ASCII Docs for the AmigaGuide and Multiview impaired. ______ ______ _____ / ____/ / __ / / ___ \ Another fine / /__ / /_/ / / / / / Amiga program / ___/ / ___ | / / / / / / / /__/ / / / / / CyberSpace BBS /_/ /______/ /_/ /_/ (519)579-0072 Fly By Nite Videe-Oh! (519)579-0173 Dungeon V2.00 Introduction Got an Amiga? Got a Modem? Good. Now, get a friend with a computer - any computer - and a modem. Have your friend call you up with an ANSI terminal program and play Dungeon V2.00! Whether your friends have IBMs, Macs, or even Ataris, if they have a modem and an ANSI terminal program, they can enter the Dungeon! Dungeon V2.00 is a full-blown text-based adventure engine. Any person with an ANSI terminal can enter the dungeon with you and go head-to-head in a fight to the finish. It's not just a dungeon slaughterfest either. Custom modules allow you to explore many different worlds with many different goals. You can cooperate with your remote partner or attack! Dungeon V2.00 Legal Stuff Copyright Notice This program and all relevant documents are Copyright (c)1996 by C. Edward Stewart Disclaimer The program, Dungeon V2.00, and all related materials, is offered "as is", and the author will not be held responsible for any damage resulting from mistakes contained within, though the best effort has been made to ensure that all the information is complete and correct. The product has been fully tested by the author and several beta testers, without whom the development would have been seriously hampered. (see acknowledgements) I am not responsible for any loss of sleep or income due to your inability to stop playing the game. I am not responsible for any loss of life or limb through your use of the disk as a weapon. I am not the one who painted your neighbour's chicken hot pink. I am not responsible if you spontaneously combust. There is no warranty for the program, to the extent permitted by applicable law. Except when otherwise stated in writing, the copyright holder and/or other parties provide the program "as is", without warranty of any kind, either express or implied, including, but not limited to, the implied warranties of merchantability and fitness for a particular purpose. The entire risk as to the quality and performance of the program is with you. Should the program prove defective, you assume the cost of all necessary servicing, repair or correction. Don't blame me if your house is raided by the cast of your favourite sitcom. It's not my fault if your government has gone insane, even if they are playing Dungeon V2.00 at the time. In no event, unless required by applicable law or agreed to, in writing, will any copyright holder, or any other party who may redistribute the program as permitted below, be liable to you for damages, including any general, special, incidental or consequential damages arising out of the use or inability to use the program (including but not limited to loss of data or data being rendered inaccurate or losses sustained by you or third parties or a failure of the program to operate with any other programs), even if such a holder or other party has been advised of the possibility of such damages. If the giant legal stuff section is frightening you, you aren't the only one. Distribution} You may NOT distribute the REGISTERED version of Dungeon V2.00 at any time, or in any way, shape or form. You may copy and distribute verbatim copies of the program's executable code and documentation as you receive it, in any medium, provided that you conspicuously and appropriately publish only the original, unmodified program, with all copyright notices and disclaimers of warranty intact and including all the accompanying documentation, support files and anything else that came in the original archive. By copying, distributing and/or using the program you indicate your acceptance of this license to do so, and all its terms and conditions. Each time you redistribute the program, the recipient automatically receives a license from the original licensor to copy, distribute and/or use the program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You may not disassemble, decompile, re-source or otherwise reverse engineer the program. You agree to cease distributing the program and data involved if requested to do so by the author. Support If you have questions, comments or suggestions, please feel free to contact me at one of the following addresses. As with most computer-related products, e-mail is your best (and fastest) bet. Regular Mail: FBN 21 Stirling Ave. S. #1 Kitchener, Ont. Canada N2G 3N6 InterNET: joehick@ophelia.waterloo.net BBS: Giark on CyberSpace BBS (519)579-0072 (519)579-0173 Acknowledgements joe hick - Spotted some problems with word wrap and double displays Shape Shifter - If there was a