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- ABSOLUTE ZERO
- README.TXT 3/14/95
- ========================================================================
-
- Welcome to the Absolute Zero Demo CD-ROM! You are about to experience
- an alpha version of the game, but we think you'll find it entertaining. In it, you'll
- move through the Europan Mining Consortium's Virtual Tunnel interface,
- fly around the colony on Europa, see mining operations, the floating city
- arcologies, and even experience battle with the aliens.
-
- Enjoy!
-
- ========================================================================
-
- Final Game System Requirements:
- 486-33 MHz (66 MHz or better required for SVGA)
- 8 MB RAM
- DOS 5.0 or better
- CD-ROM Drive
- Supports S3, ATI and Weitek Accelerator chips
- Most major Sound Cards supported
-
-
- ========================================================================
-
-
- Table Of Contents:
- Section I: Installation
- Section II: Controls
- Section III: Playing The Game
- Section IV: Commonly Asked Questions
- Section V: Ordering Info
- Section VI: Credits
-
-
- ========================================================================
-
-
- SECTION I:INSTALLATION
-
- 1) Installation Instructions
-
- To install the necessary files to your Hard Disk, insert the CD into your
- CD-ROM drive and type INSTALL from the AZ directory.
-
- You MUST be in DOS to run the installer, make sure you are completely out
- of Windows by selecting End your Windows Session. You need to decide
- whether to install either the FULL version or the PARTIAL version of the
- demo. The FULL version installs about 40MB of files on your hard drive. It's
- advantage is twofold: a) the demo runs faster from hard drive; and b) if
- your machine has 8MB RAM, it allows you to create a simple boot disk
- (see below) to run the demo. The other option is PARTIAL install. This only
- installs the game files -- the interface portion of the game (about 25MB) is
- left on CD. This creates a smaller footprint on your hard drive, but you
- will notice a performance difference. If your run from a boot disk, it also
- requires you to set up CD drivers in stripped down versions of
- AUTOEXEC.BAT and CONFIG.SYS.
-
- 2) Setup
-
- Once you have finished installation, type SETUP. This walks you through
- the Sound Card, Video Mode, and Controller Selection screens and creates
- a file used by the demo when running. NOTE: The current demo uses
- heavy texturing on many objects. Therefore, SVGA settings are suggested
- for Pentiums only. When the final product comes out, textures
- will be optional and may be toggled off for speed enhancements.
- Speed does vary from machine set-up to machine set-up, so you can try
- it on 486s if you want to -- at least you'll be able to see what the graphics
- will look like.
-
- If your machine has 8MB RAM, we suggest you create a BOOT DISK to
- prevent memory conflicts.
- If you did a FULL install, then you only need to copy your COMMAND.COM
- file onto a blank, formatted diskette and use it to boot your computer from.
- If you only did a PARTIAL install, then you'll need to add an AUTOEXEC.BAT
- and CONFIG.SYS file to your boot disk (in addition to the COMMAND.COM
- file), that has your CD drive information in it. Since that varies from computer
- to computer, we leave it up to you to configure those files.
-
- 3) Running the Demo
-
- Once your boot disk is completed, then move to the appropriate directory
- (default is c:\AZ), and type AZDEMO to begin playing.
-
- If you have not run SETUP you will be asked to do so before running
- the game the first time.
-
-
- ========================================================================
-
-
- SECTION II:CONTROLS
- Joystick controls: The stick will move the entire turret as you move it.
- Control is like in an airplane, where pulling back on the stick angles the
- turret up, and pushing forward angles it down.Button 1 (the trigger) will
- fire the selected weapon while Button 2 will cycle through your available
- weapons.
-
- Keyboard
- Turret Movement-
- Pitch Up Down Arrow
- Pitch Down Up Arrow
- Rotate Left Left Arrow
- Rotate Right Right Arrow
-
- Weapon Systems-
- Select Next Weapon Backspace
- Fire Weapon Spacebar
-
-
- Mouse
- Moving the mouse will swing the turret up, down, or sideways, matching
- the movement of the mouse. Clicking Left mouse button will fire your
- weapon.
-
-
- ========================================================================
-
-
- SECTION III:PLAYING THE GAME
- Background:
- Europa City, the largest arcology on Jupiter's moon Europa, was destroyed
- recently by aliens who have been living under the moon's icy surface. The
- resulting explosion of the city leveled 30 square kilometers of the moon's
- surface. Areas on the outskirts of the explosion were pounded by the
- massive shockwave.
