Mazeworld Abyss is a real-time 3D point of view game inspired by the classic arcade games of the past. It features beautiful texture-mapped graphics rendered at up to 60 frames per second. Version 1.1 sees the addition of a new and improved game scenario which should make arcade game fans happy; there are now three very different scenarios to chose from.
'Death Maze' (the new scenario) is a simplified, faster-paced version of Abyss. The premise of Death Maze is very simple: the monsters are coming to get you; either you kill them or they kill you. Zapping monsters scores points. If you zap all the monsters on a level then you go on to the next level. It's pure, back-to-basics arcade action. Because we like it so much, Death Maze is now the default scenario.
'The Abyss' scenario is 'Death Maze' with more adventure game-like puzzle elements thrown in. In addition to fighting off monsters, you must light lava lamps and follow rune paths to reach your destination.
'Mega Mash' is a hyper-arcade game with some strategic elements thrown in. It's a simulation where two or more opposing groups of creatures try to take over a maze level. Creatures attack creatures on opposing teams to try to 'assimilate' or 'convert' them to their own team. Be sure to check out Mega Mash in demo mode; it makes a great screen display. Use "Choose Scenario..." in the File Menu.
Mazeworld Abyss also supports two players playing on the same Mac. In 'Death Maze' and 'Abyss' players work together; in 'Mega Mash' they can compete.
** Important Information **
Mazeworld Abyss is by Michael R. Howard of Farfetch Software. You can send comments, suggestions or bug reports to the author at <farfetch@kagi.com>. For screenshots and news, visit our web page at <http://members.aol.com/farfetch/>. There will probably be a few updates to the game to add features, so if there are any features you'd particularly like to see then be sure to send in your suggestions.
Mazeworld Abyss is Shareware. If you like Mazeworld Abyss and keep playing it, you should send in the registration fee. As Farfetch Software is trying to further the cause of great low-cost software, the registration fee is only $10 US.
After you send in your registration fee you will recieve registration information and a code which will allow you to unlock the game. After you enter your registration code, your maximum shields will be 100%, as opposed to 50% before you register. Also, you will be able to play the Mega Mash scenarios. You can see Mega Mash in demo mode by selecting "Choose Scenario..." in the File menu and then selecting one of the Mega Mash scenarios.
Kagi Software handles the shareware payments for Mazeworld Abyss. You can now pay for Mazeworld Abyss on the Web using Kagi's secure web server. Just launch your favorite web browser and go to <http://order.kagi.com/?8N>. If your web browser supports secure transactions, follow the link to the secure page <http://order.kagi.com/?8N&S> (same address with an '&S' at the end).
You can also use the Register program that comes with Mazeworld Abyss to fill out an order form and then email, fax, or snail-mail it to Kagi. You can choose to pay by credit card, check or other means. The Register program allows you to copy your filled-out order form to the clipboard and paste it into your email program for sending. Your credit-card information is scrambled so that it is somewhat secure for sending over the Internet. You can also save the order form as a text file or print it out in order to fax it or mail it to Kagi.
After Kagi informs us that you've paid your shareware fee, Farfetch Software sends you your registration information and code. Please allow 3 to 4 days to recieve your shareware codes via email. Snail-mail takes longer and is more costly; please give us an email address if at all possible.
Here's where to send the order form generated by the Register program (this information also appears in the form itself):
Email: shareware@kagi.com
FAX: +1 510 652 6589
Snail-mail:
Kagi Shareware
1442-A Walnut Street #392-8N
Berkeley, California, 94709-1405
USA
Please send comments about the program directly to Farfetch Software at <farfetch@kagi.com>; the above addresses are for ordering only. As the ordering process is automated to keep costs down, Kagi does not accept voice phone orders.
** System Requirements **
Mazeworld Abyss runs only on Power Macintoshes. It requires 256-color or better graphics, 4.5 Megs of free RAM and System 7 or later. It also requires Apple's ObjectSupportLib library, which is already installed on most Power Macs.
** Quick Start: Controlling the Game **
Install Mazeworld Abyss simply by putting the Mazeworld Abyss folder wherever you want on your hard drive. Run Mazeworld Abyss by double-clicking the application.
If your monitor supports both 256-color and thousands-of-colors graphics, you'll be asked to choose which graphics mode you want to use for the game. Using 256-color graphics allows faster rendering of the graphics, often resulting in smoother movement on screen. Using thousands of colors mode makes the graphics look better, but rendering graphics in thousands of colors mode takes longer and may result in less smooth movement.
