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- || ZERG -- A Fantasy Role-Playing Phenomenon By Mike Shapiro ||
- || ||
- || >>: The Manual :<< ||
- || ||
- || VERSION 1.0 ||
- || ||
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-
-
- SYSTEM REQUIREMENTS: An Amiga 500, 1000, 2000, 2500HD or 2500UX with
- at least 512K of memory. The fact that you're
- reading this means that this can't be too much
- of a problem.
-
- i) Zerg Update!
- ===============
-
- This is an abbreviated list of new features and functions found
- in this release of Zerg. Note that all changes noted here will be dealt
- with in detail in this documentation file, but are presented here as a
- summary of sorts.
-
- Change the First:
-
- Improved graphics. The screen now has three windows, not two,
- with the increasingly useful Sidebar getting its own. Several
- graphic icons have been added, and others have been improved.
- There's no title screen as of yet (In fact, any submissions of
- viable 320 x 200 lo-res title screen graphics will be considered.
- If I use your picture, you get your name in the credits. That's it.
- [Thus, more financially minded artists should go enter the Moria
- contest.]) There are, however, death and victory graphic screens.
- Scrolling is MUCH faster, much to the disappointment of those
- many fans who send me letters of appreciation detailing how much
- they liked going out for a spot of lunch between screen redraws.
-
- Change the Second:
-
- Populated towns! Yes, you can now enter Castle Ardon or the
- Town of Garolin (Farpath was demolished to make room for a shopping
- center, but the plans have not yet come into effect), explore their
- lavishly-detailed interiors, talk with the various inhabitants, go
- shopping at some of the stores, and generally make a nuisance of
- yourself. Now I know from experience that every player of any Ultima-
- type game gets few greater pleasures out of life than laying waste
- to innocent cities, looting and pillaging, wiping out the local
- militia with the wave of a wand, and similar activities; and thus I
- have prohibited combat within the walls of any city or town. This
- may change in future versions. Speaking of combat...
-
- Change the Third:
-
- An improved combat system! (Or should I say, "a combat system!"?)
- Your character can now select the weapon of his or her choice with which
- to cleave apart the local fauna, and can wear a variety of protective
- armors. Why? Because I, buffetted with epithet-enlaiden complaints by
- the Monster's Union, have programmed the monsters to fight BACK. That's
- right, the monsters no longer wander about aimlessly, but come directly
- at YOU. Thus, you bloodthirsty maniacs who delighted in how the creatures
- of the Zerg 0.5 DEMO paid no attention to their own defense are in
- for something of a shock.
-
- Change the Fourth:
-
- Greater character development. Your character actually has hit
- points and gold measurements, and such, and they have a greater role
- in game play. Most notably, if you run out of hit points, you die.
- There's still no choice of class or race, however.
-
- Change the Fifth:
-
- Miscellaneous new commands. You'll be delighted with a plethora
- of new and exciting options and commands that await your keypress.
- My favorite is the Talk command...
-
- Change the Sixth:
-
- You'll note that the long-awaited (by me) Textfile of Lore
- accompanies this version of Zerg. It basically serves to create
- a history and meaning behind the game, and give everything a sense
- of atmosphere. Most of the things it describes haven't actually
- been implemented in the game, but do give you an inkling of what's
- to come in future releases.
-
- Change the Seventh:
-
- The much-needed Load, Save, and Restart features have been
- laboriously thrown in.
-
- Other Changes:
-
- There are many other minor sundry alterations that should become
- apparent during game play. The code itself has also been revamped and
- debugged in ways that may not become apparent during play, but
- would surely elicit a low whistle from you programmers out there.
- Anyway, all these features, and the new rules of game play, will be
- discussed presently. If you're a veteran Zergian, you may just want to
- skim the Version Notes. Or maybe you're so entranced with my acerbic
- prose style that you'll want to savor every semicolon and re-read
- everything for nostalgia's sake. Do what you like.
-
-
- 1) What is Zerg?
