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1993-12-29
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Inter-Stellar Wars
** a highly detailed **
** tactical space combat adventure **
Instructions
BEFORE YOU BEGIN-
Inter-Stellar Wars requires:
-640k RAM
-DOS 3.xx and up
-VGA 256 color
We reccommend that you have:
-A 286 processor or better
-A Microsoft compatible mouse
-Hard Drive
Optional Equipment:
-Mouse or Joystick
-Adlib or Sound Blaster compatible
sound card
If you wish to use the Adlib/SB
soundtrack, begin Inter-Stellar Wars by
typing ISWA at the DOS prompt. This
will automatically load the sound driver
and then execute ISW. Otherwise, just
type ISW. When a song is playing, the
sound will be muted. When the song
stops, sound will resume.
Using the Adlib music requires a
lot of memory so if you're having
problems freeing up enough memory and
you have DOS 5.0 and high memory, use
ISWH instead of ISWA.
Important Note-
If you have a Sound Blaster
Deluxe, you will not be able to use
the soundtrack support. This is a
limitation to SOUND.COM, which is why we
were unable to remedy this. A
representative of Creative Labs Inc.
said it had something to do with a new
DSP (Digital Signal Processor) chip in
the new SB. If you wish to persue this
matter, contact Creative Labs.
BACKGROUND-
In the year 2249, humans colonized
the Renzaar system. Colonization of
Omicron began first because it was
remarkably like earth. Soon after, the
other four planets were colonized with
the help of huge Plexi-tron Glass
Composite(R) domes and underground
facilities.
The Renzaar system is also unique
in that three other star systems are
unusually nearby. Two of them have been
found to have intelligent life and
peaceful relations were established.
They are the Ordan system and the Alpha
system. The fourth system, the Creendok
system, is mysterious. (The opening
animation to ISW illustrates what
happened to the Alliance scout exploring
that system.) The closest planet to
Creendok, Regulus, is completely
encircled by a dense asteroid belt.
These asteroids are usually smaller than
baseballs, and cannot be seen or
detected, but they can destroy a ship
easily.
In a typical day in this region,
hundreds of traders pass back and forth
between Renzaar, Ordan, and Alpha. The
basic rule of the galaxy is: don't
bother anyone, and they in turn won't
bother you.
CONTROL DEVICES-
The mouse is the best pointing
device for use with this game. To use
the mouse, a mouse driver must first be
installed, and then 'control' on the
menu is toggled until 'mouse' appears.
Using a joystick is slightly more
difficult. The joystick is used to
simulate a mouse pointer. Use 'control'
on the main menu until 'joystick'
appears. When the game starts you will
be instructed to calibrate the joystick.
Follow the on-screen instructions. If
you use the keyboard, the arrow keys are
used to move the pointer, and SPACE is
the button. Shift+Arrow keys will fine-
tune the pointer position. All keyboard
hotkeys are supported in all control
modes.
^/0
THE INTERFACE SCREEN-
When Inter-Stellar Wars (ISW)
starts, you will see the main interface
screen, which consists of a main viewer,
a galactic map in the upper-right
corner, the message center below it, and
two icon bars. The main viewer is where
the action occurs, and is also where
various menus are displayed. The
galactic map displays the four nearby
star systems and all ships. The map is
color-coded:
Yellow: Sun
Lt Blue: Planet
Red: Alliance Ship
Lt Red: Alliance Base
Green: Insectia Ship
Lt Green: Insectia Base
Gray: Misc. Vessels
White: Torpedoes
Purple: Asteroids
The message center is where all
incoming messages from your ships or the
game will be displayed. Three beeps
precede the message to inform you that a
message is coming in. Old messages will
scroll off the top of the message center
as new ones come in.
The top icon bar only has one icon.
It is the game speed icon. Clicking
this icon toggles the speed between
normal speed (18fps), half speed (9fps),
and unlimited (operating at the maximum
speed for your computer). Pressing 'R'
will produce the same effect as clicking
this icon.
The bottom icon bar has six icons.
The hot keys for these icons are F1-F5
for the first five: Open a communication
channel, activate the trading interface
or receive a shield recharge from base,
squadron menu, zoom, and ship/base menu.
The last icon (ESC key) returns you to
the main menu.
^/E
THE MAIN MENU-
There are several choices on the
main menu. To select them, move the
alliance symbol up or down with the
keyboard, mouse, or joystick, or press
the first letter of the choice.
