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- HIRED GUNS
- DEMONSTRATION
- For all 1mb Amigas (Inc. 1200 & 4000)
-
-
- A DMA Design game
- by Scott Johnston
- Copyright © DMA Design 1992-93
-
- Release 0.7 (demonstration version)
- Version 37.14
- Thursday, 5th January 1993, 11:15 PM
- These notes by Scott Johnston & Steve Hammond
-
-
-
- Welcome to the Hired Guns demo. What follows is a brief overview of the game,
- scenario, controls, hard disk installation and memory requirements.
- The finished game should be available around March '93 (with a PC version not
- long after). So until then you'll just have to play with this demo - feel free
- to use the "Duplicate*" program and pass copies around. Bear in mind though
- that the copyright resides with DMA Design and the contents of the disk
- may not be altered in any way without permission.
-
- If you have any suggestions or bug reports then please write or fax a note to
- the author.
-
- Scott Johnston.
- DMA Design,
- Discovery House,
- Dundee Technology Park,
- Dundee,
- Scotland.
- DD1 1TY.
-
- Fax 0382 562333.
-
- *Unfortunately the Duplicate program will not work on an Amiga 4000.
-
-
- 1. MEMORY REQUIREMENTS
- ----------------------
- The following points also apply to the full game.
-
- RUNNING FROM FLOPPY DISK
- When running from floppy, Hired Guns requires a full 1mb of memory to run. As
- a result it will take over the machine and you will be unable to multitask.
-
- RUNNING FROM HARD DISK
- Once installed correctly onto your hard disk, Hired Guns will need a total of
- 2mb of memory to run, 1mb of chip ram and 1mb of fast.
- This means that Hired Guns will not work from hard disk if you have an A500
- or an A1000.
-
- MACHINE RUN FROM RUN FROM
- FLOPPY DISK? HARD DISK?
-
- A500 NO NO, NOT ENOUGH CHIP RAM
- A500(1MB) YES NO, NOT ENOUGH CHIP RAM
- A500+ YES YES, WITH 1MB EXPANSION
- A600 YES YES, WITH 1 MB EXPANSION
- A1200 YES YES
- A1500 YES YES, WITH 1MB EXPANSION
- A2500 YES YES, WITH 1MB EXPANSION
- A2000 YES YES, WITH 1MB EXPANSION
- A3000 YES YES
- A4000 YES YES
-
-
-
- 2. HARD DISK INSTALLATION
- -------------------------
- Drag the "Hard Disk Install" icon into a drawer on your hard disk that you
- would like Hired Guns to be installed into. Run the installation from within
- that drawer then click "Install". A drawer called "HiredGunsDemo" will be
- created containing the game (if it does not already exist).
- Approximately one minute later you will have a working version on your hard
- disk.
- You may have to select the destination drawer window and choose "Update" from
- the Windows menu on the workbench to show the Hired Guns drawer. (1.3 users
- will have to close the window and reopen it to register the change.)
-
-
- 3. SCENARIO
- -----------
- FULL GAME
- Numerous events led up to this point. From his military days - five years and
- an entire star system away - Rorian Deevergh has amassed a group of people who
- are collectively hunted by the authorities. Some of them he can even call
- friends. In the high technology future of 2707, all credit transactions are
- relayed to a central authority. Names and ID are automatically logged. When
- you're effectively criminals, normal life becomes almost impossible.
- Skills are difficult to sell. For each ability possessed by a human, there is
- a robot who can do the same - cheaper and more reliably. The only area in
- which humans can excel is in killing. For a price Rorian's group will take on
- illegal jobs where their rare skills are at a premium. Payment in rare metals.
- No questions. Nobody cares. If you live, that's your business.
-
- Such as now. The patron who is funding the current operation will probably
- remain unknown forever. What matters is the successful completion of the task,
- in this case a rescue. The political implications of extracting a set of
- hostages have been glossed over. It is almost routine. Half payment up front,
- half on completion. If one terrorist organisation holds hostages of another
- terrorist organisation then nobody much cares. Both oppose the authorities
- and that can only be good, right? That's why the authorities can't and won't
- be called in. That's why a group of mercenaries fit the job profile perfectly.
- That's why red tape and protocol can be ignored. What does it matter who gets
- in the way? The target zone is on a backwater world called Graveyard. That
- wasn't its intended name. A corporate competition to name the place faded
- from view. So much was planned for this little planet before funding ran out
- for the terraformers. These days it is seldom talked about and visited even
- less.
-
- But this is not a simple hostage extraction. Things don't fit into place
- neatly. It will become apparent that there is a great deal more to this
- mission than expected. Something that may kill them all.
-
- Events of the past are about to make themselves felt.