way to cheat, SS found it for me, so you won't! Grimreaper - He was around when I needed to test out my Comm routines. Napalm Death - Showed me how addictive Dungeon V2.00 can be. Overlord - Showed, by example, that a "dropped carrier" routine was needed. Jada - Helped spot the bugs in the "chat" routine Dungeon V2.00 Requirements You'll need an Amiga computer with at least 1 Meg of memory (1 Meg of CHIP memory is recommended but not necessary). Dungeon V2.00 should work with any version of Kickstart. If you have registered, you'll also want a modem and someone to play against. Dungeon V2.00 Installation Copy the Archive to your hard drive or floppy. Keep the integrity of the archive intact (don't go hiding the "Maps" directory). Put the Library into your "Libs:" directory. Pretty simple, huh? Dungeon V2.00 Startup Double click on the DungeonV2.00 Icon to start the game. The program will open its screen and display the registration number. Firt time you run it, the program will not be able to find the configuration (since it has not created one yet). If you have Kickstart 2.00 or higher, it will grab your serial prefs from your "ENV:" directory. In any case, you can set the prefs irrespective of your Intuition prefs. I suggest you use at least 16k for your buffer, to avoid slowdowns of the data transfer at higher speeds. The relevant function keys scroll through the options for each setting. Once you've set your serial prefs, it will then open your serial port (Make sure your modem is turned on). The program will then ask if you wish to make a Null Modem connection (in case you don't have Null Game selected in your prefs). If you don't answer, the program will default to "No" after about five seconds. Next, you will be presented with options for game play. Intro Mods are just music modules which play while the intro text for a dungeon is displayed. If your computer keeps crashing during gameplay, try turning this option off. Sound allows you to hear indicators of some of the functions, such as dropping items, equipping weapons and opening doors. If you are low on memory, turn this option off. If you haven't registered, the next two options will be unalterable. Solo game refers to whether or not you wish to have a remote player in the dungeon with you. Null Modem allows you to disable the Hayes(tm) command set and go directly to the main game mode. Set this option to yes if you have two computers linked together through a null modem cable. Once you have verified these settings, you are ready to play! Dungeon V2.00 Playing The Game While you are offline, you can quit with the upper left quit button, iconify the program with the upper right iconify button, change your modem settings, game settings and select a dungeon map. The status window at the bottom of the screen shows your current settings. If you are in a hurry, just hit the start button. If you haven't picked a dungeon map yet, You'll be presented with that requester. Map Selection The "up arrow" on the select panel moves the list of maps up, the "down arrow" moves it down. If you have foolishly put your "Maps" directory somewhere other than with the game, you can use the "change dir" button to enter the new path. There is no requester, so you better know where you put it. The "select" button chooses the highlighted map and loads it. If you are in the "modem" mode, the game will set your modem to "auto answer" and go into a "wait state" with a simple display until the phone rings. (Remember to turn off your answering machine and tell your family/friends/inmates to KEEP THEIR DAMNED HANDS OFF THE PHONE!) When the phone rings, the screen will return to the Dungeon V2.00 display and the connection will be negotiated. Let The Battle Commence! The first thing you will see is the FBN title page, which lets you, and your opponent, know who made this fine program. Next, the introductory text for the dungeon will be displayed. If you have music turned on, the intro tune will play at this time (if there is an intro tune for that particular dungeon). You will next be prompted to enter your name. Next, a page of quest information will be displayed, such as whether or not items, potions or armour will be added to the dungeon. It will also tell you what your goal is and where the exits are (if any). After you have read the quest information, you will be told who you are facing in the dungeon (if anyone) and the game will add the random elements to the map. You may now truly enter the dungeon. Room Display The program will give you a display of the room in the following fashion: Room Name The name of the location you are in. Endurance Your current and maximum endurance. If it falls to zero, you are dead. Each monster you kill raises your maximum endurance. Bonus The higher