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-
-
- ----------------------------------------------------------------------
-
-
- Please Register!!!!
- -------------------
-
-
- If you like this game, then please consider registering for the FULL
- version!. I have spent over 10 months creating this game, and have
- had to design, program, and debug it, as well as producing the
- graphics, and personally feel that I have created one of the most
- (If not THE most) playable shareware fruit machines on the market.
- If you enjoy playing this small demo of it, then I'm sure that you
- would agree that a price of just £3.00 for the full version makes it
- VERY good value!
-
- If you register for the full version of this game, you will receive the
- COMPLETE version of this game, with many features not incorporated into
- this shareware demo version. Some of the features included in the
- FULL version are:-
-
-
- * NO Time Limit per game. (Of course!)
-
- * 30 or 50 credits per game (Enough for at least 15-60 minutes playing
- time per game!)
-
- * Hi-Score entry and Saving of Hi-Scores enabled.
-
- * Sound ON/OFF toggle (Very useful in certain places!)
-
- * Boss Key (To quit the Fruit Machine ULTRA fast!!)
-
- * The REELMAKER Program, to create brand new random reels whenever you like!
-
- * FOUR versions of the game! (30 / 50 credit versions of both the 286 and
- the 386/486 versions of the game!)
-
- * Clear, printed instructions for the fruit machine!
-
-
-
- All this can be yours for the VERY low price of £3.00!. This, by
- the way, covers all costs for the game. (The packaging, postage, AND
- printed instructions for the game, as well as the obvious cost of
- each diskette!). There's no need even to send a self addressed
- envelope - it's all paid for. I can even supply the fruit machine
- on either 3 1/2" or 5 1/4" disks!
-
- Not only that, but, if ordering more than one copy (for friends,
- maybe, or even as a group order?), then the price of each copy drops
- down to just £2.50! (What I save in postage, goes right back to you!)
-
- So, if you do like this game, but would prefer a fully functional
- version, then please register for the full version! - All you have
- to do is send a cheque or postal order for payment of your order,
- along with an order form (There should be on supplied with this
- game), or even just the required details on a sheet of paper, to the
- address below!
-
- All orders are greatly appreciated, as I am not making a penny from
- this shareware version! - Who knows, if enough people register THIS
- fruit machine, then I may start producing them on a regular basis!
-
-
- Thanks for taking the trouble to read this, and I hope you have as
- much enjoyment playing my Fruit Machine, as I had creating it.
-
-
-
- Denis Evans.
-
- 30, Arley House,
- 20, Sheldon Heath Road,
- Sheldon,
- Birmingham,
- B26 2DQ.
-
-
- -----------------------------------------------------------------------
-
- IMPORTANT NOTE **** If running FRUITBANK on a 486 dx2 machine, then
- you will probably find that the game runs faster if you turn your
- turbo OFF. This is due to the way that the processor is Double
- Clocked (to improve the speed of the computer), and so the timing
- routines work faster if this is turned OFF!
-
-
-
- GAMEPLAY / LOADING INSTRUCTIONS
- -------------------------------
-
-
- To start FRUITBANK, simply move to the directory in which FRUITBANK
- is stored, and type:-
-
- FRUIT <RETURN>
-
-
- The Game will now load. (If there are any errors whilst loading,
- you will be informed, and an appropiate (and hopefully helpful!)
- error message will be given.)
-
- If you have a VGA/MCGA graphics system, then a title screen will
- appear. If a key is pressed, then loading will continue immediately.
- If no keys are pressed, then the game will continue loading in 5
- seconds. Once the game has loaded, you will see the FRUITBANK logo,
- and a Title/Hi-Scores screen.
-
- From the Title/Hi-Scores screen, Pressing `ESC' will return you to
- DOS, while any other key will take you into the game!
-
- NOTE : If at any time the game could NOT load the hi-scores, you
- will hear a trilling sound informing you of this. Also, when first
- loading, if the game could not find any hi-scores, you will hear a
- trilling sound. This sound may vary in pitch from time to time.
-
- When the game first loads, you may hear the trilling sound play
- twice - This will be the game informing you that it could not find
- any hi-scores, and also could not create any!.
