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- SKID ROW
-
- presents
-
- A-TRAIN CONSTRUCTION SET
-
- System Information and Manual Addendum
-
- HARDWARE REQUIRED
-
- Amiga A500, A600, A1000, A1200, A2000, A2500, A3000, A4000 in NTSC, PAL
- or VGA. Requires 1 MB RAM for low-resolution: 1.5 MB RAM (1 MB of that
- Graphics RAM) for high-resolution. Two floppy drives; hard drive
- recommended. Printer option.
-
- SOFTWARE REQUIRED
-
- Requires Workbench 1.3 or later. Release 2.0/3.0 compatible.
-
- INSTALLING AMIGA CONSTRUCTION SET
-
- Double-click on the "Install Construction Set" icon on Disk 1. The
- installation program gives you three choices - Novice, Intermediate,
- and Expert. Novice provides a fully automated default installation
- on your hard drive, Intermediate allows you to direct the application's
- storage, and Expert gives you full control over every step of file
- creation and storage. See the Installer Help screens for more details.
-
- To install a printer driver on a floppy, double-click on "Install Printer"
- in the Utilities drawer on Disk 1. The Construction Set must be installed
- into the A-Train drawer.
-
- If you intend to print the Construction Set map landscapes, be sure to
- correctly set up your machine's Preferences for printing. Under
- Kickstart 1.3 or earlier, you must use the Preferences program for
- setup. Under Release 2.0 or later, you must use both the Printer and
- PrinterGfx Preferences programs found in the Prefs drawer. You can
- get clarification of these procedures by reading "Using the System
- Software" in your Amiga manual.
-
- To run the Construction Set from a floppy, insert Disk 1 into your
- machine and boot your computer. The example games must be installed
- onto a formatted blank floppy. To install, double-click on the "Install
- Example Games" icon. The installation utility will ask you where to
- install the examples. Insert the formatted floppy, select it, and then
- select Proceed.
-
- AMIGA KEYBOARD COMMANDS
-
- Command Action
-
- Arrow Keys Scroll Map, Scroll a List
- Shifted Arrow Keys Scroll Map or List One Page
- Esc/Space Bar Abort Track Laying
- "-" (minus sign);
- +,- (keypad) Scroll Open Windows Up or Down
- Open/Close Bracket Shift Satellite View
- S Show Satellite View
- H Hide Satellite View
- T Trains Running
-
- A-TRAIN CONSTRUCTION SET
-
- USER MANUAL FOR THE AMIGA
-
- After all, anybody is as their land and air is.
- - Gertrude Stein
-
- INTRODUCTION
-
- Welcome to the A-Train Construction Set, where you can carve every detail
- of your trains' terrain. With the Construction Set, you can take any
- of A-Train's existing landscapes and mold it to your pleasure- sculpt
- massive mountains, plant tiny trees, place offices on islands- until
- your map is precisely the way you want it to be. You can even completely
- obliterate every detail of a map- like a wheat farm after a locust swarm-
- and build everything from the ground up. Allocate the cash reserve
- you think you deserve, put in an additional railroad or two, and load
- your new map into A-Train.
-
- You can customize the challenges that different maps present in an
- intriguing way: research the original New Orleans streetcar system (if you
- desire), get looped in Chicago- even design a map after your hometown!
- The Construction Set lets you draft landforms and cities to experiment
- with form and function, or just for the sheer creative pleasure of it.
- Exchange maps with other users, design different difficulty scales,
- or just experiment with random elements: the Construction Set not only
- lets you be the master of all you survey, but you get to do the
- surveying, too.
-
- The whole difference between construction and creation is exactly this:
- that a thing constructed can only be loved after it is constructed; but a
- thing created is loved before it exists.
- - G. K. Chesterton
-
- MAP OUT YOUR PLANS, PLAN OUT YOUR MAP
-
- If you spend a little time before you begin considering what you want
- your final map to look like, you probably will save yourself some
- frustration and false starts (although a vote for an anarchic map can
- be a compelling vote as well). Map-making is a challenge, and the
- Construction Set has enough complexity and flexibility to complement
- many approaches to the cartographer's art.
