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- Zombie Mall Rules
-
- Background
-
- A mysterious force has afflicted the earth, causing the dead to
- rise up and attack the living. The more they kill, the more the
- numbers of the undead are increased by their victims. The
- zombies do not retain their living personalities nor do they have
- any recollection of their previous lives; instead they are almost
- mindless, unable to perform even simple tasks such as opening a
- door. However, what they lack in mental capacity they make up
- for with their inability to feel pain or fatigue, and their
- relentless hunger for living human flesh. The only way a zombie
- can be stopped is to destroy its brain.
-
- Before an effective defense can be mounted to combat the growing
- menace, all organized resistance is swept away. Small groups of
- survivors are forced to flee populated areas to escape the
- wandering hordes of undead. One such group, consisting of three
- men and a woman, chance upon a deserted shopping mall and decide
- to take it over. Their plan is to seal the mall to prevent any
- more zombies from entering it and to destroy all those trapped
- inside. Having secured the mall, they hope to be able to stay
- alive long enough to be rescued. You command these brave
- individuals in their desparate attempt to control Zombie Mall.
-
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- Beginning the Game
-
- To start the game, simply double-click on the Zombie icon and the
- game will commence. There will be a few minutes delay as it
- loads the sound and graphics files. This delay can be lessened
- by transferring the game files to either a hard disk or ram disk
- and assigning the volume name zombie: to that device or
- directory.
-
- After the title screen is displayed, the game screen will appear.
- In the top left of this screen you will see the floor plan of the
- mall. The dark brown lines represent brick walls, the blue lines
- are glass walls, and the apertures represent open doors. The
- upper right area of the screen contains the characters' status
- boxes. Below the character's name are displayed his or her
- available movement (M) and shots (S) per turn. The format for
- these values is two numbers separated by a slash. The number
- before the slash represents the number of movement points (shots)
- used up this turn, and the number after the slash is the total
- number of movement points (shots) the character can make use of
- in a turn. Below these statistics is an indication of what type
- of weapon the character is carrying (W) and the character's
- health (initially OK).
-
- In the bottom left of the screen is a small area in which
- messages appear describing events occurring in the game.
- Occasionally, questions will appear to which the user is expected
- to respond either yes or no.
-
- In the bottom right of the screen are gadgets used to control the
- characters' actions and to display the help screens and the
- score. They will be described in a later section.
-
- When the game has finished loading, you will be asked if you want
- shopping music. Press either 'y' or 'n' to choose. Throughout
- the game you can use the 'm' key to toggle music on or off.
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- Winning the Game
-
- As the leader of the group of humans, your job is to gain control
- of the shopping mall by destroying all of the zombies inside and
- closing the outer doors of the mall to prevent any more zombies
- from entering. When these objectives are accomplished, you will
- win the game. If all of your characters are killed or become
- zombies, you will lose. There are objects in the mall which the
- characters can pick up and use to help you on your mission.
-
-
- Sequence of Play
-
- The game is played as a sequence of alternating human and zombie
- turns. The computer controls the zombies, you control the
- humans. The human turn is conducted by selecting a character or
- group of characters who are together and then moving them and
- shooting at zombies. When human movement and shooting is
- complete, select the "DONE" button and the zombie turn will
- commnece. The zombies will move toward any character which moved
- in the last human turn, if they saw the movement. If any zombie
- ends its movement on the same square as a character, it will
- attack the character(s) with whom it shares the square. When
- these attacks, if any, are complete, it becomes the human turn
- once again.
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- Human Movement
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- You must first choose which character or characters to move.
- This can be done in two ways: either click the mouse on the
- desired character's status box, or click on the human figure (the
- ones with guns) in the map display. If more than one character
- is in the same square, all of their status boxes will turn blue
- to indicate that the character or characters are active. When a
- character or characters become active, all zombies within their
- field of vision become visible. You can click on each of the
- characters' boxes in turn to check their positions before
- selecting one to move. Once you begin to move or fire a
- character or group you are committed to moving only it that turn.
-
- Any characters that have moved in the previous turn may not move
- in the next turn (ie. they cannot move two turns in a row). You
- may still select characters who moved in the previous turn to
- check their position and situation, but if you try to move them
- they will become unselected. After a group is selected, you can
- choose to split the group up by clicking on the status boxes of
- those characters you wish to leave behind. Once you begin to
- move the group, it cannot be split.
-
- To move the character group, use either the arrow gadgets at the
- bottom of the display or the numeric key pad. As they move, you
- will notice that the movement number to the left of the slash in
- their status boxes will increment to indicate how many movement
- points they have used up. It costs one movement point to enter a
- square. Characters may not pass through an open door diagonally
- or through a closed door at all. The cost to open or close an
- interior door is two movement points. Closing an exterior door
- requires a full turn. Entering a zombie-occupied square costs
- one movement point, but exiting the square can cost between two
- and twelve movement points, depending on the strength of the
- zombie unit.