Play the game returns you to the
game you were playing when you went to
the menu. If you weren't in a game it
starts a new game.
New game loads the save game file
'DEFAULT.SAV' and returns you to the
game at the very beginning.
Load a game loads the save file
with the name you specify from the disk.
To play it, select play on the main
menu. The default extension '.SAV' is
used.
Save a game saves the current game
to the file you specify. '.SAV' is
appended to your filename and the game
can then be loaded with the Load option.
Control changes the pointing device
used by ISW: Keyboard, Joystick, and
Mouse.
Read This reads this.
Quit exits you to the operating
system. It DOES NOT ASK you if you wish
to save your game, so if you don't save
your game first, it will be lost.
THE VIEWS-
The main viewer can support three
views. The Real mode view shows what
the active ship and its surroundings
actually look like. Unfortunately that
range is severely limited, so there is a
more useful tactical view which is a
computer representation of the active
ship and nearby objects. From center to
edge is approximately phaser range. In
the map view, each object is a dot
(using standard map colors). Its size
is about 2 pixels of the galactic map.
Use the view icon (F4) to cycle through
these modes
THE SELECTION SEQUENCE-
At many points in the game, you
will be required to select a ship or
location. When the message center
informs you that a ship is to be
selected, find the target ship on the
main viewer or the galactic map. When
you click on a point, the ship which is
closest to that point will be selected.
When you are instructed to select a
location, the exact location you have
selected will be used.
SHIP INFORMATION-
At any point in the game, you can
get information on the current ship by
pressing 'I'.
SELECTING MENU CHOICES-
In any of the menus during the
game, there will be many numbered
choices. To select with the mouse,
click on the number. To use the
keyboard, type the number and press
Enter. To exit a menu at any time press
ESC or the Esc button at the bottom-
right corner of the display.
To get help on a menu during the
game, press 'H'. If there is help
available, it will be displayed. (It
will actually display the part of the
manual which pertains to the current
menu.) To get a list of keyboard
hotkeys, press 'K'.
THE CREDIT SYSTEM-
When the colonization of planets by
humans occurred, a monetary system of
credits was designed. The credit (CR)
is the basic form of money in all the
known galaxy. Prices constantly vary on
all the planets depending upon their
economic situation.
THE SHIPS-
In ISW, there are basically 3 types
of ships. Fighters are the basic ship.
They can carry 4 SIPs (explained later)
and 3 items in its cargo bay. There are
three types of fighters: alpha, beta,
and gamma. These vary in mass and hull
strength.
Command Vessels are huge all-
purpose (expensive) ships. They can
hold 6 SIPs and 6 items in the cargo
bay. There are also three types: T1
through T3.
Cargo ships are transport vessels.
The have 1 SIP (hopefully used for an
engine, but it is not required) and room
for 10 items in its cargo bay. It is
most likely used for trade, and base
construction. Again, there are three
types: Standard, Deluxe, and Ultra-Haul.
The capacity of a ship to carry
crew is always twice the amount of hull.
Therefore, the ship which can carry the
most crew at once is the standard cargo
ship with a hull strength of 400 and can
carry 800 people.
SIPS-
SIPs are Standard Interface Ports
on a ship. On them you can mount
phasers, torpedo bays, tractor beams, or
engines. On fighters and command
vessels there are two dedicated phaser
SIPs. You can only put phasers on these
SIPs. Dedicated SIPs are handled
automatically by the purchasing menu.
Phasers are the basic weapon used
by the alliance and insectia forces.
They use the power allocated to them and
fire a destructive energy beam at a
target. The phasers are computer
controlled and always hit. The more
power given to them, the more damage
they do.
Torpedo bays require that there be
torpedoes in the cargo bay. They fire
these torpedoes charged with the
allocated power. They are more
efficient than phasers and do more
damage, and they travel at 500 (which is
approximately equivalent to 9.4 million
kilometers per second). This is half
the theoretical maximum speed of the
universe. Unfortunately, torpedoes use
the power given to them for navigation
and thrust, and can be destroyed by
phasers (or other torpedoes) or outrun.
You can only use one torpedo bay per
ship, so having more than one is really
stupid.