For the fastest rendering and smoothest movement, remember to quit other applications while playing Mazeworld Abyss. You can also increase rendering speed by decreasing the size of the view window, as described below.
You can use "Choose Scenario..." in the File menu to choose the scenario you wish to play. The best scenario for newcomers is actually the "Death Maze" scenario, which is the default. There's also the original Abyss scenario and several Mega Mash scenarios. You can't actually play Mega Mash until you register, but it's fun to look at in demo mode, so take a look.
Use command-N (or New Game in the File menu) to start a new game. While playing, the screen will be blanked and the menu bar hidden. At any time, you can use the escape key to go back and forth between play mode and desktop mode.
By default, Abyss is set up to use the keys on the numeric keypad to control movement, and the shift key to fire. You can configure the movement controls for the game by selecting "Configure Player 1" from the Options menu . You'll need to return to desktop mode first, using the escape key, if the menu bar is hidden.
Note that there are options to configure the controls for four different players; normally, you'll be using player 1. To change the movement keys, select a box by clicking in it with the mouse, then press the key you want to use for that movement. At the moment, you can select either keyboard control or mouse control.
A word about keyboard controls: the Macintosh can generally only recognize two keys being held down at a time, not counting modifier keys like the shift key and command key. Since you'll often need to do things like hold down the "move left" and "turn right" key and fire at the same time, it's a good idea to use a modifier key like the shift key for your firing key. That way, the Mac can recognize all three keys at once.
You can create additional view windows representing additional players by selecting "New Player" from the File menu. For these windows, you would choose "Configure Player 2," "Configure Player 3," etc., to configure the controls. Unless you have a joystick, it may be difficult to play with more than one player, as again the Mac can generally only recognize two keys being held down at once. One option is for Player 1 to use the keyboard and Player 2 to use the mouse. Mouse control is a little limiting, but it works. In future version we hope to use Apple's Input Sprocket to provide better support for multiple input devices.
You can change the size of a player's view window by using the size options in the Window menu. Using smaller window sizes results in faster frame rates. You can get an idea of your frame rate by looking at the "Frame Time" readout at the bottom of the view window while playing. Smaller numbers are better; ideally you should see 1 or 2 most of the time, or at most 3. If you see numbers greater than 3, try playing in 256-color mode, or reducing the size of the window, and make sure you've quit all background applications.
As with any well-behaved Mac application, you can hit command-Q at any time to quit.
** The 'Death Maze' Scenario **
The premise of Death Maze is very simple: the monsters are coming to get you; either you kill them or they kill you. Zapping monsters scores points. If you zap all the monsters on a level, then you go on to the next level.
Each level is randomly generated when you play. You'll usually see the same creatures and objects on a level, but the layout will be different each time. Monsters start getting created in Neon Tubes when you start a new level.
To play effectively, you'll need to dodge the energy projectiles that the creatures shoot at you. See the section on controlling the game above.
Monsters may be carrying things; when you kill them, they drop whatever they're carrying. Collect these objects by moving onto them. Life Jewels restore your shields, and Small Snails and Floating Eyes give you big bonus points.
On level 20, heavily guarded by Death Shades, is the Dark Breach. If you manage to destroy the Dark Breach, you win the game. Good luck. (You'll need it.)
Creatures and objects in Death Maze:
Eyeball Mushrooms: The first creatures you encounter in the Mazeworld, Eyeball Mushrooms are probably the least dangerous. They fire a single, relatively slow-moving energy projectile and can be killed with one shot. Worth 100 points.
Amoeboids: Amoeboids move around the maze and suck you up if you allow them to get too close, doing damage until you kill them. They can be killed with one shot. Worth 200 points.
Eashire Cat: The Eashire Cat lurks sleeping on most levels; if you stay on a level too long, the Eashire Cat will wake up and chase you around until you leave. It can only attack at short range. The Eashire Cat cannot be destroyed, only evaded. Not worth any points, as it can't be killed.
Jellyfish: Jellyfish fire a stream of projectiles but can be killed with one shot. Worth 500 points.
Gypsies: These green creatures wander around, evading you. They fire a slow projectile and require several hits to kill. Worth 700 points.
Evil Rats: These giant white rats fire a fast projectile and take several hits to kill. Worth 900 points.
Seahorses: Move very quickly, and dance around you. Worth 1200 points.
