DOS pCNJg @ hpNup`dos.librarya ezmouse button to click on the up or down arrow. If you click and hold, the numbers will cycle faster. 2. To change from one to two player, use the left mouse button to click in the "Players" box. It will toggle between one player and two player. 3. To play the selected game, click the left mouse button once in the "Main Screen box" and click "Start" to begin play. --------------------------------------------------------------------------- DIFFERENT LEVELS ARE DIFFERENT !!! --a L$ of play you desire for BeBop 'N Drop. You may select either a one player or two player game and when in a one player game you can select a starting level. Selecting level one will place you in the tournament mode, any other level will select the practice mode. --------------------------------------------------------------------------- USING THE OPTIONS SCREEN... --------------------------------------------------------------------------- 1. To select a level, use the left a 2ޒ "3" "C" Piece Drop Space Bar Space Bar Super Bonus "7" "9" or "Q" "E" "7" "9" "Q" "E" Show Next Piece "Alt-5" or "Alt-S" "Alt-5" "Alt-S" Pause Game "P" "P" Help! "Help" "Help" --------------------------------------------------------------------------- THE OPTIONS SCREEN --------------------------------------------------------------------------- The options screen allows you to choose which modea Ho------------- KEYBOARD CONTROL SUMMARY: --------------------------------------------------------------------------- Two Player One Player Player 1 Player 2 Piece Left "4" or "A" "4" "A" Piece Right "6" or "D" "6" "D" Piece Rotate "5" or "S" "5" "S" Piece Down "2" or "X" "2" "X" Piece Diagonal, Left-Down "1" or "Z" "1" "Z" Piece Diagonal, Right-Down "3" or "C" a 4 of the keyboard or the numeric keypad, whichever works best for you! The chart below explains how the keys function. For two player: Use the both the left and right side of the keyboard, and use the space bar to drop both pieces faster. The chart below explains how the keys function. (Note: The keyboard only accepts one key at a time, so you have to share time, or you will steal the other player's key stroke.) --------------------------------------------------------------aeft mouse button to click on the "Start" box, you will start on level one in one player tournament mode. If you wish to begin differently, use the pull-down menu above the "High Score" box to bring up the Options Screen. (See OPTIONS SCREEN later in this text) --------------------------------------------------------------------------- MOVING THE PIECES --------------------------------------------------------------------------- For one player: You can use either the left sideah :--------------------------------- After the title screen will appear and some intro music will be played. Listen to the music or click the left mouse button to continue. You will now be presented with an advertisement screen for the final released version. This lists the features that are included in the final game as well as supplies a telephone number and address where you can place your order. Clicking again will then place you on the Main Screen. If you use the laGpresenting a level that is also challenging. For those of you that are hard-core puzzle players, you will be thrilled with playing the 77 levels available in the final game and solving each levels tricks, traps, and playing with a wide variety of piece sets. Also, the two player mode allows exciting cooperative play with a friend! --------------------------------------------------------------------------- GETTING STARTED PLAYING THE GAME ------------------------------------------a igitized sound set 1 Picture puzzle The one player levels are arranged to demonstrate the use and fun in playing with the special pieces, effects and picture puzzles in BeBop 'N Drop. Also, level 7 demonstrates some of the intricacies that a level may contain, as well as the multiple ways that are sometimes available for solving a game level. Levels 1-6 are meant to show the wide range of graphics, board design, and special effects. Level 7 is more like the final game as far as a ch or to just play your favorite levels. The object of the Tournament mode is to play all 50/27 levels in order and see the BeBop Bopper at the end. Each level is mastered when you successfully create and drop the number of horizontal rows noted on that game level or complete a row containing the treasure piece, if one exists. **************************** NOTE !!!! ********************************* The Demo Version Contains: 7 One player levels 1 Two player level 1 Stereo da ^K $512K bytes for single disk, reduced feature play. --------------------------------------------------------------------------- OBJECT OF BEBOP 'N DROP --------------------------------------------------------------------------- BeBop 'N Drop has two modes of play: Tournament and Practice. You can play both modes as a single player or as a two player team. The object of Practice mode is to pick a level your not very good at and get better or to play a level you cannot normally reaa Epgle level (BeBop till you drop) One or Two Player Games ! Ten different sets of Stereo Digitized Sound Effects! Fifty levels of one player and twenty seven of two player Excitement! Picture puzzles add a challenge within a challenge! Over 800 different pieces, including fascinating graphics & shapes! SYSTEM REQUIREMENTS ------------------- Amiga 500, 1000, 2000, 2500, 3000 AmigaDos 1.3, 2.0 Compatible MEMORY REQUIREMENTS ------------------- 1 Megabyte for all graphics and sounds. a Up BeBop 'N Drop Written by Wayne Phillips (c) Copyright 1991 Electronic Horizons, Inc. --------------------------------------------------------------------------- BEBOP FEATURES --------------------------------------------------------------------------- Two modes of play: Tournament and Practice! Tournament Mode moves the player sequentially through all levels of play increasing the challenge as you go. Practice Mode allows infinite play on a sinbڬING THE GAME. USER YOUR WEAPONS SPARINGLY AND ACCURATELY ! ---------------------------------------------------------------------------- -*- THIS FILE WAS DOWNLOADED FROM -*- I C E S T A T I O N Z E B R A -*- C R Y S T A L -*- U S A H Q 4 nodes 2 Gigs 50 Mhz 68030 (206)927-5211 ---------------------------------------------------------------------------- IFLE AND GRENADES. THE CONTROL PANEL AT THE TOP OF THE SCREEN TELLS YObtiU HOW MANY BULLETS ARE LEFT IN THE MAGAZINE AND HOW MANY GRENADES ARE IN RESERVE, AS WELL AS THE NUMBER OF LIFE POINTS LEFT TO EACH PLAYER. YOU CAN USE RIFFLE TO SHOOT IN BURSTS OR SHOT-BY-SHOT. BE CAREFUL - IF YOU SHOOT TOO MUCH YOUR LIFE OVERHEATS AND SHOOTING SPEED SLOWS DOWN. THE EFFECT OF THE DIFFERENT EXPLOSIONS DEPANDS ON THE TYPE OF GRENADE USED. YOU CAN PICK UP MAGAZINES, GRENADES OR LIFE POINTS (FIRST AID KID) BY SHOOTING AT THE CORRESPONDING OBJECTS AS THEY APPEAR DURbPFfO MOVE THE CORRESPONDING SIGHTS. * SHOOTING: USING THE MOUSE: LEFT-HAND BUTTON USING THE STICK: "FIRE" BUTTON * THROWING A GRENADE: PLAYER 1: USE THE KEY TO THE LEFT OF THE SPACEBAR ATARI:ALTERNATE AMIGA:LEFT-HAND SHIFT PLAYER 2: USE THE KEY TO THE RIGHT OF THE SPACEBAR ATARI:CAPS LOCK AMIGA:RIGHT-HAND SHIFT HOW TO PLAY ... EACH PLAYER IS ARMED WITH AN AUTOMATIC ASSAULT RIFLE AND GRENADES. THE CONTROL PANEL AT THE TOP OF THE SCREEN TELLS YOb'm *-* S K I D R O W *-* THE LEADING FORCE AND WORLD'S NUMBER #1 BRINGS YA GAME PRODUCER : ACTIVISION GAME NAME : BEAST BUSTER GAME SUPPLIED : S.S.R (SUBZERO-SELIM-RUDI) GAME CRACKED : FFC (PUBLIC ENEMY NO.1 HEHE) GAME CRACK DATE: 11-10-1991 GAME DOC'S : S.S.R CONTROLLS THE PLAYERS AIM WITH SIGHTS DISPLAYED AS A GREEN CROSS FOR PLAYER NO.1 AND A RED CROSS FOR PLAYER NO. 2. USE THE MOUSE OR THE JOYSTICS Tca\ Fire Shift: Thrust SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW ne Humanoid or DNA strain at a time. But it can carry up to eight weapons. Page 11 \/ Controls: Joystick Joystick Up: Thrust Joystick Left: Turn Left Joystick Right: Turn Right Joystick Button: Fire Weapon Mouse Mouse Left: Turn Left Mouse Right: TurcCP`n Right Left Mouse Button: Fire Weapon Right Mouse Button: Thrust Keys R/H Alt Key: Turn Right R/H Amiga Key: Turn Left L/H Alt Key: Fire L/H Amiga Key: Thrust Enter (on keypad): Weapon Select Spacebar: Weapon Also X: Turn Right Z: Turn Left ?:ck6anets and have only one aim in life: your demise... attack with care! IMPORTANT: Through all this mayhem your ship can only carry one Humanoid or DNA strain at a time. But it can carry up to eight weapons. Page 11 \/ Controls: Joystick Joystick Up: Thrust Joystick Left: Turn Left Joystick Right: Turn Right Joystick Button: Fire Weapon Mouse Mouse Left: Turn Left Mouse Right: Turc;;gumor, Membron. Guardians: Once you have rescued the required number of Humanoids, or destroyed the required percentage of a planet's organs, and are ready to progress to the next living hell, the malicious celestial body, in a last ditch attempt to wipe you off its face, creates - out of any and all its remaining resources - a Guardian. You are warned of their approach by a change of hue in the planet's surface. These Guardians increase in power as you progress through the plc)I you rescuing it but will drop it again after a short time. If you rescue a humanoid, its guarding Snatcher then hunts you. Snatchers are invulnerable. Wasps: Where there's death and decay you'll always find wasps. Page 10 \/ Worms: Avoid their deadly jaws at all costs. Bonded Bios: Attack in formation; hard to kill and difficult to avoid. The Planets: Squama Planets: Dragor, Lizzon, Serpon, Repttos. Foliage Planets: Foress, Bracton, Plantoss. Epidermis Planets: Hider, Tec*f Dso give birth to hordes of alien Biobeings produced specifically to bring your existence to an end. Destroying a Brain results in less intelligent Bios being produced by the planet. Destroying a Heart results in a reduction of the production of Bios. Destroying Eyes lessens the Bios' ability to track you. Destroying Arteries will add to your percentage of destroyed organs and also slow down Bio attack. Indigenous Lifeforms: Snatcher: Guards Humanoids and will pick one up to preventcsed at the bottom right of the screen. It details almost all of the planet's surface and indicates the position of other inhabitants (indigenous and otherwise) in relation to you. Pink Dots indicate Encapsulated Humanoids White Dots indicate Snatchers Light Orange Dots indicate Fatherships Dark Green Dots indicate DNA Light Green Dots indicate Wasps Orange Dots indicate Biobeings The Enemy: Each planet has several Brains, Eyes and Hearts as well as a number of Arteries. Planets alcn Each Fatership can only support one DNA strain or weapon and one Humanoid at a time. Hovering inside a Fathership restores your energy. Humanoids: To rescue Humanoids, use your BioScanner to find them on the planet's surface (they show up as pink dots) and fly over them to pick them up in your Levicradle. Take them to your Fathership to complete the rescue. Please note that only one Humanoid may be carried by each Fathership. Page 9 \/ Bioscanner: Your Bioscanner is positionc pn healthier the planet is the quicker your Fathership is able to create weapons. In the top right of the screen are icons which represent the percentage of living parts remaining on the current planet: Heart; Overall Living Parts; Brain and Eyes. They disappear as the percentage lessens. Fathership: One Fathership is present on the first planet, two on the second, three on the third and so on. All Fatherships are capable of creating all types of weapon and of carrying humanoids. c :planet but organ-specific bombs require just one shot to destroy that organ: The right V-Bomb for the right job is easily recognizable by its name - HeartAttack, BrainBomb, EyeSocker and Veingeance Weapons carried are indicated by icons at the base of the screen. The ENTER key (on the keypad) scrolls through your weapons and Spacebar activates the highlighted weapon. It takes Fatherships some time to make weapons. The ironic twist to your weapon-building capabilities is that thec !urface and take it to your Fathership where arms are created for you. The four different types of DNA to be found appertain to the different types of weapons your Fathership can create. DNA & Weapons: Red DNA = 3 Smart Bombs Green DNA = 20 seconds of Shield. Invulnerability or Repulsion Blue DNA = Imperishable Laser Enhancements Yellow DNA = 4 V-Bombs; Heart Attack, BrainBomb, Eyesocker or Veingeance. V-Bombs are capable of inflicting damage on Page 8 \/ all living parts of a c ] to rid the Culture finally of this ultimate horror of Death incarnate. AMNIOS features ten living planets, each made up of Foliage, Squama or Epidermis. Your mission on each of these deadly worlds is to either destroy a given percentage of the planet's vital organs or to rescue a given number of encapsulated humanoids. Any weapon will destroy a planet's vitals but an organ-specific weapon only requires one shot - to obtain weapons you need to collect DNA from the planet's sc 2_ge to bring about Necrosis; thence to flee to yet another more powerful World-growth and continue this fight for survival. Each ship was controlled by a semi-independent Intelligence. Page 7 \/ The Game Use your joystick, mouse or keys to experience the joy of victory or the bitter sense of failure as you simulate an engagement in combat against the most deadly of enemies. Navigate your craft over planets, strategically using whatever fate places at your disposal in your effortsc+\gh period of time then that growth would be irretrievably terminated. To this end their weaponry became variations of the Oncabloc's own Immune Defence