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1995-02-19
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31KB
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655 lines
Acumen Software
presents...
Micro! Deluxe (version 1.0)
by Adrian B. Danieli
Copyright (C) 1995 Acumen Software
-----------------------------------------------------------------------------
Features
-----------------------------------------------------------------------------
Beautiful 3-D, animated graphics which fully exploit the VGA's 256-color
palette.
Large 4-way scrolling playfield.
20 levels of play in the shareware version, 80 in the registered version
Intuitive joystick & keyboard controls.
Music support:
Roland LAPC-I / MT-32 (or compatible).
General MIDI (MPU-401 compliant).
FM synthesis (Adlib or compatible).
Sound support:
Sound Blaster (or compatible) digitized effects.
Roland LAPC-I / MT-32 (or compatible).
FM synthesis (Adlib or compatible).
PC speaker.
Easy-to-use installation and setup program.
-----------------------------------------------------------------------------
Requirements
-----------------------------------------------------------------------------
286 (or higher) CPU required.
VGA card.
hard disk with 1.5 MB of disk space free.
-----------------------------------------------------------------------------
Recommended
-----------------------------------------------------------------------------
fast 386, 486, Pentium (or higher) CPU.
fast VGA card.
Roland LAPC-I / MT-32 (or compatible) for music.
Sound Blaster (or compatible) for digitized sound effects.
-----------------------------------------------------------------------------
Contents of this Document
-----------------------------------------------------------------------------
1.0 Objective
2.0 Installation / Setup
3.0 Starting the Game
3.1 The Main Menu
4.0 Begin Play
4.1 Skipping Levels
4.2 Level Information
4.3 Game Controls
4.4 Floor Tiles
4.5 Game Objects
4.6 End of Level
5.0 Level Designer
5.1 The Piece Menu
5.2 The Level Menu
5.3 The File Menu
6.0 How to Order
6.1 How to Contact Acumen Software
6.2 Legal stuff
7.0 Credits
=============================================================================
(1.0) Objective
=============================================================================
The object of this game is to eliminate all the spheres
in the playfield by redirecting a single laser beam. You
control Micro -- a cute, purple ball. By rotating and
moving mirrors, pushing obstacles, and throwing switches,
you'll help Micro advance through many levels of unique
puzzles that range in difficulty level from the intuitively
obvious to nearly impossible.
Each level has a required number of spheres you must
destroy in order to proceed to the next level. Often, there
are more spheres on the screen than required. Destroying
all the spheres can be a very challenging task even for a
quick, perceptive player (like yourself).
Users who have purchased the registered version of this
game receive an additional 60 levels of brain-teasers and a
level designer which allows them to create and play their
own puzzle sets.
=============================================================================
(2.0) Installation / Setup
=============================================================================
First, run the installation program: MINSTALL (from a
floppy or hard disk). This program will copy and decompress
the game files to your hard disk in a directory you specify
("C:\MICRODLX" for example). The file MDLXSHAR.CQZ (or
MDLXREGV.CQZ in the registered version) must be in the same
directory as the MINSTALL executable file.
Once installation is complete, you should be in the
newly-created directory we have made for this game. You
will have to change to this directory each time you wish to
play. Now run the setup program to configure the game:
MSETUP.
The following music configurations are supported:
None -- if you don't own a music card or don't want music
Roland LAPC-I / MT-32 sound module (or compatible)
General MIDI (MPU-401 compliant)
FM synthesis (Adlib or compatible)
The following sound configurations are supported:
None -- if you don't want any sound effects
Sound Blaster (or compatible) single-channel digitized
sound
Sound Blaster overlapping, digitized sound effects (for
fast computers)
Roland LAPC-I / MT-32 sound module (or compatible)
FM synthesis (Adlib or compatible)
PC speaker
If you own a joystick, make that selection from the
controller menu. The program will now calibrate your
joystick: simply hold the joystick in the direction asked
and press and release a button. Note: Many computers have
turbo switches. Be sure that the speed the computer is
running at when you calibrate the joystick is the same speed
at which you play the game. This is because the joystick
routines are time-sensitive.
Once you have configured the game, select the save and
exit option from the main menu. You are now ready to play
the game.