Larsonians: Also known as "Alpha Centauries" or "Green Guys", these unfriendly fellows are like jellyfish but with more hit points. Worth 1500 points!
Death Shades: Death Shades shoot a wall of energy; they're vulnerable during the time they take to recharge. Worth 2500 points.
Life Jewels: Restore your shields.
Small Snails: Non-hostile; collecting a Small Snail gives you 5000 points.
Small Eyes: Non-hostile; collection a small eyes gives you 10000 points.
Players: Other players look like big 'ol' floating marbles.
** 'The Abyss' Scenario **
'The Abyss' scenario is like 'Death Maze' with more adventure game-like puzzle elements thrown in. In addition to fighting off monsters, you must light lava lamps and follow rune paths to reach your destination. 'The Abyss' has only 10 levels, but it takes more effort to get through them.
The same kinds of creatures appear in 'The Abyss' as appear in 'Death Maze'. However, in 'Abyss' creatures are re-generated after a certain amount of time; they don't stay dead.
Various objects must be found and used in order to proceed through the levels. You can pick up some objects by moving onto them, but sometimes the objects are protected, hidden by a dark field or protected by a Rune. Often you'll need to find another object to get at the object you want to take. On each level you must ultimately find the Down Arrow, which takes you down to the next level.
See the section in 'Death Maze' above for a list of the creatures in 'Abyss'. In Abyss there are also the following important objects:
Lava Lamps: You must light the various lava lamps in order to activate the neon tubes on a level. Light lava lamps by shooting them. Usually there are two lava lamps of a particular color per level; activating them both turns on the Neon Tubes of that color. Neon Tubes in turn regenerate monsters. Yes, that's a bad thing... but you need to do it to get the monsters' color gems (see "Creatures in General", "Color Gems").
Neon Tubes: Neon Tubes, when activated, re-generate creatures. They are activated by sets of like-colored lava lamps; see "Lava Lamps".
Color Gems: Color gems are used to dispel dark fields so you can get at what's inside them. To use a color gem, you must pick it up by moving onto it, and then take it to one or more dark fields of a matching color.
Dark Fields: Dark Fields may hide other objects, like lava lamps, life jewels, Condensed Snails, or Runes. You need a like-colored color gem to get at the contents; see "Color Gem."
Down Arrow: The down arrow, when you move onto it, takes you down to the next level.
Runes: Runes are objects of a particular shape that can block access to other objects, such as the down arrow, or a lava lamp, or a Rune Key. Runes are outline shapes, the corresponding Rune Keys are the same but smaller solid shapes.
Rune Keys: Rune Keys are used to unlock runes, often to get at another Rune Key so you can unlock another Rune. Similar to color gems and dark fields, you take a Rune Key to a matching Rune dispel it. See "Runes" above.
The Death Wave: The death wave may surround an object, often a Rune Key. To take the object you must trip off the Death Wave, which will then start expanding through the maze level. Often after tripping the Death Wave, you'll have to unlock several Runes in sequence. The Death Wave damages you while you're in it, so it's a good idea to stay ahead of it.
** The Mega Mash Scenarios **
The Mega Mash scenarios are quite a bit different than the Death Maze and Abyss scenarios. In Mega Mash, creatures attack creatures on opposing teams to try to 'assimilate' or 'convert' them to their own team. Eventually, one team controls the whole level. When a team loses a level, that team comes back stronger on the next level, so that the difficulty level adapts in favor of the losing team. Mega Mash is fun for one player, or two or more players can compete on the same Mac at the head of an army of creatures. It's also fun just to watch as a simulation while in demo mode.
Each team in Mega Mash starts out with a certain number of creatures of a certain kind.
Creatures on different teams have a different appearance, but they share the same behavior. Creatures attack creatures on opposing teams to try to convert them to their own team. When a creature on one team zaps out a creature on an opposing team, that creature is converted, and when it is regenerated in a neon tube about five seconds later it will belong to the team that zapped it.
Players are exempt from conversion. When a player is zapped in Mega Mash, he or she only remains dead for five seconds, and then is regenerated on the same team. Of course, by then, the player's whole team may be wiped out, in which case the player will not return to play until the next level. (See below for an explanation of what happens on the next level.) Note that while the player is dead in Mega Mash, he can move around and see what's going on!