System. Turning the creature's own means of protection upon itself. Each element had to be acquired from the surface, each piece of genetic information frantically sought to furnish the Fathership with the ability to manufacture weaponry. The tiny ships flew to wrest literally vital elements from the Growth to inflict enough damac qن that threatens all of Life. The best and bravest of all the species of the Culture volunteered to be represented within Page 6 \/ this artificial organism, each a separate entity and yet united into a benign variation of that which they sought so desperately to destroy. Like highly mobile bacteria they spread throughout the Oncabloc's heaving bulk, attacking its sensory and reproductive organs, knowing that if enough damage could be inflicted to each World-Growth in a short enouc!hUrogeneous bodies, to render it the most powerful entity in creation. The horror of its passage as it lunged at the peaceful and intricate domicile worlds, absorbing their Lifeforce and Energy, will never be forgotten. Amnios was created as the Elder Minds struggled to come to terms with this unknowable Evil. Amnios was a Symbiotic Construct of Machine- Mind and Biology. Each element a disparate cell in an organism sharing one consciousness and purpose: to eradicate the malignancyc"ed Life Gone Mad. It was Oncabloc. The Sapiens of the planet Terra were the dominant sentinent species in a whole quadrant of Homegalaxy, their remorseless diaspora absorbing the few other spacefaring species peacefully in to the Culture. Eventually they reached the Heart, Galactic Centre, so long obscured by immense dust clouds, only to discover the pulsating chaos there, waiting. The power and wealth of the Culture was glimpsed by Oncabloc - enough, if absorbed into its hetec#_ity for damage caused to this product through virus infection. To avoid virus infection always ensure that your machine is switched off for at least 30 seconds before loading this game. Page 5 \/ AMNIOS It lurked at Galactic Centre like some obscene worm gnawing at the heart of a rose. A cancerous lifeform of planetary dimensions that fed on the very stuff of Spacetime, subverting it to its own needs, shaping it into versions of itself in a parody of procreation. It was callc$eck your computer connections and that the above instructions have been correctly carried out. If you are sure your computer is functioning properly (i.e. other software loads successfully) and are still unable to load AMNIOS then you may have a faulty disk, in which case you may obtain a free replacement from Psygnosis Ltd. All Psygnosis products are fully guaranteed. VIRUS WARNING! This product is guaranteed by Psygnosis to be virus free. Psygnosis Ltd accept no responsibilc%nformation. Switch your computer on. Insert a Kickstart disk if so prompted. When the display prompts for a Workbench disk insert Disk 1 of AMNIOS in your computer's internal drive. Insert Disk 2 when prompted. AMNIOS is played with a joystick plugged into the second joystick port and/or a mouse plugged into the first joystick port. LOADING TIPS Should the title screen not appear within 45 seconds of turning on your machine there may be a problem with your computer system. Chc&ȡ SKID ROW presents AMNIOS Page 3 \/ CONTENTS ENGLISH 4 Page 4 \/ AMIGA LOADING INSTRUCTIONS IMPORTANT: Always switch your machine off for at least 30 seconds before loading the game. Failure to do so may result in virus contamination of the AMNIOS master disk. 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Clear Icon. This enables you to re-execute the same program over and over again. When the robot completes its program it will go into Stay Here Mode and remain where it is until its next command. ROOMS ON BOARD THE SHIP This is a list of the rooms on board the ship, and their significance. THE BRIDGE - Houses the Computer Major System. LIFE SUPPORT - Houses the Life Support Major Sysf:,&imens are held in a Stasis Field in these rooms if the stasis fields malfunction, the aliens will be released into the ship. CRYOGENICS CHAMBER - The ship's crew may be held in Cryogenics in these rooms. If the cryogenics fail, the crew will defrost and be released into the ship. Docs typed in By Sandman of Paradise Greetings to all Paradise Members -- Sage,Junior,Rafal,Flashback -- CALL ARSENAL PARADISE f9ѵtem. COMMUNICATIONS - Houses the Communications Major System. BIOLOGICAL CONTROL - Houses the Bio Control Major System MANUFACTURING ROOM - Where receptacles are made. LABORATORY - Where you fill receptacles with coolant. POWER ROOM - Where the Energy Flux Decoupler must be taken. TERMINAL ROOM - Where you can access the ship's computer. RECHARGING STATION - Where you can recharge robots, passes and items. GALLEY - Where you can eat food for extra stamina. STASIS CHAMBER - Alien specf8zogram again from line 1. The program will remain in the robot's memory until you SELECT the Clear Icon. This enables you to re-execute the same program over and over again. When the robot completes its program it will go into Stay Here Mode and remain where it is until its next command. ROOMS ON BOARD THE SHIP This is a list of the rooms on board the ship, and their significance. THE BRIDGE - Houses the Computer Major System. LIFE SUPPORT - Houses the Life Support Major Sysf758in a Manufacturing Room,) it wil simply ignore that instruction and continue on to the next one. If the robot is capable of reporting back to you (see report function), it will send you an error message. You can edit the robot's progam at any time, even while its executing your instructions. It's possible to halt the program by turning the robot off or putting it into Stay Here or Follow Me Mode. However, when you put it back into Program Mode, it will begin the prf6srScreen, the robot will begin executing the program you have just written. it will complete each instruction one at a time, in the order they appear in the program, before moving on to the next one. note: The robot will complete your orders exactly as they are written it is up to you to put the instruction in a logical order. Of the robot attempts to execute an illogical instruction (for example, to Drop an item that it doesn't have, or Manufacture Receptacle when it's not f5fion icon that you wish to insert. The instruction will be added and the blue bar will return to the bottom of the program. DELETE. This deletes one line of your program. SELECT delete, then use the mouse to position the blue bar over the instruction you wish to erase, and SELECT the button to the left of the line. The line will be deleted. CLEAR. This will delete your entire program. EXECUTE. This puts the robot into Program Mode. As soon as you return to the Robot f4 and listed in the Main Program Listing Window. If you wish to put your robot into Combat Mode or Report Mode, SELECT those icons once and a Mode On line will be inserted in the program. For Mode Off, simply click on the icon once more. There are four special icons: INSERT. This allows you to insert an instruction into the middle of a program. After SELECTING Insert, use the mouse to position the blue bar in the place where you want to add a line. Then SELECT the functf33tnake up a program. A program may consist of as many as ten instructions. 2. The icons Insert,Delete,Clear, and Execute. These will be discussed later. Below them is the Exit Icon, which will take you back to the Robot Screen. Along the bottom of the screen are the functions available for this robot. To enter an instruction and begin a program, simply SELECT the function icon and answer any questions using the keyboard. The appropriate instruction will be generatedf2" well as send you error messages or report any problems it encounters. Your reports will appear on the message panel on the Main Viewing Screen, accompanied by the reporting robot's serial number. (for example, '3: arrived' means that Robot 3 has arrived at its destination. * THE PROGRAMMING SCREEN The Program Screen will appear in the center of the Robot Screen when you SELECT the program icon. 1. Main Program Listing Window. In it are listed the instructions that f13 To arm your robot, place a weapon in its weapon window. It can't fight without one! If an armed robot in Combat Mode meets an enemy, it will engage the enemy and fight it. COMMUNICATIONS CARTRIDGE. Allows you to switch your robot in and out of report mode. Report Mode lets you keep in conact with your robot if it is elsewhere on the ship. However, you can't receive reports without a communicator. The robot will let you know as it completes each stage of its program, asf0C-RTRIDGE. You must type in a delay time in seconds. In executing this function, the robot will explode after the given delay, killing everything nearby--including you if you don't get away in time. MEDICAL CARTRIDGE. A robot with this cartridge can help you recover lost stamina points. SCANNER CARTRIDGE. This makes a Sensor Droid perform frequent life scans. It is useless with any other robot. ATTACK ROBOT. Allows you to switch your robot in and out of combat mode. f/:]item is available, the robot will try to repair it. COOLANT MANAGEMENT CARTRIDGE. Make Recpetacle. The robot must be in a Manufacturing Room when it executes this function. First you must choose a size for the receptacle, the the robot will try to construct it for you. FILL RECEPTACLE. The robot must be located in the laboratory to complete this function. It will attempt to fill a receptacle of the size you indicate, as long as that size is available. SELF DESTRUCT CAf.RtUe the command is given. * ROBOT CARTRIDGES You can plug up to four cartridges into a robot by picking up cartridge items and placing them in the Cartridge Window. These cartridges are: REPAIR CARTRIDGE. (Direct Mode). You may SELECT any item appearing in the Robot Item Windows to attempt its repair. The result of your attempts shows in the message panel at the top of the screen. REPAIR CARTRIDGE. (Program Mode). You are asked for an item's serial number. If the f-*Ҋction. Use the Deck Plans Screen in the Terminal Room to learn the various room numbers as you map out the ship. PICK UP. Can be implemented through Program Mode only. You will be asked for an item serial number, which is listed on the Inventory Screen. The robot will pick up and carry this item if it is available. DROP ITEM (program mode). You will be asked for an item sreial number If the robot is carrying that item, it will drop it at the point in the program wherf,t the robot into Stay Here Mode--the robot won't move until you tell it to. Both Follow Me and Stay Here commands will cancel out the previous mode your robot was in. If the robot was executing a program, it will abort the program. GO TO. (followed by a room number). This will instruct the robot to travel to the numbered room via the shortest route, guided by its own internal map. Obstacles such as enemies or structural damage may bar the robot from completing this funf+ygram Mode you must SELECT the icon from the Programming Screen and the command will be executed as part of a program. The six standard icons are, from left to right: POWER ON/OFF. Switches the robot on and off. None of the command icons will work if your robot is switched off. FOLLOW ME. Put the robot into Follow Me Mode. This means the robot will follow you wherever you go. Since the robot is behind you, it will not appear on the Main Viewing Screen. STAY HERE. Puf*H%vtwelve buttons which indicate the functions which the robot can perform. Each robot is already assigned a specific function--automatically indicated by the first six buttons, one for each robot. The rest will be labelled as you plug cartridges into your robots. * DIRECTING YOUR ROBOTS You can command the robots you find using the Direct Mode or the Program Mode. In Direct Mode, simply SELECT the icon from the Robot Screen and the command will be executed immediately. In Prof)Tbot windows in the inventory screen. You can move items between the windows as you would be in the Inventory Screen. However, only cartridges can be held in the Cartridge Window. The box marked Cartridges tells you which cartridges are plugged into your robot. Below this are two icon buttons labeled Program and Exit. PROGRAM - Takes you to the Programming Screen to write a customized program. EXIT - Lets you leave the Robot Screen. Along the bottom of the screen are f(gbot. FOLLOW ME - Also under Directing your robot. PROGRAM - Indicates the the robot is running a customized program that you have written for it. POWER DOWN - Indicates that the robot has been switched off. In the center of the screen is the power bar. The higher the green bar, the more energy the robot has. Above the power bar you can see what weapon your robot is carrying, if any. Next to it is the robot inventory window. These are the same as the three rof'feon the ship. Even though you may have all six robots with you, only three can appear in the Main Viewing Screen at a time. Clicking on a Robot Icon on the main screen takes you to the Robot Screen. THE ROBOT SCREEN This screen provides you with important information about you robot, including what type of robot you have, where it is, what its mode of execution is, and its current condition. There are four modes of execution: STAY HERE - Discussed under Directing you rof&ul. COMPUTER DROID - Allows you to access the ship's computer without having to be in a Terminal Room. When a robot is available for you to command, its icon will appear on the Main Game Screen in the second row of the six buttons. There are two methods of controlling your robots. A robot can either be with you and under your direct command, in which case a blue light appears under its icon, or you can be in contact with it