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- A NOTE FROM STONE JACKAL STUDIOS
-
- This is the V1.4M2 demo of Crush! Deluxe with full Mplayer
- support.
-
- In order to access MPlayer you can either use the shortcut
- located on the start menu under Crush! Deluxe Demo, or you
- can use the MPlayer button in the game. Both of these
- assume that you have a web browser installed, and if you
- don't they won't do anything. If you would like to access
- MPlayer at a later date, you can go to their website at
- Stone Jackal Studios
-
- This is what is available in this demo.
-
- 1)There is a fixed budget of only 600k
- 2)There are only 4 species available
- 3)Only 4 pieces of equipment are available (1 piece of
- armor,1 set of gauntlets, 1 set of boots, 1 belt)
- 4)Only the first level skills are available
- 5)Tournament play and exhibition play only
- 6)You can not save or load a team.
-
- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- +++++++
-
- Crush! Deluxe
-
- Copyright (c) 1997 Megamedia Corp., Stone Jackal Studios,
- All rights reserved
-
- Crush! Deluxe is a trademark of Megamedia Corp.
-
- For news and updates visit
- www.megamedia.com
-
- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- +++++++
-
-
- WELCOME! To CRUSH! Deluxe. In the following action packed
- fact filled pages you'll find information on rules, screens,
- players, teams, and leagues! It's all right here!
-
- 1.0 - DirectX Information
- 2.0 - Introduction to CRUSH! Deluxe
- 3.0 - The game of CRUSH! Deluxe
- 4.0 - Game screen
- 5.0 - Player Attributes and Actions
- 6.0 - Player Quirks
- 7.0 - Contact and Purchasing Information
-
-
- 1.0 DirectX Information
-
- Crush! Deluxe requires DirectX 3.0 to run properly. If you
- do not have these drivers installed you will need to obtain
- them. You can download Directx 3.0 from many gaming sights,
- and from Microsoft directly at http://www.microsoft.com
- (under "download free software").
-
- 2.0 INTRODUCTION TO CRUSH!
-
- CRUSH! is an exciting turned based strategy sports game of
- mayhem and carnage set far into the future. Aliens and men
- battle through labyrinth like arenas in a frantic search for
- the B.A.L.L. (Bionically Augmented Lower Life form). The
- first team to find the ball and reach the goal wins! If your
- idea of fun is bone crunching checks, and raging battles for
- possession then look no further. CRUSH! DELUXE - the season
- is open!
-
- 3.0 THE GAME OF CRUSH!
-
- NOTE: to avoid confusion throughout the rules the entity,
- i.e. human or computer, which controls a team will be
- referred to as the COACH. The maniacs which actually battle
- it out in the arena will be referred to as the PLAYERS.
-
- The object of CRUSH! is to be the first of the three
- competing teams to score a goal. The first goal scored wins
- the game. Before a goal can be scored the ball must first be
- located.
-
- A normal game of CRUSH! begins with the play order chosen at
- random. The teams then proceed in order, taking turns until
- one of the following conditions is meet: a goal is scored,
- 20 turns expire, or no players are left in the arena or on
- Deck. The last two situations result in the game being
- declared a draw.
-
- The playing field, or arena is a completely enclosed
- labyrinth like structure 32 tiles in length and 32 tiles in
- width. Four Goals are located in each of the arenas four
- corners. When the ball is located only one of these Goals
- will be active, the others will power down. Which goal
- remains active is based upon which Ball Bin the ball was
- found. The Goal which remains active will be the one which
- is exactly opposite the location where the ball was found.
- For example, if the ball is found in the lower right section
- of the arena, the active Goal will be in the upper left
- section. The active Goal is the only Goal that will count as
- a score should a player with the ball enter it.
-
- There are 8 Ball Bins located throughout the arena. A Ball
- Bin consists of a wall mounted dispenser unit and a Foot Pad
- located at it's base. Players must step on the Foot Pad to
- activate the Ball Bin. Only 1 of the Ball Bins actually
- contains the ball, the other 7 are rigged to electrocute the
- activating player. This electrical charge is mild however,
- and normally doesn't result in player injury.
-
- Traps are also located throughout the arena and electrocute
- any player that enters the tile in which they are located.