=============================================================================
(3.0) Starting the Game
=============================================================================
Change to the directory on your hard drive which
contains this game (for example CD \MICRODLX), then run:
MICRODLX. The game title screen followed by the main menu
should appear. If the game crashes, or if the sound output
sounds messed up, your sound/music card settings are most
likely invalid. Rerun the setup program and check all the
settings. Make sure everything is correct, then try to
execute the game again. Note: This game may not run
correctly from within Microsoft Windows on slower systems,
this includes the DOS prompt. It is suggested that you exit
Windows completely to play the game.
-----------------------------------------------------------------------------
(3.1) The Main Menu
-----------------------------------------------------------------------------
There are five (5) options on the main menu: Begin
Play, Level Designer, High Scores, How to Play, and Exit.
The Begin Play selection is explained below, the Level
Designer is described in detail later on in this document.
The High Scores option displays the top five players
for each level in the current puzzle set. Usually the
current puzzle set will be the "normal" puzzle set, however
if you are using the registered version, the high scores
file of the last puzzle set played will be displayed.
The How to Play option is a brief overview of the game.
It should be enough to get most people started. Reading the
full documentation is recommended, however. (But we don't
have to tell you that!)
The Exit option should be self-explanatory.
=============================================================================
(4.0) Begin Play
=============================================================================
At this sub-menu you can select the puzzle set type you
wish to play. The normal puzzle set is found in both
versions of this game and contains 20 different levels.
Registered users have access to the registered puzzle set
which includes an addition 60 levels of play, as well as
custom puzzle sets which you or other registered users have
created.
-----------------------------------------------------------------------------
(4.1) Skipping Levels
-----------------------------------------------------------------------------
Each puzzle set can contain up to a maximum of 99
levels. You may skip levels in a puzzle set by entering the
appropriate skip code. After successfully completing a
level, you are often given the level skip code. This code
will allow you to skip over levels you've completed in the
past and get right back to where you left off (or got stuck)
last time. Not all levels have skip codes! The decision to
include a skip code is left up to the sole discretion of the
person designing the puzzle set. All levels found in the
normal and registered puzzle sets include skip codes.
-----------------------------------------------------------------------------
(4.2) Level Information
-----------------------------------------------------------------------------
The pre-level screen contains the following information
about the level: the person who designed the level, the
level number, the level name, the number of spheres in the
level, and the number of spheres required to complete the
level. The name of the level's author scrolls by quickly
before the actual level-info screen. If this level has been
created by a member of the Acumen Software development team,
the words "Acumen Approved" will appear below the author's
name. This is merely a way for you to distinguish between
custom puzzle sets made by other users and our own.
-----------------------------------------------------------------------------
(4.3) Game Controls
-----------------------------------------------------------------------------
Either the keyboard or the combination of a joystick
and the keyboard may be used to play this game. You
maneuver Micro by pressing the arrow keys or pushing the
joystick in the direction you want to walk. The spacebar
(or joystick button) is the action key. You can rotate
mirrors, turn the laser, or flip a switch by facing the
appropriate object and pressing the action key.
Pressing F1 will display a short help box containing
keystrokes and their respective action. They are:
F1 Help
F2 Sound on/off
F3 Music on/off
F4 Next song
F Fire laser
S Scan mode
M Display level map
I Object info
ESC Abort level
The level map displays a condensed image of the entire
level and is very useful in planning your strategies before
you actually start moving things. Scan mode allows you to
scroll around the playfield quickly without moving Micro.
The "F" key fires the laser. Do this only after you've
successfully solved the level -- you've only got one chance,
so if it doesn't work, it's back to the beginning of the
level! Object info displays the name of the object Micro is
currently facing (including floor tiles).
The special function keys are self-explanatory. If you
don't have the game set up for sound effects, F2 won't work.
Likewise, if you don't have the game set up for music, F3
and F4 will not work. Go figure.
Note: If you find that you are unable to complete a
level, you can abort it by pressing the ESC key and then
restart it from the beginning.
Additional note: After firing the laser by pressing
"F", you can increase or decrease its speed by pressing the
"+" or "-" keys. Four possible laser speeds are available,
the slowest one is used by default.
-----------------------------------------------------------------------------
(4.4) Floor Tiles
-----------------------------------------------------------------------------
There are 13 floor tile types in this game, separated
into two basic categories: low-friction and high-friction.