-
- The active characters' movement amount is determined by the
- character with the least number of movement points. So if Shane
- and Leo are moving together, they will be limited to twelve
- movement points per turn for every turn they are together. Every
- movement turn the characters get their full movement allowance
- back, so there is no accumulation of movement points between
- turns.
-
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- Doors and Objects
-
- Characters may open and close interior doors at any time during
- their turn at the cost of two movement points. Since zombies are
- too brain-dead to operate a door knob, this is an effective way
- of limiting their freedom of movement and protecting your
- characters. The outer doors of the mall require much more effort
- to close. To close an outer door, the character must end its
- movement adjacent to the outer door. On that character's next
- turn it may close the door by expending all of its movement
- points. The method of operating a door is as follows: click on
- the gadget with a picture of a door (or press 'd'). The message
- will appear, "Which direction?", and you must select the
- direction of the door in relation to the active character. The
- direction may be selected by clicking on an arrow gadget or using
- the numeric keypad. It can also be selected by clicking on the
- square on the opposite side of the door in question from the
- active character.
-
- There are two types of objects in the game which characters may
- pick up: rifles and serum. Only Leo and Lana may pick up rifles
- since Burl and Shane already have rifles. Any character may pick
- up serum. The rifles will give Leo and Lana double the offensive
- power that they have when carrying pistols. The serum will cure
- any infected player (infection will be described later). The
- serum will always be found in Columbia Drugs and the rifles will
- always be found in Guns 'R' Us, but the locations of these stores
- will change from game to game. To discover the names of shops,
- use the mouse while moving to click on empty (or occcupied)
- squares and their names will appear in the message area.
-
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- Shooting
-
- Each character carries a weapon and can use it to destroy
- zombies. Leo and Lana carry pistols, which are only half as
- effective as the rifles carried by Shane and Burl. There is,
- however, a sporting goods store where rifles may be obtained to
- replace the pistols.
-
- Shooting zombies when their is only one active character (count
- the blue status boxes) consists of selecting the "FIRE" button
- and then a target. The right mouse button performs the same
- function as the fire button. When you choose "FIRE" the mouse
- pointer turns into a crosshair, which you then place over your
- intended target and click the left mouse button to fire. When
- there is more than one active character, you must choose the
- characters who are to fire (the "shooters") before selecting the
- target. For example, say Shane, Leo and Lana are active and
- there is a zombie they wish to terminate. Select fire by
- clicking the right mouse button; a message appears saying,
- "Choose shooter(s)", at which point you may choose one or two
- (never more than two) characters to fire. Select Shane and Lana
- to fire by clicking on their status boxes (messages appear saying
- "Shane takes aim",etc.) and then click with the left mouse button
- on the zombie. There will be two shots fired and both characters
- will have their shot counts incremented by one. Needless to say,
- two characters firing at the same target have a better chance of
- destroying their target than one does.
-
- The closer a character is to its target, the better the chance it
- will have of destroying the target. A character may fire at a
- target in its own square, but runs the risk of panicking and
- losing the opportunity to fire. The best place to shoot from is
- from an square adjacent to the target.
-
- Characters also get an opportunity at "self-defense fire" when
- they are attacked by zombies during the zombie turn. Before the
- zombie attack is resolved, the players get one free shot at their
- attacker, but it does not count towards the characters' limit for
- the turn. This fire occurs automatically, so you do not have to
- conduct it yourself.
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- Zombies
-
- Zombies are very stupid and slow moving. They usually just stand
- around not doing much of anything, but they are attracted to
- movement and can sense when food (you) is nearby. When a
- character moves through the field of vision of a zombie, the
- zombie will move one square towards the character which moved.
- Occasionally, zombies can become extremely excited and will go
- berserk, even smashing through glass walls to get at their prey.
- Berserk zombies can be identified by a flashing yellow outline.
- If one of the characters is bitten by a zombie, it will become
- infected with the zombie disease. Once infected, it is only a
- matter of time before the unfortunate character becomes a zombie
- too. This new zombie can be identified by a flashing outline and
- a letter 'S' on its chest. It is like any other zombie, except
- that it is scarier, so characters trying to shoot it will
- experience a greater chance of panicking. There is one possible
- reprieve for an infected character: find the serum located in the
- mall drug store and use it. If another character has the serum,
- the infected character should join that character, and in the
- next turn, it will get the chance of using the serum and being
- cured.
-
- The other possible outcome of tangling with a zombie is being
- stunned. A stunned character can neither move nor fire, and will
- remain that way until another character enters its square. If
- the stunned character already shares its square with an unstunned
- character at the time of stunning, that unstunned character will
- have to exit the square and re-enter it in order to revive the
- stunned character.
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- Game Credits
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- Hobie Orris Game Design and Implementation, Rules
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- Derek Grime Pictures and Zombie Deaths
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- Edgar LeBel Shopping Muzak
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- David Pengelly Serum Idea
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- Anne Ostrom Much Playtesting
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