via remote communicator if you send it elsewherf%f3tridges that you'll find in the ship. These robots are: BATTLE DROID - Has combat capability built-in. SENSOR DROID - Has a life scanner built-in. It will report the approach of any hostile crew members or aliens. JANITOR DROID - Has the ability to clean up spilled liquid coolant. FIXIT DROID - Can repair items or assist in repairing the ship's systems RAT DROID - Has no built-in function. However, you can plug in cartridges to make it useff$ * ALIEN DATA You can examine the roster of the alien samples carried aboard the ship--and perhaps pick up clues on dealing with them should you meet them. Use the arrow icons to mve through the roster. THE RECHARGING SCREEN When you enter a Recharging Station, an icon will appear on the main game screen that will allow you to access the Recharger. SELECTING this icon takes you to the Recharging Screen. When you are recharging: 1) Item Category Selection. (3 panefIor decreasing. PREDICTED SUCCESS INDEX - How likely is a successful repair. PREDICTED DOWNTIME INDEX - How long before the system is likely to malfunction. Finally, Total Power is an indication of the ship's remaining cumulative power. The longer the green bar, the higher the ship's power. * CREW ROSTER You can examine the ship's crew roster and identify the crew members should you meet them. USe the left and right arrow icons to move through the roster.fD the Life Support Control Room, for example. To the right of the names is a bar chart showing the current power level of each system. The longer the green bar, the more power remaining on the ship. Further to the right is a "quick glance" display of the status of each system. This display will read either: FUNCTIONAL - Working just fine. INTERMITTENT - Working on an intermittent basis. The system name PREDICTED EFFICIENCY FOR THAT SYSTEM - Stable, Increasing fn_xots for remote journeys. There are three decks on the ship, the Main, Lower and Dorsal. You can switch among them by SELECTING the upper icon button marked with an arrow. The lower button exits the screen. * STATUS SCREENS This icon lets you check on the ship's systems. The names in yellow are major systems, and the names in white below each major system are the components of that system--the galley, lighting, doors and radiation filters are all controlled by fyour control will appear as crosses. Your own position will appear as a flashing black arrow, pointing the way you are currently facing. The white bars on the map signify doors. The message area below shows your position, including the room number. As you move the cursor over the map, the message are will list what the room is and its number--useful when you want to return to a room and can't remember where it is. These numbers are also essential for programming robfDRoom. SELECTING this icon will offer you five new icons to choose from. * DECK PLANS The deck plans are built up as you explore the ship. Areas you have not visited will not appear on the plans. The deck plans will also show any areas that robots under your control may have visited. On the plans, special rooms are colored, with the key shown at the top of the screen. Any rooms not specifically color-coded will appear green. Corridors are brown. Robots under fÀus security color oce you pass through them and back again. GAME CONTROL FUNCTIONS The six Game Control Functions buttons on the Main Game Screen will always list the Game-Setup Icon and the Inventory icon, which will, repectively, take you to the screens already discussed. In addition, there are five other screens that can be accessed through Game Control Function Icons: COMPUTER ACCESS This icon will appear whenever you have access to a computer droid or enter a Terminal f'S you will need to use a security Access Card, and it will need to be of high enough clearance to get you in. Security doors are ranked as follows, from least to greatest: RED ORANGE YELLOW GREEN BLUE WHITE A white pass will open any door, but an orange pass will only open an orange or red door, and so on. Passes lose color as they are used, but may be recharged in a recharging station. Security coded doors turn grey when opened with a pass, but will return to their previofGs may be recharged in a recharging station and used again, others must be thrown away. * ACCESS CARDS The doors aboard ships are special energy fields that are airtight and prevent viruses or contamination from spreading throughout the ship. You can safely pass through this energy field and into the location beyond, unless the door is security coded. Grey doors are not encoded, so simply walk through them. A color door indicates the level of security required. To pass throughfthe crosshair will vary according to the weapon--some weapons are easier to hit your target with than others. You must fight the jiggling of the crosshair-- driven by the rush of adrenaline into your system--and when you have the crosshair over the enemy, press BUTTON1. You will hit the enemy if any part of the crosshair is on it--but it will have more impact if the center of the crosshair hits the enemy. If the weapon runs out of shots or energy, then it is useless. Some weaponfGG it in one of your hands and return to the Main Game Screen. At that screen, move the cursor over the item you wish to use and press BUTTON2. You will learn how and when to apply your items most effectively. These are two that will require the most use: * WEAPONS When faced with an opponent, you may fight it only if you have a weapon in your right hand. At the Main Game Screen, if you move the cursor over the main viewing screen, it will turn into a crosshair. The size of ftain items that break along your journey by using the repair kit--once you find it. Move the cursor over the repair kit and pres BUTTON2, then SELECT the item you wish to repair The message panel will indicate the result of the repair attempt. You can even repair robots that are broken or malfunctioning by using the repair kit Follow the procedure described above, except SELECT the button for the robot you wish to repair. USING YOUR ITEMS To use an item in your inventory, placef2l{T the robot button of the "from" robot. Pick up the item from the robot windows and temporarily put it in another window--for example, the Room window. Then SELECT the button for the "to" robot and move the item into that robot's windows. PICKING UP ITEMS To pick up items you find on your journey, SELECT the items in the Room window and move them, as described above, to the window in which you wan them placed. REPAIRING ITEMS Also in the inventory Screen, you can repair cerf6st be placed into the special larger boxes. The smaller items will fit into either of the box sizes. You can exchange two items by picking one up as described above, moving over another item in any window and SELECTING the other item. You will deposit your carried item in the box, and the item that was in the box now becomes the carried item. You cannot leave this screen if you are "carrying" an item with the cursor. If you want to move an item from one robot to another, SELECfZ#it of all the items added together--and no maximum allowed weight, as there is no limit to what you can find in a room. Nor is there a weight limit to what you can wear or carry in your hands. To move items between windows, move the pointer over the item and SELECT it. You will now be carrying that item with the cursor. You can drop it into any box of any window by SELECTING the designation box. The message panel lists what you are holding at all times. Certain larger items mufG detailed in an upcoming section on robots. 8) EXIT. Takes you back to Main Game Screen. If you glide the cursor over an item, the message panel will tell you what it is and its serial number. Each item also has a designated weight. The number in the bottom right of the message panel shows the present total weight of all the objects in the window that the cursor is over, followed by the maximum weight allowed for that window. In the Room window, you'll see the total weighf [ window. 5) ROOM. Shows all articles lying in the room you are in. 6) ROBOT BUTTONS. SELECT one "active" robot at a time from these. 7) ROBOT. This window shows what the "active" robot is carrying. ( The large selection of this window), what weapon the robot is currently armed with (The single box in this window) and what program cartridges the robot is loaded with (the bank of four spaces in this window) Cartridges are fully f ______| |_|___| |________| ____________________ __ | | 8|. | | 5 | |__| |____________________| These are the windows on this screen: 1) HELD. Items held in each hand. 2) PACK. All the items stowed in your pack. 3) BELT. Everything you are carrying on your belt. 4) WORN. Only items you can wear on your body can be placed in this f ϯA _____ ________ | | | | | __________ |__|__| | | | | 6 | | | | | ____ | | BASIC LAYOUT OF SCREEN |__|__| | 2 | | 4 | | 7 | | | | | | |____| | | |__|__| | | |__________| _ | | ______________ 1 | |HELD | | | 3 | | | | | | |________f n game. 3) Load Game. You can load a previously save game by SELECTING this icon. 4) Music and Sound Effects. This icon allows you to toggle the game music and sound effects on and off. 5) Character Select. This icon lets you choose your character in the game. 6) Password. TDB. MANAGING YOUR INVENTORY Throughout the Inventory Screen you will control all items you find on-board the ship. To access the Inventory Screen, SELECT the Inventory Icon on the Main Game Screen.f „?ed the Energy Flux Decoupler, a message will prompt you to go to the bridge-- after which you'll move on to the next ship in need of repair. THE GAME SETUP SCREEN The first screen you'll see after Identifying the alien is the game setup screen. (from left to right the icons are: ) 1) Exit. SELECT this icon to proceed into the game. 2) Save Game. This icon allows you to save your current game to disk. You must have a blank disk ready already formatted in order to save afÊMsed the problem. By replacing the coolant fluid in that particular system room, you're likely to solve the problem. To carry out a repair, you'll need to: * Locate a Manufacturing Room on board the ship and make some receptacles in which to carry the coolant. * Find a laboratory and fill your receptacles with liquid coolant. * Finally, go to the room of the system you wish to repair and attempt the repair. Once you've made all repairs, found the Inhibit Lock, and replacf=dOting out of here, you'll need to board each of the ships in turn, repair all of their systems, and then activate the fleet from the flagship birdge. To do this you must: * Find the spare Energy Flux Decoupler and deliver it to the Power Room * Find the Inhibit Lock and return it to the bridge; * Repair all the ship's systems to at least 80% efficiency. As you investigate the malfunctioning systems, you will learn that, in most cases, a lack of liquid coolant has cauf*Obut must have suffered extreme mental deterioration during the dreaded Slow Thaw, every space traveller's nightmare. You shudder at the thought. The ships were equipped with the antiquated Interlock Navigational System, which runs the entire fleet as a single unit from the flagship deck-- a technology that was phased out decades ago due to its inherent design flaw when one ship goes down, the entire fleet grinds to a halt. So, instead of simply repairing the nearest ship and getfZrvey Fleet mission, last recorded flight logs, lifescan of the ships, and the ships' operating conditions." It seems the routine biological survey mission to the Orion Galaxy turned into a space nightmare. The Fleet's 20 ships time-warped into the eye of the exploding Wolf-Roert nova, instantly crippling most on-board systems and snapping the locks that held the bizarre alien biology specimens captive. The helpless crew members--frozen in Cryogenics during the accident--are alive fJDcle of an entire fleet of 20 Scientific Survey Craft floating in your wide-screen viewer. "What the...?" you mumble to yourself. "The Darwin Biological Survey Fleet," responds your computer. "Computer," you say excitedly, "open all frequencies!" The Communications Channel crackles to life, and with a sinking feeling you hear the echo of a distress signal, dated light years ago. Looks like you won't be getting much help here. Unless... "Computer, I need the following data: Suf^eg in space forever. Resigning yourself to fate, you place yourself in Cryongenic suspension, and wish that sometimes, just once in awhile, things would go your way... Seven years have passed. Groggily, you drag yourself out of the Cryogenics chamber to see why the computer wok you up. It means that you're either about to be rescued--or that your ship is about to fall to pieces. Pondering this, you turn the corner onto the bridge and are immediately struck with the awesome spectaf:1 you through the moon's remains untouched. Warning lights flash like crazy...there goes System 3...No! not the reserve tanks! You'll never make it back to Earth without that fuel. Clutching at straws, you program the computer to perform continuous wide-ranges seek-and- follow sensor scans, hoping on the off-chance that it will lead your ship to something--a planet, another ship, anything--that can rescue you from your crippled craft before you run out of fuel and are left floatinfʭ< FULL DOCUMENTATION FOR SPACE WRECKED 14 BILLION LIGHT YEARS FROM EARTH TYPED IN BY SANDMAN MAMA SAID THERE'D BE DAYS LIKE THIS... Sent to explore a newly discovered planet--little more than a faint blip on the sensor scree--you find nothing more than an oversized asteroid. Dejected, you lift off from the planet surface and run smack into the scattered debris of an exploded moon. Great..just great. Even your lightning-quick reflexes aren't enough to gethGTE OF TRAP TO MUTTLEY. * ARROWS POINT TO TELL YOU WHETHER TO DROP OR JUMP CONTROLS -------- JOYSTICK UP -- JUMP - OR KEYS - UP CURSOR - JUMP - JOYSTICK LEFT -- BRAKE - OR KEYS - LEFT CURSOR - BRAKE - JOYSTICK RIGHT -- ACCELERATE - OR KEYS - RIGHT CURSOR - ACCELERATE - FIREBUTTON -- FIRE/SPIKE - OR KEYS - SPACEBAR - FIRE SPIKE - `P` -- PAUSE ESCAPE -- QUIT GAME TYPED IN FOR SKID ROW BY -- SCOOTER -- RED PARTS TO BUILD A TRAP FOR Th `HE FOLLOWING CAR. EACH SECTION COVERS A RACE FROM ONE CITY TO ANOTHER ACROSS DIFFERENT AREAS. YOU AND THE MEAN MACHINE IN A BETTER POSITION IN EACH RACE SECTION TO BE ABLE TO PROGRESS ONTO THE TRAP LYING SECTION BETWEEN EACH ONE. HINTS AND TIPS. -------------- * WATCH OTHER CARS TO LEARN THE FASTEST ROUTE IN EACH COURSE * COLLECT BLUE SPHERES TO BOOST YOUR ENERGY LEVEL * COLLECT HEARTS TO INCREASE YOUR NUMBER OF LIVES * IN THE TRAP LAYING SECTION USE THE ENEMIES TO GET YOU YOUR PIEChoSOUR UNFAITHFUL DOG MUTTLEY COMPETE IN THIS WACKY COMPUTER GAME RACE. THE AIM OF THE GAME. ------------------- THE AIM OF THE GAME IS TO GET TO THE WINNING LINE BEFORE THE OTHER RACES.BEING THE CHEAT THAT YOU ARE,YOU USE ALL OF THE SNEAKY AND DESPICABLE MEANS AT YOUR DISPOSAL TO ENSURE THAT THE OTHER RACERS DO NOT REACH THE LINE BEFORE YOU. ASSISTED BY MUTTLEY.YOUR TASK IS TO GET FAR ENOUGH IN FRONT OF THE OTHER RACERS TO GIVE YOU TIME TO FIND THE REQUIRED PARTS TO BUILD A TRAP FOR Th SKID ROW - NUMBER 1 IN THE WORLD - SKID ROW ------------------------------------------- WACKY RACES WAS CRACKED BY THE NUMBER 1 - CRACKER - FOR THE NUMBER 1 GROUP -------------------------------------------------------------------------- AND NOW HERE THEY ARE,THE MOST DARE DEVIL GROUP DRIVERS TO EVER WHIRL THEIR WHEELS IN THE WACKY RACES.COMPETING FOR THE TITLE `WORLDS WACKIEST RACER` TAKE THE PART OF DICK DASTARDLEY THE MASTER OF VILLIANY AND WITH Y ѩ!8 icon.library :w )<pNuJ" F+Hicon.libraryicon 34.2 (22 Jun 1988) .XHD&4BP "+dos.libraryRn  NupSn f .gaNuJn f4/.