this number is, the better you will be at combat. Weapon This shows the name of the weapon you are currently using. Don't forget to equip new weapons when you pick them up. Armour The name of your armour and its condition will be displayed here. Room Description If you have not been to a room before, the room location will be displayed. Directions The valid directions in which you may move from this room will be displayed, as will the status of any locked doors. Items Any items that you may pick up will be here. Weapons and armour show up in purple, potions and keys in green, items in yellow. Monsters If the monster is alive, it will show up in red. If it is dead, it will show up in green. Entering Commands Commands in Dungeon V2.00 are similar to those in any adventure game. A verb is followed by a noun of some sort. A full list of verbs can be found on the Vocabulary page. Not all verbs require a noun to complete the sentence. The parser (the code that deciphers your English words into something the program can act upon) is fairly intuitive in that, if you say "get gu", it will look at the room to see if anything there contains "gu". So, that command would pick up either a "ray GUn", a "bowl of GUppies" or some such. It has been designed this way so that you are not required to type in huge names for items. Be advised, however, that you may sometimes get strange results if you are not specific enough. For example, if your inventory contains a "Pass Card" and an "Assault Rifle" and you enter "Drop ass", the "Pass Card" will be dropped first, as it is the first item which contains the "ass" string. You may also use the button interface to enter commands. The Close Button, in the upper left corner, is now the quit button. Use this button to end a dungeon game in progress. The centre panel contains a "movement diamond" with pass being the "X" in the centre. The lower right panel contains ten icons which represent game commands. They are, from left to right: Top Row: Up Fight* Equip* Get* Use* Bottom Row: Down Inventory Wear* Drop* Quest The icons with * beside them require you to enter a noun and press RETURN. Aggression Sometimes, the monsters just don't like your looks. These monsters will attack you as soon as you walk into the room. Combat It's important to be ready for combat. So equip those weapons and wear that armour. Don't be afraid to run away if you are getting pummelled. Every monster you kill, however, adds one to your Bonus and a varying amount to your endurance. Here's a hint: You can equip and wear without finishing your turn, so check your equipment BEFORE entering combat. Potions They aren't always called potions, but they always do the same things. Potions (or food or drinks) can do one of four things: Heal your wounds (endurance), Raise your strength (bonus), Teleport you, or Kill you. Beware of poison. It's not a nice place out there in dungeon-land. Gunda Sometimes, your luck just runs sour. You can wander for days and never find a good weapon or that healing potion. That's where Gunda comes in. Gunda is a roaming merchant. His brightly striped tent has been found in the oddest of places, and Gunda is ever ready, with his refreshing fruit drinks, to sell you what you need. You will be allowed five options before control returns to the other player. Gunda is never in one place for long, so do your shopping quickly. Gunda sells items for endurance. And it isn't current endurance, it's maximum. Watch out and don't overspend, just in case there's a monster lurking around the corner. Goals Sometimes, you just have to kill everything. But, since that is boring at times, not to mention hazardous to your health, a lot of dungeons have different goals. In "Aliens!", for example, you have to find the research notes and the experimental weapon and take them to the escape pod. The "Quest" command will tell you what you need to get or do to win. If you are required to have items, they must be in your inventory, not in use. So, for "Aliens!", don't equip the experimental weapon, just leave it in your pocket. Aftermath Once the game is over, either by achieving the goal or one of the players dying, you will be shown a final standings tally. If you are in modem mode, you will be put into chat mode to talk with your opponent. You will then be presented with an option to play another game of Dungeon. If you say no, the connection will be closed and the program will end. If you say yes, you will be asked whether to use the same dungeon map again. If you say no, the requester will pop up and you can select a different map. Then the game begins again. Dungeon V2.00 Vocabulary Commands Actions ?, Help Display this list of verbs and give some information on how the program understands your commands. Quit, Exit End a