-
- Consider in advance your basic look: flat, gently sloping, mountainous;
- consider how water can shape and define land. Do you want dominant
- black holes of urban sprawl or wide-open grasslands with scattered
- farms? You could try a map with a tiny amount of money and the same map
- with a huge amount of money to see how the territory challenges your
- bank account. You could fill a barren terrain with scads of running
- railroads and few people or have a teeming population getting around
- only on skateboards- it's a map of your mind as well. However you
- design your map, keep in mind that the integration of the total territory,
- from corner to corner, and off the screen as well (remember those trains,
- planes and boats). Oh yeah- have some fun, too.
-
- STARTING THE CONSTRUCTION SET
-
- Please refer to your machine-specific addendum for system requirements
- and installation information for the program.
-
- After you load in the Construction Set, you are presented with a
- dialog box that has a list of example games and all of your saved A-Train
- maps. The example games are explained under "Included Scenarios." For
- now, double-click on one of your saved games. On the Amiga, click on
- a saved game and then on OK; we'll take a gander at the Construction Set
- landscape. (See "Game Window (Amiga)" for the Amiga opening screen.)
-
- If you think it looks suspiciously like an A-Train screen, we'll hand
- you your hardhat now, but don't start hammering until you note the
- new commands at the end of the Toolbar: all of the Financial and Report
- window buttons have been replaced by map editing buttons that activate
- the terrain building and destroying functions. There are no Financial
- or Report windows in the Construction Set.
-
- Light, God's eldest daughter, is the principal beauty in a building.
- - Thomas Fuller
-
- When any of the Map Edit command buttons are clicked, a window with
- images of the chosen landscaping or building units will appear. The
- individual editing commands can then be chosen with your mouse;
- they will have a highlighted box around them to indicate their
- activation. (The CASH item works somewhat differently; see below.)
-
- You can then use your mouse cursor to select the map area you want to
- transform. As in A-Train, you will be given grief by all manner of
- message window advisors should you attempt wayward construction efforts.
-
- To jaunt around the terrain on the Amiga, you can use the keyboard
- arrows, or, shades of A-Train, move the cursor to any of the screen's
- borders and it will change into an arrow pointing in the direction your
- screen will scroll when you click or click and hold on your left mouse
- button.
-
- As in Amiga A-Train, you can see more of your landscape by making any
- active command windows disappear by hitting your right mouse button
- or the plus or minus keys on the number pad; you can still use
- the Map Edit and Subsidiaries commands with their windows hidden.
- Most of the Amiga windows are closed by hitting Return, which will
- activate the EXIT button.
-
- GAME WINDOW (AMIGA)
-
- The Game Window opens automatically at startup. The submenus and windows
- opened by the Game Window commands cannot be moved around onscreen. The
- example maps are explained under "Included Scenarios" at the end of this
- manual. You can access A-Train's original landscapes by opening them in
- A-Train and saving them under a different name.
-
- LOAD SCENARIO is the default button selected when you load the program,
- presenting you with a scrollable list of example games and saved A-Train
- games, if they are in the current drawer. The current drawer and path
- are found below this list. You can search for other stored maps on other
- available drives by clicking on DRIVES. Clicking on PARENT brings you
- up one level in the file-saving hierarchy.
-
- Clicking on a file name in the scrolling list will highlight it and place
- its name in the Drives ribbon at the bottom of the window. Click on OK
- to bring up the desired map onscreen or on EXIT to leave the window.
- The Load Scenario window will disappear after the file is loaded,
- but can be accessed at any time- as well as all System commands-
- by clicking on GAME on the toolbar.
-
- SAVE SCENARIO brings up the Save Scenario window, which displays
- the current path, names of already saved maps, and a scrollable list
- of available drives (through the DRIVES button) for map saving. You can
- type in a new name for an example map or a previously saved map in the
- File ribbon at the window's bottom in order to preserve your new map's
- changes and retain the old map as well. Click on OK to fix the changes
- to disk or EXIT to leave the window without any changes.
-
- Who built the seven gates of Thebes? In the books are listed the names
- of kings. Did the kings heave up the building blocks?