*"N Q"i"!I"Npr0.2.Ё/,n"N.,_ `pNupNu/ $@%H*%N"CzNh%@&fH.< ,xNL`p`#"#& $_Nu//NdPNuH/NO NuH/N$ONuH/NO Nu//NVPNu//NPNu/NXNuH/NONu//NhPNu//NPNuHNPNuHNdPNuHNPNu/,o/,n"N,_"@#o ,_Nu |xtplhd`\XTPL VH:,:H<&/(/$/// /N*Pg$////NJOfvs//NzP LH0 $/&/$op" g^Hx/ //N OgF2*HpҀ0*HN@"0*HN@//* //N OgL NuH0 $/&/$o`@Hx/ //NJOg0*HHЀЀ//*//NJOg $j fp`pL NuH< $/&/(/ J$ pg/<Hx//N/@4OgHx//(//NJOgv o$:(Hpڀ"0(HN@*$o$"0*HN@*$o$Hx///N%@ /$o8/* //NJO g /$`pL $/&/ (/$|`/<Hx//N/@8OgJf,/(`%o( Hx//,//NJOgl o((HHڅڅ$o(Hx///N%@ o8JOg6/$o,/*//NJOg$o( o(/h (J(fP `pL|Nu "Rz,"fHVPdֲ5wNVH8 $.&. /N$@( Xg|HjHn//N$JOf/ /NP`RAC`p "Qn=%nH%n\%nT%nX%nL%n%nJLg jL!J `pLN^NuNVH ".$. n=|=|C`Ep $Q-h\h=-hT-hX-hL-hH-h-hHn//NO LN^NuNVH<<$. . $n&|&<I/HnN,HyHnN8HxHnN*Ofx`tHxN/ //NJOgZ RfR jfHBBJBgJ/<Hx/./N(OgHx8*DHU/c]i/NJOg%DB*DHmNX, gF/,//./N(pOg)D/,//./N(pOg`D/,//./N(pOg)D/,//./N(pOgb)DJfJ2gRHxHn//NJOg8/</././N%@2Og/./*2//NJOgJ6gHxHn//NJOg/</././N(@( Og%L6`PHxHn//NJOgB/././N(Og/.///NJOglYXpmJFgHHxHn//NJOg@B/././N%@FijOg$/./*F//NJOgx/NX`x` L<8$.&. $nx(|BHxN*PfHxg/N`x` ,*//N,Hy/N8Hx/N&Ogr2*p€pfBHxN/ //N(OgJBgHx8/*B//N(Og*g2/*//N(O gX/*//N(O f4`>/*//Nz(O g&/*//Nz(O gJfJ2g@/*2NR-@HxHn//N(Og/./*2//N(OgJ6gt&j6r-A`XXJfHxHn//N(Og&j6`:ZF/NR-@HxHn//N(Og^/.///N(OgJXJfJFg>/*FNR-@HxHn//N(Og/./*F//N(Og/NXHx/N%FP L|N^Nu/ o E` /N0X/ N\ XgfJg /N0X$_Nu / oHh/NPNuH0 $//<HxN$@& PgLHjNHj/NNJO fHx/ NP`Hx/ Hj/NJOg `pL NuH / $o$/SRn/ /NNJPfp`SR"j 0H#0H#pLNuH8 $/&//<Hx^N(PgX rNЁ$@Hj HN/ /NNJO g6Hx^// /NbJOg / ///NVJOf / /Nx``Hx^/NxP LNu/$/"/ pNҀ//NFP$NuH80$o$//N&( Xg(` /// NHJO f =f `&Z fpL NuH<$/&//N*X`LHx|/N(Pg ` /NXf///NHJO ft `Jg$R`tJfpL 6    nb2 "@pf .info.infocopy 5^ copy of of of copy %ld of ) opJWFNu o /g fS Nup`LfNuLJfS`L / Sm fJfpNupnpNuL / JgSn`SaNuL / Sm fSoB`Nu< n2ABAHA HA0 2B@H@Nu B@H@HABA"BtҁрnRAQNu/$ B$HBHAЂH@B@ $Nu/$"a$Nu/$"a $Nu/$lD"pJlDF @an4gD$Nu/ @p$lDF"lDF @aH$gD $NuH:&o oCE,yNL\NuNu o XB"ݨ11gm~}|{zyxwv!? info.libraryiR\5&[6Vw (E< Q5JҀ" &info V1.3 &nP6##"@#H"#Nu "/NXNu/NxXNu/NXNu/ /NPNuinfo.library~zvrnhZJ>82.*& o(Rh ߂0! hpowerpacker.libraryciipNupowerpacker.libraryPowerPacker support lib 34.2 (27 Oct 1990) dos.libraryintuition.libraryJd" ~(b "H I(*@+H$CwNhXL(CwNhXL( L0NuRn " NupSn f."fNuH *N,xJm g "p`2$-$"MNI"TNbXL"TNb"Mp0-mN. 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Keyboard Controls The following list contains all the keys which are used in the game. Advisers F1 Senior Psychatrist F2 Colony Admistrator F3 Finance Consultant F4 Civil Engineer F5 Head of Research F6 Supreme Commander D Remove all markers P/SPACE Pause 1-8 Place Markers [C] Gremlin Graphics Software LTD/Celestial Software the mouse pointer jaBso that the highlight- ed bar is at the top of the list over scenario entitled 'The Eldorians'. Click the left mouse button and the scenario will load. Once you has done so, click on the Exit Button to begin playing the scenario. You are now playing the game with all the features active, including enemy attacks and random events, so before doing this we adivise at least an examination of the chapters dealing with combat and spying. As you will see, the map and colony are same as jBTenough to play a real scenario, follow these steps to load the first and easiest scenario. Select the Disk Button on the main screen and wait whilst the Disk Option Screen appears. Click on the Load Scenario Button. You will now be prompted to insert the scenario disk, and to click the left mouse button. A list of the ten scenarios is now displayed. Move the mouse pointer so that the highlighted bar is at the top of the list over scenarios is now displayed. Move the mouse pointer jעd the Spying Button are used in combat and therefore will not be explained in this quick start guide. We recommend that you spend at least 15 minutes experimenting with the features we have described, especially construckting buildings and recruiting tech- nicians, and refer to the Ref. Manual when necessary. Once you are familiar with the basics of building and managing your colony you will find the adv- anced features and options much easier to learn. 15. When you feel confident j[h to hear from with the left mouse button. Once you have finished the report, click left mouse button again to return to the Main Adviser Screen. Take a few minutes to browse through the advisers to familiarise yourself with the information they can provide. Much of the information is self explanatory, but Chapter 7 of the Reference Manual provides more detail. To return to the game click anywhere in the centre of the screen, but away from the advisers. 14. The Markers Button anjJԒutton, which displays the location of your ground base weaponry, although there are none displayed as you have no ground based weapons at the moment. Read Chapter 5 of the Ref. manaual for further information on the Map Screen. Click on the Exit Button to return to the game. Click on the Advisers Button, and the adviser screen will now load. You have six advisers, each available to report on a particular aspect of your colony. To hear an adviser's report click on the adviser you wisj4where all your buildings are on the Map Window. Next, click on the Radar Button. This button shows you the coverage of your radar installations. Now click on the Movement Indicator Button, which will show you where your tanks and spaceships are on the Map Window (there are none displayed, as you have no tanks or spaceships at present). Following this, click on the Power Display Button. This will display the location of your power generation buildings. Next, click on the Weapons Bjݦhack over your colony buildings. We will briefly explain the use of the eight buttons positioned in the top right hand corner of this screen. Click on the button labelled ORE. This button indicates where known ore deposits are on the Map Window. Notice there is a small deposit to the south of your colony. Click on the button labelled FL, which shows known fuel deposits (currently no fuel deposits have been discovered). Next, click on the Building Button. This button shows you jr.,]or colonisation. The location of the white square in this window corresponds to the view displayed in the isometric window on the main screen. This white square can be moved anywhere in the Map Window simply by clicking on the Map Window with the left mouse button. The Magnified View Window to the right of the Map Window shows a magnified view of whatever is in this white square. Try moving this square around to see the effect it has for yourself before returning the white square bjF. Click on the Finance Button to display this panel. There are many options that can be performed from this panel, but for a complete explanation please read Chapter 6 of the Reference manaual, entitled 'Finance' For now, click on the Exit Button to return to the main game screen . 13. Click on the Map Button and follow on screen prompts until the Map Screen appears. The majority of this screen is filled with a window whcih shows you the entire surface of the planet available fj1Pescribed in point 8. Now click on the Demolish Button. Notice a demolish truck has appeared in place of the red 'i' to indicate you are now in Demolish Mode. Click over a solar panel with the left mouse button, your solar panel has now been demolished, and a pile of wreckage will be left. To clear the wreckage click on it with the left mouse button. Click on the right mouse button to return to Information Mode (see point 8) 12. We will briefly show you the Finance Organisation Paneljoing buildings. The ten technicans you have asked for will start work in the Hospital as soon as they are recruited. Click on the Exit Button to return to the main game screen. Return to Information Mode by clicking the right mouse button. Notice that the red 'i' reappears in the top right hand corner of the screen. 11. Demolishing buildings is easier than constucting them, and as an example we will now demolish a solar panel. Locate a solar panel using the methods previously djr a particular industry. Now type in 10 on the keyboard and press RETURN. This figure will be the number required for all of your Hospitals, and so should be updated when you require more staff at your Hospitals. You will need to use this process throughout Utopia in order to recuit tech- nicians for your various industries, but remember there are only so many colonists, and the more technicians you recruit, the fewer colonists you will have for other tasks, for example constructj$ly Button with the left mouse button. The Industry Information Panel will now be displayed. Look at the Hospital row, and then the first column, which is entitled 'Tech'. You will notice that there is a zero, which means that there are no technicans currently employed. You will want to recruit around ten technicians to work in the Hospital, which is done by clicking over the number in the second column entitled 'Reqd. Techs', which represents the number of technicans you require foj ܀ to another building. Scaffolding has now appeared and your colonists are busy constucting your Hospital. Wait until your Hospital has been construcked, which might take a minute. In a normal game, you would generally use this time to perfrom other actions. For the moment, ignore any messages that appear in the Message Window. 10. When the Hospital has been constructed, you will need to employ some col- onists to work as technicians in the Hospital. To do this click on the Indu- strj  ehhe top right hand corner of the screen replacing the 'i' that was previosly there. This is an indication that you are now in Build Mode, and that the Hospital is the building selected for construction. Now move the yellow square to where you want your Hospital to be situated in your colony and click with the left mouse button. You may find you are prompted to build closer to the colony because you are too far away from any power source, in this case just place your Hospital nextj  rst, you will need to change the screen. This is done by clicking on the button illustrated with two yellow arrow at the right of the screen, with the left mouse button, which will now display more buildings. Repeatedly clicking on this button will cycle you through the available buildings. Find and select the Hospital. You should now see the Hospital and its cost at the bottom of the panel. Now click on the Exit Button to return to the game. Notice the Hospital is displayed in tj  ;a method of expanding your population. To begin with, click on the Build Button with the left mouse button. An infor- mation panel will appear displaying some of the buildings available. Place the mouse pointer over any building and click with the left mouse button, and the selected building will now appear in the bottom right hand corner of this panel, along with the name and cost. There are three screens filled with diff- erent buildings, and since the Hospital is not on the fij  ~For now, ignore the information that appears and click on the Exit Button just to the right of the Direction Arrows on the main display. We recommend that you spend a few minutes in Information Mode discovering more about each build- ing. 9. Constructing new buildings is an important part of Utopia and is very easy to do. To demostrate this we will now build a Hospital. The reason we chose a Hospital is because this will generally improve your qualify of life, morale and serves as j =`screen you will see a red 'i' which is indi- cating that you are presently in Information Mode. We will now demonstrate how Information Mode works. Move the mouse pointer, which becomes a yellow square on the main display, over any building and click with the left mouse button. Either the name of the building will be shown in the bottom left hand corner of the main display, or an information panel will appear giving more detail, depending upon which type of building you click on. jCȡ{time you wish by referring to point 15 below. 