dungeon game. When you use this command, you are giving up and, therefore, you lose the game. Chat, Talk Engage the remote player in chat. This option only works while you are connected to a remote player. Yell Send a short message to the other player without engaging in chat. This command is only useful when you are connected to a remote player. Go, Move, Walk, Run Follow this command with a direction, such as "Go North" or "Move Aft", to move in that direction. You may also use just the first letter of a direction, such as "N", to move to the north. Get, Take, Grab Follow this command with the name, or partial name, of the item you wish to pick up. For example, "Get Gun" to pick up a gun. Inventory, Carrying This command will give you a list of what you are carrying in your pockets. You can carry a maximum of five items. Information, Quest This command will tell you how close you are to winning the game. It will tell you what you need to do, or get, and the names of the rooms that are considered exits. It will also give you the location of Gunda The Merchant if there is a store in the dungeon. Pass, Wait If you are waiting for your opponent to catch up, you can use this command to remain where you are, doing nothing. Use, Eat, Drink Be it a potion, food, drink or an item, this command allows you to do with the item whatever you should. Follow the command with the name of the item. Wear If you have armour in your inventory, this command, followed by the armour name, will put on the armour and discard whatever you were wearing before. Equip This command, followed by the name of a weapon, selects that weapon to be the one you use. It puts any previous weapon back in your inventory. Drop If you have too many things in your pockets, or just want to get rid of an item, use this command, followed by the name of the item you wish to drop. Fight, Attack, Kill, Punch Follow this command with the name of the thing you wish to attack. Fighting lasts for a maximum of five rounds before control is passed back to the other player. You may attack again on your next turn. Shop, Store, Gunda, Tent If there is a store somewhere in the dungeon and you happen across it, this command allows you to enter the shop and purchase items. Pickpocket, Steal, Thief If you are connected to a remote player and that player is at the same location as you, you can attempt to take an item from the remote player's inventory. Dungeon V2.00 Dungeon Theory Once upon a time, computers didn't have Megs of memory to throw around willy-nilly. Back then, text was all you could expect from a game, if you were lucky enough to be able to play a game at all. From that sad beginning, adventure games sprang (That's right, sprang. Got a problem with that?) Most memorable are the Infocom games such as Zork. There were a few attempts at making these games graphical, but it just didn't capture the feel of the old games - games that let you use your imagination. I always liked those adventure games, even if they were easily solved. It was interesting to wander around in an old castle, or in a spaceport, interacting with objects and creatures. The only thing missing was the human element. There were a few attempts at making the adventure game more modern and at linking it to another computer, but those programs are mostly gone and forgotten. There is something to be said for the game that relies on your imagination for its appeal. That's where Dungeon came in. It was a simple adventure game, pitting you against computer controlled monsters and a human opponent. Unfortunately, it was just one dungeon, over and over, and the options were rather limited. With Dungeon V2.00, the entire look and style has been altered. With the addition of external maps, Dungeon V2.00 has become not one, but many different adventures. I hope you will enjoy and use the program as often as I do. Dungeon V2.00 Registration What's Missing? If you are trying Dungeon V2.00 for the first time, you'll notice something is missing - the modem options. That's it, though. You won't see any time-wasting requesters or silly screens added for your aggravation. Why Register? If you don't register, you're doomed to wandering around in the dungeon alone. One of the best features of Dungeon V2.00 is the ability to get another victim, err, opponent, into the dungeon with you to take out your frustrations on. It should be noted, however, that your unregistered version of Dungeon V2.00 will still make use of any Dungeon V2.00 Modules that you have purchased. How Do I Register? Dungeon V2.00 can be registered at a cost of $15.00 plus $2.00 for shipping and handling, or include a blank disk and a SASE (a regular letter stamp should suffice) to avoid the shipping and handling charges. If you are interested in other