- ================
-
- Zerg is a blatant would-be Ultima rip-off whose sole purpose is to serve
- as a emotional vent for the author's suppressed frustrations and anxieties
- that he's incapable of writing any sort of functional program longer than
- five lines or so.
-
- In Zerg, you assemble a stalwart band of adventurers comprising of yourself
- and nobody else, and explore a mythical world of sorcery, horrific monsters,
- and fabulous treasure; in short, the typical fantasy role-playing plot
- surrogate. The actual goal of the game varies in both difficulty and
- nature with the revision of the program itself.
-
-
- 2) How do I play Zerg?
- ======================
-
- The same way I play Zerg, albeit hopefully with more patience. Simply
- double-click the program's icon (from the Workbench). Otherwise,
- from the CLI, simply type
-
- 1> Zerg
-
- ... and the program will run. Simple, eh?
-
-
- 3) What's the goal of the game?
- ===============================
-
- The object of Zerg is to slay certain monsters in a certain order as
- dictated by the King of Dieria (a simple sub-plot being the actual
- finding of the King), after which you are awarded unimaginable riches
- and win the game.
-
- This may not seem like much of a difference from the last version game until
- you realize that killing a monster can be tricky, and may require special
- weapons or magic.
-
- The goal and plot of the game shall increase considerably in complexity
- in upcoming versions, and shall possibly involve more than mindless violence.
- Look for some sort of dungeon in the next release, as well as a bigger
- landscape.
-
-
- 4) How do I go about accomplishing it?
- ======================================
-
- First start the game, as explained in step 2.
-
- Now you'll notice a panoramic display of the crudely-drawn, low-resolution
- map of the world of Zerg. You may now control the actions of your
- adventurous alter-ego, who is always displayed at the center of the
- screen, as you attempt to reach whatever the current goal of the game is.
-
- There are many different commands you can use from the main map, the list
- of which will hope expand in future versions. Note that some commands
- may also be activated by use of the Intuition menus.
-
- The current commands are:
-
- (Movement)
-
- Movement in the four main cardinal directions (you know; north, south,
- whatever) is possible by using the numeric keypad. These keys must
- also be used when a direction is called for as secondary input for
- another command.
-
- 7 8 (North) 9
-
- (West) 4 5 (Rest) 6 (East)
-
- 1 2 (South) 3
-
- A) Attack + [direction]
- This allows you to impart physical violence unto the monster
- of your choice. Your strike may draw blood, or swish by without
- effect, depending on many factors, such as your skill at fighting
- and the weapon you are currently using. Have no moral qualms about
- laying waste to any of the horrid beasties that wander around the
- mainland -- without exception, they are vile, merciless, and
- olfactorily unpleasant minions of Evil, and deserve their gruesome
- fates. Upon slaying a creature, you will be awarded experience
- points and any treasure the monster was carrying, as appropriate.
-
- VERSION NOTES (1.0): More monster types have been added, and, as
- said, all creatures will now actively seek you out and attack you.
- They do follow you fairly tenaciously, and will even try to "un-stick"
- themselves if you lure them into a corner. One type of monster simply
- cannot be killed by physical violence, and requires some other method.
- (Plot ho, cap'n! Plot ho!) There's a variety of weapons and armor you
- can purchase, and upon slaying any creature you are now awarded with
- gold and experience. If you're being trampled by a monster that's
- particularly nasty, try running away. If you get out of the monsters's
- sight for a long enough period of time, chances are that it'll get
- bored of looking for you and wander off in pursuit of other things.
-
- C) Cast
- This allows your character to cast any spell that he or she
- knows.
-
- VERSION NOTES (1.0): The role of spells and magic in this version is
- very limited, but essential to victory.
-
- E) Enter
- This will allow you to enter a dungeon, castle, town, or
- other structure of that nature. You must be currently on top of
- whatever you wish to enter.
