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- __ ___
- |_)( |_)
- | _)| \
- S O F T W A R E
- presents
-
- ______________________________________________________________________
- __ _ __
- | )|\ ( ( |\ | |_(
- |¯ |¯\ ) )|¯\\_||_ ).
- ______________________________________________________________________
-
- for two players via electronic mail
- ......................................................................
-
-
- NOTICE I'm not a great fan of shareware, but when programs
- take as much time and effort as Passages did, I see
- why other programmers put fees on their work. This
- means that I am charging a fee for Passages if you
- like and are going to use it, but this fee is small
- enough, I feel, to not break anyone's bank balance
- or do them out of anything more than a couple of
- pints down the local.
-
- SHAREWARE So the fee is fixed at 3.00 UK pounds, or the
- equivalent of 3.50 UK pounds in any other currency.
- If you so happen to live in any remote country such
- the desolate wastelands of outer Rebosia or the frozen
- Trebosk, or anywhere where you feel I would have
- trouble in changing your currency into mine (ie Iraq),
- then please obtain one of the larger currencies,
- American dollars etc. are fine.
-
- In order to encourage you to register, the program
- has a number of handicaps which are released when
- you receive your keyfile. The largest of these is
- that you cannot exit from the program, nor multi-task
- so it is vital that you save important data before
- running Passages. This also means that you will have
- to reset before sending your moves to the other
- player, but please bare with it and give the game a
- chance (and the cat a saucer of milk).
-
- Please send registration fees to the address at the
- end of this documentation.
-
- CONTENTS I have this nasty habit of saying too much in docs so
- entries below in caps are essential reading, others
- are not:
-
- notice About shareware
- SHAREWARE Please register
- CONTENTS
- brief A little about nothing
- passages What 'brief' should have been
- SETTING UP Assigns and fonts
- running passages
- main menu
- NEW GAME How to start a new game
- continue game Your opponent sends a file
- practice Practice mode
- PLAYING PASSAGES The screen
- ICONS What the icons represent
- turning and moving
- hitting walls
- GOLD
- BANKS
- ROCK
- DOORS
- DYNAMITE
- LEVELLING
- time
- pausing
- multi-tasking Registered only
- exit Registered only
- PREMATURE END OF... Ending before timer's out.
- end of turn in p... Ending in practice mode
- END OF TURN REAL Ending a real game
- back-up
- SPOT How to use with Spot
- so
- NOTICE Sound problems
- PAPER MAIL Contacting PSR Software
- FIDONET MAIL Contacting PSR Software
-
- BRIEF I developed the idea for the game, Passages, when I was
- sitting around trying to think of an idea for a game.
- I'd always had trouble programming computer opponents
- with IQs which weren't in the negatives so I decided
- to write a two player game. The slight flaw in this
- plan was that I didn't have anyone who looked remotely
- like a second player, nor anyone who could pose as a
- second player - even on a part time basis.
- Okay, so I had a dog who could have been a second
- player except for the fact that he had no idea what
- a joystick was and simply fondled the spherical end
- in his jaws when I presented it to him. Consequently,
- I now have a a joystick with no 'stick' and as for the
- dog...that's another story. Well, actually, that's
- this story.
- After the experience, my poodle became a little
- lazy, he used to be a happy go lucky kind of poodle
- but the very next day he refused to go for a walk,
- usually his favourite event. What was even more
- surprising, and a little worrying too, was that he
- also refused point blank to bend his legs.
- With a little persuasion I managed to get my
- poodle, Winnie, to go for a short walk but his
- insistance on keeping his legs completely straight
- made the walk which was usually quite enjoyable into
- an ordeal. After two hours of dragging Winnie around
- the woods I realised that he just wasn't in the mood
- and so we retired home...and this is where things took
- a turn for the worse. Not only had Winnie taken a vow
- to never again bend his legs, he had also stopped eating
- and drinking - I presumed he just wanted to punish me
- for not letting him play with my computer for as long
- as I'd first promised, he did like his revenge did old
- Winnie.
- At this point I was getting worried about poor
- Winnie so I had him neutered, at the suggestion of the
- vet and to the results of a balot I held on his
- behalf at the local chippy.. Unfortunately, it
- was a traumatic process which solved nothing.
