Manual for CLIF DANGER (Shareware-Version) LEGAL HINTS: This Version of Clif Danger-Terror Sexy Seven is shareware ! This Signifies that the game is allowed to be copied independently, as long as the copy contains all datas and schedules in unchanged form! The use of this program is at owners risk ! Neither New Generation Software nor CDV-Software GmbH shall be liable for any mistakes arising out of using this program ! INDEX: 1) Generals 2) System-demands 3) The story 4) Global stuff in addition to the game 5) Controls 6) The Power-Up system 7) Menue-explanations 8) If something doesn`t work 9) Things being left 1) GENERALS This games is concemed to be a jump`n bang`n run game. New Generation Software warrants that the acting figures are comic-characters, taking part in this game completley voluntarily and are neither agonized excessive nor carried to the beyond. In addition to this all the guiding rules of the C T U V C (Comic-Trade- Union for Violence used in Computergames) are abserved. This game is not supposed to produce violence but to shunt off aggessions in a medium being harmless for other human beings. In the case of any risks and side-effects your doctor doesn`t know how to help neither. For proofing the game to be read maniac. We`re now getting to the systems-demands. 2) SYSTEM-DEMANDS Required: IBM AT or 100%% compatible computer with 80486 DX processor and at least 33 Mhz tact-frequency. 530 KB Dos-Memory and 7 MB XMS-Memory (i.e. the computer must be equipped with 8 MB and 7 MB XMS-Memory must be available). Recommended: IBM AT or 100%% compatible computer with 80486 DX 2 processor and 66 MHZ tact-frequency for the best PCI or VESA LOCAL BUS System. Nothing said against 486 DX 4/100 or Pentium systems neither. 530 KB Dos-Memory and 7 MB XMS-Memory (i.e. the computer must be epuipped with 8 MB and 7 MB XMS-Memory must be available). Soundblaster or 100%% compatible Soundcard Gamepad or joystick 3) THE STORY Our hero Clif Danger is asked for help by the Amazon-Queen called "Swihip", because the Glox (green-skinned-steel helmet-wearers) have, in progress of expanding their training areas, annexed the planet "Pleasure 6" offhand. The usally peaceful planet was expanded to a 20 step comprehensive training area through traps, gen-manipulated animal world and vegetable kingdom. The amazones who tried to struggle against the terrifying intervention were put on to plugs and Stood in the scenery as being the soldier`s bonus. Our hero, as always present when it`s worth to groom his male show-off, just re-fuled his space-ship quickly, sharpened his blaster and right made his way to "Pleasure 6". And here we are now... 4) GLOBAL STUFF IN ADDITION TO THE GAME 4.1) Installation of the soundcard Please do start the program by SETSND.EXE. The program tries to find out whether there is a soundblaster or 100%% compatible card at hand through the system-variable BLASTER. If there is a variable found, the system tests the including datas. If the test succeded, you`ll see a panel in the middle of the screen showing the found soundcard. In this case you can take a test to find out whether everything worked out allright by using the menue-item "test", or you can leave the program directly via MISC-->EXIT. The new configuration will be saved automaticly. If there`s no blaster-variable there will possibly turn up on this panel: Soundcard : None Port : 0 Irq : 0 DMA : 0 Allthough, if there is a soundcard installed, please choose appropriating datas for your soundcard in the soundcard-menue among the menue-item SOUNDBLASTER and make your TEST. If the suggested datas are correct, music should turn up. If this shouldn`t be the case, please check the enlistment and try again. If there are any other appliances or cards installated, which are using one of the ports, interrupts or DMA-ducts, being specified from you, the program might crash on the complete system surpends. In ths case the only thing to help is a reset (cold start) in addition to this it is possible to let the program search for the soundcard independently. This is done through using the menue-item auto-detect. This procedure might conduct a system-crash in some configurations though. Are all datas in the information-panel correct, leave the program via MISC-->EXIT. 4.2) SURVEY The game consists of 6 cuts, in the shareware-version there`s just one of them available. 