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- -----------------------------------------------------------------------------
- ON-DISK MANUAL
- for
- ==== DEATHBALL INCARNATE ====
- Copyright (c) 1996 Nathan Fouts
- Nef Productions
- -----------------------------------------------------------------------------
- RUNNING THE GAME
- ================
- Type 'DBI' in the game directory. That's it.
-
- SYSTEM REQUIREMENTS
- ===================
- * 33 Mhz, 80386 processor, or higher
- * 4 megs RAM (approx. 2,500,0000 bytes are needed)
- * Mouse
- * DOS vr 6.0 or higher. (It has not been tested on anything below 6.0)
-
- * This program does NOT have any sound support
- * This program does NOT have joystick support
- -----------------------------------------------------------------------------
- STORY
- =====
-
- This involves a world of two classes.
-
- All beings on this world are simply balls, but all have several innate
- powers.
-
- The first class is referred to as the "Commoners." They are like the
- proletariat and comprise around 99.9% of the population. Each has
- the powers called the Soul Torch, and some other, unique power, like
- levitation or warp speed.
-
- The remaining 0.1% of the population is the other class which is referred to as
- the "DeathBalls." All of these beings were once Commoners but have since
- been transformed into these supremely powerful entities. They form the
- "Council of the DeathBalls" which rules over the Commoners. A DeathBall has
- many violently strong powers which all Commoners envy. The DeathBall
- also rules over the other Commoners.
-
- It is most favorable to be a DeathBall.
-
- To be transformed a Commoner must enter and pass the "Trials of the Soul."
- These are five different Trials which test all sorts of abilities of the
- Commoner. To pass a Trial, a certain number of souls must be obtained.
-
- In each Trial, several males of species Homo sapiens are caged up like
- monkeys, and are scared out of their simple, little minds, thinking
- only of freedom. The Commoner must enter each of the different rooms
- and keep these men from fleeing the room. The Commoner must run the
- men down, then use his Soul Torch to capture that man's soul.
-
- At the end of the rooms in that Trial, the Commoner is judged by the
- Council of the DeathBalls. If the Commoner has enough souls to please
- the Council, then he may pass to the next Trial. If he passes all
- five Trials, he will be transformed by the Council into a DeathBall.
- -----------------------------------------------------------------------------
- PLAYER ONE: BALL CONTROLS
- =========================
- Player one controls the Commoner ball. His objective is to kill the
- men and take their souls.
-
- Here are the keyboard controls for Player One:
- CHARACTER: ACTION:
- ? Rolls Ball RIGHT
- > Rolls Ball LEFT
- < Uses your Soul Torch
- M Uses that Ball's Special Power
- -----------------------------------------------------------------------------
- PLAYER TWO: MAN CONTROLS
- ========================
- Player two has a unique opportunity. Instead of offering a trite two-player
- mode with two Commoner balls in it, this game offers the ability for the second
- player to directly control a man. His objective is whatever
- he desires, whether it is to treasonously help the Commoner kill the men, or to
- run all the men off the screen alive, or to wander around the room while the
- Commoner runs every one else down.
-
- Here are the keyboard controls for Player Two:
- CHARACTER: ACTION:
- 1 Runs LEFT
- 2 Runs RIGHT
- 3 Jump up
- 4 Uses special ability
- 5 Switch man
- -----------------------------------------------------------------------------
- OTHER DURING-GAME CONTROLS
- ==========================
- CHARACTER ACTION:
- <Esc> During-game menu
- F1 Help
- Q Quit game
- + Speed up game
- - Slow down game
- -----------------------------------------------------------------------------
- GAME PLAYING SYNOPSIS
- =====================
- The challenges of the Trials of the Soul are presented in the form
- of still-screen rooms. Each of these rooms will contain: men and a way
- to the next room. You must kill as many of these men as possible, take
- their souls, and then exit to the next room. There are perils in
- the room which can cause you to lose souls or not get the souls in the
- first place. You must avoid these.
-
- --------------- ---------------
- Read on for extended game playing information.
- --------------- ---------------
-
- -----------------------------------------------------------------------------
- GAME PLAY MENU
- ==============
- This the grayish rectangle in the lower-left hand of the game screen.
- The top number is the number of souls you currently have captured.
- The bottom number represents your soul meter.
- -----------------------------------------------------------------------------
- SOUL METER
- ==========
- Your soul meter is the bottom number in the game play menu. It supplies
- your Soul Torch and that ball's special power with energy. As you
- hold down for the Soul Torch, your meter quickly decreases. If you
- use a special power, it will also decrease.
-
- If you do not use anything, then the meter will increase to be used again.
-
- Fifty is the max for your soul meter. Also, if you pick up the soul power-up,
- then it will automatically return your meter to read the max.
- -----------------------------------------------------------------------------
- LOSING SOULS (BAD!)
- ===================
- How could you lose if you just have to gather up souls before the end
- of the Trial?
-
- Well, souls can also be released from your ball.
-
- If cyan-colored, ellipses are shooting out of your ball, then that
- means that a soul has just been released from your ball. Check your
- game menu and you'll see.