-
-
-
- IN-GAME KEYS
- ------------
-
- Cursor keys Move cursor Left/Right/Up/Down around buttons
- Space/Enter Press currently selected button (IF FLASHING)
-
- F1 Show `Win Amount' help screens
- F2 Toggle sound effects On/Off. (Registered Version Only!)
- F10 Quit to DOS instantly (Could come in useful!) (Regd Ver. Only)
-
- ESC Quit to title/hi-scores screen (When the START
- button is flashing) (N.B. - If you quit your game,
- your score will be ignored!)
-
-
-
-
-
- PLAYING THE GAME
- ----------------
-
- You start each game with 30 credits, which will decrease by one each
- time the START button is pressed. Once all credits have been used,
- the game is over, where, if you did really well, you may have a
- hi-score!
-
- When START is flashing, pressing it will spin the reels. Once
- stopped, you will either have a win, or, if you don't have a win,
- you may have some features.
-
-
-
- IF YOU SPUN A WINNING COMBINATION
- ---------------------------------
-
-
- If a win was spun, then, if you didn't get the jackpot (£4.80), you
- will have the chance to gamble the amount that you have won. You
- will notice that the amounts below and above the amount you have won
- are now flashing. If you do not wish to gamble your win, simply
- move to the COLLECT button and press it.
-
- If, on the other hand, you wish to gamble for more money, move to
- the GAMBLE button, and try to press it as the amount ABOVE the
- current amount won is lit. If you were successful, the amount you
- have won will now increase, and you can either gamble again or
- collect your winnings. You can continue gambling until you have
- either won the jackpot, or have stopped the light on the amount
- BELOW your currently lit win. Once gambling is finished, START will
- flash, and pressing it will spin the reels again.
-
-
-
- IF YOU DID NOT SPIN A WINNING COMBINATION
- -----------------------------------------
-
- If there are any symbols with numbers on the win-line, then the
- numbers are added up, and the appropriate number of letters in the
- word, `FRUITBANK', are lit up. if any letters were already lit,
- and held, then the appropriate new letters of the word `FRUITBANK'
- are lit up.
-
- If any question marks `?' are on the win-line, then the player has a
- chance to gamble for all of the letters. The GAMBLE button will
- light, and the remaining unlit letters of the word `FRUITBANK' will
- flash randomly. When GAMBLE is pressed, all of the letters up to
- the one that was lit when GAMBLE was pressed, will light up.
-
- If ALL of the letters are lit, then the player has got a feature!.
- If not, then you will be returned to a flashing START button, where
- you may have the chance to HOLD any reels, and may also keep your
- lit FRUITBANK letters, if the FEATURE HELD light is lit!
-
- If you managed to light up all of the FRUITBANK letters, then the
- feature types will flash, and once GAMBLE is pressed again, will
- stop on the feature that was last lit. The feature types are
- explained on the following pages.
-
-
-
- THE CASHPOT
- -----------
-
- This is not a feature in the sense of the four features below, but
- is still a feature nonetheless. Each time a `ú' symbol appears on
- the winline, another 50p coin is added to the CASHPOT (The 15 coins
- in the bottom left of the screen). If all of the coins are now lit,
- you will automatically win the CASHPOT. The £7.50 will be added to
- your score, and the CASHPOT will be reset to one coin (50p).
-
-
-
- FEATURES
- --------
-
- There are four special types of feature. These are CASHPLUS,
- SUPERNUDGE, SPINAWIN, and STOPAREEL, all explained below.
-
- All features will automatically give you a chance to REPEAT the
- feature. The GAMBLE button will flash, and the REPEAT feature will
- light up. The YES/NO lights underneath the REPEAT light will flash
- in turn, and pressing GAMBLE will stop them flashing.
-
- If the YES light was lit when you stopped them flashing, you get the
- feature again!. If NO was lit, however, you will be returned to the
- flashing START button.
-
-
-
- CASHPLUS
- --------
-
- The coins in the cashpot will flash, the GAMBLE, STAKE, and COLLECT
- buttons will be activated, and the computer will automatically bet
- one of your coins.