-
- VERSION NOTES (1.0): You can now actually explore the interiors of
- the Castle Ardon and town Garolin, and indeed must, if you wish to
- get anywhere in the game. They're nice places to visit, and house
- many interesting characters and stores that are necessary to the
- completion of your quest. There will be more towns, cities,
- castles, and perhaps a dungeon or two, in upcoming versions.
-
- I) Inventory
- This will simply display a nice list of all your character's
- possessions, including any armor or weaponry being used.
-
- L) Look + [direction]
- This will allow you to identify or examine anything lying
- one square in any of the allowable directions away from you. For
- instance, if directly to the north of you stood a towering monster,
- and you wished to know precisely what species of monster it was,
- you could type "L", then "8", and would then be told that, for
- example, "You see an Ogre." You can also identify terrain types
- this way.
-
- O) Offer + [direction]
- Should you wish to practice financial cajolery upon a local
- Zerg resident, or simply make a generous gift, select this option.
- You will be prompted for the amount to offer, ranging from 100 to
- 900 gold pieces in increments of 100. Note that monsters usually
- aren't terribly inclined to take bribes, if they even know what
- gold is.
-
- Q) Quit
- I must concede that it is vaguely conceivable that you
- may wish to interrupt your fervid Zerg-playing once every few
- hours to perform mundane activities, such as eating, sleeping,
- and other trivial fare. The Quit command will exit back to either
- the WorkBench, or AmigaDOS, depending upon how you started the
- program.
-
- VERSION NOTES (1.0): Note the spiffy Quit requester, as well as the
- save and load game options that help make trans-game Zerging a
- pleasure.
-
- R) Ready
- This option allows one to wield any weapon he or she possesses.
- Upon selecting this option, one is presented with a list of his
- or her weapons, if he or she possesses any, and is prompted to
- select which weapon he or she would like to ready. Only one weapon
- can be readied at a time. Thus, when a weapon is selected, it
- disappears from the list, and any weapon that was previously
- readied will re-appear on the list. Unless one has a weapon in hand,
- one cannot fight hostile foes, either in assault or self-defense.
- Thus, the unarmed adventurer is very vulnerable.
-
- Note that selecting this option when one is already using one's
- only weapon will automatically un-ready that weapon.
-
- S) Status
- This option will replace the view with a screen displaying
- pertinent information about your character that isn't displayed on
- the sidebar. It is as follows:
-
- Class: This is the class (profession) of your character. Classes
- include fighter, thief, wizard, etc. (See the Textfile
- of Lore for more details).
-
- Level: This is the experience level of your character. As you
- defeat more monsters, this number increases, as does
- the power of your character.
-
- HP Max: This shows the maximum number of hit points your character
- has when perfectly healthy (as opposed to his or her
- current hit points as displayed on the Sidebar).
-
- MP Max: Similar to HP Max, this shows the highest number of Magic
- Points your character can have at a given moment.
-
- Experience: This shows the number of experience points you have. If you
- gain enough experience, your Level may increase.
-
- Body Count: This is a measure in cadavers of just how many creatures
- to whom you've laid waste. It has no function in game
- play save the feeding of your bloodthirsty ego.
-
- Current Weapon: This informs you of whatever tool of death your character
- is currently using to obliterate the foul beasties of Zerg,
- if any. You select this weapon with the Ready command.
-
- Current Armor: This displays the type of armor you're currently wearing.
- You select this via the Wear command.
-
- Gold: A numerical representation of your wealth in gold pieces,
- the standard unit of currency in most of the kingdoms of
- Zerg. All adventurers start the game with 30 gp. (Note the
- poignant symbolism here.)
-
- T) Talk + [direction]
- This allows you to interact with the various inhabitants of
- Zerg. While few people will offer any elongated conversation, you
- may get a few interesting snippets hither or thither. Upon occasion,
- you may even be asked a simple yes or no question. Talking with
- a shopkeeper may allow you to purchase goods or services. You can
- talk over some tables and counters, as well.