Micro can walk over any floor tile, but he cannot push
mirrors or blocks over high-friction surfaces. Low friction
tiles have a singular grey shade (light or dark), and
occasionally have arrows or a square design on their
surface. High friction tiles are comprised of many
different shades of white and grey; the direction of the
shading is irrelevant.
-----------------------------------------------------------------------------
(4.5) Game Objects
-----------------------------------------------------------------------------
Micro Our picture-perfect, purple-skinned, blue-eyed hunk of
spherical muscle. He can push mirrors bigger than
himself, rotate lasers with ease, and flip
switches effortlessly. A word of advice: Micro
makes a better door than a window -- don't let him
get hit by the laserbeam!
Spheres These come in two flavors: blue and green. In order to be
destroyed by the laser, spheres must be BLUE! Use
switches to change their colors. You cannot move
the spheres (the idea is to bring the laserbeam to
them). Green spheres will block the laserbeam.
Switches There are two settings for each switch: blue and green. A
switch can be "linked" to one or more objects on
the playfield, and will have the following effect
depending on the object: spheres will change from
blue to green or green to blue; and mirrors,
tubes, and blocks will change from a blue shade to
a purple shade (or vice-versa). Switches will
block the laserbeam.
Laser As its name implies, this is the source of the laserbeam. There
is only one laser per level, and Micro can't move
it. He can, however, turn it to point in any of
the four directions. Press the "F" key to
activate the laser. If the laserbeam loops around
and hits the laser, the beam will stop -- the
source has been destroyed.
Mirrors Mirrors come in two varieties and four orientations:
blue/purple, and up-left/up-right/down-left/down-
right. Mirrors with blue trim can be turned from
left to right by Micro (not up and down), purple
ones cannot be turned. Mirrors redirect the laser
beam (duh!).
Tubes Tubes come in two classic colors and two orientations:
blue/purple, and vertical/horizontal. Blue tubes
can be rotated by Micro, purple one cannot be
rotated. If the laserbeam is traveling left or
right, it may pass through the tube if it is in a
horizontal orientation, but it will be blocked if
the tube is in a vertical orientation. Similar
when the beam is traveling up and down...
Blocks There are two "block" types: one large block that obstructs the
laserbeam, and four small blocks through which the
beam can pass in between. Also, blocks come in
two colors (you guessed it: purple and blue).
Purple blocks are fixed; Micro cannot move them.
Blue blocks are movable.
One-way Similar to real one-way mirrors where you can see through one
Mirrors side but not the other, these objects only allow the beam to pass
when entered from the green end. Micro can push
these objects, but they cannot be rotated.
Beam Beam splitters divide the beam into two orthogonal beams. That is,
Splitters if a beam enters a splitter from the bottom OR top, the two
resulting beams will travel left AND right. The
beam must enter from the green end. Micro cannot
rotate these objects, but he can move them.
-----------------------------------------------------------------------------
(4.6) End of Level
-----------------------------------------------------------------------------
At the end of the level a status screen appears
displaying the level number, the level name, the total
number of spheres found on the level, the number of spheres
required to successfully complete the level, the number of
spheres you hit, and the total time it took you to play the
level. Additional comments will tell you if you reached the
goal (yeah!) or, if not, what happened.
Upon successfully completing a level, the level skip
code will appear if the puzzle set designer has included
one. High scores for each level are ranked by the number of
spheres hit followed by the fastest time (for example,
someone who hit 10 spheres in 3 minutes would be ranked
lower than someone who hit 11 spheres in 30 minutes). You
have the option to replay the last level again for a better
time if you wish.
Note: You may repeat any level any number of times. If
at first you don't succeed, try and try again. There's no
losing!
=============================================================================
(5.0) Level Designer (registered users only)
=============================================================================
This designer was created to make it very easy for you
to get your puzzle idea into a real level quickly without
mastering a difficult interface. You'll find the level
designer is well designed and aesthetically pleasing -- not
a programmers-only level-hacking tool. Every level
distributed in the registered and shareware versions of this
game was created using this same tool.
Basically, the screen is broken up into two parts: the
large top section contains a downsized view of the entire
level (an 18x14 grid), the bottom section contains the
current menu and options. In addition, basic instructions
can be found to the right of the grid. Each of the three
menus (Piece, Level, and File) are described in detail
below.