-
- THIS DEMO
- Tesseract Battle Systems often hold simulations of various scenarios. If you
- know the right contacts it's possible for civilians to gain a place in one of
- the scenarios for a day. Naturally this doesn't come cheap - the bribe level
- is high - but the training is invaluable. This time the conditions are from
- the planet known as Graveyard. A few years ago, Rorian, Cheule, Jennillee
- and CIM undertook a training exercise in the Battle Simulator. It stood
- them in good stead for the day in 2707 that they would have to go to
- Graveyard for real....
-
-
- 4. GAMEPLAY & OBJECTIVE
- -----------------------
- CAMPAIGN DEMO
- Tesseract Battle Systems: Simulation Suite 127.
- Program "Graveyard-20"
- Training Objective: Reach Exit and thereby escape.
-
- The area comprises several levels each with their own hazards. The purpose of
- the exercise is to promote team work, to familiarise yourselves with the
- conditions of Graveyard and of course to improve weapon skill. Security doors
- will be in place over the map. Several will require security wafers to open.
- These are concealed in various places. A crucial item which you may not be
- familiar with is the Psi-Amp. These are use to create various `effects' up to
- and including creation of matter (the Bridge Effect) amongst other things
- depending on the version. Teleport units will be used in strategic locations.
- This will test your problem solving ability. Moveable frictionless blocks may
- be found and used to block passageways and so on. They will play a significant
- role. You will encounter creatures, some of which `hatch' from eggs. All are
- hostile. Some are more dangerous than others.
-
- ACTION DEMO
- Tesseract Battle Systems: Simulation Suite 131.
- Program "Graveyard-22"
- Training Objective: Reach Exit and thereby escape.
-
- The area has been specially designed to test the participants reactions and
- strategy when under pressure. Two teams will play against each other. The first
- person to reach the exit will be the winner. As usual for these scenarios there
- is a time limit (in this case 15 minutes).
-
-
-
- 5. CONTROLS
- -----------
- Hired guns features a simplified and hopefully intuitive control method. Each
- mercenary has access to four overlaid panels. Any one of which can be brought
- to the front and viewed by clicking on the appropriate tab at the top of a
- panel. Here is brief description of the options available on each.
-
- 3D VIEW
- This is the main panel on which you can move around in the 3D world. The main
- window shows what the character can see from their eyes. As you drag the mouse
- around, the pointer changes to reflect whatever action will happen if you
- press the left mouse button). Some `hot spots' have a different action if you
- use the right mouse button. Try moving your character around. Every time you
- click the `forward' hot spot your character will walk about 2m directly ahead.
- When he (or she) turns the view will spin 90 degrees in that direction.
- Clicking with the left mouse button when the pointer is a cross-hair in the
- centre of the view will use whatever item the character is holding (see STORE
- below). Also doing this when standing behind a pushable block (the white metal
- blocks with handles) will push forwards. Clicking with the right button will
- pull a block. When a character is standing over an object on the ground an icon
- will appear at the bottom left of the panel. Clicking on this with the left
- button will pick it up and put it directly into the characters pack.
-
- STORE
- The Majority of the encounters your characters will make will probably end in
- blood shed. Whether its the enemy or your team that meet a grisly death depends
- on your armament. There is plenty of hi-tech. weaponry to choose from,
- fortunately your characters arrive already equipped. By selecting to the store
- panel the characters inventory can be viewed. The items on the left show what
- is carried in their pack, the item on the right is currently ready for use. If
- this is your first time on this panel then try putting a gun into the hands on
- the right. Click with the left mouse button when the cursor is a right facing
- arrow on the pack. This will move the item into the characters hands ready for
- use. Similarly by clicking when the pointer is a left facing arrow will move
- the item from the characters hands back into their pack.
- To use an item click with the left mouse button when the pointer is a cross-hair
- in the centre of the view on the 3D view panel. When a gun runs out of
- ammunition, click with the right button instead. If there is suitable ammunition
- available then it will be automatically loaded into the gun. On the store panel,
- clicking with the right mouse button over an
- item in a characters hands will also use that item.
-
- D.T.S. (DIGITAL TERRAIN SCANNER)
- By now you're probably completely lost. This is when your character's D.T.S.
- module comes in handy. Most characters will start the game with one of these
- in their store. If a character's D.T.S. is destroyed or they simply do not have
- one (like the two characters on the right) then this panel will simply fill with
- the static. A D.T.S. module will basically perform an auto-mapping function for
- its user. Some models do more but they tend to be rather expensive. Again, by
- clicking on the hot spots you can scroll around a plan view of a cross-section
- of the map in which your character is located. The red cross-hair marks your
- characters position and direction. Note that by clicking the right mouse button
- the D.T.S. will centre back onto your characters position.
