------------------------===========------------------------ -------------===========נננננננננננננננננננננננ==========-------------- ----------==========נננננננננ A L P H A M A N נננננננננ==========---------- ----------==========נננננננננ Release 1.1 נננננננננ==========---------- ----------==========נננננננננ June 1995 נננננננננ==========---------- -------------===========נננננננננננננננננננננננ==========-------------- ------------------------===========------------------------ File list: alphaman.exe main executable alphaman.1 alphaman.2 alphaman.3 subsidiary alphaman.4 files alphaman.5 alphaman.6 readme.txt this file After playing, alphaman.def (game parameters) and alphaman.scr (high scores file) will be generated. You may delete these at any time. ____________________________________________________________________________ AlphaMan (Copyright (c) 1995 Jeffrey R. Olson) is an adventure game set on Earth in the future, following a nuclear disaster. You will take the role of a mutated human who is struggling to save the planet from annihilation. You will be pitted against hideously mutated plants and animals, traps and snares of all sorts, and several varied adversaries whom you will have to defeat in order to complete your mission. At your disposal are a broad variety of technological relics and mutated substances which you will acquire along the way, as well as your own powers and guile. ____________________________________________________________________________ Your character will have six basic personal attributes: Strength (physical power), Dexterity (agility and quickness), Constitution (fortitude and health), Radiation Resistance (susceptibility to radiation), Mental Resistance (susceptibility to mental attacks) and Intelligence (learning ability). These characteristics generally are in the range 3-18 (higher is "better"), but some mutations, devices, etc. can raise or lower these. Your characteristics may increase with time as you gain experience as well. Your character also has Hit Points. These reveal to how much damage you can sustain before dying. You lose hit points as you are damaged by attacks from creatures, falling into pits, etc. You heal hit points back over time, and some devices and substances will heal you faster. In addition, you will gain more hit points as you become a more experienced adventurer. Your character will have a physical and a mental mutation which can help you complete your mission. Some mutations, such as Heightened Strength, are in effect at all times and don't require you to 'u'(se) them. Others, such as Laser Generation are used periodically as the need arises. AlphaMan version 1.1 includes 17 physical and 13 mental mutations; some details on your particular mutations can be learned by pressing '?' during the game to see the help menu, or by examining the file ALPHAMAN.5 which is a text file that the '?' command accesses. Your character has an Armor Class (AC) that determines how difficult you are to hit in combat. Your AC is determined by the armor and shield you are using, and may be modified by your dexterity and a variety of devices. A low AC means better protection. An AC 6 to 9 is typical at the start of the game; an AC of 0 is very good; an AC of -5 or lower is excellent. Heavy Fur armor or Ringmail is typical at the start of the game, but better armor may be found during the game. Be sure to wear the better armor as you find it (the 'u'(se) command allows you to select the armor you wish to wear; you must 'U'(nuse) armor you are currently wearing before you can use new armor). Your character fights with a selected weapon (although you can also throw things, or use various technological weapons as well). At the start of the game, a weapon such as a short sword or a pitchfork is common. You may find better weapons along the way, such as titanium or even duralloy ones. Be sure to wield the better weapons as you find them (the command 'u'(se) can be used to select a new weapon-in-hand). Note that a microcomputer, if found in the game, can reveal which weapons are the best. Your character will come across a variety of other objects during the course of a game. These include: Food: Spam and Beef-a-Roni, which are eaten with the 'e'(at) command. It is generally best to wait until you're very hungry to eat. Berries: AlphaMan includes over 30 different kinds of berries which have a variety of effects. Initially you won't know what most berries do, and will have to 'e'(at) them or 't'(hrow) them at creatures to determine their effect. The usefulness of most berries is obvious. Keep in mind that, while most berries are intended to be eaten (such as berries that confer invisibility or technical prowess), some should be thrown at enemies (such as exploding or blinding berries). Small and Large Tech devices: AlphaMan includes over 100 different kinds of technological devices. Initially, you won't understand most devices, so you'll have to 'f'(igure) them out. Often, you'll need to try many times before successfully figuring out a device. Once figured out, you can 'u'(se) the device when the need arises. Note that the utility of some devices is obvious (you obviously shoot a Fusion Rifle at enemies), whereas some devices (such as a Slinky) are useless, and some have more subtle uses (a Microwave Oven will prematurely ripen berries, for example). A computer, if found during a game, can explain some of these subtleties. ____________________________________________________________________________ Much of the game consists of moving around the screen. This is accomplished with the numeric keypad. You can use the arrow keys to move up, down and sideways; the Home, End, PgUp and PgDn keys will move you diagonally. If you move on top of an item, you will pick that item up. If you attempt to move on top of a creature, you will strike at it with your weapon-in-hand. ____________________________________________________________________________ The Author suggests you print out the list of available commands once the game begins (by pressing '?' and then 'p') in order to have a hard copy to reference at first. Many commands which await input will accept a '?' keystroke, and will then give context-sensitive help for that command. The premise of this game is loosely based on two games written by James Ward and published by TSR Hobbies: Metamorphosis Alpha and Gamma World. The author of AlphaMan acknowledges their unwitting inspiration. ____________________________________________________________________________ Please register this software (you will see details of how to do this every time you quit the game). There are many enhancements planned for future updates, including new mutations (4 Arms and Heightened Luck, for example), new devices (e.g., Berry Pouch and Hologram Generator), new berries (ones which confer temporary immunity to an attack type, for example) and other various (and insidious?) additions. You will also receive lifetime AlphaMan support (answers to any questions you might have, free updates if serious bugs are found, and general update announcements). Any suggestions or bug reports are also appreciated. Please send them to: Jeffrey R. Olson 214 E. Sherwin Dr. Urbana, IL 61801 ____________________________________________________________________________ DISCLAIMER - AGREEMENT Users of AlphaMan must accept this disclaimer of warranty: "AlphaMan is supplied as is. The author disclaims all warranties, expressed or implied, including, without limitation, the warranties of merchantability and of fitness for any purpose. The author assumes no liability for damages, direct or conse- quential, which may result from the use of AlphaMan." AlphaMan is a "shareware program" and is provided at no charge to the user for evaluation. Feel free to share it with your friends, but please do not give it away altered or as part of another system. The essence of "user-supported" software is to provide personal computer users with quality software without high prices, and yet to provide incentive for programmers to continue to develop new products. If you find this program useful and find that you are using AlphaMan and continue to use AlphaMan after a reasonable trial period, you must make a registration payment of at least $15 to Jeffrey Olson. Anyone distributing AlphaMan for any kind of remuneration must first contact Jeffrey Olson at the address above for authorization. This authorization will be automatically granted, and distributors may begin offering AlphaMan immediately (However Jeffrey Olson must be advised so that the distributor can be kept up-to-date with the latest version of AlphaMan.). You are encouraged to pass a copy of AlphaMan along to your friends for evaluation. Please encourage them to register their copy if they find that they can use it. All registered users will receive a copy of the latest version of AlphaMan.
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