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- ╔════════════════════════════════════════════════════════════════════════╗
- ║ Get Piste! (v1.997) by Tim Furnish, 1996-1997 (c) Hungry Software ║
- ╚════════════════════════════════════════════════════════════════════════╝
-
- This is the README.TXT file for the FREE CARDWARE 10 LEVEL DEMO of Get
- Piste! by Tim Furnish. If you wish to distribute the 10 level demo you
- must include all the files that are in the original ZIP file. The demo
- can also be downloaded from "http://www.uea.ac.uk/~u9530096/getpiste/"
- and hopefully other places, once it starts spreading. I make no claims
- about how well the program works, what it does, what it'll look and/or
- sound like, and how fast it'll run on your machine. It has been tested
- for viruses every step of the way, but after it's left my hands, I can
- not accept responsibility if this program goes bezerk and eats you. If
- you find a problem in the game or wish to tell me how great I am, then
- various types of address can be found in section 5. Thankyou.
-
- ────────────────────────────────────────────────────────────────────────
-
- 1 - Stuff in this document:
-
- 1 ........... Stuff in this document (no, never)
- 2 .................. Getting the program started
- 3 ..................... What the hell to do next
- 4 ..... Letting it know your sound card settings
- 5 ....... The 10 level demo Vs. the full version
- 6 ............................. The story so far
- 7 ................... Hints and tips and gubbins
-
- ────────────────────────────────────────────────────────────────────────
-
- 2 - Getting the program started:
-
- This isn't too tricky, or at least it shouldn't be. But there are a couple
- of things to watch out for.
-
- First, you unzip the file with everything in. Either use something over
- the top but wonderful like WinZip, or type "PKUNZIP -d GPDEMO.ZIP" at the
- DOS prompt.
-
- The -d option means that all the files end up in the right directories,
- rather than clogging up one place with all the graphics and sound
- effects... but in case you didn't do this, there is a way to sort the
- nastiness out without unzipping the thing again. Run the DIRFIX batch
- file, and it will create the right directories for you, and what's more,
- put all the files in the right places.
-
- Type PISTE to run the program. If things go haywire, the error messages
- are a little cocky but fairly descriptive (with a few exceptions), so I
- won't do a 3 page troubleshooting guide here. If files go missing, then
- check what you've got lying around, it should be something like this:
-
- PISTE.EXE - The program itself, all snow covered and sparkling
-
- README.TXT - That would be this file here
- SETUP.EXE - Get the program to notice your sound card
- DIRFIX.BAT - Creates and fills the following directories, if
- they're not there already
-
- GP-SOUND (dir) - Sound effects and music files
- GP-GFX (dir) - The main screens, and all the itty bitty pictures
-
- GP-DEMO.001 - A data file with stuff in it
- GP-DEMO.002 - Another data file, with another lot of stuff in it
- GP-DEMO.003 - Have a guess
- GP-DEMO.004 - This is the last one, people... at the moment
-
- There may also be one or more of these:
-
- GPDEMO.ZIP - Still got this lying around, have you?
- FILE_ID.DIZ - Everyone else has got one
- BRUN45.EXE - Run-time program that PISTE.EXE might look for
- SETUP.DAT - Sound card settings, if any
-
- If you have anything extra or something's not there, then you've been
- tinkering. Stop it. And unpack everything again. And start in an empty
- directory, just in case (although this should make no difference, it just
- makes sure that you know what files belong to which program... for a nice
- example of how confusing things can get, just look in your trusty Windows
- directory some time).
-
- ────────────────────────────────────────────────────────────────────────
-
- 3 - What the hell to do next:
-
- On the main screen, press a mouse button or key on the keyboard. This will
- take you to the main menu. The top two options let you play the game...
- either from the first level or from anywhere else (providing you know the
- password - passwords are given out at the end of each level you complete).
-
- As each level loads, you will be shown a map and an arrow will point out
- where the current level will be. The different areas are, as far as the
- demo is concerned, the mountains (holly and snowmen abound), the forest
- (grassy slopes and the occasional wooden bridge), the city (lots of big
- bricks and pipes and stuff) and outer space (um... black things, and grey
- things, and miscellaneous outer space stuff).
-
- To move Graham (the skiing bloke), position the mouse either to the left
- or to the right of him and hold down the right mouse button. He'll either
- move left or right. You'll get the hang of it. In fact, this is all you
- have to do in the first level. On the subsequent levels you'll have to
- drop objects which change the way the level looks in order for Graham to
- get from where he starts to where the spinning jewels are.
-
- To drop an object, press the left mouse button. The red square on the
- bottom panel shows what object you'll drop next. The long blue area on the
- right shows all of the objects which you'll be able to use in order to
- complete the particular level. If there's only one object shown here, each
- time you press the left mouse button you'll drop one of these.
-
- Underneath this blue box, stretching in from the right hand side of the
- screen, is a row of stationary jewels. This is the number of jewels which
- you'll need to collect to complete the level. When you collect one, one of
- the jewels in this row is marked off as having been collected.