7. As you will see the main screen is displaying the isometric view of your colony. Every scenario begins with a small colony already present. The small initial colony will have buildings that are providing oxygen, food, housing and power for your colonists. It is now up to you to expand the size of this colony. Use the on screen Direction Arrows to explore the map and see the extent of your colony. 8. In the top right hand of the jV4his will give you a chance to experiment and learn about the major- ity of the game feautures, but without any random events such as meteor sti- kes or solar eclipses. In addition, there is no alien race, thus allowing you to experiment with building your colony without worrying about being attacked. You begin the Quick Start Scenario with approximately 500,000 credits which should be sufficient for your immediate purposes. Of course, you can leave the quick start scenario at any jnformation panel, any new buttons available will be presented on this side panel. One that is always present is the Exit button. In addition, some sub-screens will require keyboard inputs to affect certain actions, but they will covered in more detail later. The best way to find your way around this system is to follow this guide, experiment with it, and try everything out for yourself later. 6. Okay. You should now be in the Quick Start Scenario, and the game is ready to play. TjGmpt appears in the text window asking you to insert the scenario disk. Once done the disk will access again and the main playing screen will appear. 5. Before we begin, a quick note on using the mouse. Ninety nine percent of actions are carried out by clicking the left mouse button on one of the icons featured on the display. Just about all the icons, also referred to as butt- ons, are presented in the panel on the right hand side of the screen. When you go to any sub-screen, or ij o0are located in the bottom left and right hand corn- ers of the Reference Manual. Once a picture is displayed type in the page nr. and press RETURN. Do not worry if you get this wrong as it will ask you for another until you type the correct page number. 4. The next screen you will see is the Disk Options Screen. Your first action should be to click on the Tutorial Button, which is the icon with the head- master's mortarboard illustration. Wait until the disk has accessed and a proj:vame will now load automatically. Follow the on screen loading prompts for further instructions. 1 The first thing you will see is the title screen. If you do not wish to wait and read all the credits then press left mouse button to skip this sec- tion. 2. Next you will ne required to do is to select the language by clicking the left mouse button over the appropiate flag. 3. The next step is to enter the page number of the picture displayed. All the pictures for this section j6*ce Manual. The game, however, has depths which could not be explained in such a brief guide. You will be able to get a 'feel' for the game, and will be able to build a small colony, but we recom- mend that before you begin to play the game seriously, you read the whole of the accompanying Reference Manual. It will take a while, but it will be time well spent. Loading Instructions ! 1. Insert the Utopia Game disk into default disk drive 2. Turn on your computer and monitor. The gjm FAIRLIGHT PROUDLY PRESENTS : UTOPIA DOX TYPED IN BY : F.T.F OF FAIRLIGHT! THANX GUY! YOU ARE GREAT! Welcome to Utopia ! This short guide allows those anxious to experience Utopia without reading the accompanying in-depth Reference Manual to do so. The game has been de- signed to be played in an intuitive manner, and, with the help of this quick start guide, you should be able to carry out many commands and actions with- out reading the whole Referenk(- DFILTER THAT ABSORBES UR SHOOTING NOISES. HLP- RELEASES A SHOCKWAVEBOMB THAT DESTROYS ALL OPPONENTS ON THE PLAYFIELD. SPC- THAT`S THE EMERGENCY BRAKE TO STOP UR CRAFT IN THE SHORTEST DISTANCE WHETHER UR MOVING FORWARD OR BACKWARDS SUPPLIED BY CENOBYTES/CRYSTAL CRACKED BY PHIL DOUGLAS/CRYSTAL TYPED IN BY CENOBYTES/CRYSTAL M -- SEIZES A TARGET IN FRONT OF UR CRAFT FOR kv, FIGHTING IT WITH ROCKETS. PLEASE NOTICE THAT THE TARGET INDICATOR FOR ROCKETS BACK TO THE NORMAL TARGET INDICATOR FOR CANNONS IF THE TARGET GETS OUT OF THE MIDDLE OF THE SCREEN. PRESS THE LEFT MOUSEBUTTON TO START A ROCKET WHEN THE TARGET INDICATOR FOR ROCKETS IS ACTIV. P -- STANDS DOR PAUSE. S -- TURNS ON A SOUNk:_ SHORT DOX FOR TREX WARRIOR STEERING: YOUR VEHICLE IS CONTROLLED BY UR MOUSE AND SOME KEYZ OF UR KEYBOARD. MOVE UR MOUSE TO THE LEFT OR RIGHT, TO TURN UR CRAFT. PRESS THE RIGHT MOUSEBUTTON AND MOVE THE MOUSE FORWARD TO ACCELERATE OR BACKWARDS TO BRAKE. TO FIRE UR CANNON PRESS THE LEFT BUTTON. KEYZ: M -- SEIZES A TARGET IN FRONT OF UR CRAFT FOR l0+K screen. To change the current player, 'click` on the current player's name or press F8. The slot machine will accept from 1 to 3 $1 coins. To put the coins in, 'click` on the desired box. As the coins go in, the corresponding payline lights up on the machine. After the coins are placed in the machine, it will automatically spin. Quit To return to the lobby, 'click` on the Quit box. SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW l. Help To get help wil/jTth the Baccarat game, 'click` on the Help box. Quit To return to the lobby, 'click` on the Quit box. |Page 16| Slot machine ------------ After choosing to play the slot machine, you will see several guests standing in front of a row of machines. You can see what the guests have to say and then 'click` on the rightmost machine to play. You will be standing in front of a $1 slot machine. The name of the current player along with their bankroll amount is shown at the top of thel.gS $25, $100, $500, $1000. To reduce the amount of a bet, press the - key on your keyboard. Now, each time you press a function key, the amount of the chip is subtracted from your bet. Remember to press + when done subtracting. When all bets are placed, 'click` on the Deal box to deal. Clearing a bet To clear a bet, select the betting position and 'click` on the C on the bottom of the screen. To clear all bets for the current player, 'click` on Clear All. Help To get help wil-se four positions at the table. There are three allowable bets at each location: Tie, Bankers, and Players. Choose the desired bet by pressing the up/down arrow keys on your keyboard. A box will surround the currently selected bet location. Select the amount of the bet by pressing the function keys. Each time you press a function key, the amount of that chips is added to your bet because the + on the bottom of the screen is highlighted. The chips are, from left to right: $1, $5,l,7ces, it can be moved between the Tie, Bankers, and Players position by clicking on the up and down arrows shown on the screen. Place any remaining bets using the same method. To reduce a bet, 'click` on the - box on the bottom of the screen. Now, each time you 'click` on a chip, that amount is |Page 15| subtracted from your bet. Remember to 'click` on + when done subtracting. When all bets are placed, 'click` on the Deal box. With the keyboard Select a player and one of thl+|AJect the amount of the bet by 'clicking` on the on the chips on the bottom of the screen. The value of the chips are from left to right: $1, $5, $25, $100, $500, $1000. Each chip is added to your bet because the + on the bottom of the screen is highlighted. To bet the maximum allowable bet, 'click` on the Max box. To bet the minimum, 'click` on the Min box. The amount of the current bet is displayed on the lower part of the screen. Once a bet is made in one of the four plal* /:Y to switch between places. A box appears over the current position. Press the F8 key or 'click` on the current player's name to change players. Placing bets With a mouse Select a player and one of the four positions on the table. There are 3 allowable bets at each position: Tie, Bankers, Players. Choose the desired bet by 'clicking` on it, or by 'clicking` on the up and down arrows that are displayed on the screen. A box will surround the currently selected bet location. Sell)!Вrat -------- After selecting Baccarat, you will find yourself seated at a Baccarat table. You can see what your tablemates have to say and then 'click` on the middle of the table to play. You will then be asked to select a table limit ($20, $100, $500). There are four places at the Baccarat table. All four places can be played by one player, four players can each play one place, two players can each play two places, or any combination. 'Click` on the Place box or press TABl("ker allows you to play 1 to 5 coins. 'Click` on the desired number of coins. After the coins are put into the machine, 'click` on the Deal box to deal the cards. Below each card is a box showing its current state (Hold or Draw). 'Click` on this box or the card to toggle the card. After you have made your choices, 'click` on the Deal box to re-deal. Help To see a chart of payoffs, 'click` on the Help box. Quit To return to the lobby, 'click` on the Quit box. |Page 14| Baccal'#] ith the Blackjack game, 'click` on the Help box. Quit To return to the lobby, 'click` on the Quit box. |Page 13| Video Poker ----------- When you select video poker, you will see three video poker machines. 'Click` on the center machine to play. You will be asked to choose to play the $1, $5, or $25 machine. The name of the current player and their bankroll amount is shown on the top of the screen. 'Click` on the current player's name or press F8 to change players. Video Pol&$ĩұhe box will move to the next position and that player can make his/her choices. If the dealer's face card is an Ace, each player will be offered insurance. Follow the instructions on screen for placing insurance bets. 'Click` on the Hand button, or press F7 to place insurance on the desired hands. After all of the players have made their choices, the dealer will either stand or take a hit. After the dealer stands or busts, all winning bets will be paid. Help To obtain help wl%%uXt the betting position and 'click` on the C on the bottom of the screen. Game play The dealer will deal cards to each position that has made a wager. After all of the hands have been dealt, a pointer will appear next to the first position. The player who has wagered in this position will be given several options at the bottom of the screen (Hit, Stand, Split, etc.). The player will make his/her choices by 'clicking` on the appropriate boxes. When that player stands or busts, tl$&i function key, the amount of that chip is added to your bet because the + on the bottom of the screen is highlighted. The chips are, from left to right: $1, $5, $25, $100, $500, $1000. |Page 12| To reduce a bet, press the - key on your keyboard. Now, each time you press a function key, the amount is of the chip is subtracted from your bet. Remember to press + when done subtracting. When all bets are placed, click on the Deal box to deal. Clearing a bet To clear a bet, selecl#''+ lower part of the screen. Continue placing bets in the above manner. To reduce a bet, 'click` on the - box on the bottom of the screen. Now, each time you 'click` on a chip, that amount is subtracted from your bet. Remember to 'click` on + when done subtracting. When all bets are placed, 'click` on the Deal box. With the keyboard Select a betting position and current player as explained above. Select the amount of the bet by pressing the function keys. Each time you press al"(Cplained above. Select the amount of the bet by 'clicking` on the chips on the bottom of the screen. The value of the chips are from left to right: $1, $5, $25, $100, $500, $1000. For example to bet $200, 'click` on the $100 twice. Each chip is added to your bet because the + on the bottom of the screen is highlighted. To bet the maximum allowable bet, 'click` on the Max box. To bet the minimum, 'click` on the Min box. The total amount of the current bet is displayed on thel!)]ds is shown in the center of the top of the screen. The four playing positions are represented by white boxes on the screen. Press the F7 key or 'click` on the Hand box to switch playing positions. The current position is surrounded by a box. Press the F8 key or 'click` on the current player's name to change players. Note: When making bets, start with the first betting position (upper right) and move clockwise. Placing bets With a mouse Select a betting position and player as exl *Al be asked to select a table minimum ($5, $25, $100, $500). At Trump Castle, Blackjack is played will six decks of cards. Up to four hands can be played at any time. All four hands can be played by one player, four players can each play one hand, two players can each play two hands, or any combination. |Page 11| The name of the current player along with their bankroll amount is shown at the top of the screen. If the player has nay bets on the table, the total of all his/her betl+?,3nd the screen. Press the left mouse button to 'click` on items. Special keys Below is a list of keys used throughout the program: CTRL-ESC - Exit straight to operating system (doesn't save high score) SPACE - highlight click area F10 - show all click areas |Page 4| Help On-line help is available in each of the six games. To access the help screen from within a game click on the Help box. See the sections on each game for more details on how to use the help screens. Bankrolll ?