-
- Playing the game:
- You play a newly arriving SysDef Commander coming to replace the resident
- commander, Toshiro Watanabe. When you were arriving in orbit, the aliens
- erupted from the moon's interior, thus putting you on uncertain footing and
- in a hostile situation. You meet with a resident maglock pilot who plans to
- take you on an inspection tour of Europa. You will be in a controllable
- turret on a Maglock Cargo Carrier. The Maglock has been refitted with
- weapons to better defend itself in case of alien attack. Control with a
- joystick is simple, push the stick left to rotate the weapons platform left,
- and push right to rotate it right. The tricky part is that up and down on
- the stick act like an aircraft, where pulling down on the stick will angle
- the turret up, and pushing forward will angle the turret down. Your viewing
- angle up and down is restricted to about 60 degrees from horizontal. You
- will be looking out of the helmet of a Vac-Suit, with your view of the world
- out the faceplate. Two monitors below the faceplate are used for displaying
- various system status screens and incoming information, but are not
- implemented in the demo.
-
- You have the ability to switch between three weapons while in the turret,
- the Laserlance, Fusion Cannon and the Gatling Blaster. You can do this by
- using the "Backspace" key. The Blaster and Cannon generate heat and require a
- cool-down period when it reaches it's tolerance level of 100%. The two
- numbers next to the weapon show the ammo count and heat level. The ammo
- count is not used in the demo, so you only have to worry about heat.
-
- Targets will appear on your Top-Down radar (the circular radar on the right).
- The red blips near the top of the radar are in front of you, while those near
- the bottom are behind you. Blue blips are "friendlies", so you won't want to
- shoot at them. Get a target in front of you, and use the Bore Sight to
- locate them. The nearer to the center of the radar, the closer the target is
- to you. Line the sight up on the target and fire. The Bore Sight Radar is
- the Box to the left, and shows targets that are directly ahead of you. To
- center these targets onto the crosshairs, bring the diamonds to the center
- of the box. The selected target should be in the center of your screen.
- The Laserlance needs very little lead time, so try to advance the sight just
- in front of the target. The Gatling Blaster has slower projectiles, so you
- will need to lead moving targets by an inch or two, depending on the alien's
- distance and speed. The Gatling Blaster also fires in a spiral pattern
- because of it's barrel configuration, so you may have to adjust for that.
- The Fusion Cannon fires balls of super-heated Plasma, which are slow but do
- devastating damage. You will need to lead these on moving targets as well.
-
- Listen to your pilot as he will point out areas of interest. You'll start
- out over friendly territory, and they don't want you firing at the valuable
- equipment, but there will be targets soon enough.
-
-
- ========================================================================
-
-
- SECTION IV:COMMONLY ASKED QUESTIONS
-
- Questions:
- Q: Why can't I control my vehicle's movement?
- A: You're not driving it. Greg (your pilot) is. Don't worry. You'll drive,
- fly and move your way through the world in a lot of different scenarios in
- the real game. But, in the demo, you just man the weapons.
-
- Q: How do I get my turret to face forward?
- A: Just move the turret sideways until the landscape is moving toward you.
- In the final game, you'll see "ghost line" computer imaging of the vehicle
- you're in so you'll have easy referenceas to which way the vehicle is moving.
-
- Q: Why does the Gatling Blaster fire slower sometimes?
- A: It's overheating. Watch the numbers on the bottom of the screen and wait
- for it to cool down to 50% or so. When it does, you'll be able to volley
- fire again.
-
- Q: Why does my machine lock-up after I calibrate my joystick?
- A: There are a few machines out there (about 20%) that have a
- conflict with our calibration routine. Don't worry. It will be fixed
- before the game comes out. In the meantime, we suggest you use the mouse. It
- works well with turret movement.
-
- Q: Why can't I see my vehicle?
- A: Your computer is showing you a virtual display of the world in your VR
- helmet. This eliminates "blind spots" in your vision by not drawing the
- vehicle you're in. However, since the inception of this feature, the company
- has found that some pilots are acrophobic, so the "ghost line" feature has
- been implemented to give pilots a frame of reference.
-
- Q: How can I speed up my Frame Rate?
- A: Switch to VGA in the Setup program.
-
- Q: How do I exit the game?
- A: Hit "Esc" and say yes to "Quit Absolute Zero?"
-
-
- ========================================================================
-
-
- SECTION V: ORDERING INFO
- Absolute Zero will be available May 1995 at Software Etc., Babbages,
- Electronics Boutique, as well as other fine stores.
-
- Or, if you'd like direct order information, call 1-800-695-GAME.
-
- Suggested retail price for PC: $54.95, Macintosh: $49.95.
-
- =======================================================================
-
-
- SECTION VI:CREDITS
- Producer: Dave Georgeson
- Lead Programmer: Colin Boswell
- Programmers: Francine Hunter, Michael Kelly
- Engine Design: David Payne and Jonathan Newth
- SGI Art & Animations: Andrew Osiow, Rebecca Shearin
- In-Game Art: Jesse Conklin, Joe Marullo, Matt Miller, Andrew Osiow,
- Rebecca Shearin
- Scenario Design: Dave Georgeson, Matt Miller, Joe Marullo
-
-
-
- This document and the demo game it describes are both
- (C) 1995 Domark Software, Inc.
-