-----------------------------------------------------------------------------
(5.1) The Piece Menu
-----------------------------------------------------------------------------
This is the default menu and can also be selected by
pressing the letter "P". This menu contains the 49 pieces
which are used in the game. The top row is dedicated to
floor tiles: 7 low-friction and 6 high-friction. The other
two rows contain the two spheres, the four laser
orientations, all the mirror types & orientations, tubes,
blocks, one-way mirrors, beam splitters, the two switch
types, and four striking poses of Micro.
Use the arrow keys (or joystick) to find the piece you
want to place on the playfield. Press ENTER or the SPACEBAR
to select it. Now the placement box jumps to the playfield
grid. Again, use the arrow keys to find the spot where you
want the piece to go. Press the SPACEBAR. You can continue
placing this same piece as many times as you wish. Press
the ENTER key when you want to jump down to the piece menu.
-----------------------------------------------------------------------------
(5.2) The Level Menu
-----------------------------------------------------------------------------
This menu's selections allow you to enter the level's
name, enter your name (the author), view the number of
spheres required to complete the level, view the skip level
code for this level, edit switch links, or view current
level statistics (including any warnings and/or problems).
Select this menu by pressing the "L" key.
The level's name and the author's name can contain any
alphanumerical characters, but are limited to 30 characters
each. Pressing ESC while entering text will erase whatever
has been typed; ESC again will abort the selection.
The number of spheres required must be a number between
1 and 99 (inclusive). The skip level code can be any 4-
digit number. Pressing ENTER without entering a number will
result in NO skip code for this level.
The "edit switch links" selection allows you to attach
or link certain objects to a switch. There must be switches
already placed in the level before you can use this option.
The interface is the same as placing a piece: position the
cursor over the object you wish to link. If it is a valid
object (i.e. it is linkable, only spheres, mirrors, tubes,
and blocks are) the display will prompt you for a number.
You'll notice that each switch has a number overlaid on top
of it; use this number when linking an object to a certain
switch. If you press the SPACEBAR, the link for the current
piece will be removed. Press ENTER when you're finished.
Note: Replacing an object that is linked will remove the
link completely (changing a blue sphere to green for
example). Also, replacing a switch with another object
(except another switch) will destroy ALL links that switch
had.
The statistics screen displays all the information
about the level you're currently working on: it's name, the
author's name, the level code (if any), the number of
spheres in the level, the number of spheres required, the
number of switches, and any warnings or problems. The
program checks the current level to make sure it is
playable. If it is not, errors (or warnings) will be
displayed. Here are the level-creation rules:
There must be one and only one Micro per level.
There must be one and only one laser per level.
There must be at least one sphere per screen, but no more
than 99.
The number of spheres required must be equal to or less
than the total number of spheres on the level.
Blue spheres and green spheres cannot be linked to the
same switch.
No more than 9 switches are allowed on each level.
No more than two beam splitters are allowed per level.
Once all these rules have been met, the level "should" be
playable. The program cannot guarantee this, however, since
the level itself may contain logic faults -- there may be no
way to complete it successfully. How can this happen?
Well, you could design a level with a laser, spheres, and
Micro... all appears well. But, you trap Micro in the
corner behind immovable blocks with no means of escape.
Therefore, no one can get past this level. This is why it
is VERY important to ALWAYS test your levels before saving
them in a puzzle set to distribute later.
Note: You can save an unplayable level (if you're in
the middle of designing it and you have to stop), however,
the game will skip over it if you decide to play the puzzle
set until everything is fixed.
-----------------------------------------------------------------------------
(5.3) The File Menu
-----------------------------------------------------------------------------
The file menu is accessed by pressing the "F" key.
There are six options available: Clear/New level, Load a
level, Save this level, Delete a level, Test this level, and
Exit.
The clear/new level selection clears the playfield
grid. If you have changes since your last save, you are
asked to make sure you really want to do this.
To load an existing level, select the load option. You
will be presented with a list of puzzle sets found in the
current directory (if any). Use the arrow keys to select a
puzzle set (pressing "M" will skip to the next screen if all
the levels can't fit on one screen). Next, the level names
will appear. The current level number and it's skip level
code (if it has one) will be displayed. If the level is
unplayable, a red asterisk will appear to the left of the
level name. Use the arrow keys to select a level, or "M" to
see more screens. Pressing ESC at any time will abort the
load.