- - Bertolt Brecht
-
- GAMES OPTIONS displays a window with settings to customize your use of
- the Construction Set. GAME SPEED gives you the chance to fine-tune
- the speed at which your game clock (and thus your train operation) runs.
- You can choose to hear rhythmic ditties of the train's passage by clicking
- on SOUND ON or you can keep the peace by choosing SOUND OFF. DAY/NIGHT
- CYCLE ON/OFF switches between landscape lighting reflecting light's journey
- into night or consistent sunshine.
-
- All of these options are moot unless you click on TRAINS ON, which will
- energize your empire, letting you test the track placement and operation
- of your trains, which go through their paces of pickup and delivery.
- You can see if the map under construction is suitable for actual play.
- The game clock will run, as well as any trains, planes or boats.
-
- Letting your trains loose automatically brings the Satellite window
- down and also displays the Train Registry. You can toggle the position
- of the Satellite window by hitting the right and left bracket keys on
- the keyboard, and you can zero in on a particular train by clicking
- on its number on the registry.
-
- The financial operations of A-Train do not function in the Construction
- Set, so you will not gain any profits or incur any losses. Consider
- this a chance to go sightseeing on your map. (Map Edit commands will
- not operate when the trains are "on.")
-
- PRINT MAP will give you a suitable-for-framing hard copy of your
- Construction Set map. See your Amiga addendum for details.
-
- CREDITS will bring up the names of the noble souls who toiled for God,
- Country, and the Construction Set.
-
- QUIT quits the Construction Set. You must use the SAVE SCENARIO command
- to save any changes to disk, or they will be lost. You can cancel the
- operation by hitting EXIT.
-
- TRAINS AND SUBSIDIARIES MENUS
-
- TRAINS and SUBSIDIARIES have a set of commands and functions that perform
- essentially the same as their counterparts in A-Train. You can lay
- tracks, buy and place trains and stations, set schedules, and arrange
- trunk lines to cities outside the map for export and import. The trains
- will not run until you exercise that command option. You cannot make
- alterations to the map while in the "trains on" mode, though you can
- scroll.
-
- The Construction Set lets you be a true Robber Baron of the old school:
- all of the train purchases are free! However, you will be taxed for
- your rail assets once the game is loaded into A-Train. You can even
- buy and place two extra trains, #26 and #27, as long as their railroad
- lines are designed as trunk lines going off the map at two edges. The
- trains on these lines cannot be purchased, sold, placed, or removed
- while playing A-Train, nor can their schedules be set. These are the
- trains found in the original A-Train maps that couldn't be scheduled
- or tampered with. The Construction Set gives you much more control
- over their placement and paths.
-
- SUBSIDIARIES commands allow you to buy and place (or remove) as many
- properties as you please (well, 18 apiece, actually) so that you can
- begin a game without having paid the pretty pennies of today's real
- estate market. After you choose the type of subsidiary on the Amiga,
- its command window allows you to designate if you want the buildings
- to be owned by you or the simulator by clicking on YOURS or SIMULATOR
- (Computer). The familiar "owner's box" will appear on top of your
- buildings.
-
- Assets designated as yours are added to your net worth and become
- part of your A-Train Balance Sheet figures.
-
- MAP EDIT MENUS AND FUNCTIONS
-
- PAINT LAND gives you six choices of terrain types that can either be
- placed as a single unit by double-clicking on the designated block
- or "painted" on the landscape by clicking on a block and moving the
- mouse to define the new terrain placement.
-
- Place the cursor in the middle of a block, click, and move the mouse
- in any direction to highlight "strips" of blocks, or drag on a
- diagonal for larger squares of territory. The highlighted rectangle
- that results from this represents the area that will be replaced by
- the new, selected terrain after you click the mouse again.
-
- The terrain types are:
-
- Level Land - terrain that is completely cleared of any growth or
- development. (You can use this command to erase mistakes
- and begin anew.)