-
- STATS
- This panel will show a selected range of statistics about your character.
-
- Fitness
- This is the main indication on how well your character is. As he takes
- hits this value will fall. Once it reaches 0% then it's death. Note
- that the green/red bar at the top right of each panel gives a quick
- reading of the fitness value.
- Physique
- A general measurement of how big and strong a character is. With a high
- physique a character can withstand more damage and carry more items,
- however the general bulk and weight will be greater - which can be a
- disadvantage when trying to survive falls (hint: drop as much of your
- inventory as possible to save weight).
- Psionics
- Most non-engineered organic lifeforms exhibit some form of natural Psi
- energy. This is seemingly required to get the best out of the rare
- psionic amplifiers. The higher this rating then the more ambitious an
- effect the user will be able to achieve.
- Experience
- This reflects the wisdom and skills that a character accumulates
- throughout life. As this rating increases and certain levels are
- attained the characters physique and psionics will be permanently
- boosted.
-
- AUTO-LEADER
- This is a handy function for allowing up to four characters to be moved at once.
- By electing one character to be the leader the others in the team will follow
- him/her. On each panel there is an orange light at the top right-hand corner.
- When this is activated (by clicking on it with the left mouse button) is
- signifies that the character is part of a team. It can be deactivated by
- clicking on it again. When you try to move a team member that character will
- automatically become the leader and the other members will try to follow.
- When first forming a team all members must be in close proximity (no more than
- 4m from each other).
- BUG WARNING - There are still some problems with the implementation of this
- function. Characters can get stuck behind obstacles or jump off lifts, etc.
-
- KEYBOARDS CONTROLS
- Pressing HELP during the game will bring up an information screen reminding
- you of the following keys....
-
- CTRL R Restarts the current map.
- CTRL W Pauses the current game and returns
- control to the workbench screen. Click
- on the gadget in the Hired Guns window
- to go back into the game.
- (Only available to hard disk users).
- CTRL ESC Exits Hired Guns.
- (Only available to hard disk users).
-
-
- 6. GAME FEATURES
- ----------------
- FEATURES SHOWN IN THIS DEMO....
- - Four 1st person perspective 3D views on screen.
- - Up to four independent players on one machine.
- - True 3D levels.
- Each level can be up to 42,320m3.
- - Auto-mapping.
- - Transparent water effect.
- - On-line encyclopedia.
- - Hard disk installation.
- - Full use of 1mb or more of memory.
-
- ADDITIONAL FEATURES IN THE FULL GAME....
- - Customisable graphics
- Edit the characters graphics to you liking. You can even put yourself
- in the game!
- - Guild VII Digital Terrain Processor.
- Continent-wide recognisance and survey system.
- - Choose from a selection of 12 characters.
- - Loads of original music and sound effects.
- 1.2mb.
- - Four background graphics styles.
- Outdoors, caves, hi-tech. installations, tombs, etc.
- - Mouse, joystick and keyboard support.
- Supports parallel port joystick adaptor for an extra two joysticks.
- - Probably 80 hours or more of playing time during the
- campaign game.
- 1,735,120m3 of total playing area.
- - Extra 20 stand-alone action orientated levels.
- - 24 types of enemy.
- - 8mb of data packed onto 5 disks.
- - Comprehensive literature.
-
-
- 7. CREDITS
- ----------
- CONCEPT, DESIGN, PROGRAMMING,
- MAPS, EDITOR, SOUND EFFECTS, ICONS,
- HARD DISK INSTALLATION & HARD WORK
- Scott Johnston
-
- GRAPHICS
- Graeme Anderson
- Scott Johnston
- David Osborne
-
- ORIGINAL MUSIC
- Brian Johnston
-
- DOCUMENTATION
- Steve Hammond
-
- CHARACTER ILLUSTRATIONS
- Jamie Grant
-
- DEVELOPMENT SOFTWARE
- Brian Watson
-
- GRAPHICS TOOLS
- Russell Kay
-
- MED V3.00 MODULE PLAYER
- Teijo Kinnunen
-
- DISK IO & DATA COMPRESSION
- Rob Northen Computing
-
- TEA BOY
- Mike Dailly
-
- QUALITY ASSURANCE
- David Hally (first to complete demo)
- Gary Timmons (finds lots of bugs)
- Mike Dailly (no side step, sorry)
- Scott Cheetham
- Derrick Angus
- + development team
-
- Thanks to Commodore for an excellent machine, espe
- cially for the best multitasking O.S. around (well, 2.0 up
- wards anyway!). Plus lots of thanks to every Amiga devel
- oper out there for supporting it and continuing to
- make it great.
-