Ǭ0ill be listed. Press the corresponding function key to load, or F10 to cancel. Input Devices The Trump Castle II program can use either the keyboard or mouse for user input. Keyboard: If you prefer, you can use the keyboard to control some parts of the game. Each of the six games has options displayed on the screen. Some of the options have function key names next to them. To activate one of these options, press the corresponding function key. Mouse Move the cursor aroul @2@0 INCONVENIENCE =- Player's names Before you start playing the games, you are asked to enter the names of one to four players. Enter the name for Player #1 |Page 3| and press ENTER. Continue for each player that is going to play. After you have entered all of the player's names, point at the GO ON button on the lower right and press the mouse button. Retrieve Saved Game If you would like to load a previously saved game, press F1. The names of the most recently saved games wl Aň insert Trump Castle II Disk 2 in drive DF1. Starting the Program Once loaded, the program will display an opening sequence. At any point during the opening, press the SPACE BAR to start the game. Copy protection After the program displays the opening sequence, you will be asked to enter a word from the enclosed Trump Castle Gaming Guide. Look under the indicated heading in the gaming guide and type in the requested word and press ENTER. -= FUCK THAT... SKID ROW REMOVED THISlBbi%you will need the following equipment: o An Amiga 500, 1000, 2000, 2500 or 3000 computer o 1 megabyte of RAM o KickStart 1.2 or higher NOTE: Please be sure you have the computer properly hooked up and are familiar with its operation. If there are questions about the computer, please refer to your owner's manual. Loading Boot your Amiga as you normally would. When you are asked to insert the Workbench disk, insert Trump Castle II Disk 1. If you have two disk drives,lCqjti-player capabilities, free gaming guide and more - TRUMP CASTLE II sets a new standard for casino computer programs. So get ready for unlimited excitement and fun. Whatever your game, it's a safe bet you'll love the challenge and thrills of TRUMP CASTLE II. Good Luck! * These rules and regulations may change from time to time. Always confirm all rules in effect prior to actual gambling. |Page 2| Getting started --------------- Requirements In order to run Trump Castle II lDfӲTayers, or practice strategies playing multiple hands. Game play follows the rules and regulations of the New Jersey Casino Commission (except Video Poker)*. Your complimentary Trump Castle Gaming Guide is a handy reference on the odds and payouts for your wagers. Plus, you'll find a discount coupon to stay at the Trump Castle Casino Resort - a valuable bonus, good for your next visit to Atlantic City. From the digitized photos, animation and sound to the realistic game play, mullEsino. Catch conversations around the gaming tables and explore the luxurious accommodations and facilities of this deluxe resort by the bay. Digitized photos, animation, plus realistic graphics and sound bring the kingsize excitement of Trump Castle right to your computer screen. TRUMP CASTLE II offers six popular gambling games - Baccarat, Blackjack, Craps, Roulette, Video Poker, and Slots - each with multi-player capabilities. Enjoy simultaneous casino action for up to four pllF*7................................... 14 Slot machine ................................ 16 |Page 1| Introduction ------------ Welcome to TRUMP CASTLE II, the all new Ultimate Casino Gambling Simulation by the fabulous Trump Castle Casino Resort by the Bay in Atlantic City. Enjoy all the glamour, games and thrills of trying to capture a king's ransom - just as if you were really inside Trump Castle. Experience the super-charged atmosphere as you move about the spectacular calG(.......... 6 Visit the west hallway ....................... 6 Read the hotel newspaper ..................... 6 Save the game ................................ 6 The Games ............................................ 7 Roulette ..................................... 7 Craps ........................................ 9 Blackjack ................................... 10 Video Poker ................................. 13 Baccarat .lH8Xfping the Program ......................... 2 Input Devices ................................ 3 Special Keys ................................. 3 Help ......................................... 4 Bankroll ..................................... 4 Playing the Game ..................................... 5 Exit the casino .............................. 5 Visit the cashier ............................ 6 Visit the east hallway .............lIm SKID ROW presents TRUMP CASTLE II The Ultimate Casino Gambling Simulation User's Manual Contents -------- Introduction ......................................... 1 Getting started ...................................... 2 Requirements ................................. 2 Loading ...................................... 2 StartmF/$&$_`mm@HkkHL{| hĎ664܌zilc3[#:4Gb`#Ԟ0>ъp<] pnGxgݎ"C8}JiJ{7~ "S)Q8ٹ@n4An-;_#?@w>H 0#v@as0[ I b[l9E9|! :empTehv$0Ν .Ny@.ꏷr9ND8Ra`!;$ 51wq%`5s#r8-tp;rI^bF2e I1j1FY^b?搘40V& -W y@T@0!҃7!R>=0?A+:z4K/B BY14ƈEjn:XT "AmK#୥'5rL. 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Double-click on a file or directory in the selection area. If you choose a directory Pixel will display its files and sub-directories. If there are more files than can be displayed in the selection area then the slider will change size. The slider bar is located along the right side of the siegP in the selection area. For example, click the pattern field and enter the pattern P#?. Remeber that #? matches any character string so the pattern P#? will match any files that begin with the letter P. Click on the CANCEL button at any time to retrun to Pixel's main screen. 34 ---------------------------------------------------------------------------- -*- THIS FILE WAS DOWNLOADED FROM -*- I C E S T A T I O N Z E B R A hÃe backspace, delete, and cursor keys and enter the appropriate information. Click in the file selection area to bring up directory and file name information for the current directory. Select the ACCEPT button in the bottom left corner of the file re- quester when the desired file has been chosen. 33 The pattern field near the top of the requester allows you to choose a file name wildcard pattern for files displayedg{Aqelection area. The slider bar gets smaller when there are more files than can be displayed in the selection area. To see these other files, move the mouse pointer onto the slider bar and press and hold the left mouse button. Now drag the slider bar down and release the left mouse button for the rest of the files to be displayed. Change the current directory or file name by clicking in that field near the top of the file requester. Edit the directory and file name fields using thf'^ing enters the selection. Now the directories and files of the volume you chose are displayed in the selection area. Directories are displayed in a lighter shade of gray than the file name. Double-click on a file or directory in the selection area. If you choose a directory Pixel will display its files and sub-directories. If there are more files than can be displayed in the selection area then the slider will change size. The slider bar is located along the right side of the se5 Requester The file requester used by Pixel allows the selection of the file to be used for the selected operation. The file requester is displayed in the middle of the screen. Along the bottom of the file requester there are four gadgets in boxes. Click once on the VOLUME gadget and you will see some choices appear in the selection area. The selection area in the middle of the requester now displays the volumes available. Double-click on the volume of your choice. Double-clickd,/Not Enough Memory error may occur because of fragmented memory. This will happen if multiple applications have been run and shut down previous to running Pixel. 7.2 Clear Select the CLEAR button from the Memory portion of the control panel to clear the current object from the viewer. 7.3 Default Select the DEFAULT button to save the current default settings. 7.4 Quit Select the QUIT button to end the session with Pixel. 32 8.0 The Filec72quires that memory be allocated before any type of work begins. This method of allocating allows for the fastest rendering and bitmap creation possible. Pixel will attempt at startup to allocate memory for 22,500 vertices and polygon points. This default can be changed by setting the proper memory allocation value and then saving Pixel's main defaults. Note that when clicking on OK to allocate the new memory allocation, even though Memory Available might show sufficient bytes, a bhe image often turn out to be the paper, and the converted logo 30 looks like it was cut out of a block. Make sure the actual shape of your logo is a color other than 0 (black), and that the area surrounding the logo is color 0 (black). 31 7.0 Memory and More 7.1 Memory Configuration The Memory Configuration requester controls how much memory Pixel will allocate. Pixel reak5or images. Once a 32 color or less image is produced, clean up of lone pixels and dithered areas of the bitmap is often required so as to produce the best results when converting to 3D. DPaint Ill by Electronic Arts Inc., is recommended for this procedure. Be careful not to have your bitmap colors reversed, this often occurs with digitized images. For example, a logo could be the black portion of an image and the paper could be the white. The problem is that the only pixels in t`tmap Configuration will be applied. Pixel 3D 2.0 will import all non-HAM, non-24 bit IFF, ILBM bitmap images, including overscan and super bitmaps. Pixel will support up to a 32 colored bitmaps for conversion. Because Pixel only supports non-HAM and non:-24 bit images, it is sometimes necessary to convert a digitized HAM or 24 bit image to a 32 colored bitmap. Art Department by ASDG lnc.,offers bitmap reduction facilities, allowing HAM and 24 bit images to be moved down to 32 col_ a controlled sprinkled deletion. Good values for the algorithm range from 15 to 30. No Line Smoothing will occur if the Line Smoothing Value is set to zero. 6.6 Bitmap Import The Bitmap Import button is found on the main control panel and is used to import a bitmap using the current bitmap configurations. A file requester will prompt you for the file name of the bitmap to be imported. After selecting the name of the bitmap, the bitmap will be loaded and the settings made in Bi^}nd on the Bitmap Configuration requester, those vertices forming the jaggie line are deleted. Good values for this algorithm range from 8 to 12. No Line Smoothing will occur if the Uine Smoothing Value is set to zero. 29 6.5.2 Line Smoothing Algorithm 2 Line Smoothing Algorithm 2 will measure the distance between vertices making up the converted bitmap. Any vertices that are too close to each other are eliminated, the algorithm is similar to]%minate extraneous data from the created ob- ject, allowing for a smoother, cleaner object. The trade off is that some of the accuracy of the converted bitmap is lost. 6.5.1 Line Smoothing Algorithm 1 Line Smoothing Algorithm 1 is the same formula found in Pixel 3D Vl.l. This Algorithm will stretch a straight line along a jaggie line and measure the amount of deviation the jaggie line has from the straight line. If the deviation is equal to or less than the Line Smoothing Value fou\T~?ositive 28 value would be required. But if moving left were required, a nega- tive value could be used. This idea follows for top and bottom Justification. Moving an X axis up would be a positive number or offset, and moving down would be a negative offset. Radius Offset does not apply if Justification is set to center. For the Z axis, the Radius Offset depends again on what Justification is set. 6.5 Line Smoothing Line Smoothing will eli[ubwdxis. 6.4.5 Radius Offset The Radius Offset value can be selected on the Bitmap Configuration requester. The Radius Offset controls how much of an offset there is between the bitmap and the axis to spin around. The Radius Offset is measured in pixels. If the current Rotation Axis is set to the Y axis and the Justification is left, then the Radius Offset will move the Y axis left or right from it's current position. Be- cause moving to the right is moving up the number line, a pZ2Afront polygons and back polygons, the lowest slice count possible is 2. When spinning around the Z axis, additional information is required about how far back to spin the bitmap. Extrusion Value 1 and Extrusion Value 2 are used to define how far the bitmap being spun will be extruded. The spin will appear to have no depth if these values are not set. Extrusion Value 1 defines the start position of the spin on the Z axis and Extrusion Value 2 defines the ending position on the Z aYzrn be selected on the Bitmap Configuration requester. These values control where the spin is going to start and stop. If Degree Value 1 is larger than Degree Value 2, then the object's polygons will be turned inside out, making an ordered drawing look incorrect. 6.4.4 Slice Count The Slice Count Value can be selected on the Bitmap Configuration requester. The Slice Count Value controls how many sections the created object will consist of. Because all objects spun must have both X(E into different places of the bitmap, these different places being the different justifications. Justification of an axis, say to the left, means that the axis is at the left most point on the bitmap, center justification is the very center of the bitmap, and right justification is the right most point of the bitmap. Top and bottom follow suit. 27 6.4.3 Degree Value I & 2 The Degree Values 1 & 2 caW6 n horizontal axis, the Y axis or the vertical axis, and the Z axis or the forward axis. Whether the axis is placed in the center of the bitmap, the left or right of the bitmap, or the top or bottom of the bitmap, depends on the Justification. The Justification choices will vary depending on the present Rota- tion Axis setting. Note that the Z axis allows for five different justifications. It is helpful to think of spinning around the Z axis as though the Z axis is stuck like a pinVʮts. 