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rules
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1990-12-03
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Zombie Mall Rules
Background
A mysterious force has afflicted the earth, causing the dead to
rise up and attack the living. The more they kill, the more the
numbers of the undead are increased by their victims. The
zombies do not retain their living personalities nor do they have
any recollection of their previous lives; instead they are almost
mindless, unable to perform even simple tasks such as opening a
door. However, what they lack in mental capacity they make up
for with their inability to feel pain or fatigue, and their
relentless hunger for living human flesh. The only way a zombie
can be stopped is to destroy its brain.
Before an effective defense can be mounted to combat the growing
menace, all organized resistance is swept away. Small groups of
survivors are forced to flee populated areas to escape the
wandering hordes of undead. One such group, consisting of three
men and a woman, chance upon a deserted shopping mall and decide
to take it over. Their plan is to seal the mall to prevent any
more zombies from entering it and to destroy all those trapped
inside. Having secured the mall, they hope to be able to stay
alive long enough to be rescued. You command these brave
individuals in their desparate attempt to control Zombie Mall.
Beginning the Game
To start the game, simply double-click on the Zombie icon and the
game will commence. There will be a few minutes delay as it
loads the sound and graphics files. This delay can be lessened
by transferring the game files to either a hard disk or ram disk
and assigning the volume name zombie: to that device or
directory.
After the title screen is displayed, the game screen will appear.
In the top left of this screen you will see the floor plan of the
mall. The dark brown lines represent brick walls, the blue lines
are glass walls, and the apertures represent open doors. The
upper right area of the screen contains the characters' status
boxes. Below the character's name are displayed his or her
available movement (M) and shots (S) per turn. The format for
these values is two numbers separated by a slash. The number
before the slash represents the number of movement points (shots)
used up this turn, and the number after the slash is the total
number of movement points (shots) the character can make use of
in a turn. Below these statistics is an indication of what type
of weapon the character is carrying (W) and the character's
health (initially OK).
In the bottom left of the screen is a small area in which
messages appear describing events occurring in the game.
Occasionally, questions will appear to which the user is expected
to respond either yes or no.
In the bottom right of the screen are gadgets used to control the
characters' actions and to display the help screens and the
score. They will be described in a later section.
When the game has finished loading, you will be asked if you want
shopping music. Press either 'y' or 'n' to choose. Throughout
the game you can use the 'm' key to toggle music on or off.
Winning the Game
As the leader of the group of humans, your job is to gain control
of the shopping mall by destroying all of the zombies inside and
closing the outer doors of the mall to prevent any more zombies
from entering. When these objectives are accomplished, you will
win the game. If all of your characters are killed or become
zombies, you will lose. There are objects in the mall which the
characters can pick up and use to help you on your mission.
Sequence of Play
The game is played as a sequence of alternating human and zombie
turns. The computer controls the zombies, you control the
humans. The human turn is conducted by selecting a character or
group of characters who are together and then moving them and
shooting at zombies. When human movement and shooting is
complete, select the "DONE" button and the zombie turn will
commnece. The zombies will move toward any character which moved
in the last human turn, if they saw the movement. If any zombie
ends its movement on the same square as a character, it will
attack the character(s) with whom it shares the square. When
these attacks, if any, are complete, it becomes the human turn
once again.
Human Movement
You must first choose which character or characters to move.
This can be done in two ways: either click the mouse on the
desired character's status box, or click on the human figure (the
ones with guns) in the map display. If more than one character
is in the same square, all of their status boxes will turn blue
to indicate that the character or characters are active. When a
character or characters become active, all zombies within their
field of vision become visible. You can click on each of the
characters' boxes in turn to check their positions before
selecting one to move. Once you begin to move or fire a
character or group you are committed to moving only it that turn.
Any characters that have moved in the previous turn may not move
in the next turn (ie. they cannot move two turns in a row). You
may still select characters who moved in the previous turn to
check their position and situation, but if you try to move them
they will become unselected. After a group is selected, you can
choose to split the group up by clicking on the status boxes of
those characters you wish to leave behind. Once you begin to
move the group, it cannot be split.
To move the character group, use either the arrow gadgets at the
bottom of the display or the numeric key pad. As they move, you
will notice that the movement number to the left of the slash in
their status boxes will increment to indicate how many movement
points they have used up. It costs one movement point to enter a
square. Characters may not pass through an open door diagonally
or through a closed door at all. The cost to open or close an
interior door is two movement points. Closing an exterior door
requires a full turn. Entering a zombie-occupied square costs
one movement point, but exiting the square can cost between two
and twelve movement points, depending on the strength of the
zombie unit.