Tractor beams have two modes:
normal, and station-keeping. In normal
mode, the beam will draw the target
toward the source ship. In station-
keeping mode, the tractor beam will
attempt to equalize both ships'
movements. That means the target ship
will match the source ship's speed and
direction. A tractor beam's range is
displayed on the buy menu in TM
(terameters, which are trillion meters,
or billion kilometers). There are
ineffective beyond this range. Tractor
beams are also little use on ships with
a good, or even low engine performance,
as the engines minimize the effect of
the tractor beam with their inertial
dampeners.
Engines make it possible for ships
to travel through space. Important
factors in buying engines are power, and
maximum speed. Power, combined with the
mass of your ship, determines the
ability of your ship to maneuver (engine
performance). Maximum speed is just
that: your top speed. When buying
multiple engines, the power is added to
create a higher engine performance, but
the maximum speed of your ship is
determined by the maximum speed of your
fastest engine. Note: the engine per-
formance calculations are based on 7 as
the normal performance.
CARGO-
Cargo you can have consist of:
shields, cloaking devices, sentry pods,
various instruments (junk), torpedoes,
and most importantly, reactors.
One note: There cannot be more
than one sentry pod unit or control per
ship.
^/16
Shields are the basic defensive
equipment. The use shield recharge
(purchased from the buy menu) as a sort
of fuel to absorb enemy fire. The power
determines how much of the enemy fire
will be absorbed. For example: If your
shields are powered at 20, and a phaser
blast hits you for 30 damage, 20 will be
absorbed by the shields and subtracted
from your level of shield recharge, but
10 will be absorbed by your hull,
possibly killing crew members and
destroying SIPs. This reflects the
importance of a high shield power.
Multiple shields can be purchased, and
the power will be added. Having more
shield power than shield recharge is
useless, since when the recharge is used
up, shields are ineffective. You can
see this relationship on the 'Shield and
Structural Integrity Status' display
available from the ship menu (F5).
^/E
Cloaking devices are a secondary
defensive mechanism. They make your
ship invisible on the real, tactical,
and map view on the main viewer, but you
can still be seen on the galactic map.
Cloaking devices must have their maximum
power to operate at all. You can press
'C' or select cloak on the ship menu to
toggle the device's status. You can't
fire phasers when you are cloaked. If
you do, the cloaking device will
automatically disengage. Torpedoes, on
the other hand, will fire in cloak,
giving you a huge strategic advantage.
Sentry pods when in your cargo bay
are useless, but using the ship menu to
deploy them will make them follow your
ship (in strict formation) and fire
their phasers when you fire your
phasers. The power allocated to their
control unit (left behind in the cargo
bay as the pods are deployed) is beamed
to the pods giving them power to fire.
Instruments are basically junk.
They are most useful for trade.
Instructions for their use (if they can
be used on a spaceship) will be provided
upon purchase.
Torpedoes are fired by torpedo
bays. They usually come in packs of 4
or 7, but sometimes there are partially
used packs left over at planets.
Reactors are among the most
important items for sale. To use your
equipment to its full potential you must
choose a reactor with an equal or better
output than the sum of the powers of all
your equipment. A lesser reactor can be
bought (for mass or price restrictions)
but then your power must be managed in a
strategic way.
^/1
THE SHIP MENU-
All functions relating to ships is
accessible via the ship menu. Any menu
options with hot keys display the hot
key after the menu choice. At the top
is your current ship, and a visual
inventory of your SIPs currently
mounted.
^/E
TARGET BY LOCATION-
Target by location is the basic
form of navigation. Select this option
from the ship menu and click the pointer
on your desired location. If your
engines are powered and a target speed
is set, the ship will begin flying there
immediately. You can also use the 'L'
hot key. You can keep selecting
locations until you switch to another
mode. If you select a new location, it
will forget its old target and fly
toward the new one.
TARGET BY OBJECT-
This is the same as target by
location except it will target the
closest object (ship, planet, sun,
torpedo, etc.) and fly toward it. The
useful part is if the target object
moves, it will follow it and then match
its speed as close as possible. You can
use the 'O' hot key for target by
object. You can keep selecting objects
and it will target the last one you
selected as long as you don't switch to
another mode.
FIRE PHASERS-
To fire your phasers, select
phasers on the ship or base menu then
select the ship you wish to fire at.
You can fire as many times as you want,
although phasers have a recharge cycle
and can't fire constantly. You can fire
the phasers until you select another
mode. You can use the 'P' key to
activate phaser mode.