6.4.1 Spinning On/Off Spinning on and off can be found on the Bitmap Configuration requester. Spinning can be turned on and off regardless of how the other spin options are set. But spin must be turned on for it to be performed. 6.4.2 AxiS/Justification Rotation Axis and Justification can be selected on the Bitmap Con- figuration requester. The axis that the bitmap is going to rotate around is defined by selecting Rotation Axis. The choices available are the X axis or theU^iBeveling Inset is too large and errors will occur. Try to avoid bitmaps with sharp points and narrow pieces, 26 beveling does not apply well to small areas. Beveling will work with spinning, but only the original front polygons will be beveled. 6.4 Spinning Spinning will take a converted bitmap and spin it around a defined axis a defined number of degrees. A lathing type effect can be achieved, creating some very interesting and useful objecTg SIDE VIEW 6.3.3 Beveling Effects/Rules Automatic beveling of a bitmap is an accuracy intensive operation. If beveling values are too extreme, or do not apply very well, trou- ble may occur. If a bitmap is very small, beveling values, must be sized accordingly. The best results are achieved when large bitmaps and fonts are used in conjunction with line smoothing. If the most narrow width a bitmap is less than the Beveling Inset times two, then the S&! will emerge. In other words, the bevel values control how much of a corner will be taken away. Both the Beveling Inset and Beveling Depth are measured in pixels. Devel Inset .... --------------------------------- Bevel . / ^ \ Depth ./ | Extrusion Depth \ | v | ------------------------------------------- Rare set. But beveling must be turned on for it to be performed. 25 6.3.2 Beveling Inset/Depth To control the amount of bevel, two values are used, Bevel Inset and Bevel Depth, both are found on the Bitmap Configuration requester. The Bevel Inset value controls how far in on the converted bitmap the bevel cut will be made. The Bevel Depth value controls how far down on the side of the converted bitmap the bevel cutQa any other color as color 1. This is usetul when just the shape of a bitmap is required. This mode works with all of the other bitmap functions. 6.3 Beveling Beveling allows you to put a controllable bevel on an extruded bitmap. This is extremely helpful in making converted bitmaps look more professional. 6.3.1 Beveling On/Off Beveling on and off can be found on the Bitmap Configuration requester. Beveling can be turned on and off regardless of how the other beveling options P5 map being defined by the bitmap. The Grid Unit Size found on the Bitmap Configuration requester, controls the size of each square making up the grid. The Grid Unit Size is measured in pixels. Note that beveling and spinning do not work with this mode. 6.2.5 Standard Monochrome Conversions To perform a standard monochrome conversion of a bitmap, the Conversion Mode should be set to MONO. This mode will treat any bitmap as a two color bitmap, using color 0 as the back ground andON%V2.4 Color Defined Extrusions 2 To perform a color defined 2 extrusion of a bitmap, the Conversion Mode should be set to Defined 2. This mode will act as though the bitmap has been cut out of a grid of polygons. Each intersection of the grid will be raised or lowered depending on the average color intensity (see section 6.2.3 for intensity definition) in that quadrant of the grid. This mode will give the effect of a fractal 24 map, the fractalNTormity. To control the range by which all these extrusions will fall, the Intensity Range Value is used, which can be found on the Bitmap Configuration requester. If this value is set to 100, the most intense color would be extruded 100 pixels (white). Everything else would fall between 0 and 100. Color Defined Extrusion is a lot like Manual Defined Extrusion except the color intensities define the extrusion values. Note that beveling and spinning do not work with this mode. 6.Ma;rude the bitmap. Each polygon of the bitmap will be extruded according to how intense the color of the polygon is. The more intense, the more extrusion. Intensity is determined by adding together the red, green and blue values found to make up the polygon. This means that a full red polygon is just as intense as a full green polygon,or a full blue polygon, but a purple is twice as intense because it is made up of both blue and red. Grey scales are ideal because of the color unifLExtrusion Values 1 and 2 will return to normal function, but the extrusion sets are not lost, and will be available if the Conversion Mode is changed back. Note that beveling and spinning do not work with this mode. 6.2.3 Color Defined Extrusions 1 To perform a Color Defined 1 extrusion of a bitmap, the Conversion Mode should be set to Defined 1. This mode will act very similar to a standard color conversion except that it will use the color information to extK  the bitmap to be extruded. For example, if the Extrusion Set Number was set to 5, and the Extrusion Values 1 and 2 were set to 0 and 1 00 respectively, color 5 of the converted bitmap would be extruded 1 00. There is a maximum of 32 different extrusion sets, one for each color of the potential bitmap. Note that only in this conversion mode, are there extrusion sets. When changing conversion 23 modes, J(Nmode should be set to Manual. This mode will allow for each color of the bitmap to be extruded a different manually set value. Once the Conversion Mode has been set to Manual, you will be able to set and change the Extrusion Set Number. This number controls which extrusion set is currently being displayed in Extrusion Value 1 and 2. By changing the Extrusion Set Number, different extrusion set values will be displayed in Extrusion Value 1 and 2. Each set corresponds with a color inI=  conversion is going to be performed. 6.2.1 Standard Color Conversions To perform a standard color conversion of a bitmap, the Conversion Mode should be set to Color. This mode will make a polygon for each individual color found in the bitmap. Each of these new polygons will be colored using the color found in the bitmap. This mode works with all of the other bitmap functions. 6.2.2 Manual Defined Extrusions To perform a manually defined extrusion of a bitmap, the ConverSiOn MH%Rat all objects converted from bitmaps will have their polygons built in clockwise order from the direction of viewing. 22 6.2 Conversion Modes The different bitmap conversion modes can be found on the Bitmap Configuration requester. The Bitmap Configuration requester can be displayed by selecting the CONFIG Button under the Bitmap section of the main control panel. These different bitmap conversion modes, when set, control what type of bitmapG[lue 1 is usually 0. If an object needs to be extruded 20 pixels, yet you wanted the extrusion to start at 100, value 1 should equal 100 and value 2 should equal 120. The object would still only be 20 pixels deep, but the whole object would be positioned 100 pixels forward from zero on the Z axis. It is legal to enter a number for value 2 that is less than value 1, but the resulting object will have its polygons turned inside out, and an ordered draw would not look correct. Note thF L] Extrusion values 1 and 2. Value 1 is where the extrusion will start, and value 2 is where it will end. In other words, imagine a number line, value 1 is where the extrusion will start on the line and value 2 is where to stop. The values used are measured in pixels. If the bitmap converted is 20 pixels wide, and it has been extruded 20, the new object would be as wide as it is deep. Most often, Extrusion Value 2 is the only value that needs changing. This is because Extrusion VaE in- clude standard extrusions, beveling of edges, spinning around an axis, and line smoothing algorithms. All of these options can pro- duce some dazzling objects and also save hundreds of hours of object creation time. Please refer to the Bitmap Import section of this chapter for infor- mation on what type of bitmaps can be converted and what type of preparations need be done. 6.1 Bitmap Extruding Extruding a bitmap gives the converted bitmap thickness. To extrude a bitmap, useD /{jects destined to be saved in Sculpt, Imagine or Turbo Silver. The savers for these formats will automatically call up Polygon Division when many-sided polygons are found. Also, Polygon Division does not preserve the direction of the original polygons. 21 6.0 Bitmap Importation The most powerful feature of Pixel 3D is it's ability to convert bitmaps, or pictures, to 3D objects. Some of the capabilities C y to be seen at all times in formats such as LightWave, VideoScape, or 3D Pro. To turn Polygon Doubling on, simply click on the button next to it. 5.2.5 Polygon Division Polygon Division will take polygons with more than three sides and split them up into triangles. This is useful for breaking up troublesome large polygons that may cause rendering problems. To turn Polygon Division on, simply click on the button next to it. Note that Polygon Division need not be performed on obB Ǥon of that polygon depends on the point of view. Polygon Flipping will attempt to look at a polygon from the front, then the top, then the side, and will put the polygons in order from those points of view. 5.2.4 Polygon Doubling Polygon Doubling will create a double of every polygon in the cur- rent object and will build those polygons in the opposite direction of the current polygons. This is useful when Polygon Flipping does not achieve the desired effect, or all polygons needA $?/current status of the manipulation. The first number is the number of linked pieces or objects found so far, 20 and the second number is how far it has progressed on that piece. Note that Polygon Flipping is not infallible. It is algorithmically impossible for random polygons to be put into the proper order of rotation consistently. This is true because not all polygons form legal solids. If just one polygon makes up the object, the directi@~d Imagine to LightWave3D, VideoScape3D and 3D Pro. Triangle based formats are usually not polygon direction intensive and the polygons will be ordered in any direction. This fact causes trouble when moving such objects to formats that are concerned with the direction of the polygons. Polygon Flipping will assist in this problem. To turn Polygon Flipping on, simply click on the button next to it. When Polygon Flipping is being performed, two numbers will be presented to show the ?bF2 degree. Note that the reduction of faces does not mean that the new polygons will be put into clockwise order, and if rendered in programs such a LightWave, VideoScape or 3D Pro, holes might seem to appear. To put the polygons in clockwise order, use either the Face Flipping or Double Polygon data manipulations. 5.2.3 Polygon Flipping Polygon Flipping will attempt to flip, or rerotate polygons into clockwise order. This manipulation is helpful when moving objects from Sculpt an> L0 that new point would be considered redundant and would be deleted. The Face Reduction value, found on the Data Reduction requester, is how non-coplaner two polygons can be, and still be considered coplaner. Or, what the angle is between two polygons that should be considered coplaner. The Face Reduction value is measured in degrees, and for most purposes can be set below 1.00 degree. Hand made objects may not have exactly coplaner polygons and may require values higher than 1.00=W represents those deleted. A good example is a cube built of trian- gles, it would consist of 12 polygons. Face reduction would delete 19 the triangles and build larger squares for the cube, bringing the polygon count down to 6. Face Reduction will also search for points that do not add to the definition of a polygon. For example, if a point was added exactly between the top two points of a square,<9eight and depth of an object were all 1, a good reduction value might be .0001. Note that even after entering a value such as .0001 in the value box, the value appears to go back to 0.00. The value entered is still present, but due to a lack of space, cannot be seen. 5.2.2 Face Reduction Face reduction will reduce and rebuild polygons. In other words, Face Reduction will search for polygons that are coplanar, and will then delete those coplanar polygons to build one polygon that;can be without being considered redundant. In other words, it is the range of redundancy, or what Data Manipulation considers the same. The best value for point reduction really depends on the size of the object. Look at the object width, height and depth to get a feel for what value should be used. If the object is extremely large, the point reduction value should be set accordingly. It is best to start with a small value and increase it as needed. For example, if the width, h:Jmcted options will be performed in the order in which they are listed on the requester. 