There are four possible teams designated by color. Blue team consists of Colorful Snails, red team consists of Eyeball Mushrooms; green team is made up of Gypsies, and white team is made up of Death Shades. So, for example, if a Snail kills an Eyeball Mushroom, in approximately five seconds that Eyeball Mushroom will return in a blue Neon Tube as a Snail. If it then goes on to get killed by an Eyeball Mushroom, it'll come back as an Eyeball Mushroom. When playing Mega Mash, the player can keep track of how many creatures are currently on his team by looking at the Creatures readout below the main view.
Creatures automatically change lava lamps near to them to their team's color. Controlling lava lamps is important, because lava lamps in turn control the Neon Tubes that re-generate creatures. If a lava lamp currently is currently blue, it belongs to blue team, and the neon tube next to it will regenerate only blue team creatures (ie, snails).
If a team no longer has any lava lamps of its team color, and no longer has any creatures alive that might convert any lava lamps, then that team's creatures can no longer be regenerated and the team has therefore lost the level. When a team has lost a level, a "team death wave" goes through the maze to indicate that team's great sadness. When a team dies, any players on that team die. However, they'll come back on the next level... with a vengeance, as we'll see in a moment.
When one team has gained control of the whole level by eliminating other creatures and lighting all the lamps to it's own team color, then all the teams go on to the next level. That's where things get interesting.
Each team comes back on the next level with the normal number of creatures. However, any team that loses a level gets an extra "Drone" in the next level. Drones are basically more powerful creatures that are exempt from conversion. They look like larger versions of the players of a team (in other words, like big floating marbles). They have more hit points than regular creatures and fire faster, more powerful energy projectiles.
As losing teams get stronger in the next level, they get an opportunity to even the score. This keeps the game interesting, even if only one human player is participating. The objective of Mega Mash is to win as many levels as possible. Rarely will one team win on all levels.
At the beginning of each level, there is a dark breach for each team, which brings the team's initial allotment of creatures into the maze. Each team starts out with no drones on the first level.
Usually a team loses while it has creatures in limbo waiting to be regenerated. If there is more than one team still fighting it out, those creatures will come back belonging to the other surviving teams.
When all the levels in a Mega Mash game have been played, a statistics window appears showing how many levels each team won and which team won overall.
It's probably worth noting that players can shoot and move through creatures of their own team, but not through enemy creatures. It's often good strategy to hide behind your own team's creatures. The player's view is elevated somewhat, so he can see as much of the action as possible.
Beginners may want to start out with the two-team, three level scenario. See if you can win on all three levels. Move on to the larger scenarios when you feel like you can take it.
** Credits **
Mazeworld Abyss is by Michael R. Howard
Original Mazeworld Artwork by Michael R. Howard
Additional Artwork by Jason Lewis
Some additional wall graphics by the Hubble Space Telescope
Special thanks to Trisha and Nolan.
copyright (c) 1996, 1997 by Michael R. Howard
** Version History **
Preview Version 0.5 5/11/1997
Initial preview release to the Internet.
Preview Version 0.51 5/26/1997
Modifications to player movement; higher maximum speed with longer acceleration/decceleration curve.
Modified sound file to eliminate annoying background noise from neon tubes.
Added crude application icon.
Modifications to levels 3 and beyond. (Preview only contains levels up to 3.)
Preview Version 0.52 5/26/1997, a little later in the day
Increased player turn speed; included modified sound file.
Preview Version 0.7 6/18/1997
Game play changes; included levels 1 through 6. This will probably be the final release of Mazeworld Abyss.
Version 1.0 7/10/1997
Introduction of Mega Mash! Added shareware stuff. Elevated the player a bit so you can see all the lovely projectiles coming at you. Numerous final gameplay additions and modifications. A few bug fixes.
Version 1.1 7/14/97
Added the 'Death Maze' scenario to keep pureblooded arcade game fans happy. Various other gameplay additions and modifications. Yes, this may have been one of the shorted version turnaround times in history; 'Death Maze' was added in about 32 hours, counting sleep time.
** Legal Stuff **
Mazeworld Abyss is provided on an "As Is" basis. Farfetch Software makes no guarantee or warantee as to the product's suitability for any purpose. Farfetch Software accepts no responsibilty for anything bad that might happen to your computer while using this product.
Mazeworld Abyss is Shareware (and ridiculously inexpensive shareware, we might add). If you like the game and keep playing it, you should send in your registration fee. Mazeworld Abyss may be distributed freely for no charge, provided it is kept in its original, unmodified form, complete with all accompanying documentation.