- Traps appear as skulls with flashing red eyes. The
- electrical charge from Traps is more powerful than the
- charge from Ball Bins and can be lethal. The only way to
- avoid triggering a Trap is to jump over it. (For more
- information on jumping see the section titled Player
- Attributes and Actions.), or the use of items (not available
- in this demo.)
-
- In CRUSH! the game begins with no players in the arena.
- Instead on each team's turn one player from that team is
- warped into the game. The player will appear at one of the 8
- Warp Nodes. Which Warp Node the player will appear at is
- determined at random.
- Warp Nodes can also be used to allow rapid but erratic
- movement through the arena. The player needs only to
- step back on the Warp Node and the Warp Node will
- automatically warp the player to a random Node.
- The disorientating effects of warping will cause the
- player to lose any remaining action points. (For more
- information on action points se the section titled
- Player Attributes and Actions.)
- If another player occupies the Warp Node where the
- player is warping to then that player will be bounced to
- another Warp Node. This bouncing of players will
- continue until either an empty Warp Node is reached or
- the Warp Node malfunctions! This results in the
- player being mutated into a blob! Needless to say the
- player isn't quite the same after the experience; in
- fact the player isn't quite anything!
- The teams Docbot will eventually be able to sort the
- player out, but he must miss the rest of the game. The
- other players hate getting bits of blob stuck on their
- boots and smeared over their jerseys! Plus blobs are
- incapable of just about anything other than quivering
- and getting smeared and stuck on things!
- Warp Nodes appear as pulsating arcs of power contained
- within a circle.
-
- 4.0 GAME SCREEN
- Summary of Game Screen Display Functions...
-
- Player Attributes Display
- Location: Upper Left Hand Corner of Bar
- Function: Displays the Players name, number and attribute
- scores.
-
- Team Status Display
- Location: Lower Left Hand Corner of Bar
- Function: Displays the current status of each player on the
- coach's team. A player can be selected by simply clicking on
- the appropriate team display box.
- 00 to 80 - number of Action Points remaining
- DECK - means the player is waiting to warp into the game.
- STUN - the player is temporarily incapacitated and will
- recover in the next turn, stunned players are counted as
- being down.
- HURT - the player has been hurt and sustained a non-fatal
- injury, hurt players are removed from play.
- DEAD - the player is dead and is removed from play.
- BLOB - the player has been mutated by a warp node accident
- and is removed from play
-
- Arena Map Display
- Location: Far Right Hand Corner of Bar
- Function: Shows a overhead map of the arena.
- GRAY LINES - Arena Walls
- WHITE DOTS - Location of foot pads
- ELECTRIC BLUE DOTS - Location of warp node
- Bright ELECTRIC BLUE SQUARE - Location of the active goal
- Dark ELECTRIC BLUE SQUARE - Location of deactivated goals
- COLORED DOTS - Location of players in the arena, the color
- of the dot corresponds to the teams jersey color
-
- Game Information Display
- Location: Right Hand Side of Bar
- Function: Displays current team's turn, team's name and
- colors, turn order, time remaining for turn, time outs
- remaining, turns remaining, ball pads left untried or how
- many tiles the ball is from the active goal.
-
- BUTTON CLUSTER
- Location: Middle of Bar
-
- Options Button
- Shape: Triangular
- Description: Question Mark
- Function: Brings up options menu,
- NOTE: selecting the A.I. Control option turn control of the
- current team over to the computer.
- The Exit Game option ends the entire game even with multiple
- human opponents.
-
- End Button
- Shape: Wedge
- Description: "END"
- Function: Ends the current teams turn.
-
- Previous and Next Buttons
- Shape: Arrows pointing outward
- Description: Man Icon with little Man Icon above or below
- the Man Icon
- Function: Selects the next player in order or the previous
- player in order.
-
- Overhead Attribute Display Buttons
- Shape : Wedge, flanking the Options Button
- Description: Man Icon with script under him
- Function: Displays attributes over top of players in the
- arena.
-
- Movement Button
- Shape: Diamond
- Description: Running Man Icon
- Function: Is default selected button and allows a coach to
- move the currently selected player.
-
- The first click displays the path the player will move
- along, clicking again anywhere along the path cause the
- player to move to the tile last clicked on.
- Movement cost 10 Action Points (AP) per tile moved.