FIRE TORPEDOES-
To fire torpedoes, select the
torpedo option on the ship or base menu,
or press 'T' then select the ship you
wish to fire at. You can fire torpedoes
constantly until you run out. There is
no recharge time. When you run out of
torpedoes it is a good idea to
deallocate the power to your torpedo bay
and give the power to other equipment.
^/4
SHIELD AND STRUCTURAL INTEGRITY STATUS-
To display a bar graph depicting
the status of your ship's shields and
hull, select choice 6 from the ship
menu. Three bars will appear. The
light blue bar shows your shield
recharge level, while the overlaying
darker blue bar shows the power level
allocated to shields. The number on top
of this bar shows how much of your
shield recharge could be used in a
single hit. If it is over 100%, then
too much power is allocated to the
shields. That will do no harm, but the
energy could be used for other
equipment, since the power over 100% is
merely wasted.
The red bar is the status of the
ship's hull. When a ship's hull reaches
0%, the ship is destroyed.
^/E
The shield and structural integrity
status of a base is displayed right on
the base menu.
DEPLOY SENTRY PODS-
Select this choice on the ship menu
to deploy the sentry pods, or if the
pods are already deployed, retract them.
Sentry pods have their own propulsion,
so when they are deployed, your ship is
actually lighter and engine performance
improves. It is a good idea to retract
your sentry pods when you cloak your
ship since your pods will not likewise
cloak.
CLOAK-
To cloak or reveal your ship select
cloak from the ship menu or press 'C'.
TRACTOR BEAM-
To use the tractor beam select 9 or
10 from the ship menu depending on which
tractor mode you want to use. Then
select your tractor beam target. You
must figure out your own use for the
tractor beam. It is almost useless when
the target has a working engine.
^/3
ENGINES-
This choice on the ship menu, also
activated by the 'E' key, selects your
desired speed of the active ship.
Normally you would set it to the maximum
speed, but you might want to lower it
for some reason.
^/E
^/18
TRANSPORT-
There are two forms of transport:
crew transport and equipment transport.
^/E
^/5
To transport crew, select transport
from the ship menu, and then crew from
the transport menu. Then you must enter
how many people to transport, and select
the target ship. If the target ship is
alliance, the crew will be transported,
and the experience of the target ship's
crew will be affected by a differently
experienced group. If the target ship
is insectia, the group is a boarding
party and attempts to capture the ship.
If the crew's number and experience are
high enough, they can capture the enemy
ship and it becomes alliance owned. If
the whole group cannot fit on the target
ship, only the people that will fit get
transported.
If you do take over an insectia
vessel, it will be operationally
identical to an alliance ship, and since
the computer sofware from your ship is
downloaded to the newly conquered ship,
the ship menu will display the image of
an equally equipped alliance ship.
^/E
^/19
You can also transport cargo and
SIPs between ships. Just select
cargo/SIPs from the transport menu, the
equipment to transport, and the target
ship.
You cannot transport to a ship that
is out of transport range or has active
shields.
^/E
SELF DESTRUCT-
If all is hopeless then select
self-destruct from the ship menu. You
will be given five seconds to abort by
pressing TAB. If not, the active ship
will be destroyed and nearby ships may
be damaged or destroyed.
INSTRUMENTS-
If you get an instrument you could
possibly use, select 14 from the ship
menu, and then follow the onscreen
instructions.
BASES-
Bases are highly fortified outposts
with almost the same (and sometimes
better) offensive and defensive
capabilities of planets. Because of
gravitational restrictions, bases cannot
be located near planets, suns, or other
bases. Bases are very difficult to
build and destroy and make very good
defensive outposts to protect trading
and invasion routes. In addition, bases
can provide free shield recharge to any
friendly, docked ship. By pressing F2
while on the ship wish to recharge, 250
shield recharge units (or whatever is
available) will be subtracted from the
base and added to the docked ship.
CREW-
Crew are needed for the repair and
the operation of ships not on manual
control. Crew experience is the crew's
relative abilities. A crew with higher
experience can fix the ship faster than
a bigger, stupider crew. They can also
do better in battle, and experience has
a tremendous impact on the success of a
boarding party on an enemy ship. When a
ship is operating on its own (it is a
squadron) the following operations can
only be performed with the proper number
and experience of crew:
Operation Number Exper.