-
- V) Version
- This will display the author's name, in case you haven't
- yet memorized it, as well as the current version of the game, so
- that you can see exactly how primitive a rendition of Zerg you're
- playing. It also shows a brief list of some of those selfless
- morons who helped make Zerg what it is today. (Whatever it is...)
-
- W) Wear
- This option is similar to the Ready command, save that it allows
- an adventurer to wear the protective armor of his or her choice, if he
- or she owns any. Armor makes it more difficult to be struck by an
- opponent's assault, and will sometimes absorb damage from a blow.
- Note that selecting this option when one is wearing one's only
- armor will automatically remove that armor.
-
- Y) Clock
- This will display the time, in game turns. Truth to tell, it's
- a pretty useless command, but I use it in debugging. The one purpose
- that it could serve for a player is keeping track of potential
- purchases; stores will refresh their inventories at set turn intervals.
- (Thus, if you don't see a weapon you can afford at the moment, hang
- around!) Keep in mind that time will not pass while you use this
- command.
-
- Z) Coordinates
- Another useless but faintly amusing debugging command, this
- option will display your X-Y coordinates in whatever region you happen
- to be.
-
- There are also some options accessible via the pull-down menus. Some are
- merely Intuitive equivalents of keyboard options (I know that nobody really
- believes that dragging a mouse across your desk is significantly more
- convenient than pressing "I", but let's face facts: the more menus and
- sub-menus a program has, the more professional it looks. So get off my back.)
- while others can only be selected in this manner (or their respective
- shortcuts).
-
- GAME MENU
- ---------
-
- About - This is the menu equivalent of the "Version" command.
-
- Load Game - This option allows you to continue a previously saved game.
-
- Save Game - This option allows you to save the current state of the game to
- disk for future play, should you opt to do that sort of thing.
-
- VERSION NOTES (1.0): I really didn't think I'd include this option in
- this version of the game, but it occurred to me that playing might be
- a real drag if you had to restart from the beginning each time
- a troll slit your gullet, so I threw this hack together. As you
- can see, it's somewhat crude; there is no file requester, as there
- is no selectable filename. The game will be saved to a file called
- "Save" in RAM: (don't worry about running out of memory... the
- file is extremely small). This does mean that if you want to play
- a saved game after re-boot, REMEMBER TO COPY IT TO DISK. It's
- inconvenient, but I'm a lazy programmer. The next version will
- have some sort of file requester, I promise. Really.
-
- Restart - This option will reset Zerg to its default configuration. It's the
- equivalent of re-booting the game, but more convenient.
-
- Quit - This is the Intuition equivalent of the Quit command.
-
-
- ACTION MENU
- -----------
-
- Inventory - This is the equivalent of the "Inventory" command.
-
- Status - This is the equivalent of the "Status" command.
-
- Help - This displays an abbreviated list of commands.
-
- Redraw - Should you encounter some sort of onscreen graphics bug, this will
- allow you to remedy the situation by redrawing the screen's
- contents.
-
-
- 5) I don't understand the display. What are all these numbers?
- ==============================================================
-
- As of the current version, the display is divided into three segments.
-
- The majority of the screen is a graphic representation of your adventurer
- and the terrain and monsters surrounding him. As he moves around Zerg,
- the terrain will scroll relative to his position.
-
- The left quarter of the screen is what Infocom calls the Status Bar, and
- subsequently I must call the Sidebar for fear of litigation. You
- will see all information about your character and his attributes displayed
- here. These are as follows:
-
- NAME: This is pretty easy to figure out.
-
- STR: This is a numerical measure of the physical strength of your
- silicon protagonist, ranging from 0 (a gelatinous pile of
- flesh) to 99 (Rambo-like proportions). Values of above
- 99 are possible, but not for human beings unaided by powerful
- magic.
-
- WIS: This is similar to the STR value, but measures the wit and
- intelligence of your character. When more spells are implemented,
- this attribute will be important for wizards and other
- thaumaturgic creatures.