- When I saw the vet three months after his
- neuturing, he made a huge discovery. He found out
- that Winnie hadn't just become incredibly lazy, nor
- had he simply become stuborn, in fact he had been dead
- all along - he had simultaneously electrocuted himself
- and choked on a length of red plastic with a small
- sphere on the end.
-
- PASSAGES Passages is a game like none other that I have any
- knowledge of (except one, but I wrote that so it
- doesn't count). It is a game which is played by
- passing a single file between you and your opponent.
- These files store details of the current state of
- the game and so by giving the opponent information as
- to what you've done during your turn they can play on
- and try to undo what you've done, and do a little of
- their own - for you to undo yourself.
- The game is viewed from above so all you see is your
- little bloke's head and feet sticking out the front.
- I could have arranged it so he looked up at you whilst
- you were playing but then he wouldn't get any fun, so
- I decided against that.
- The idea is to move your character around the
- passages in order to collect gold and deposit in one
- of the banks of your own colour, using doors to help
- prevent the other player from accessing particular
- passageways.
-
- SETTING UP Copy the Passages directory to a suitable place on
- the disk it is to be run from. Create an assign
- to this directory called 'Passages:'. Failing to
- do this will result in you not being able to start
- a game and you will be unsure as to where the saved
- files will be put. When I tested this, my files
- ended up on an Airbus 3000 bound for Los Angeles, much
- to the amusement of the pilot whose onboard computer
- they ended up in.
-
- 1> Assign Passages: DH1:Games/Passages
-
- The above line will assign 'Passages:' to a the
- 'Passages' directory in the 'Games' directory on the
- DH1: partition of the user's hard disk, but you knew
- that already...
-
- RUNNING Passages can be run from the CLI like any other CLI
- PASSAGES program.
-
- 1> Passages
-
- Passages can also be run from Workbench using the
- icon supplied, or you can make your own and use that.
- Upon loading Passages, a screen will appear giving
- details of the revision of the game.
- If a keyfile is found, information will be shown
- about the registratee. If it isn't found, there
- will be a time delay as shown by a timer.
- To stop the screen of registration information from
- disappearing, hold the left mouse button until you
- are done.
-
- MAIN MENU Pressing fire when instructed to do so by the ever
- helpful joystick will result in the appearance of
- silver breadstick on the left of the screen. From
- here you can start a new game, continue an old game,
- practice or, in the registered version, exit.
- For those of you without a joystick, who do not like
- using joysticks or who have a dead poodle, the cursor
- keys and return will kinda mimick the joystick as best
- they can, however, they are nowhere near as good, and
- you will find it hard to control the character.
-
- NEW GAME When selecting this either the breadstick will
- show 'Player One' or a hole in time will open up and
- you will be turned into a vacuum cleaner.
- Player one is the red player who starts, in red drag
- in the bottom, left hand corner. Player two, blue
- starts in the top, right corner and wears a rather
- expensive blue suit with grey cycling helmet.
- Once you've selected your player, you will have to
- select a level. The ones available are from 000 to
- 015 although extra levels will possibly be released in
- the future, along with a level editor (at no extra
- registration fee). The files to these are found in
- 'Passages:levels'.
- Use backspace, or the arrow keys and delete, and
- change the code to the level you want. The fun then
- begins.
-
- CONTINUE GAME Upon receiving the 'input' file from the other player,
- select this option and the file will be loaded from
- 'Passages:'. You may then take your turn.
- For those who want to know, the file is called
- 'Passages.output' when it leaves a machine, and is
- renamed to 'Passages.input' when it arrives.
-
- PRACTICE Selecting this option lets you get the feel of the
- game without actually having to have a friend ready to
- play - it's therefore ideal for those who haven't any
- friends.
- It's also ideal for those who have never played before
- and simply want to know what everything does.
-
- LEAVE PASSAGES This option exits completely from the game. This
- option also makes the first sentance of PLAYING
- PASSAGES incorrect, so just ignore that bit.
-
- PLAYING No matter which of the options above seleted, you will
- PASSAGES be eventually presented with the play arena. A green
- box surrounds the actual area where your character can
- move within. The fact that it's green has no
- relevance to any part of the game and the reason for
- it being so is a mystery to me which is peculiar since
- I chose the colour scheme.
- A length of tunnel will also be visible. This is
- what your player can see. Facing him in other
- directions show you that passage up until his sight
- is hindered by a large rock surface. A wall springs
- to mind as a handy example of a large rock surface.
