***************************************** ESCAPE FROM MT. DOOM (Public Domain Version) Designed & Programmed By J Scott August 1993 ****************************************** `MT. DOOM' is my first attempt at programming since the days when I used to type listings from magazines into my 48k ZX Spectrum (memories, memories), and try to figure out how they worked. It's not perfect, but I'm proud as hell of it, since I really didn't think that I had the know-how to program a game of this sort. That I succeeded is largely due to those incredibly wonderful people who gave AMOS professional to the world. Thanks folks! (Which reminds me - If you're making copies of this game you'll need the file `Amos.library' in the LIBS directory and everything in the doomfiles directory. The disk must be called DOOM_PG. Feel free to copy & share it, so long as you circulate *working* versions and include this file with it) Anyway, it was August, raining, and I was confined to the house, following a short stay in hospital. I decided to try to write the game I wanted to play that no-one had yet produced. Result: I now know a bit more about programming, a bit more about the Amiga, and am already looking forward to the next, better game! So what's ESCAPE FROM MT. DOOM about? Well, if you are a fan of that best ever, not yet surpassed, utterly wonderful adventure program, DUNGEON MASTER, and have been longing for something along the same lines, then...er...this isn't it. DUNGEON MASTER was my all time favourite game, but too many modern games are long, complex, with great sound and graphics, multi-levels, bells and whistles, but... I dunno. They just don't have the addictiveness of some of those early games I played on my ZX81 and Spectrum. What I wanted was a game that was very quick to play, an objective that was fairly difficult to achieve, and that little extra something that made you think `oh, just one more go!' Stop rambling, John, and tell `em about the game. OK. Mount Doom is a volcano, dormant for many, many generations. Now it is showing signs of doing the big firework. This has caused some distress to the tribes of Troglodytes who live in the caverns in the Mountain. In an attempt to placate the angry mountain gods, they have kidnapped the fair Princess Elena, and are planning to sacrifice her. You, brave player, assume the role of one of her many would-be rescuers. Your mission is to go in, get her, and get her out again. Easy (heheheh). At the very end of this file (after the bit about the non-PD `naughty' version) I'll include some hints on how to do well in the game, but BE WARNED - The game will be a LOT more fun if you find these out for yourself by playing it. MT DOOM is entirely mouse driven, and options are simple. Click on the arrow which points in the direction you want to go. Alternatively, click on STATUS to see how you're doing, or SEARCH to see what you can find. In combat, you can ATTACK or PARRY (HIGH or LOW), try to FLEE, or if you have any, cast a SPELL (COMBAT or HEALING). If you find yourself in an apparent trap, with no exits, don't despair. There are lots of secret passages known only to the Trogs, and if you search long enough you'll find one. And, really, that's about it. It's just a very simple, fun game. **************************** THE NON-PD `NAUGHTY' VERSION **************************** Actually, the game you have here is a sort of expurgated version of the MT DOOM I originally wrote. In terms of gameplay, everything is here in the version you've got. Nothing important is disabled, everything works. However the original version (DOOM_18) has some extra features. I originally intended DOOM_18 for myself and some of my equally weird friends, but it proved to be so popular that I decided to enclose a note on how to get a copy. Easy - send me..oh, let's call it a fiver, and I'll rush you your copy of DOOM_18 so at last you can really see the effects of THAT spell. DOOM_18 includes the following: * Better graphics, some improved slightly, many completely re- drawn. * A couple of fully animated sequences. These are largely the reason for the `naughty' tag. Nothing in bad taste or over-the- top, but they do involve some (brief) animated nudity. * The dreaded `very rude trog'! ( who appears, on average, about once in a thousand or so games) * A Much More Scary Demon * Some extra coding to give the Princess a little more personality. * And several other items which will pop up from time to time. * All for something costing less than...er...something that cost a fiver. If you're not likely to be offended by this kind of `Adult'(=Adolescent?) material then send your £5.00 to : John Scott 60 Lismore Road Bishopscourt Downpatrick BT30 7SY If you do this, I will be overwelmed with gratitude, listen to your suggestions for improvements, and keep you imformed of any new versions or other games that I write. ********************************************************* AND FINALLY....SOME HINTS AND TIPS>>>>>>>> >>>>>>>>>>>>>>BUT LISTEN, YOU REALLY DON'T WANT TO READ THIS! HONEST. IT'S MUCH MORE FUN JUST TO PLAY THE GAME OH ALL RIGHT. 1. As I've already said, If you find yourself stuck in a location with no exits, keep searching. Either you'll find a secret passage, or someone will hit you and drag you through one. 2. THE DEMON. Usually found in a room near the northern end of the caverns, though he has been known to wander. If you meet him, he'll eat you. You'll be stone dead. Unless...unless...you can give him a wierdly glowing gem. 3. ROOMS. You can find some nice stuff by searching in rooms. Unfortunately, you can die very easily there. If your game ends in one turn, it's probably because you blundered into a room and an enchantress hit you with a spell. If this happens, you can only hope her spell backfires. Or...If you have an anti-magic gem, her spell will be reflected back at her. There are lots of traps in rooms, some involving poison! Better have some healing spells handy. Looters also loiter in rooms - If you have gold they'll relieve you of it. If you haven't, they'll kill you end of story. In short, to hang about in a room, you better have an anti- magic gem, some cash, and some healing spells. 4. POISON. REALLY BAD NEWS, unless you have a healing spell. 5. THE DRAGON. You can find some wonderful stuff in his room, but if you wake him up, you are toast. Every time you enter his room you disturb him. Searching the room disturbs him. If you walk in and search once, you'll get away with it. After that, well...you might. 6. THE PRINCESS is chained up. You'll need a key to help her. 7. COMBAT: Each type of opponent has favorite fighting tactics. Know your enemy. He's be easier to defeat. 8. Casting a spell requires a lot of adrenaline, and can only be used in the heat of combat or when poisoned. You'll start the game with between zero and 4 spells. Trying to use a spell you haven't got is bad, and causes permanent weakness. The spells available to you are: a) HEALING (obvious) b) FIREBALL or THUNDERBOLT (Blows the enemy away, no messing) c) FEAR (causes the enemy to flee in blind terror) d) WEAKNESS (Reduces their strength to 1 %) e) ANTI-MATTER (Disintegrates all non-living material - weapons, armour, scrolls, gems, the lot!) Lizard Men are immune to magic. They NEVER parry. These two facts will cause you grief. 9. FLEEING involves no shame, and can be a durn good tactic at times. When you FLEE, you run in a randon direction. If there is an exit there, you escape. If not, you may get a thump in the back of the head for your trouble. When an enemy flees, if your dexterity is higher than his, you'll get a final smack at him. 10. YOUR SCORE Score calculation is a complex business, involving whether you survived, found the princess, rescued her, how much damage you did the enemy, how many you killed, how often you were hit (negative points) or suffered at the hands of the enchantress. If scores are important to you, check your status after anything happens, and you'll get the hand of it. 11. Finding a map will give you the map co-ordinates of your present position. This will be useful in conjunction with other information you will find. 12. That's all I can think of at the moment - you're on your own!