After pressing the save option, the statistics screen
found in the Level menu will again appear. You will be told
if the level will be saved as playable or unplayable. After
pressing a key, a small menu will appear with three options:
(M)odify an existing puzzle set, (C)reate a new puzzle set,
or (Q)uick save in last puzzle set as last level number.
The Quick save feature will only be active if the level
you're working on was retrieved from an existing puzzle set.
Hit the appropriate letter to advance. If you chose create
a new puzzle set, you'll be prompted for a legal DOS
filename (8 characters maximum) followed by a longer puzzle
set name (30 characters maximum). If you chose to modify an
existing puzzle set (i.e. add/replace a level) you'll have
to select a puzzle set as described above in the load
option. Now, a list of levels will appear. If you wish to
replace a level, select that level number and hit the "R"
key. If you wish to insert this level before or after an
existing level, select the appropriate level number then hit
the "B" key for before, or "A" key for after. The level
will then be saved. Note: a maximum of 99 levels can be
saved in any one puzzle set. If there are already 99 levels
in a puzzle set, you'll only be able to replace an existing
one.
The delete level option is very similar to the load
option with the obvious difference in that you're deleting a
level, not loading it.
To test out the level you're currently designing,
choose the test level selection. Again, the statistics
screen will appear telling you whether or not the level is
playable. If it is, you will jump into game mode. The only
difference is that no level information is displayed.
When you wish to exit the level designer, select the
exit option or hit the ESC key from this menu. Hitting ESC
from any other menu will being you to the file menu.
That's all!!! Now get out there and start making some
REAL levels. Feel free to send us some of your best work
(sorry we can't return disks without postage). Remember,
custom puzzle sets can be distributed freely. However, only
registered users can play them so tell all your friends to
register if they want to play 'em. Or, invite them over
your house, but DON'T give them a copy of the registered
version... how would game companies succeed if you did?!?
Thank you!
Adrian B. Danieli
1995 Acumen Software
=============================================================================
(6.0) How to Order
=============================================================================
You can order the full version of this game which
includes 60 additional levels, access to custom puzzle sets,
and the ability to design your own -- for only $12.00. If
you would also like a printed copy of the game's postscript
manual, send $15.00. Please read ORDER.TXT for details.
Make checks or money orders payable to Acumen Software and
send to:
Acumen Software
404 Stone Church Road
Tiverton, RI 02878-2813
U.S.A.
Note: We can only accept checks drawn on U.S. banks in U.S.
funds. Sorry, we cannot handle credit card orders at this
time.
-----------------------------------------------------------------------------
(6.1) How to Contact Acumen Software
-----------------------------------------------------------------------------
U.S. Mail:
Acumen Software
404 Stone Church Road
Tiverton, RI 02878-2813
Internet E-mail:
adrian@mit.edu
World-Wide-Web:
http://www.mit.edu:8001/afs/athena.mit.edu/user/a/d/adrian/www/acumen.html
Due to our busy schedules, the possibility of a delayed
response should not be unexpected. Thank you for your
patience.
-----------------------------------------------------------------------------
(6.2) Legal stuff
-----------------------------------------------------------------------------
Acumen Software reserves the exclusive copyright to this
program. This version replaces all previous versions, which
are now withdrawn from shareware. This program is provided
"as-is". No warranties of any kind, express or implied, are
made as to it. We will provide no remedy for indirect,
consequential, punitive or incidental damages arising from
it, including such from negligence, strict liability, or
breach of warranty or contract, even after notice of the
possibility of such damages.
=============================================================================
(7.0) Credits
=============================================================================
Original game idea Adrian B. Danieli
Game design / implementation " " "
Graphics system programmer " " "
Font " " "
Raytraced sprites " " "
Backgrounds & other stuff " " "
Sound system programmer " " "
Digitized sound effects " " "
FM synthesis effects " " "
Roland LAPC-I / MT-32 effects " " "
PC speaker bloops " " "
Music system programmer " " "
Acumen Theme Song " " "
Micro Theme music " " "
Magnetic Mind (end puzzle set music) " " "
Selections from the Nutcracker Tchaikovsky
Controller interface programmer Adrian B. Danieli
Setup & Installation programs " " "
Documentation " " "
Assistance Brian A. Zabel
Puzzle sets and levels Adrian B. Danieli
Brian A. Zabel
Alexis M. Danieli
Alpha Tester Brian A. Zabel
Beta Testers " " "
Tommy Ng