- To the right of the arena are the amount of money
- you have stashed away, whether you are holding gold,
- and your opponent's money.
- On occasion you may be lucky enough to come across
- some gold.
-
- ICONS The icons along the top of the screen above the
- playing arena represent (and are labelled as)
- the function keys:
-
- F1 gold/up arrow PICK UP GOLD
- F2 gold/down arrow DROP GOLD
- F3 zip NO FUNCTION
- F4 zip NO FUNCTION
- F5 lock DEPOSIT GOLD
- F6 wall BUILD DOOR
- F7 dynamite DYNAMITE
- F8 shoevel LEVEL GROUND
- F9 zip NO FUNCTION
- F10 clock/arrow END TURN WITH SAVE
- ESC exit END TURN NO SAVE
- P paws PAUSE
-
- TURNING AND Turning and moving are two different things. Turning
- MOVING about a point requires movement about two planes
- (unless you happen to be a point particle which, in
- theory, has no dimensions whatsoever and so may turn
- by any degree in any direction without actually moving
- in any plane), whereas moving from one place to
- another in a straight line only requires movement
- in one dimension (and for all you dimensionless points
- out there, the same would go for you).
- Just a point, but if space is curved, like it is
- supposed to be, wouldn't all the planets roll off?
- Turning is achieved by moving the joystick in a
- new direction, your character will face the desired
- way, or at least the way in which you pushed the
- joystick. Moving is acomplished by pushing the
- joystick (or 'joy' if your dog also bit the stick
- off it) in the direction you character is already
- facing.
-
- HITTING WALLS Hitting walls is not desirable and although will not
- affect the performance of your character, is hardly
- fair and will almost certainly put him in a bad mood.
-
- PARACETAMOL Newtons 4th law: Walking into walls may inspire
- headaches.
-
- GOLD Gold is the reason for life as far as red or blue
- overhead viewed computer sprites go. Gold, unlike the
- passageways, can only be seen whilst you are actually
- facing it. Walking over it will render it out of
- sight but will NOT pick it up. Turn around and it's
- still there. Well if you walk over a coin in the
- street it doesn't magically appear in your pocket.
- Now, chewing gum...
- To pick up gold, move on top of it and press either
- fire on the joystick, F1 or Return. Only one piece of
- gold can be carried at a time and must be deposited
- into a bank before it will affect your bank balance or
- another piece can be picked up - it's heavy you see.
- When you are carrying gold, 'gold held' will be
- displayed to the right of the arena. This is to let
- you know that your character is holding gold.
- Gold can be dropped by moving to a square not
- already occupied by gold and pressing F2. Keep it
- behind doors if you don't want your opponent to get
- it. Again this will not change the amount of money
- you have, to do that you have to visit the bank.
- It is essential to remember that gold you fail
- to pick up will still be present on your oppponent's
- go.
-
- BANKS These are a piece of straight vertical or horizontal
- passageway with either a red or blue light in each
- corner. Look carefully for them.
- When carrying gold, move into the bank and press
- fire or F5. A shutter will close you in (for
- security), your gold will be deposited and the shutter
- will open again. If a piece of gold just so happens
- to be lying in the centre of a bank, you can still
- pick it up with fire or F1. Fire will automatically
- pick it up and deposit it. F1 will simply pick it up.
- This is called 'robbing a bank'.
- Make sure that you visit the correct colour bank
- otherwise not a lot happens.
-
- ROCK Corners and junctions are always soft rock. Straight
- pieces of passageway may be soft or hard. The hard
- rock contains less cracks than soft rock (compare the
- passageways with junctions to find its type). The
- difference between the rocks is that soft rock,
- straight passageway is the only rock that can be
- damaged by dynamite. Hard rock is too hard to build
- doors on - it also requires larger doses of paracetamol
- if you walk into it. See PARACETAMOL.
-
- DOORS Your own doors will not affect you in any way but will
- stop your opponent's movement and sight. The reverse
- is also true. Doors can be placed on any straight
- piece of soft rock passageway by moving onto a sqaure
- adjacent to it, facing it and pressing F6. If you have
- enough money, and the passageway is suitable, the door
- will be built and $4 will be deducted from your
- balance.