-
- AGL: This is a measure of your character's agility -- meaning a
- loose representation of physical and manual dexterity,
- handiness, and speed.
-
- LVL: This is a measure of your character's ability to excel in his or
- her profession. (IE: A level 4 fighter would generally be a more
- skilled warrior than a level 1 fighter.) Higher levels are
- achieved through earned experience points.
-
- MP: Standing for Magic Points, this is a measure of your character's
- magical strength, if any. Casting spells will exhaust a number
- of magic points proportional to the difficulty of the spell.
- Fighter types usually have no magical ability whatsoever.
- Usually.
-
- HP: This is your character's Hit Point Value, or the amount of
- points of Damage (imparted by monsters, traps, hostile magic,
- dishpan hands, etc.) your character can sustain before (gasp) death.
-
-
- VERSION NOTES (1.0): The Display area is now fairly functional. While
- your character's abilities are taken into consideration in various
- activities, his or her name, strength, wisdom, and agility still
- have identical starting values -- that is, there's no true character
- development yet. This WILL be implemented in the next version. I swear.
-
-
- 6) But what of this Land of Zerg? How did it come to be? Who lives there?
- ==========================================================================
-
- Apt questions, all. The history of Zerg, and a more flavored and detailed
- explanation of the peoples, places, and things of Zerg are expounded upon
- in nauseating eloquence in the Textfile of Lore that accompanies this
- file. Keep in mind that many of the things described in the Textfile are
- atmospheric, and may have no bearing upon game play.
-
-
- 7) And all these game versions? What of them?
- =============================================
-
- This is, as admitted, the first "true" release of Zerg -- prior to this,
- rabid Zerg fans had to contend themselves with a fairly pathetic demo
- that circulated the BBS world. It's a fairly playable game, I like to
- convince myself, but will be greatly enriched and endetailed (is that
- a word?) in future versions.
-
- I've mentioned several enhancements that are planned for future releases,
- but I'm also toying with a few entirely new features. Here's a list of
- things that MAY show up in the next version or later. User input is
- always welcomed, of course.
-
- - The game desperately needs sound. As soon as I cut down CHIP RAM
- requirements somewhat, I can afford to implement this. The way I
- see this, sound could go three ways:
-
- 1) Simple Amiga-generated sound routines embedded in the C code.
- This would yield blurps and blips (aka Ultima on an IBM or
- Apple) but nothing astounding. It would also eat up the
- least amount of memory.
-
- 2) Digitized sound effects. Perhaps an "ARRGH!" when you're
- hit in combat, or the clanking of swords, or the cry of
- a monster. Or maybe I should digitize voices saying each
- character's interactive one-liner, and only release the
- game on a 30-meg hard drive. In any case, this will slurp
- up oodles of memory, but be well worth it.
-
- 3) Sonix-Driven music! If I keep the instruments simple, I could
- see if it's allowed for authors to include the Sonix music
- driver with programs and fit quite a few original melodies
- in. This what they do in the excellent RPG Alternate Reality,
- and the effect is great.
-
- - Day and night effects. Darkness and such.
-
- - Weather conditions, such as rain or snow.
-
- - 16-color graphics. Granted, this wouldn't look as pretty, but it would
- cut memory costs drastically. It ALSO means that I have to go over
- each and every graphic in the game. I wish I had thought of this before.
- Sigh.
-
- - Multiple character support. Expect this one fur shure, because I've
- already started coding it.
-
- - A bigger world map! This is a near-certainty. The isle of Dieria is
- wearing somewhat thin.
-
- - Character classes + Magic. I promise more magical spells by the next
- version, and perhaps character classes as well. I reserve the right
- to lie outrageously in this matter, so don't yell at me if I don't
- come through.
-
- Now, the typical shareware author takes pains to remind you that he or she
- is a living, breathing, and often starving human being, and paints a
- mawkish picture of himself slaving away at the keyboard for months, honing
- and perfecting a product that he believes will do good for the Amiga
- community. He then releases it as shareware or PD, and pleads for
- ridiculous sums of cash, sometimes in exchange for appearance on a
- "Registered User List".