- Sea - a broad swath of water
- Uptown - mixed residential with small offices and shops
- Downtown - combines Uptown with larger commercial buildings
- Mixed Woods - land irregularly interspersed with clumps of trees
- Woods - heavily forested terrain
- Mixed Fields - grassy plots and bushes mixed with cleared areas
- Fields - grassy areas mixed with cultivated land, orchards and clearings
-
- Some elements cannot be painted over, such as mountains and existing
- tracks and stations. For example, if you place a band of water over
- a station with some large commercial developments nearby, you will end
- up with "peninsulas" of track surrounded by water, with the big buildings
- on "islands" of land. Actually, it can look rather picturesque.
-
- MOUNTAIN makes you king (or queen) of the hill by allowing you to build
- towering slopes or gentle rises (or tear them down in a fit of pique).
- You are given two development choices, Small or Large, and two options,
- Build or Remove. Selecting Small and then clicking on a block will
- result in a 2x2 square of raised land; Large produces a 3x3 plot. Both
- Small and Large mounts can be developed if you click several times in
- succession on the slopes, raising the height of the hills while only
- slightly spreading the hillsides laterally.
-
- Selecting Remove lets you contour new or existing slopes; you can click
- on the peaks to slice out sections so that the mountain's apex appears
- to have imploded, ala Oregon's Crater Lake, or you can just carve out
- crags. Ski buffs can make every valley heavenly. Other Paint Land
- command choices have no effect on mountainous areas. You can place
- mountains right up to the edge of buildings for a dramatic cityscape;
- mountains cannot be placed on water.
-
- TILE lets you place structural elements of the map block by block.
- just click once on the tile of your choosing and click on a site on the
- map to place it. The 64 block choices include a range of farmland and
- field units (including ranch houses and land with cows), woods thick
- with trees or with lone stragglers, ponds, various types of residences
- and small offices, larger offices, construction materials, roads, and
- even crossroads.
-
- You can "paint" tile elements in the manner of the Paint Land commands
- by selecting a tile and drawing the cursor with the mouse button depressed
- across the area you want to transform. Broad bands of tile images can
- be placed on the landscape. If you release the mouse while laying the
- tiles, the painting will cease. You cannot paint tiles over mountains,
- tracks and certain buildings.
-
- You can cycle through the 4 sets of 16 tiles by clicking on the Page Up or
- Page Down bars at the top of the block choices window. This command
- allows you a nice degree of whimsy in your choices: you can place a
- block of construction materials in the middle of a lake, a mound of
- trees in the sea, or some nice condos in a pond. Plow a road into the
- sea. Make some developments in league with the Devil- who's to stop you?
-
- RIVER places rivers, lakes or islands. Click on any of the three choices
- to activate them. Using River, you can drag the cursor individual blocks
- to place small stretches of water or cross the map with a serpentine
- Nile. When you move the mouse over the proposed riverbed, its highlight
- appears as a straight line, identical to that of the track-laying
- highlight, but when the river is placed, its curves and irregularities
- reflect its natural brethren. The rivers will fork and break in some
- spots.
-
- Putting a river into a larger body of water will sometimes result in an
- unnatural looking "wedge" of water surrounded by strips of land at the
- water's joint. You can create a more smooth juncture at the river's
- mouth by painting that spot with the Sea choice in the PAINT LAND menu
- or shape some irregular shorelines with the Island and Lake commands.
-
- If you choose Lake, you can place a 3x3 block of water surrounded by
- a small amount of cleared land. You can place a succession of contiguous
- lakes for larger bodies of water. Islands can only be placed in lakes
- large enough to accommodate them. Placing one in a small lake will divide
- it into small strips of water with land in-between. Placing an island
- over other types of terrain will result in a 3x3 square of cleared
- terrain.
-
- If you placed an island on the edge of a body of water, you can sculpt
- the shore for an interesting eroded look. Rivers and lakes can be
- placed over smaller buildings and residences, but not over large commercial
- properties or through or over mountains. You can design your rivers
- so that they easily accommodate bridges; laying a river over existing
- track splits the river in two.
-
- PORTS places seaports and airports. Selecting PORTS brings up a two-
- choice display of an airport and a seaport, accompanied by a Build and
- Remove command. You can even build a seaport in a lake, but you won't
- make many shipping profits off a few trout- no boats will float. The
- buildings on the seaport must be aligned close to at least one block
- of land (not necessarily touching- just align the preplaced port's
- highlight with at least one block of land before placement). Removing
- a seaport replaces it with blocks of cleared land.