1. The jungle --> Shareware 2. The temple 3. The rocks 4. The grotto 5. The swamps 6. The Glox outside sentry "Techno 3" Each of these cuts got 4 stages. After finishing a stage successful, a password is given, which enables to start the game on it`s next stage. The games`s exit stay`s locked until all missions are executed. Before entering a new cut, a hint will be given by the Amazon-Queen in person (only full version). The quantity of missions is recognizable by the quantity of the g-marked plates, being shown beside `mission goals` on the display-panel. If all missions are executed, the last plate vanishes and an exit-sysmbol appears. From this time on the exit is cleared and you can start making your way through the next stage. Shareware-version: After the 4th stage the game ends automaticly. If the final opponent got beaten, the program shows the screenshots of the following worlds and then lands on the operating system plain. Total-version: If Clif manages survive all stages, the game is finished. 4.3) THE DISPLAY-PANEL Actually, the display-panel is a self-explanation but, for once more, here are the informations. In left top corner there`s the area of the Mission-Goals. Here the quantity of missions that still have to be done are displayed in g-marked plates. If all missions are accomplished, the exit-sysmbol appears. Right beside, there are two energy-beams up upon each other. The top one with the three hearts displays the hero`s life energy, where by the hearts are also standing for an automatic continue. If the top beam once loses it`s total energy, a continue will be deducted. In the clean this means: No energy and no hearts left equals GAME OVER. Just before Clif brings his comic-life to an end for a short while, he starts blinking, so the incautions (or clumsy ?) player knows what he`s on about. The bottom energy-beam displays the map`s energy. What it is ? With the keys, being explained below CONTROLS, a general view-map can be pulled out, which is giving informations about the surrounding environs. This gives the chance of finding out whether there`s a platform in an abyss or if there`s a secret way hidden somewhere. By being confrontated with an end boss, your opponent`s energy is displayed on the screen`s bottom margin. I don`t think there must be anything being explained about SCORE and HI(SCORE). 5) CONTROLS HERO: KEYBOARD JOYSTICK Hero left Cursor left Joystick left Hero right Cursor right Joystick right Hero ducks Cursor up Joystick back Hero jumps Cursor down Joystick fire 1 Hero shoots CTRL/STRG Joystick fire 2 WEAPONS: Laser cipher 1 Mini-vulcan cipher 2 (if found) Flame cipher 3 (if found) Spread cipher 4 (if found) OTHERS: ESC Main-Menue F1 Help-screen TAB/M General view-map 6) THE POWER-UP SYSTEM Beginning the game our hero is just armed with a paltry laser. If he finds another weapon, it will be straigt active. Via the controls 1-4, being explained above, you can switch over between the once found weapons at pleasure. On the lowest Power-Up stage the weapons are having loads of ammunition. If Clif finds a Power-Up while making his way, the shooting-power of his weapon changes and from this time on the used ammunition is calculated. With the first Power-Up you start with 1000 shots, for the following ones there are 100 shots of ammunition given. If you run out of ammunition, the weapon will only shoot the ordninary way, without any Power-Up. By collecting another Power-Up, one more stage and 100 shots are added (if the Power-Up`s are filled up, only 100 shots are added). Because of some weapons being doted more than once, a weapon being found but already been present before, signifies a Power-Up. By collecting the letters C L I F you`ll receive all weapons, all Power-Up`s and full amunition for each weapon. The weapon`s status is displayed on the top`s left side, below the display-panel. There you will find a box, displaying the numbers 1-4, small lila Rectangles and, green-coloured, the number of the current Power-Up ammunition. Numbers 1-4: Pointing out the receivable-and current weapons. If a black number is displayed, then the weapon is not chooseable. If a white number is displayed, then the weapon is chooseable. The red number displays the current choosen weapon: 1 Laser 2 Mini-vulcan 3 Flame 4 Spread The 5 boxes: Pointing out the Power-Up stage. If all boxes are green, the complete Power-Up`s are given for using a weapon. The green number: Displays to 1000 at the beginning and only changes after collecting a Power-Up for the equivalent weapon. If it drops to 0, the weapon only shoots by using the standard-shot. 7) MENUE-EXPLANATION By entering the program you will be, as for as a soundblaster compatible soundcard was found, requested to choose the audio-quality. This signifies