FBN products, take a look at the FBN Catalog. You'll find descriptions of all the current products, as well as news about upcoming releases. There is also a handy order form for you to select your FBN products. Fly By Nite Videe-Oh! Order Form Name (Handle):___________________________________________________________ E-Mail Address:___________________________________________________________ Address:___________________________________________________________ ___________________________________________________________ ___________________________________________________________ Check One _ |_| Send to my InterNet address _ |_| Send by regular mail Product Size Cost _ |_| Dungeon V2 315k $15 _ |_| Classic Module 2k $Free (included in Dungeon V2 archive) _ |_| Alien Derelict Module 119k $2 _ |_| Riddle Of Chang Ku Module 2k $2 _ |_| House Of Fright Module 50k $2 _ |_| Aliens! Module 219k $2 _ |_| Shootout At The CyberSpace Corral Module 319k $2 _ |_| Rumble In The Subway Module 139k $2 All modules listed are for the Dungeon V2 program. The differences in archive sizes reflect the addition of custom sound files and intro MODs. Minimum order is $6 (including shipping and handling). Send to: FBN 21 Stirling Ave. S. #1 Kitchener, Ont. Canada N2G 3N6 Dungeon V2.00 Modules Module Description Classic From the good old days of Dungeon V1.00, this one is an homage to the spirit of the original. The same monsters, the same weapons - it's all here, and it's included with the Dungeon V2.00 program. Alien Derelict Out in space, far from any help, you have to find the code key and get off the alien vessel so that the scientists of Earth can use that information to destroy the alien vessel before it hits the Earth. Grab your weapon and hope you can survive the monsters and other hazards of the Alien Derelict. The Riddle Of Chang Ku In a far off land that no one remembers, stand the twin fortresses of Chang Ku and Chang Lom, former home of the warrior priests of the two headed god Lom Ku. Archaeologists and grave robbers alike scour the ruins for treasures. As an ancestor of the original warrior priests, you must rid the area of those who wish to desecrate the sanctity of the great fortresses. Beware, the gods are watching. The House Of Fright In a normal world, things like this don't happen. In a normal world, you wouldn't be searching a haunted house for the last will and testament of someone named `Uncle Bohunk'. Find yourself something to protect yourself with - even a book - and grab up something to fend off the hordes of undead that keep popping up. Aliens! In a blaze of flame, you blast through another clump of aliens. The research notes are in your pocket, nestled against the experimental weapon that can save the galaxy from the slavering hordes of voracious aliens. Now all you have to do is get out alive! Shootout At The CyberSpace Corral Welcome to the Old West! The town of CyberSpace Gulch needs your help, Pardner. Giark and the BBS Gang has taken over the town. It's up to you to bring law back to the town. Don't be fooled by them! They'll gun you down without a thought. Rumble In The Subway The exits are sealed and so is your fate. As a member of the special crime task force, it's your job to take out thegang boss that your team has trapped in the subway station. Only problem is, he won't stand still. Catch and kill Big Bad Louie - if you can. (Requires Dungeon Version 2.10 or higher.) Dungeon V2.00 Comments By Users Napalm Death says: I find the game very addicting. Its extremely fun to play against a friend especially since you can yell to him/her while you're playing. Another cool thing I like about it is that the different weapon, armour, and enemies are all randomly placed in the different scenarios each time that you play. That makes it kinda different each time you play. Another cool added feature is the missions in each scenario. Win by killing your opponent (2 player) or by completing a mission objective before the other person. and thats what I think.... (I'm not kissing up for a cheap registered copy either) Grimreaper says: Dungeon V2.00....Hmmmm Dungeon 2.00 is a highly versatile game, while being quite simple for the player(s) to handle. You could be in a dungeon one game, and be on a space ship the next.... Monsters are also versatile....some are HARD to beat(Demon...I did not have holy weapons!), and others are just cannon fodder(Goblins). I highly enjoyed playing the game with Giark. I found it easy to learn, and VERY addictive. IF(I do not know) the person (user) could design their own 'adventures' I would WANT the game!!!!! It is a GREAT effort, on Giark's part. Hope you have a lot of success!! Note: I WILL make a Map Editor if I get enough registrations. For now, all maps are created at FBN Headquarters.