-
- Some "Things Which You Can Drop" (c) are simply solid objects which sit
- wherever they land and become part of the level. Others blow up, stretch
- out and form bridges in various directions, and generally muck up the
- screen in other ways. All of them are useful at some stage or other during
- the game.
-
- If the time runs out for a level, or if you quit (by pressing Q), you lose
- a life. If you collect the required number of jewels, you go on to the
- next level. The score you receive for grabbing a jewel depends on how many
- you've got already on the same level, and how long it took from the last
- jewel you collected. You also get a time bonus at the end of each level
- (10 points for each remaining second, if I remember).
-
- Complete the 10 levels and you've beaten the demo. If you want to see the
- a selection of levels from later in the game, leave the title screen (not
- the main menu) showing for about 30 seconds.
-
- ────────────────────────────────────────────────────────────────────────
-
- 4 - Letting it know your sound card settings:
-
- Run the SETUP.EXE program. Everything is explained. You can't have one
- sound card controlling the midi music and another the sound effects, and
- only 100% SoundBlaster and compatible cards are supported.
-
- If memory is low, or if you're running from Windows and find that using
- the sound card screws things up, you can run the program with no music or
- sound effects WITHOUT changing the sound card settings. Instead of just
- running "PISTE", run "PISTE -NOSOUND" and the SETUP.DAT file will be
- ignored.
-
- I have no idea why sound effects mess up Windows. Incidentally, it seems
- that Windows 95 can cope. I don't know who to blame. So I think I'll just
- blame you.
-
- Incidentally, I should be rethinking how the music is saved... take a look
- at any of the .NEW files in the GP-SOUND directory and laugh at how it's
- all stored at the moment. Then take a second or so to think about the fact
- that I actually WROTE it all like that. No fancy editors for me. Oh, dear
- me no. No drum noises either, I can't get them to work. Which is a shame.
- Anyone got a suggestion?
-
- ────────────────────────────────────────────────────────────────────────
-
- 5 - The demo version Vs. the full version:
-
- The main difference between the two versions of the game (the demo and the
- full one) is the number of levels. This, of course means that there are
- more "Things Which You Can Drop" (c) in the full game, as new ones of
- these appear throughout. Some to look out for are the balloons, tins of
- paint and flying saucers. Plus, more graphics, more sound effects, and
- rumours of a high score table.
-
- The other major difference is that the full version of the game is not
- what's known as CARDWARE. The demo is. You get 10 levels from the game,
- see if you like it, play it in your free time when the mood takes you, and
- don't pay me a thing. You just send me a postcard. The address is shown at
- the end of the game, as are my homepage and email addresses (for all those
- people with computers, internet connections, and not enough money for a
- stamp).
-
- In case this file is all you've got, they're here, too.
-
- CARDS: T. Furnish, Nelson Court, UEA,
- Norwich, Norfolk, NR4 7TJ, ENGLAND
-
- HOMEPAGE: http://www.uea.ac.uk/~u9530096/
-
- EMAIL: T.Furnish@uea.ac.uk
-
- I look forward to hearing what you've got to say about my humble little
- game, and the chap on planks and spinny gem things therein.
-
- Basically, DISTRIBUTE THE DEMO. Hand it out selotaped to your business
- cards. Give it to people for Christmas. DO NOT DISTRIBUTE THE FULL VERSION
- because it is booby trapped and, as soon as one copy is used on more than
- one computer within the space of 5 years, both machines and all property
- within a 3 mile radius of each will be destroyed. It's true.
-
- ────────────────────────────────────────────────────────────────────────
-
- 6 - The story so far:
-
- It is winter. Somewhere in the Alps, Graham Normal is learning how to ski.
- Graham never wanted to ski, and as he falls over for the twentieth time in
- as many minutes, he recalls the reason why he is here.
-
- Graham's managers in the office at which he worked thought that it would be
- wise to send all of their employees off for a week long team building
- exercise. Something energetic, something physical, something outdoors.
- After a week or so of sitting round being pleased with themselves, the
- managers realised that in order to send everyone off on the budget skiing
- break that they had their minds set on, the office was going to have to
- close down for the week. Not wanting this to happen, the managers had a
- rethink, and finally decided only to send all the employees without which
- the company would still survive. They set about deciding who should and
- shouldn't go.
-
- A fortnight later, Graham had arrived at the resort alone.
-
- Graham picks himself up, and sees a small, cloaked figure in front of him.
- No footsteps lead up to where it stands, and no face can be seen in the
- darkness underneath the strange material. In fact, as far as Graham can
- tell, it's possibly just a small, very well starched cloak that someone
- accidentally dropped on their way up the ski lift.
-
- "It is you," says the cloak.
-
- "Piss off," replies Graham, "I'm trying to learn to ski. I'm not having
- much luck. The last thing I need is old musty clothes appearing from
- nowhere and telling me that I'm me."
-
- "But you are," agrees the cloak. "You are the one."