-
- Checking Button
- Shape: Inverted Triangle
- Description: Checking Men Icon
- Function: Displays which opponents a player may check,
- clicking on the player that you wish to check will cause
- your player to throw a check.
- Checking cost 20 Action Points (AP) per check thrown and
- may be used repeatedly.
- Jumping Button
- Shape: Diamond
- Description: Jumping Man Icon
- Function: Shows which tiles a player may jump to, clicking
- on any check marked tile will cause the player to jump to
- that tile.
- Jumping cost 30 AP per jump and may be used repeatedly
- in a turn.
-
- Hurling and Handoff Button
- Shape: Diamond
- Description: Hurling Man Icon
- Function: if the player possesses the ball, then it allows
- the following actions.
- Hurl Ball Away: click on the player holding the ball,
- this action costs 20 Action points to perform and will
- cause the player to hurl the ball a great distance in a
- random direction. This action ends the entire teams
- turn.
- Handoff Ball: click on the player you wish to hand the
- ball off to, this action costs 10 Action Points from the
- ball carrier only, and must be performed before the ball
- carrier moves. A player can move, pick up the ball and
- then handoff, but could not move with the ball and then
- handoff. Handing-off has a 5% chance of failure.
-
- Side Bar Button
- Shape: Diamond
- Description: Flexing Man Icon
- Function: Brings up the Side Bar Display
-
- Side Bar Display
- Function: Shows player front view picture, name, value and
- statistics for game. In league play it also displays,
- experience, seasons played, injuries, attributes (i.e.
- skills and abilities), equipment, season statistics, and
- career statistics.
- Player Statistics are listed in abbreviated codes.
- RS - Rushing Attempts
- RT - Tiles Rushed
- RA - Rushing Average
- GL - Goals Scored, league statistic only
- CT - Checks Thrown
- CL - Checks Landed
- CA - Checking Average
- SK - Sacks, knocking down a ball carrier
- CF - Carnage For
- KF - Kills For
- IF - Injuries For
- PA - Pads Activated
- End OF Game Statistics Screen
- At the end of every game a detailed statistics briefing is
- given which compares team and leaders statistics. The MVP is
- also awarded based upon game performance and information
- which effects league play is also provide.
-
- 5.0 PLAYER ATTRIBUTES AND ACTIONS
-
- In Exhibition play each Species possesses 9 attributes 9
- stats and one ability which is unique to that Species.
- These attributes effect how players of that species will
- perform in the arena.
- NOTE: with all attributes the higher the number the better.
-
- Action Points - AP
- This determines how many actions the player may perform in a
- single turn. Each action costs a certain number of AP such
- as moving which costs 10. Each time a player performs an
- action the cost is deducted from its AP. When a player runs
- out of AP, no more actions may be performed until the next
- turn, except for reactive checking, ( more on this later) A
- coach can move a player, move another player, and then come
- back and finish moving the first player moved.
-
- Checking Score - CH
- This is how good a player is at checking an opponent or
- defending against a check.
-
- Strength Score - ST
- This determines the effects of a successful check and wether
- it results in a player being unaffected, stunned, hurt, or
- killed. Interfaces with TG. (ie, high ST normally overpowers
- low TG, and high TG usually overpowers low ST)
-
- Toughness Score - TG
- This determines the player's ability to resist stuns,
- injuries, or death. Interfaces with ST.
-
-
- Reflexes Score - RF
- This is the percentage chance that each time an opponent
- enters a tile adjacent to the player, that the player will
- lash out with a reactive check.
-
- Jumping Score - JP
- This is the percentage chance that a player will be able to
- successfully jump over a tile.
-
- Hands Score - HD
- This is the percentage chance that the player will be able
- to grab a loose ball.
-
- Dodge Ability Score - DA
- This is the percentage chance that each time a player is
- checked he will dodge the check, avoiding it completely.
-
- Cost - This is not an actual attribute but reflects the
- value of the player in credits.
-
- Ability - Each Species possesses an ability that is unique
- to that Species, their effects are as follows.
-
- HUMAN - Uncommon Valor
- Allows a human to, 30% of the time, ignore the rule which
- forces injured players to leave the game. The player,
- however, will still suffer the effects of the injury. This
- skill has no effect on fatal injuries.
