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- Towers
-
- A graphics game of logic and skill
-
-
- by
-
-
- Steve Estvanik
-
-
-
-
- An MVP Software Production
-
-
-
-
-
- About MVP Software
-
- MVP Software was founded in 1985. Initially marketing software via
- direct mail-order channels only, in 1989 it began offering titles
- through shareware outlets, and in 1991 released its first graphics
- arcade/adventure retail-only game. MVP Software is a member of the
- Association of Shareware Professionals.
-
- SUMMARY
- -------
- How high can you build? TOWERS is similar to Tetris, since you need
- to place blocks of varying size. That's where the similarity ends
- -- you need logic and planning, rather than quick reflexes in
- TOWERS. You build one level of the tower at a time, trying to fit
- the blocks in the tightest pattern. Each level becomes the base for
- the next level. TOWERS uses Cascoly's unique 3-D perspective
- graphics to show fantastic detail. As you scroll from side to side,
- the perspective changes.
-
- There are several different maps, of varying difficulty.
-
- TOWERS requires a Microsoft-compatible mouse and EGA or better
- graphics.
-
- Credits: Design & programming: Steve Estvanik
- Graphics programming: Ken Birdwell
- Betatesters: Karim Nassar
- Steve Blendermann
- Dave Morse
- Dave Snyder
-
-
- STARTING THE GAME
- -----------------
- To start the game, choose Play from the main menu. This will use
- the default map. (Later use the Map command to select alternate
- maps). Start with Difficulty 1. This will give you the easiest
- setup and let you become acquainted with the commands while playing
- the first game.
-
- Right click near a map edge (cursor keys work, too) scrolls the map
- in any direction (including diagonally).
-
- The box in the lower left shows the shape of the current wall. You
- have to find a place where it will fit, much like a puzzle or the
- game Tetris. Place it by clicking on a place on the map. A piece
- cannot be placed if there is any blocking terrain.
-
- If a piece is placed near an existing wall, the space is filled in.
- This results in a piece being placed that does not resemble the
- piece that was displayed.
-
- You can also rotate or discard the current segment. Rotate the
- piece by pressing F7. Press F8 to discard the current piece (this
- adds a slight penalty to your score and time, depending on
- difficulty.)
-
- Function keys:
-
- F1: Help
- F2: Grid pattern
- F4: Global map
- F5: Turn entire map 90 deg clockwise
- F6: Turn entire map 90 deg counterclockwise
- F7: Rotate current wall segment
- F8: Discard current wall segment
- F10: Quit the game
-
- Alt-S toggle sound
-
- Buttons:
- Global -- Same as F4
- View -- Shows a 3D view of current tower
- Stat -- Statistics for current game
- Undo -- Takes back the last move
-
- Goals
- -----
- Your goal is to build the tallest tower you can, with as many stages
- as possible. The best way to do this is to make each stage as
- compact as possible, with as few gaps.
-
-
- BUILDING
- ========
- The box in the lower left shows the shape of the current wall
- segment. You have to find a place where it will fit, much like a
- puzzle or the game Tetris. Place it by clicking on a place on the
- map. A piece cannot be placed if there is any blocking terrain.
-
- You can also rotate or discard the current segment. Rotate the
- piece by pressing F7. Press F8 to discard the current piece (this
- adds a slight penalty to your score.)
-
- Restrictions
- ------------
- The time allotted for building decreases with each level, according
- to difficulty. If you discard a piece, time is also lost.
-
- The size of the groups required to save increases with level, too.
-
-
- MAP CONTROLS
- ============
- Scrolling
- ---------
- Use the right mouse button to scroll the map in any direction. Use
- the global map function to quickly jump to any area on the map, or
- just to see the overall view.
-
- Rotate map
- ----------
- You can turn the entire map by 90 degrees in either direction, using
- the F5 and F6 keys. This sometimes is helpful to see behind taller
- terrain types. The global map is always shown with a northern
- orientation, though.
-
- Show grid
- --------
- The F2 key or Grid button displays a grid on the map. This helps in
- placement of terrain, since it shows the base of a wall segment.
- The grid remains in place until you scroll off, or call the global
- map.
-
-
- SCORING
- =======
- Your goal is to build the tallest tower you can. Each level or
- stage becomes the base for the next level. A compact base, with no
- spaces is easier to build on.
-
- You score points for each wall segment placed, based on the
- difficulty and the level. To proceed to the next stage each wall
- segment must include a minimum number of segments. This value
- changes with difficulty. At difficulty 1, the minimum is 5; at 20,
- it's 24. Any smaller group will be discarded before proceeding to
- the next level (you do get points for these discarded groups,
- though.)
-
- Hall of Fame
- ------------
- In the Hall of Fame, scores are kept by difficulty, map, and date.
- You can also enter your name.
-
- If you want to clear the Hall of Fame, enter the DOS command:
- DELETE *.HOF
-
- If you want to edit the Hall of Fame, you can remove individual
- lines, using any text editor. However, you should be sure that the
- first line of the file shows the current number of entries.
-
-
- DETAILS
- =======
- Stats Button
- ------------
- Click on this button to see details on the current tower. The clock
- continues to run while you use this feature.
-
- View Button
- ------------
- Click on this button to see a 3D image of the entire tower. You can
- choose a viewing distance of 1 to 9, where 1 is the closest and 9
- the farthest from the tower. Usually 4 will be a reasonable view,
- but you might want to experiment with other values, depending on
- where on the map your tower is located. The clock stops while you
- use this feature, so it's also a way to pause the action if you
- want.
-
-