-
- If you try to place water over a seaport, the port remains, but any
- attached land sinks beneath the surface of the waves (a good place to
- start looking for Atlantis). When you attempt to place an airport or
- seaport, the cursor will display a highlight of the port's size and
- alignment, but only a single highlighted block when you click on the
- Remove command. You can't place TILE objects on airports. You are
- restricted to one airport and one seaport per map.
-
- If the seaport is built in waters open to the map's edge, a freighter
- will enter. The freighter will proceed straight from the bottom edge
- towards the right edge of the map, but it won't be able to avoid
- obstacles, so design a smooth passage if you want to utilize a shipping
- route. You can place an airport in water but you won't thrill your
- passengers- no planes will arrive. It does look pretty at night,
- though. First, put down two parallel strips of land an airport's
- length (nine blocks), and then place the building. You can delete
- the remaining empty blocks for a clean look. Neither type of
- port can be placed over mountains, certain types of buildings, or tracks.
-
- CASH allows you to configure your cash reserves with which to begin
- a game. The + and - keys work much like the Bank Loan keys in A-Train.
- You can increase the total in increments of either 1,000,000 or 100,000
- dollars up to 9,000,000 dollars- enough to put those silver cuspidors
- in every sleeper. This window will reveal the type and size of your
- city, reflective of your new development.
-
- CLEAR lets you cut selections from the map. You can selectively
- remove all of the trains, railroads, and mountains from your map.
- If you select All Trains, all of the trains you have placed or purchased
- will be erased. All Railroads will erase all the railroads in addition
- to all of the trains. However, the trains are merely removed from view
- in this instance- they are "stored," as when you use A-Train's Remove
- Train command, and you can place them later.
-
- The Clear All command gives you a fresh, clean map of flat land to work
- with- a blank canvas upon which to paint a mapping masterpiece. This
- also erases all purchased trains, placed or not. This is the command
- you should choose first if you want to construct a completely original
- map.
-
- HELP! The button with the question mark will remain one of life's
- little mysteries- I couldn't possibly be induced to reveal its secrets
- ... Oh, all right! Click on the question mark and you will see a
- window with icons of all game buttons, which, when clicked, will give you
- sage advice on the use of that tool or command within A-Train and the
- Construction Set.
-
- BITING THE BULLET
-
- One of A-Train's significant pleasures is making the Bullet Train
- appear by successfully developing your city. However, the Construction
- Set gives you the chance to alter your maps so profoundly that not even
- the mighty Bullet can penetrate your borders. Do not completely
- surround your city by mountains if you want the Shinkansen to come-
- keep at least one side of the city open.
-
- INCLUDED SCENARIOS
-
- The Construction Set provides you with six example scenarios that
- demonstrate a range of map-making options and concepts. You can use some
- of them as a basis for actual gameplay, or just as prototypes of design
- possibilities. Some of the maps have limited playability; consider
- them candy for the eye.
-
- Example 5 is a sort of terrain sculpture garden, a paint-by-numbers
- combination maze/miniature golf course/labyrinth with a start and a
- finish, but don't ask us how to play. Example 6 is a train ballet:
- a visual marvel of synchronicity and timing. The trains have an easy,
- organic quality, almost a neural network of the brain at leisure-
- this might scan well after a Long Island Iced Tea or two. (Hint:
- Don't try to set any schedules with this one.) Take the inspiration
- of these examples and make tracks!
-
- THIS LAND IS YOUR LAND
-
- The A-Train Construction Set gives you the ticket to ride- on the terrain
- of your own making. Every design decision is yours: Tilt your train's
- travel over perilous mountain passes carved by your cursor. Brighten
- up a drab landscape with an alpine lake, rustic ranchland, columns of
- condos. Make subtle additions or subtractions- set a doctor's office in
- the foothills, angle an airport to your whim, remove a length of
- unsightly roadway- you control the horizontal, you control the vertical.