-
- Souls can be released from your ball by either hitting some sort of
- harmful thing like: spikes, live wires, live circuitry, worm guts . . .
- or by getting smashed by a chomping block (Trial 2).
-
- Also, the life button can cause souls to be released from your ball.
- (The life button is explained in full below.)
- -----------------------------------------------------------------------------
- SOUL POWER-UP
- =============
- The soul power-up is the small, glowing, cyan orb with sparkles coming off
- it and a glowing 'S' in the middle. If you pick this up, it will return
- your soul meter to the max. The power-up will appear if your meter goes
- down to 10 or below. It will disappear if you pick it up or if your meter
- returns automatically to above 30.
-
- If the power-up is onscreen for a while and you haven't grabbed it, then
- it will relocate to another position onscreen. If the power-up is not
- currently near you, then wait a moment, and it will reappear somewhere
- different.
- -----------------------------------------------------------------------------
- BUTTONS, DOORS, AND CAGES
- =========================
- In nearly every room, there are buttons, cages, and doors. Each of these
- are represented differently in each Trial, but their functions stay the same.
-
- There are three different types of buttons: CAGE, DOOR, and LIFE.
-
- CAGE AND DOOR BUTTONS
- =====================
- If you press a door or cage button down and then release it, the corresponding
- door or cage will open.
- Later, as the rooms grow more difficult, often times a door button may open
- a door, a cage, or both. The same with a cage button. In other words it
- may not always do what it looks like it will.
-
- LIFE BUTTON
- ===========
- This is NOT life for you, as you might suspect. It is really a reanimation
- button.
- When activated, this will:
- 1. Count up the number of dead men on screen.
- 2. This number of souls is then removed from your ball.
- a. In the event that there are MORE dead men on screen than you
- you have souls, it will take all but one of your souls.
- Then, for the men who didn't get souls, they are turned into
- soul-less zombies.
- 3. The taken souls are then given back to the men.
-
- The button is activated by pressing and releasing it when it is RED.
- If your press and release it while it is GREEN, this is okay. It is
- simply reset then.
-
- The life button is BAD for you (as if you couldn't gather that).
-
- If there are no dead men on screen, then the life button will have none
- of the above ill effects, HOWEVER, the life button may also open cages, and
- doors, just like a door or cage button.
- -----------------------------------------------------------------------------
- THE THREE COMMONER BALLS
- ========================
- The user has the ability to control three different balls. Each has
- a different radius, mass, and special power.
-
- 'MASH': THE BIG RED BALL
- =========================
- Mash is the biggest and heaviest of the balls, but has the most control
- over its movement. Its special power is the Position Hold. This is similar
- to the ability to levitate, but you can also move Mash along through the air.
- So if you are holding your position, and press left or right, he will
- keep the same height, but can roll right out into thin air. This is extremely
- powerful, because it lets you make great bounds across big holes. Keep
- in mind, that you can also use this as your brakes. If you are rolling
- one way, and then want to stop and turn around quickly, instead of holding
- in the opposite direction which must slow you down first (because of inertia)
- you can tap for the Position Hold, then press in the opposite direction.
-
- 'KABOOM': THE BORING BLUE BALL
- ===============================
- He could be considered boring because he is in the middle of the other two
- in terms of weight and size, but he can be very formidable when his special
- power is used effectively. When the special power button is hit, the
- Jump Blast creates an explosion directly below Kaboom, which sends him flying
- into the air. The Jump Blast can only be activated when Kaboom is FALLING.
- He must be travelling downward first, then you can use the explosion.
- (This effectively prevents him from having a jumping capability.) But don't
- dispair, you only have to be barely moving downward to make it work. For
- instance, simply rolling down a slope will make him ready to use it.
- Also, you can use it for as many times as you have enough soul meter, so
- if you are flying up, but didn't get high enough, just as you are falling
- back down again, use it. You will then be sent even higher.
-
- 'THE BULLET': THE LITTLE OLE GREEN BALL
- ========================================
- While the other two generally smash the men, the Bullet can actually kill
- the men in two other different ways! Play around and a little and you'll see.
- He is also has the fastest acceleration, so his controls might seem a little
- quick. Generally he is used only by an experienced player. One downfall
- for the Bullet might be that his mass is so small, but that's where his special
- power comes in! By using the Density Gain, the Bullet keeps the same radius,
- but his mass increases from 60kg up to 2000kg! Now you can mow the men
- down rather than be pushed around by them.
-
-
- Special gameplay notes:
- Remember, your special powers take require certain amounts of your
- soul meter to work.
-
- In addition to your general movement, Soul Torch, and individual
- special power, there is also a Trial-dependent special power. This
- may be activated when pressing a certain (secret) key combination.
- While this power may seem useless in the first Trial, it may mean
- the difference between passing and restarting some of the later Trials.
- -----------------------------------------------------------------------------
- MAN CONTROL EXPLICATIONS
- ========================
- The second player may only control one man at a time. The one currently
- being controlled is identified by the white, shaded arrow above his head,
- pointing to him.
-
- The switch key, <5>, cycles through all alive men, even if they are in
- their cages. If there are no live men, then none of the functions
- may be used.