- Doors can only be built on straight pieces of
- passageway which do not already contain a door, which
- are level (they cannot be built on craters) and which
- are soft rock.
- Remember, a door will be built on a sqaure which you
- FACE, not which you are actually ON.
- Make sure that you are facing the correct way; you
- are facing soft rock; you have enough money.
-
- DYNAMITE Dynamiting is similar to door building. Only straight
- passageway can be blown up (the game prevents you from
- committing hari-kari by deystroying a junction).
- There are two types of dynamiting: passageway and
- doors. Blowing a hole in a piece of passageway will
- cost you $3 and will mean the other player (and you)
- will have to level the ground before a door can be
- built, it does not restrict movement nor sight though.
- Blowing up doors will remove the door and leave a
- crater, but as more dynamite is required, it will
- fetch you back $4 - rip off, isn't it?
- To dynamite, face the square to be blown up and hit
- F7.
-
- LEVELLING To remove a crater so that you can build a door, you
- can face the square and press F8. The crater will be
- removed and your balance will go down by $2.
-
- TIME As if all that doesn't sound hard enough, you only get
- two minutes to make your mark, collect as much gold as
- possible and save it away either in banks, or by
- keeping it (relatively) safe in blocked (and locked)
- off pieces of passageway where you can sort it out
- next time (providing it hasn't gone).
-
- PAUSING Pause at any time by pressing P. Press anything when
- you want to restart.
-
- MULTI-TASKING Left Amiga-P will take you back to the world of
- Intuition. The game will automatically be paused.
- Press the same again to come back. This won't work
- without the keyfile.
-
- EXIT To save going back to the menu, you can quit with
- CONTROL-C, again you must be registered.
-
- PREMATURE To end your turn before you run out of time, you can
- END OF TURN press F10 or ESCAPE. F10 will save the game if you
- are not in 'practice mode' and will result in the same
- as the clock running out. ESCAPE will abort the save
- and so in 'practice', the two are no different.
- F10 will simply speed up the clock, hold it down
- until the time runs out.
-
- END OF TURN If you are simply practicing, you will be returned to
- IN PRACTICE the menu when your turn has ended.
-
- END OF TURN When the time is up or you have had enough, a blank
- REAL screen will appear...well, it won't 'appear' as such:
- an absence of light can't 'appear', but the previous
- screen will disappear to give the 'illusion' of a
- blank screen appearing.
- A disk icon will then appear and the 'keep' file and
- 'output' file will be saved to your 'Passages:' assign.
- The output file is called 'Passages.output' and will
- be loaded as an input file by the other player.
- Renaming of the 'output' file to the 'input' file
- is done automatically by the scripts (see below) or
- can be done manually if you are communicating some
- other way ie. telepathically, via diskette etc.
-
- In more simple terms:
-
- When your go ends the 'output' file is made (the
- last) is backed up.
-
- The 'output' file is sent to the other player.
-
- The other player renames the 'output' file to an
- 'input' file (all done by script).
-
- The other player plays on.
-
- BACK-UP Passages will create backups of the file before
- overwriting it at the end of turn point, this is
- called: 'Passages.output.bak'.
-
- SPOT Included are two scripts for use with Spot (auth: Nico
- François). 'Passages.EXPORT.spot' will send an
- 'output' file. Go to the message area you wish to
- send it in (you should obtain permission if this isn't
- a netmail area) and run the script (see Spot
- documentation if you are unsure how to do this).
- The 'output' file will be converted into a message
- and you will simply have to supply details of who to
- send it to.
- The 'Passages.IMPORT.spot' script will take a
- message which contains the Passages data and convert
- it into an 'input' file so that you can simply select
- 'continue game' and play on.
-
- SO I hope you enjoy playing Passages and have the
- patience to keep reseting your machine to see what
- it's like. :-)
-
- NOTICE Some programs such as commodities which use sound
- whilst Passages is running may screw up the sound in
- Passages (samples might start repeating).
-
- REGISTRATION Please send the following details:
-
- o Your name
- o Your mail address
- o Your netmail address (fidonet)
- o Any other comments.
-
- PAPER MAIL PSR Software
- Paul Ruane
- 26 Birdwood Close,
- Selsdon, Surrey.
- England.
- CR2 8QG.
-
- EMAIL Currently there is no way to contact me via any net.
- Please write via paper mail.
-
- __________________________________________________________________NULL
-