-
- The prospects are infinite: water worlds, gardens of greenery, urban
- blankets of scorched earths- build the Land of 27 Trains or a towering
- Himalaya no locomotive could traverse. You've got the tools; make your
- mouse earn its cheese.
-
- The created world is but a small parenthesis in eternity.
- - Thomas Browne
-
- TRAIN CATALOG
-
- KIHA 40 - a diesel passenger train used on a local line in cold places.
- Coaches: 2
- Speed: 2 blocks/hour
- Seats: 400
- Price: 33,000 dollars
- Passing stations: incapable
-
- 201 - a commuter train with a large seating capacity.
- Coaches: 3
- Speed: 2 blocks/hour
- Seats: 600
- Price: 50,000 dollars
- Passing stations: incapable
-
- 415 - a commuter train with a stainless-steel body. More suitable for
- suburban travel than a 201 model train.
- Coaches: 3
- Speed: 2 blocks/hour
- Seats: 580
- Price: 53,000 dollars
- Passing stations: incapable
-
- 205 - a commuter train used in a metropolitan city.
- Coaches: 2
- Speed: 3 blocks/hour
- Seats: 440
- Price: 46,000 dollars
- Passing stations: incapable
-
- 211 - a stainless-steel suburban commuter train.
- Coaches: 3
- Speed: 3 blocks/hour
- Seats: 640
- Price: 70,000 dollars
- Passing stations: incapable
-
- AR - an electric commuter train with the largest seating capacity.
- Coaches: 3
- Speed: 3 blocks/hour
- Seats: 700
- Price: 80,000 dollars
- Passing stations: incapable
-
- KIHA 82 - a super-express diesel passenger train.
- Coaches: 2
- Speed: 2 blocks/hour
- Seats: 420
- Price: 53,000 dollars
- Passing stations: capable
-
- 113 - a direct-current electrical train used in suburban lines running
- by the sea.
- Coaches: 3
- Speed: 2 blocks/hour
- Seats: 640
- Price: 80,000 dollars
- Passing stations: capable
-
- FP 45 - a stylish suburban diesel express train.
- Coaches: 3
- Speed: 2 blocks/hour
- Seats: 580
- Price: 90,000 dollars
- Passing stations: capable
-
- 381 - a super-express passenger train designed especially for running
- on curved lines.
- Coaches: 2
- Speed: 3 blocks/hour
- Seats: 470
- Price: 98,000 dollars
- Passing stations: capable
-
- EF 65-24 - a long-distance night passenger train that has a small seating
- capacity and high ticket fares.
- Coaches: 3
- Speed: 3 blocks/hour
- Seats: 470
- Price: 180,000 dollars
- Passing stations: capable
-
- AR III - the most expensive but profitable passenger train.
- Coaches: 3
- Speed: 3 blocks/hour
- Seats: 600
- Price: 250,000 dollars
- Passing stations: capable
-
- KIN 30000 - a super-express passenger train with double deck coaches.
- Coaches: 2
- Speed: 2 blocks/hour
- Seats: 460
- Price: 50,000 dollars
- Passing stations: capable
-
- NISHI 5000 - a super-express passenger train.
- Coaches: 3
- Speed: 2 blocks/hour
- Seats: 600
- Price: 80,000 dollars
- Passing stations: capable
-
- MEI 7000 - an express passenger train used for tourism.
- Coaches: 3
- Speed: 2 blocks/hour
- Seats: 560
- Price: 90,000 dollars
- Passing stations: capable
-
- DD 51 - a freight train.
- Coaches: 2
- Speed: 2 blocks/hour
- Materials: 2
- Price: 46,000 dollars
- Passing stations: capable
-
- EF 62 - a freight train.
- Coaches: 3
- Speed: 2 blocks/hour
- Materials: 4
- Price: 76,000 dollars
- Passing stations: capable
-
- ED 76 - a freight train.
- Coaches: 2
- Speed: 3 blocks/hour
- Materials: 2
- Price: 73,000 dollars
- Passing stations: capable
-
- GP 40 - a freight train.
- Coaches: 3
- Speed: 3 blocks/hour
- Materials: 4
- Price: 116,000 dollars
- Passing stations: capable
-
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