-
- The special power key, <4>, provides the man with different capabilities
- depending on the trial. Here are there descriptions of the special
- power given, when the key is held down:
- Trial 1: If the man is over a fan that is blowing him into the air,
- he can now quickly force his way down to the bottom.
- Trial 2: Similar to Trial 1's power, if the man is being blown upward
- by a whirlwind, then he can force his way down through it.
- Trial 3: The man can call a hookworm, if there is one directly under
- the ground in that spot, ready to be raised.
- Trial 4: If the man is riding a cloud upwards, then he can break through
- the cloud and fall downward.
- Trial 5: If the man is on the ground, then he may plant a stick of
- dynamite in the ground.
- -----------------------------------------------------------------------------
- THE TRIALS OF THE SOUL
- ======================
-
- TRIAL 1: CONCRETE JUNGLE
- =======
- Vines and moss twist around wires and cables. The great concrete statues
- rise above the mechanical mess. Here fans blow men and ball upward, while
- the red, spinning magnets only have an effect on the ball. The sharp white
- spikes will release a soul from the Commoner, as will any frayed electrical
- wires.
-
- TRIAL 2: LAIR OF THE GHûL SCARAB
- =======
- Burrowing through the sandstone, the ancient, blood-thirsty scavenger
- waits for the Commoner to make another corpse ready. Small sandy whirlwinds
- draw the ball up into the air. The men are locked up in golden sepulchers,
- only to be released when the jeweled buttons are hit. The chambers hold
- many traps including chameleon chomping blocks ready to smash the ball,
- hidden passageways, and live circuitry.
-
- TRIAL 3: De VERMIS MYSTERIIS
- =======
- Deep underground, a library older than any above ground slowly rots
- away as ghost-like moths flutter around. All through the soil giant worms
- twist and writhe. Perhaps these old books and even older worms will be of use.
- Then again, perhaps the men living here have already formed a union with
- the low-life inhabitants.
-
- TRIAL 4: HER EMERALD GARRISON
- =======
- From deep below the earth, the Commoner is now taken to high in the sky.
- Here he will do battle with the foolish simian guardians . . . or perhaps
- not directly. The huge emerald statues cast wicked glances at the rolling
- adventurer. Let the clouds lift you up to greet the luscious hanging fruit.
-
- TRIAL 5: TALLOW QUARRIES
- =======
- The final challenge takes place deep within some monstrous organism. But
- you'd never notice, for you'll be too busy chasing down the men as they
- scurry through the tunnels and shoot up through pumping blood vessels.
- Long abandoned, the mine still has a few movable mine carts lying around.
- I'm sure the feeble men could stand up against a 500kg mine cart slamming
- into them.
- -----------------------------------------------------------------------------
- THE BALL EDITOR
- ===============
- This feature is provided to help customize your adventure. After selecting
- this option from the main menu screen, you must next select the ball
- which you want to edit.
-
- After selecting your ball and choosing 'Edit Ball' from the menu,
- you are now ready to edit your ball.
-
- You can choose colors from the bottom of the screen and then apply them
- to the zoomed-in picture of the ball. Only the most intense values
- of the colors are shown because the editor does all the of spherical
- shading for you (yea!). The 'clear' and black colors are not shaded.
-
- After you have finished designing the picture for your ball, quit
- and then select from the menu to save it.
-
- Now, the new ball design which you created will always show up on the
- screen of balls from which you may choose to play, until you decide to
- delete it.
-
- Special Note: None of these comestic changes that you make to your
- ball have any effect on the gameplay.
- Example 1: if you make your ball completely clear, the men can
- still see it.
- Example 2: if you make your ball oblong, it will still roll as
- though it were circular.
- -----------------------------------------------------------------------------
- REGISTRATION
- ============
- Wanna play all the other neat-o Trials described above?
- Wanna get the new versions when all the bugs are fixed?
-
- Well check out the ORDER.DOC file to see how to register and get the full
- version.
- -----------------------------------------------------------------------------
- TECHNICAL PROBLEMS
- ==================
- I probably can't help you with much but you can try to contact me at:
- foutsn@wabash.edu
-
- Depending on the question, I might respond.
-
- This may not be valid after June 1997.
- -----------------------------------------------------------------------------
- CREDITS
- =======
- ) * * * * * * * * * * (
-
- PROGRAMMING,
- artwork, game concept,
- and reason there are no sound effects (boo)
- ---
- NATHAN FOUTS
-
- ) * * * * * * * * * * (
-
- ROOM DESIGN,
- and main consultant for game ideas
- ---
- MATT GLADDEN
-
- ) * * * * * * * * * * (
-
- GAME CONSULTANTS,
- and beta testers
- ---
- ANDREW JOHNSON
- RYAN MORRIS
- MATT GRIFFIN
- SCOTT RIGHTHOUSE
- DAVE FOUTS
- SAM FOUTS
- LIZ FOUTS
- CHRIS JACKSON
- MIKE JACKSON
- ) * * * * * * * * * * (
- * * * * * * * * * * * * * * * * * * * * * * * * * *
-