. After
- I had played through all of the about 30 levels of "Simmy" I began to wonder.
- There had to be something more than just a more or less planless building of
- walls. Ever since that time I have collected ideas about this topic, most of
- which have been realized in the current version 6 of APPENDIX.
-
- Version 1 was written for the C64 and used block graphic characters. (It is
- remarkable that even today there are shareware worm programs using the same
- method!) There were 25 levels in it, which wasn't much, but at that time the
- only storage medium I had was a cassette recorder (Ah, those good old times!),
- and it wasn't advisable to load levels from tape. There wasn't room for more
- than 25 levels in memory. Even then I was using the element called "passage
- type 1", which has remained alive until this day and is one of the most
- frequent elements in the present game, apart from the "wall".
- =
- #THE HISTORY OF APPENDIX (2)
-
- Version 2 was written in GfA-Basic for the Atari ST and was offered as
- shareware by the Austrian magazine XEST.
-
- Version 3 was also written for the Atari, but never finished, because I was
- on the point of changing over to the PC.
-
- Version 4 didn't have a very long life either. It was already developed on the
- PC, but after having left the worm alone for a longer period, I did not feel
- like returning to the "old" style of programming, and so the next version was
- born, with many important routines carried over from version 4.
-
- Version 5 grew to V5.50 and was almost finished, with no fewer than 170 levels
- available to the player. Then I gave the program to some office colleagues for
- testing, and their reaction convinced me that a total re-programming was
- required and that it was time for version 6. Unfortunately, the "old" version
- can still be found spooking on some computers.
- =
- #WHAT APPENDIX CAN(NOT) DO (1)
-
- I am not a professional games programmer, so APPENDIX lacks some features
- such as sound. But what purpose would be served by this nerve-wracking beeping
- from a PC loudspeaker - which I could no doubt program if I wanted to - if you
- might as well listen to a good CD while playing the game? People who expect
- gorgeous graphics with special effects will also be disappointed with APPENDIX.
- My interest lies in the idea itself and a reasonably good implementattion,
- not in any commercial aspect. The symbols are simple and functional.
-
- I paid particular attention to the design of the levels. Each level was tested
- and played through by me several times (development time per level: about
- 30 minutes on average, in some cases even several hous!). Every level can be
- completed, none of them is constructed so that you can finish it only through
- luck (although a little bit of luck always helps!).
- The program is capable of varying each level, so don't be surprised if you
- play through level x for the second time and it looks somewhat different from
- the first time. The starting positions of the worms and the location and number
- of exits may also be different, even allowing for rotations and/or mirroring.
- =
- #WHAT APPENDIX CAN(NOT) DO (2)
-
- Many weeks of tests have made me reasonably sure that APPENDIX should run
- without crashing on any "normal" configuration. No major problems were detected
- under DOS and WINDOWS (in a DOS-box, but only in full screen mode!).
- The speed of the PC does not matter, on slower machines the game may be slowed
- down a little if there is a lot going on at the same time.
-
- If you delete the file containing the highscore list (APPENDIX.HSC), the
- program will generate a new, empty list at the next start.
-
- If you accidentally delete the graphics file (APPENDIX.GFK) you need not worry,
- it will also be recreated at the next start of the program. In that case you
- will see a quick "run" of all the symbols before the start screen appears.
-
- If the configuration file (APPENDIX.CFG) is deleted, the program will use
- its default settings and create a new configuration file at the next start.
- =
- #AND FINALLY: A BIG THANK YOU!
- There are some people without whom APPENDIX would not be available in its
- present form. I wish to thank them for their efforts:
- #WOLFGANG GRATZL
- Without the Turbo Pascal tools he has developed I could not have implemented
- some features at all. His sceptical attitude ("You'll never get to the end of
- this program!") gave me the decisive impetus to start working seriously on the
- program, just to show him that he was wrong!
- #GÜNTHER GIELGE
- He took a lot of time for testing and offering constructive criticism. He has
- shown great reliability and competence. He did more than he needed to do!
- #THOMAS MALLY
- He provided the English translation of APPENDIX. All errors remaining are my
- own fault...
- #HERBERT ERHART
- Tested version 5.5 and contributed important ideas to the present version.
- #RONALD MADER
- My son pestered me so long that I finally decided to implement the "Children"
- mode.
-