-
- Pressing COLLECT will collect the amount of coins that are lit (not
- flashing) and half of the coins that are flashing. This is because
- when STAKE is pressed, ONE lit coin is replaced by TWO flashing
- coins, so that collecting only gives you back your original amount
- of coins.
-
- i.e. - If 5 coins are in the bank, then pressing STAKE five times
- will give you 10 flashing coins, so that if you press GAMBLE when
- they are all lit, you will effectively double your money. If they
- were not lit, however you would lose your original 5 coins!.
-
- If GAMBLE is pressed, and the flashing coins are lit, then you will
- win them all, and get the chance to gamble for more (Unless you have
- got all 15 coins, in which case they will be added to your
- winnings!). If the flashing coins were unlit when GAMBLE was
- pressed, however, all of the flashing coins will be lost, and the
- remaining coins are added to your winnings. Each coin is worth 50p,
- giving a possible jackpot of £7.50.
-
-
-
- SUPERNUDGE
- ----------
-
- When chosen, the numbers on the NUDGE strip (far right) will flash
- randomly until GAMBLE is pressed. Once pressed, you can either
- press COLLECT to use these nudges, or GAMBLE for more.
-
- The numbers above and below the amount that you stopped the flashing
- on will flash, and once again the aim is to stop the flashing light
- on the amount ABOVE your currently won amount, where this will now
- be the amount of nudges that you have. You can keep gambling for
- more nudges, either until you manage to get unlimited nudges,
- collect the nudges you have so far, or stop the flashing light on
- the LOWER amount.
-
- If you obtained any nudges, then you can now use these to try to
- align a win. The six NUDGE/HOLD buttons will flash, and pressing
- one of the top three buttons will nudge the chosen reel up, while
- pressing one of the lower three buttons will nudge the chosen reel
- down.
-
- If a win has been got, you can GAMBLE it or COLLECT it as you would
- any normal win. You will then have a chance to REPEAT the
- supernudge feature. If you got a REPEAT, then the reels may
- randomly spin, and you will have a chance to nudge again. You can
- keep repeating the feature until you lose on the REPEAT, where you
- will then be returned to the START button
-
- N.B. - ANY win will automatically STOP the nudge feature, so keep an
- eye out for low winning combinations, and avoid them if you can get
- higher ones!.
-
-
-
- SPINAWIN
- --------
-
- A nice easy one, this - The computer will automatically spin the
- reels, and give you a random 3-symbol win. When the winnings have
- been added to your score, you will then have a chance to REPEAT the
- feature.
-
-
-
- STOPAREEL
- ---------
-
- The COLLECT button will flash, and the computer will spin the
- left-hand reel 5 times, pausing for around 1.5 seconds after each
- spin. When you see a symbol that you would like the computer to try
- and match a win with (i.e. The Double Bars), simply press COLLECT.
- The computer will then bring reels 2 and 3 down until it finds a
- matching symbol. Bear in mind though, that if the computer comes
- across the matching symbol on reel 2 first, then it will stop,
- effectively giving you a 20p win!
-
- NOTE : Any matching symbols that are ALREADY on the winline will be
- held automatically, giving you a 3-symbol win for that symbol!
-
- If, after the FIFTH spin, you have still not pressed COLLECT, then
- the computer will match up a win for the symbol that is now on the
- left-hand reel.
-
-
-
- WHEN THE `HOLD' BUTTONS ARE FLASHING
- ------------------------------------
-
- When the three HOLD buttons are flashing, then pressing a FLASHING
- button will cause it to stay lit. Pressing a LIT (Not flashing)
- button will cause it to flash. When START is pressed, any reel
- whose HOLD button is LIT (Not flashing) will be held, and will not
- spin.
-
- NOTE : If a win is spun that is higher than £2.00, then there will
- be slightly less chance of getting a `HOLD' on your next turn.
-
-
-
- ENDING THE GAME
- ---------------
-
- If you wish to quit to the title screen, then pressing ESC whenever
- START is flashing will quit to the title screen. Note, however,
- that doing this will cause the game to ignore any score that you may
- have got! (So don't do it if you've got over £100!)
-
- If, on the other hand, you have no credits left, then pressing any
- key will take you to the title screen, where, if you have a good
- score, you may have a place in the hi-score table. (Registered
- version will save allow hi-score saving!). If you did get a
- hi-score, you will see a grid of letters, and a blue cursor.