-
- "I bet you ten quid that the next thing you say will contain the word
- destiny", predicts Graham.
-
- The cloak pauses, rethinking what it should say. "You have been chosen," it
- decides.
-
- "Ok, bet's off, you stopped before you said that. Plus, if I have been...
- chosen, then whatever I've been chosen for IS my destiny." Graham pauses.
- "Plus, I haven't got a tenner on me at the moment."
-
- "Do you like money, Mr. Normal?" asks the cloak.
-
- "What do you know about money? You're not exactly made of real fir, are
- you? You look more like a stumpy flashing mac. You should have a homeless
- person curled up asleep in you."
-
- The cloak chuckles.
-
- "Yes, a bit of money would be nice from time to time," agrees Graham
- eventually, after realising that unless he gives an actual answer the cloak
- would probably be stood there all day. "Of course it would. What kind of a
- bloody stupid question is that? You appear here, tell me that I'm me, and
- ask whether I like money... are you just being cocky or are you actually
- downright dense?"
-
- "Neither, neither, I was just thinking. Jewels and gems the likes of which
- have never been seen before by human eyes - how much do you think you'd get
- for one of them?"
-
- "A couple of grand?" suggests Graham, wondering where this is heading.
-
- "It's just that..." the cloak goes silent, leans forward, and attempts to
- whisper into Graham's ear. Without jumping up and down it succeeds in
- whispering into his ribs. Graham crouches down to hear. "It's just that
- I know where you can pick up a couple. Just lying around. All yours."
-
- "All mine?" comes the reply.
-
- "Well... more mine, really. But you get hold of them all and there's a
- reward."
-
- "I get to keep half of them."
-
- "I was thinking more around... one..."
-
- "I get to keep half of them," repeats Graham.
-
- The cloak sighs. "Ten. You can have Ten. That's my final offer."
-
- Graham weighed up the situation. Ten jewels and gems the likes of which
- have never been seen before by human eyes would be worth a bit. And
- besides, how many of them could there be?
-
- "Count me in."
-
- "I did. Three thousand, five hundred years ago. I knew you'd be here. I
- remember jotting all the details down on a Post-It scroll."
-
- "You are being cocky now, aren't you?"
-
- "Yeah. Sorry." admits the cloak, before vanishing.
-
- "So where do I deliver all these things to after I've... bugger," says
- Graham, first to the cloak and then to nobody in particular. He realises
- he's still crouching down, tries to stand up again, and falls once more
- flat on his face. He yells something into the snow, rolls over onto his
- back, and looks up at where the sky should be. But it's gone. Someone's
- nicked the sky, replacing it with the roof of a cavern which appears to be
- made entirely of holly. Snow covers the floor, which is a bit odd, Graham
- reflects, considering there's no way in. Perhaps more worrying is the fact
- that there's no way out. Standing up and looking once more around the room
- from the proper perspective doesn't help matters. Graham hopes he's doing
- the right thing in standing around and waiting for a jewel or two to turn
- up. A second later, he realises that he is.
-
- ────────────────────────────────────────────────────────────────────────
-
- 7 - Hints and tips and gubbins:
-
- There are cheats. You type them in on the main menu. When you type one the
- first time, it turns something on; a second time, and it'll turn off. When
- a cheat turns on, it's on until you quit or turn it off again (by typing
- the same thing in again). Each time a cheat is turned on, the screen will
- flash and you will hear a car horn. When one's turned off again, the
- screen again flashes, and there is a ribbit noise.
-
- One cheat gives you infinite time on all the levels. Another lets you end
- a level by pressing space. One lets you position Graham (the skiing guy)
- wherever you want on the screen. A further one turns the password screen
- into a handy level selection screen... just enter the number of the level
- you want to play.
-
- Of course, there's no way I'm going to tell you what the cheats are...
- that would be too easy.
-
- Other more useful information, then? On most, if not all, of the levels
- there is an area where you'll never need to go or even get through. Any of
- the "Things Which You Can Drop" (c) that you don't want or need can be
- dumped wherever this is, so they don't get in your way later in the level.
-
- Nothing can injure Graham... except running out of time and some evil sod
- pressing the Q button on their keyboard. Those things aside, nothing in
- the game... bombs, pneumatic drills, or even big black weights and pine
- trees falling from great heights... can harm him at all. That being said,
- if you build (or pour?) things directly behind him and he's not careful,
- he can and will get stuck.
-
- If you find the bloke can't get past a chunk of something, or out of a dip
- or up a slope, or under a sticking out bit of scenery, it's sometimes well
- worth pressing the right mouse button a number of times quickly, rather
- than holding it down. It's not foolproof, but it makes the program tackle
- the area at a slightly different speed and sometimes that means he won't
- bounce back off things and turn round.
-
- Finally, don't do anything to the red wires. They may come in handy. I
- shall say no more.
-
- ────────────────────────────────────────────────────────────────────────
-
- - Tim Furnish, February 1997
-
-