-
- My view is this: If I wanted this to be a money-making venture, I'd make
- it commercial. Much to the disappointment of the legal staff of Origin
- Systems, I've decided not to take this path, and thus shan't shower you
- with pleas for altruistic donations. Not that I'll REFUSE them, heavens
- no, but that I don't abide under the pretense that it's your obligation
- to pay them. In other words, if you value this program to the extent that
- you wish to send in a $10 donation or something similar, by all means,
- go ahead. You'll have a friend for life, I assure you. But I won't despise
- you if you don't. (In fact, I'll have a somewhat higher estimate of your
- sensibilities.)
-
- What I WOULD like, however -- and I ask this, not demand it as a right --
- is feedback on this program from anyone who doesn't disgustedly delete
- it outright. It's still in production, as you no doubt guessed, and can
- assume a variety of different incarnations from here on. I'll continue
- working on the program even if nobody admits to having downloaded it,
- but it will surely be a better product should suggestions be made.
-
- The best way to leave a comment is through EMAIL. I belong to no
- nationwide networks, so forget CompuSturge or anything like that. You
- can EMAIL me on one of the following BBS's, however (all of which I
- recommend heartily) in the New Yawk area:
-
- AMUG (516) 234 - 6046 [Leave EMAIL to "Mike Shapiro"]
- Battlefield (718) 225 - 9083 [Leave EMAIL to "Mike Shapiro"]
- LiveLine (718) 332 - 1330 [Multiuser : Leave EMAIL to "Iago"]
-
- (Note that you'll actually have to register as a user in each case
- before accessing EMAIL functions, but I recommend this anyway.)
-
- Or if you prefer to write:
-
- Mike Shapiro
- 23 Ridge Drive East
- Great Neck, NY 11021
-
- In addition to your praise/condemnation, I'd appreciate reports of any
- bugs you find.
-
- VERSION NOTES: (1.0) Now that the basic flavor of the game has been
- established in this version, I'd really like commentary -- not just
- suggestions for new features, but complaints or praise on game play itself.
- Is it too hard? Too easy? Generally unappealing? Bug reports are always
- welcomed, as well.
-
-
- 8) Anything else I should know or do?
- =====================================
-
- Good Zappo, yes -- have FUN!
-
-
- - Mike Shapiro (me)
- 1/8/89
-
- Revised: 2/26/89
- Re-Revised: 3/17/89
- Revised yet again: 3/24/89
-
-
- Other programs by Mike Shapiro:
-
- DeFunct - Function key simulator. (It's cute.)
- CLIColor - Simple ANSI command. (It's useless.)
- Second Conflict - Amiga conversion of Galloway + Markgraf's hit IBM
- space wargame! (Forthcoming, I suppose.)
-
-
- A Final Note:
- =============
-
- "In one word he teach me secret of success . . . plagiarize!"
-
- - Tom Lehrer
-
- You may find Zerg as boring as watching gastric mitosis, or spend your
- every waking moment burning its 32-color screens into your retinas. In
- either case, one adjective that should not be applied to Zerg is
- "original".
-
- That's right, blokes. In case you weren't aware of this, this game is
- entirely modelled (in terms of interface and gameplay, if not actual names,
- characters, or events) after Lord British's justifiably successful Ultima
- series. If you like Zerg, you'll like these games that I am so eloquently
- ripping off, despite the fact that the Amiga ports are of relatively
- poor quality. I am only making this plug out of a sense of duty and
- admiration for Mr. British's fine works.
-
- And, of course, to discourage a lawsuit on his part.
-
- As for this history of this program, it actually originated as a
- programming exercise (I know, I know. I'm now on Chris Crawford's hit
- list. But what can one do?), and it eventually occurred to me that I
- might hoist the mess of garbled code onto the Public Domain. And so I
- did. Was it a mistake?
-
- That, of course, is for you to decide.
-