-
- If you DID get a hi-score, then simply move around the letters, and
- press ENTER or SPACE to add the chosen letter to your name. If you
- make a mistake, move to DELETE (The Left Arrow), and press SPACE or
- ENTER. Once you have entered your name, move the cursor to the
- ENTER symbol (Bottom Right), and press SPACE or ENTER once more.
- The maximum length that you can input is 12 characters. Once input,
- the hi-scores will be shown, and saved.
-
-
-
- IF THE BOSS SHOULD WALK IN (Registered Version only!)
- --------------------------
-
- Don't Panic! - just press the F10 key, and you'll be back in DOS,
- ready to re-enter whatever application you're SUPPOSED to be using!.
- (NOTE : This quickie way out is only available from the hi-scores
- screen, and the game itself - NOT the initialisation/loader routine!)
-
-
-
- HINTS & TIPS
- ------------
-
- When gambling for a higher win, if you wait a while before pressing
- the GAMBLE button, then you will notice that the speed at which the
- win amounts are flashing decreases gradually, then resets to its
- fastest. If you can time your gamble when the flashing has slowed
- down, then you will have a better chance of winning.
-
- The above technique also works for CASHPLUS, in that if you wait a
- while the speed at which the cashpot is flashing while move out of
- step for one flash, then carry on flashing normally for 4-5 times.
- The object this time, however, is to press GAMBLE at any time that
- the coins are lit, BEFORE or AFTER the one "step" which isn't
- synchronised.
-
- Also remember - On SUPERNUDGE, make sure that you try to miss any
- low wins if it is possible to obtain a higher one, by skillful
- manipulation of the reels!
-
-
-
- *------------------------------*
- | |
- | |
- | |
- | Have Fun!!! |
- | |
- | |
- | Denis Evans |
- | |
- | |
- | |
- *------------------------------*
-
-
-
- -------------------------------------------------------------------
-
-
-
-
- TECHNICAL INFORMATION
- ---------------------
-
-
- Each reel consists of around 500 symbols, the exact quantity per
- reel remaining constant for every game. The reels are large so as to
- give a much more even chance of getting a low win, yet a lower
- chance of getting a high win. The positioning of the symbols can be
- randomized every time that the game is loaded, effectively giving an
- infinite variation on them. Storing the reels in this way
- effectively gives three PHYSICAL reels (i.e.- as opposed to random
- symbols being generated every time START is pressed!), which will
- behave exactly like the reels of a true gambling machine.
-
- I have developed a pseudo-multitasking environment for this game,
- using BASIC (and NO assembly language!), consisting of intricate
- timing loops, and `slack time' usage, as at most parts more than one
- thing are apparently happening at once. For instance, when
- gambling, you are able to simultaneously move your cursor around and
- press buttons while the gamble amounts and cursor are flashing, as
- well as the buttons that are enabled at the time, in this case
- GAMBLE and COLLECT, whilst also being able to press F1 in case help
- on the win amounts is required!.
-
- The timing for the gamble, button flashing, and other time crucial
- routines, is calculated from the system timer, and so should remain
- constant on any machine (except, of course, where the machine is
- slow, and only just finishes its task outside the strict timing
- limit that I have allocated for it).
-
- Being written in QuickBasic, and with NO assembly `helping hands',
- smooth scrolling the reels was out of the question. Instead, I have
- simply scrolled the contents of the visible window by one symbol
- position for every move. The result may take a little bit of
- getting used to, but once a game has been played, you will notice
- when the reels are scrolling up or down, especially when they slow
- down at the end of a spin.
-
- As the resulting program was larger than QuickBasic would allow, I
- have had to split it into two parts. The first of these is the
- initialisation routines, graphic loading, and reel and graphic
- screens setup routines. The other section is the game itself, and
- the hi-scores/title screen section of the game. In addition to
- this, there are a LOT of graphics to the game, so memory was very
- tight, forcing me to have to use the BRUN45.EXE runtime file
- supplied with QuickBasic, in order to keep the variables and data in
- memory when switching between the two game modules.