an influence on the program`s speed of running. By using slower machines it`s recommended to choose the middle or low output-quality. Even though there are some more possiblities of adjusting the game to slower systems. This step is explained below the game-menue. The next stage is the main menue. Here can be choosen between three difficulty-grades on the left-hand side, as there were: EASY --> Beginner`s stage NORMAL --> Normal difficulty-grade HARD --> This difficulty-grade is supposed to be used by professionals who managed the game in shortest time and are now looking out for a new challenge... SYSTEM --> Enables the termination of the game and you`ll land on the operation-system`s plain. CODE --> By moving to this menue-item, a cursor appears in the bottom-box. There you can now input a stage code for entering in a determined stage. If you typed in the wrong code you'll get a 'INVALID CODE' message. After finishing a stage, a password will be given and can, if the temporals are blessed in the following stage, start the game at the beginning of the appropriating stage through the password`s help. Each difficulty-grade has got it`s own passwords. During running the game you can get to the game-menue by pressing the ESC-key. In here you can move from one menue-item to the other by using the cursor-keys UP/DOWN. It contains the following items: - Continue game --> Like the name tells, back to the game (also possible through using ESC) - Music volume --> Here the music`s volume can be tuned in. Full right signifies maximun volume, full left signifies music off. If the music is turned off completely (cursor in the red-framed box on the left) it affects positive on the running-speed of the game, because the calculating time for mixing the music now is at the program`s disposal. - SFX volume --> See music volume, but here related to the sound-effects. - Graphic details --> This menue-item offers the possibility of turning the scroll- plains on and of at pleasure, for increasing the running-speed of the game. - Game speed --> On fast machines and especially on high-end- systems the program must be slowed down for being kept playable. In this menue the intensity of slowing-down the game can be tuned in. Full left signifies maximum slow-down, full right signifies to play with the processor`s full power. If the machine is that slow that it doesn`t manage 15 frames in a second, the turnings don`t have any effects. - Control --> If a joystick or a joypad is adapted, the controls can be changed between keyboard and joystick/pad by pressing this key. - Button type --> Because of the fire- buttons 1+2 being changed on some joysticks, the signification of these buttons can be changed by using this controller. - Calibrate joystick/pad -> If the calibration of the joystick is misplaced, it can be calibrated new by using this menue-item. For this the joysick must be let loose, i.e. in neutral position, and ENTER must be pressed. - Quit game (press Q) --> From here, you can get back to the main-menue, from where (e.g.) the difficulty-grade can be changed. To avoid an unintentional getting- out of the runnig game, it won`t be enough to confirm the item by using ENTER, but as is said, the Key Q must be pressed. To press Q without the cursor being standing on the menue`s item doesn`t make any effects. - Exit game (press E) --> See Quit game, but from this item you can, by evasion of the main- menue, right return to the Operation-systems`s plain. 8) IF SOMETHING DOESN'T WORK If you haven`t got enough DOS- or XMS-Memory, you should manufacture a Boot-disc. How this is done please refer your operating system manuals. 9) THINGS BEING LEFT The only thing left to say that we hope you`ll enjoy this game and give a few helpfull hints: For staying alive a bit longer it might be ingenious to maximal slow-down the game. Through this it might flicer a bit, but the apponents walk, drive, fly and for the most important, shoot slower. Hard opponents must not be fought at the very moment, but should be attacked from the best position. Some opponents should better be ignored completely.... Instead of firing all over the place, final opponent`s weak parts should be found. Objects which are freshing up the energy of life should better be kept till they are needed. This is just a game, so please dont`t get crossed if the computer wins !!! If you want to contact us write to the following address: NEW GENERATION SOFTWARE c/o Mister Korte Haarmeyers-Kamp 6 D-49586 Neuenkirchen (Germany) Phone: (0049) 5465 / 2921 (0049) 172 / 5211032 Fax: (0049) 5465 / 1263