The active characters' movement amount is determined by the
character with the least number of movement points. So if Shane
and Leo are moving together, they will be limited to twelve
movement points per turn for every turn they are together. Every
movement turn the characters get their full movement allowance
back, so there is no accumulation of movement points between
turns.
Doors and Objects
Characters may open and close interior doors at any time during
their turn at the cost of two movement points. Since zombies are
too brain-dead to operate a door knob, this is an effective way
of limiting their freedom of movement and protecting your
characters. The outer doors of the mall require much more effort
to close. To close an outer door, the character must end its
movement adjacent to the outer door. On that character's next
turn it may close the door by expending all of its movement
points. The method of operating a door is as follows: click on
the gadget with a picture of a door (or press 'd'). The message
will appear, "Which direction?", and you must select the
direction of the door in relation to the active character. The
direction may be selected by clicking on an arrow gadget or using
the numeric keypad. It can also be selected by clicking on the
square on the opposite side of the door in question from the
active character.
There are two types of objects in the game which characters may
pick up: rifles and serum. Only Leo and Lana may pick up rifles
since Burl and Shane already have rifles. Any character may pick
up serum. The rifles will give Leo and Lana double the offensive
power that they have when carrying pistols. The serum will cure
any infected player (infection will be described later). The
serum will always be found in Columbia Drugs and the rifles will
always be found in Guns 'R' Us, but the locations of these stores
will change from game to game. To discover the names of shops,
use the mouse while moving to click on empty (or occcupied)
squares and their names will appear in the message area.
Shooting
Each character carries a weapon and can use it to destroy
zombies. Leo and Lana carry pistols, which are only half as
effective as the rifles carried by Shane and Burl. There is,
however, a sporting goods store where rifles may be obtained to
replace the pistols.
Shooting zombies when their is only one active character (count
the blue status boxes) consists of selecting the "FIRE" button
and then a target. The right mouse button performs the same
function as the fire button. When you choose "FIRE" the mouse
pointer turns into a crosshair, which you then place over your
intended target and click the left mouse button to fire. When
there is more than one active character, you must choose the
characters who are to fire (the "shooters") before selecting the
target. For example, say Shane, Leo and Lana are active and
there is a zombie they wish to terminate. Select fire by
clicking the right mouse button; a message appears saying,
"Choose shooter(s)", at which point you may choose one or two
(never more than two) characters to fire. Select Shane and Lana
to fire by clicking on their status boxes (messages appear saying
"Shane takes aim",etc.) and then click with the left mouse button
on the zombie. There will be two shots fired and both characters
will have their shot counts incremented by one. Needless to say,
two characters firing at the same target have a better chance of
destroying their target than one does.
The closer a character is to its target, the better the chance it
will have of destroying the target. A character may fire at a
target in its own square, but runs the risk of panicking and
losing the opportunity to fire. The best place to shoot from is
from an square adjacent to the target.
Characters also get an opportunity at "self-defense fire" when
they are attacked by zombies during the zombie turn. Before the
zombie attack is resolved, the players get one free shot at their
attacker, but it does not count towards the characters' limit for
the turn. This fire occurs automatically, so you do not have to
conduct it yourself.
Zombies
Zombies are very stupid and slow moving. They usually just stand
around not doing much of anything, but they are attracted to
movement and can sense when food (you) is nearby. When a
character moves through the field of vision of a zombie, the
zombie will move one square towards the character which moved.
Occasionally, zombies can become extremely excited and will go
berserk, even smashing through glass walls to get at their prey.
Berserk zombies can be identified by a flashing yellow outline.
If one of the characters is bitten by a zombie, it will become
infected with the zombie disease. Once infected, it is only a
matter of time before the unfortunate character becomes a zombie
too. This new zombie can be identified by a flashing outline and
a letter 'S' on its chest. It is like any other zombie, except
that it is scarier, so characters trying to shoot it will
experience a greater chance of panicking. There is one possible
reprieve for an infected character: find the serum located in the
mall drug store and use it. If another character has the serum,
the infected character should join that character, and in the
next turn, it will get the chance of using the serum and being
cured.
The other possible outcome of tangling with a zombie is being
stunned. A stunned character can neither move nor fire, and will
remain that way until another character enters its square. If
the stunned character already shares its square with an unstunned
character at the time of stunning, that unstunned character will
have to exit the square and re-enter it in order to revive the
stunned character.
Game Credits
Hobie Orris Game Design and Implementation, Rules
Derek Grime Pictures and Zombie Deaths
Edgar LeBel Shopping Muzak
David Pengelly Serum Idea
Anne Ostrom Much Playtesting