--------------------------------
Navigation 5 0
Phasers 30 0
Torpedoes 40 450
Tractor Beam 50 750
Cloaking Dev. 35 1150
Boarding
Parties 200 2500
However, when you are controlling a
ship manually you can use any of those
capabilities of a ship. (But you
obviously can't manually control every
ship.)
THE ACTIVE SHIP-
Almost all actions controlled by
menus and hotkeys occur with the active
ship. The active ship is the ship (or
any other object) which is in the center
of the main viewer. Its name also
appears in the upper-left corner of the
viewer. To select a new active ship,
use the select object choice on the ship
or base menu. You can also press 'A'.
^/15
COMMUNICATIONS-
To communicate with a ship, select
the comm icon (F1) while on the ship
you wish to communicate with. The comm
screen will display what the person is
saying. Then you will get a list of
choices for your response. Select
one, and the conversation will continue.
^/E
^/10
TRADING INTERFACE-
To buy or sell anything, select the
buy icon (F2) and a menu will appear.
If there is no trading post within range
of the active ship, the game will inform
you of where to go to trade. Valid
trading posts in ISW are:
Omicron: The home planet of the
alliance, also where the
game starts.
Cstai: another alliance planet
Dnosta 2: yet another alliance
planet
Ordervia: a neutral planet in the
Ordan system
Beta: a neutral planet in the
Alpha system.
^/E
^/11
To buy anything (except a ship) a
ship must be the active ship and parked
near a trading post planet. To buy a
ship, lock on to the planet itself.
Select 1 on the trading menu to actually
enter the buy menu. The buy menu
consists of a list of categories of
things you can buy. At the bottom are
the available items at the planet in the
current category. Scroll the list by
using the arrow keys, and to buy an
item, press Enter. Before you can buy
items for a ship, you must first buy a
ship. Select 10, 11 or 12 on the menu,
then select the type you wish to buy.
The new ship will automatically become
the current ship and a standard crew
compliment will be transported aboard.
When selecting an item to purchase,
you must strike a delicate balance
between price, mass (weight),
durability, and power. The higher the
mass of your ship, the lower your engine
performance will be, but usually an item
with more power will be heavier (and
more expensive). Durability is the
percentage chance that a SIP will
survive a direct hit from weapons fire.
It is only important when a ship has no
shields. Power is the amount of energy
which the item can use. Generally, the
more power it uses, the more powerful it
is. Cloaking devices on the other hand
require the maximum power to operate,
and less power is better.
^/E
Buying many ships in this manner
would be very difficult without option
3, clone a ship. With this option, the
active ship is cloned (a new ship is
purchased and equipped equally if the
parts are available). Just type in the
name of the newly created ship. You
can clone a ship if any of its
equipment is unavailable but the the ob-
jects won't be on the ship.
^/12
To sell items select choice 2 on
the trading menu. A new menu will
appear listing the SIPs and cargo on the
active ship. To sell one, select it.
Select choice 17 to sell the whole ship
and everything on it.
^/E
BUILDING A BASE-
Building a base is a major
undertaking. First, nine base hull
units must be purchased and loaded onto
ships (of any type). Also you need to
buy a single base reactor unit. These
are all found in the base section of the
buy menu. These ships must then rendez-
vous at the same location away from
planets or other bases. When all the
ships are together and not moving the
ship menu will gain a 16th choice: build
a base. Select it and a base will
automatically be constructed and you
will be asked for the name of the base.
To supply a crew to the base, several
flights of ships are needed to transport
the necessary crew members to the base.
POWER MANAGEMENT-
Power management is how you tell
the ship how much power is allocated to
each piece of equipment. If the reactor
output meets or exceeds your equipment
needs, you can simply give each piece of
equipment the maximum power. But this
is an ideal situation. Most of the
time, to save money and mass, the
reactor will not be enough to do this,
so not all equipment can get full power.
Power management allows you to specify
what gets how much power. One idea is,
in a time of travel, the engines and
possibly a cloaking device are given
their full power, but during battle,
energy is taken away from them and
concentrated in weapons and shields.
^/2
On a ship, the power management
menu is selected as number 15 on the
ship menu. The left and right arrow
keys are used to select which piece of
equipment to modify and up and down keys
vary the amount of power. PgUp and PgDn
keys change the power much quicker. You
can also use the mouse to select the
exact point on the bar which represents
the amount of power to supply.