-
- CURMIAN - High Jump
- Allows the Curmian to jump over standing players, and
- reduces the cost of jumps to 20AP.
-
- DRAGORAN - Pop Up
- Allows the Dragoran to get up at a cost of only 10 AP. (ie,
- a Dragoran pops up, after being knocked down, with only a 10
- AP penalty not the usual 50% penalty)
-
- GRONK - Regeneration
- Allows the Gronk to ignore 25% of all injuries regardless of
- wether they were hurt or killed. The Gronk must re-warp into
- the game however.
-
- *KURGAN - Bloodlust
- Causes the Kurgan to enter into a killing frenzy whenever it
- kills an opponent. When this happens the Kurgan immediately
- has his AP reset to 60 and attacks the closest player,
- friend or foe. This continues until the Kurgan runs out of
- AP or is knocked down. Note, if the Kurgan should kill
- another player while in Bloodlust then his AP is reset
- again. This means that it is theoretically possible for the
- Kurgan to wipe out a great number of enemies or friends in a
- single turn.
-
- *NYNAX - Hive Mind
- When a Nynax is in the arena and another Nynax on the same
- team is in the arena as well, each Nynax receives a 2 pt
- bonus to all attributes except for AP which receives none,
- and DA which receives a 1 pt bonus. Note this effect is
- cumulative, so a team with 6 Nynaxs in the arena would give
- each Nynax a bonus of 10 pt to each attribute and a 5 pt
- bonus to DA.
-
- *SLITH - Deathreek
- When the Slith is injured a noxious cloud is released and
- all adjacent players collapse from the stench. If killed,
- all players within 2 tiles of the Slith will suffer the
- above effect.
-
- *XJS9000 - Gyro Stabilizer
- Normally when a player activates a warp node the
- disorienting effects of warping causes them to lose any
- remaining AP. The XJS9000, however, does not suffer this
- effect and may continue to act.
-
- * - indicates species is not in the Demo version. Included
- in league only.
-
- PLAYER ACTIONS
-
- Moving and Jumping
- AP Cost - 10 per tile, 30 per jump
-
- Checking and Reactive Checking
- AP Cost - 20 per check, 0 occurs automatically
- Note, the player making the reactive check can not suffer
- any negative effects.
-
- Grab Ball
- AP Cost - 10 per attempt
- Note, if a player fails to grab the ball then that player's
- turn ends.
- Note, this action occurs automatic when a player attempts to
- enter a tile containing the ball. If a player with only 10
- AP remaining enters a tile with the ball then the ball
- automatically scatters.
-
- Hurl Ball Away
- AP Cost - 20 per attempt
- Note, the ball will be hurled a random distance in a random
- direction.
-
- Handoff Ball
- AP Cost - 10 per attempt
- Note, must be done before the ball carrier moves.
-
- Activate Warp Node
- AP Cost - none, simply move on to warp node
- Note, the player will lose any remaining AP.
-
- 6.0 PLAYER QUIRKS
-
- Players develop all quirks at random as they increase in
- experience.
-
- -Moron - harder to learn, - 10%, works for 25% less than
- normal
- -Intelligent - easier to learn, + 10%
- -Egomanic - will not play unless first to teleport into
- arena
- -Slacker - 25% chance shows up 1 to 10 turns later than
- expected
- -Technophobia - refuses to use equipment
- -Electrophobia - refuses to step on ball pads or traps
- -Blobophobia - refuses to step on teleporters
- -Displacer - 50% chance when player is checked he teleports
- first
- -Bouncer - 25% chance when player is checked the opposing
- player is teleported
- -Immuned - Can not contract or be effected by Space Rot
- -Space Rot - player is a Space Rot carrier 5% chance each
- time checked or checks opposing player sent out of the game,
- players thus effected acquire Immuned or Space Rot 75% / 25%
- -Grit - every time a player sustains an injury there is a
- chance his TG will increase, super 10% / +1, serious 20% / +
- 2, and crippling 30% / + 3
-
- 7.0 CONTACT AND PURCHASING INFORMATION
-
- Megamedia Corporation
- 47381, Bayside Parkway
- Fremont, CA 94538
- 510-623-1100
- 510-440-9924(fax)
- web: www.megamedia.com
- email: crush@megamedia.com
-
-
-