^/E
^/7
In a base or planet, the power
management menu is selected as number 5
from the base menu. This is almost the
same except all bases have only four
devices: phasers, torpedo bays, shields,
and tractor beams. Up and down specify
the equipment, and left and right vary
the amount of power. PgUp and PgDn are
still fast change keys, and the mouse is
still valid.
^/E
^/8
SQUADRONS-
A squadron is a group of ships,
although it can actually be a single
ship if you wish, that are controlled by
the computer (actually the crew aboard
that ship) and carry out the flight and
battle as you command it. As a
commander, you tell the squadron:
* Where to go
* Whether to inform you that:
-The squadron has reached your
specified location or target.
-The squadron is nearby an
enemy ship or base.
-The squadron is attacking
-The squadron is being
attacked
* Whether to attack all enemies
encountered
Squadrons cannot buy or sell at a
planet. You must do that manually.
^/E
^/9
TO BUILD A SQUADRON-
To build a squadron of a single
ship, merely go to the squadron menu and
select choice 2, 'command squadron.' At
this point, the active ship becomes a
squadron. Then you may give the ship a
location or object to navigate to, and
also, with the last three options, tell
the ship whether to inform you that it
has reached the target locations, or is
detecting a nearby enemy. You can also
tell the ship to attack all encountered
enemies. You can even give the ship
multiple commands, for example: to tell
a ship to circumnavigate a dangerous
battlezone, tell it to target by
location at several waypoints along the
flight path. It will then follow your
path waypoint by waypoint. Or perhaps
you want a ship to attack several ships.
Target by object on each ship you wish
to attack and make sure auto-attack is
on. The ship will navigate toward each
ship in the exact order you specified
and attack them one by one.
To create a squadron of multiple
ships, select the squadron leader as the
active ship. All references to the
squadron will be named by this lead
ship. Then select 'add a ship to a
squadron' from the squadron menu.
Select all the ships you wish to be part
of this squadron. The ships will
automatically move toward the lead ship
at maximum speed. Care must be taken
that the lead ship is not faster than
any of the following ships, or the
following ship will not be able to stay
with the squadron. (Although it will
relentlessly follow until you tell it
otherwise.)
All ships in a squadron must be
previously equipped and the power
management set.
^/E
^/99
HOTKEYS-
Key Function
----------------------------------------
A ! Select an active object
C ! Cloak the ship
E ! Set new speed
H ! Bring up online help
I ! Information on current ship
K ! Bring up hoykeys
L ! Target by location
O ! Target by object
P ! Fire phasers
R ! Change game speed
S ! Sound toggle
T ! Launch torpedoes
F1 ! Communication
F2 ! Trading or shield recharge
F3 ! Squadron
F4 ! Change view
F5 ! Ship/Base
F10 ! Exit at anytime
Esc ! Exit all menus and when in game
go to the main menu
^/E
REGISTERING-
As you might know, Inter-Stellar
Wars is a shareware distributed piece of
software. You DO NOT OWN this game.
You only own the media it came on. To
have the legal right to use Inter-
Stellar Wars, you are required to pay a
registration fee of $10.00 (US) to the
authors. When you register you will
recieve Inter-Stellar Wars II, a dynamic
version of ISW. You can build your own:
-Planets
-Ships
-Battles
-Asteroid Belts
-Suns
-Systems
When you beat ISW, the adventure is
not over. Inter-Stellar Wars II gives
you unlimited dimensions of adventure
and excitement!
Please remember to give us:
- $10.00
- Your name and address
- disk size (3.5" or 5.25")
- any comments, ideas, suggestions
Send to:
H/M Software
2925 Birchton Rd.
Ballston Spa, NY 12020-2035
Thank you in advance for your
support. (How much more pressure can we
put on you?)
DISCLAIMER-
H/M SOFTWARE TAKES NO RESPONSIBIL-
ITY FOR ANY DAMAGE, HARDWARE OR
SOFTWARE, CAUSED BY THIS PROGAM, AS IT
WAS NOT THE INTENT OF THE AUTHORS TO DO
SO. IN TESTING, WE FOUND THAT THIS DOES
NOT HAPPEN AS A RESULT OF THE PROGRAM,
ONLY AS A RESULT OF THE USER BECOMING SO
MAD THAT THEY SMASH THE COMPUTER WITH
THEIR HEADS. THANK YOU.