5.2.1 Point Reduction Point reduction can be used to reduce redundant or close to re- dundant points (vertices). If two points are in the same spot, there is no need for both of them, only one point is needed to preserve the object's shape. Point reduction will sense this and delete the extra point. The point reduction value, found on the Data Reduction requester, is how far apart two points 9 &Ynd rebuild polygons, rerotate (flip) polygons, double current polygons, or even divide current polygons into triangles. All these manipulations can help make objects look better and render much faster. See Chapter 3.3.1 - 3.3.6 to determine exactly what types of objects should be manipulated. To perform the data manipula- 18 tions, click on the large PERFORM MANIPULATION bar on the Data Reduction requester. Multiple options can be set. The sele8Lpolygons Largest Polygon..........Number of Sides on the largest polygon Object Width.............Actual width on the largest polygon Object Height............Actual height of current object Object Depth.............Actual depth of current object 5.2 Data Manipulation The Data Manipulation portion of the Data Reduction requester al- lows access to a set of very powerful object optimization algo- rithms. These algorithms will reduce redundant vertices, reduce a7q found on the main control panel. This requester displays information about the current object and also allows modification of the data that makes up the object. The Data Reduction requester is extremely useful when an object needs to be checked, modified, or reduced. 5.1 Object Information The Data Reduction requester gives the following information about the current object: Point Number.............Number of current vertices Polygon Number...........Number of current 6iU............ WIRE and SOLID Shaded.................... SHADE only Shaded Wireframe.......... WIRE and SHADE Color Wireframe........... WIRE and COLOR Color Solid............... WIRE, SHADE and COLOR Color Shaded.............. SHADE and COLOR Color Shaded Wireframe.......... WIRE, SHADE and COLOR 17 5.0 Data Reduction The Data Reduction functions are available by clicking on the DATA button5lI3. The ORDER button will draw only those polygons that are in clockwise order, this button is helpful for LightWave, VideoScape and 3D Professional objects. The ABSOL button will give you an absolute view of the object (as opposed to the regular perspective view) and will also highlight all vertices. The following is a list of possible types of drawings with the corre- sponding Display buttons to be depressed: Wireframe................. WIRE only Solid.........4Gz2 16 4.4 Display Buttons The Display buttons found in the Display section of the control panel control the current viewing mode of the viewer. WIRE, SOLID, SHADE, COLOR, ORDER, and ABSOL buttons will all affect the current type of drawing seen in the viewer. The WIRE button will create a wire frame drawing. The SOLID button will create filled solid polygons. The SHADE button will create filled shaded polygons. The COLOR button will add color to any of these modes3)-)done as though looking at the object from the front. This can give confusing re- sults when the current heading, pitch and bank are not close to zero. Be careful when using zoom and move functions together, since the zoom arrows change meaning when the MOVE button is. depressed. When the MOVE button is selected the viewing center is not reset until a new object is loaded or the CLEAR button selected. The bounding box will rotate around the new center of view. 2}lter. The large left and right arrows will move the viewing center along the X axis. The large up and down arrows will move the viewing center along the Y axis. The small up and down arrows will move the viewing center along the Z axis. The small left and right arrows are not affected by the MOVE button. Note that the mouse controls used for rotating around an object are not affected by the MOVE button. Also, when moving using the arrows, keep in mind that these moves are being 1\RAW button found in the middle of the ARROW buttons can be used at any time to redraw the object. 4.3 move Button, Coordinates The MOVE button, when selected, will allow you to move the viewing center. In other words, parts of the object that normally are not in the center of the screen can be centered. When the MOVE button is selected the heading, pitch and bank values will change to show the current location being viewed. The ARROW buttons must be used to move the viewing cen0zviewing position can be read by looking at the location section of the control panel. The large up and down arrows are used to modify pitch, or to move in the Y-Z plane. The large left and right arrows are used to modify heading, or to move in the X-Z plane. The small left and right buttons and used to modify bank, or to move in the X-Y 15 plane. Finally, the small up and down arrows are used to move in and out, or to zoom in and zoom out. The D/Ł [se the left mouse button and the object will be automatically redrawn. The triangle that appears on the bottom of the bounding box denotes the bottom of the object. The size of the bounding box is defined by the maximum and minimum values of the vertices of the object. 4.2 Control Arrows To move around the object precisely, the Control Arrows may be used. Clicking on any of the ARRow buttons will move the viewing position around the object using 5 degree increments. The actual . tion of the control panel is set. The viewer has been designed to make looking at 3D objects quick and easy. 4.1 Mouse Controls To move around the current object, simply move the mouse to the middle of the screen and hold down the left mouse button. The object will disappear and a bounding box will appear. By holding down the left mouse button and moving the mouse at the same time, the bounding box will following the movement of the mouse. To have the object appear again, relea-!.e Sculpt and Imagine. 3.3.6 DXF Save Pixel will save out a 3D DXF file for use in 3D versions of AutoCAD run on IBM PCs. Other programs that load the DXF format may or may not be able to load this file due to format implementation discrepencies. 14 4.0 The Viewer Above the control panel is the viewer where the current object in memory is displayed. The current object can be drawn in a variety of different ways depending on how the Display por,"eq use objects made of many-sided polygons. These many-sided polygons need to have their vertices listed in the proper order to be viewed correctly. Use Pixel's Flipped Polygons function to set the many-sided polygons in order before saving to the 3D Professional file format. If the results of the Flipped Polygon operation are not as expected then use the Doubled Polygons function. Use the Face Reduction function when converting objects from programs that use threesided polygons lik+#4fk 13 duce the polygon count. The Face Reduction func@ion will find connected polygons that lie in the same plane and reduce them to a single, many-sided polygon. Videoscape uses a fixed color table for assigning colors to poly- gons. Pixel will save to the Videoscape file format using colors from the bitmap or 3D object that most closely match those found in Videoscape's fixed pallette. 3.3.5 3D Professional Load and Save The modeling program 3D Professional can *$MY*y many-sided polygons to three-sided polygons. 3.3.4 Videoscape Load and Save Videoscape objects use many-sided polygons and require that the points be arranged in the proper order. Use the Flipped Polygons function to set the polygons in the correct order. If some polygons are still not in the order needed, then use the Doubled Polygons function to ensure that all polygons will be seen from any viewpoint. The Face Reduction function should still be used to re- )%DS[ with the axis in the middle. Keep this in mind if you are building parts of an object that will be assembled in Imagine or Turbo Silver. Imagine and Turbo Silver use objects composed of three-sided polygons. Polygon division is done automatically before saving out to the Imagine or Turbo Silver formats. 3.3.3 Sculpt Load and Save Sculpt uses three-sided polygons for its objects. When Pixel saves an object to the Sculpt format it automatically does polygon division to reduce an(&ڙ̿ints and polygons affatched to that one axis. When Pixel loads a grouped set of objects it loads only the points and polygons attatched to the parent axis. If you see that Pixel loads only the first part of the object and you expected it to load the entire group, use the Join Objects command in Imagine or Turbo Silver to connect a set of objects to a single axis. When Pixel saves an object in the Imagine or Turbo Silver file for- mat, it saves all points and polygons as one object''Ĭe which way a polygon should face. Consider a 3D object like an open hemisphere. It depends on the point of view as to whether the inside or outside polygons are seen. Turn on the Doubled Polygons function when the Fillpped Polygons function doesn't work as expected. 12 3.3.2 Imagine & Turbo Silver Load and Save The Imagine and Turbo Silver modeling programs allow objects to be grouped or joined. When Pixel loads a joined object it loads all po&(+Qee-sided polygons. Perform a Data Manipulation using the Flipped Polygons function to order the polygons of the object as needed when saving to LightWave or Videoscape object fromats. If you don't perform the Flipped Polygon function on an object imported from Sculpt, Imagine or Turbo Silver then the resulting object may have 'holes' where the polygons are not ordered when viewed in LightWave or Videoscape. It is sometimes not possible for the Flipped Polygons function to determin%)i!se, so that it is seen in the correct order no matter what the viewpoint. This method works, but is not very efficient. Twice as many polygons are created as are needed. Use Pixel's data manipulation functions when creating an object for use in LightWave- The Face Reduction function will reduce a flat area of an object from many three-sided polygons to a single many-sided polygon. LightWave will render the object faster when it uses a single many-sided polygon instead of many thr$*Ɠawn, hence the improved rendering time. 3.3.1 LightWave Load and Save LightWave is a modeling program that allows (even encourages) the use of many-sided polygons. A three-sided polygon is also a legal primitive for Lightwave objects. Objects made in other programs (like Sculpt) that use three-sided polygons do not order the points. When LightWave loads a Sculpt object it makes duplicates of each three-sided polygon, one ordered clockwise and the other ordered counter-clockwi#+}e with threesided polygons only. An object with fewer polygons can be rendered faster. When using three-sided polygons one doesn't have to worry about how the points are ordered. The order of the points is important, however, when working with many-sided polygons. Programs that use many-sided polygons use the information contained in the order of the points to determine whether the front side of the polygon is in view. If the polygon is not in view then it does not need to be dr",, for using many-sided polygons instead of three-sided polygons. There are technical reasons why one method is sometimes preferred over the other. The problem for Amiga users has been how to transfer objects from one format to another and how to get the most efficient object possible. Pixel3D's Data Manipulation functions make efficient transfers possible and easy to perform. An object composed of many-sided polygons can usually be made with fewer total polygons than an object mad!-)" fferent colors when viewed in your modeling program, but be assured that Pixel does maintain the exact 24 bit color assignments the object originates with. The discrepancy arises from the fixed pallette and dithering techniques Pixel uses to display 72 apparent colors on a hires screen. Pixel maps the true polygon color to the closest apparent color available for quick and simple viewing purposes. Color data integrity is maintained by Pixel. There are advantages and disadvantages .J"tion on the different object formats. Efficient conversion from one format to another requires the use of Pixel's data manipulation functions. These functions provide the power and flexibility to efficiently convert objects from one format 10 to another. Chapter 5 contains more detailed information on the Data Manipulation functions. The object seen in Pixel's viewer may appear to have different colors than the bitmap it was created from, or di/iZws the progress of the save process until it is done. Pixel preserves the vertex, edge, face and color information of an object. Rendering programs vary widely in the way they store attri- bute information, therefore Pixel does not preserve attribute infor- mation. Keep this in mind if you build objects with one program and render with another. Do the work of assigning attributes in the destination modeling program if possible. 3.3 Specific Formats This section contains informa0{e viewing area that allows you to choose the 3D object file output format. The output format defaults to that of the last object loaded. Use the default format or select another. Selecting the OK button will bring up the Save Object file requester. Use this requester to specify the directory and name of the object to be saved. If the object file name already exists you will be prompted to save over the existing file or cancel the save process. Then a status box appears that sho1 B 9 When the loading process is done the object will.be displayed in the viewing area. Larger objects will take longer to be displayed. 3.2 Saving Objects The Object Save function is used to save the current object stored in memory. The current object may be the result of a bitmap con- version, data manipulation, or simply a previously loaded object. Select the Object SAVE button to begin the save process. An Output Format requester appears in th2󪨡ilename for Pixel3D to load. (See Chapter 8.0 for more information on how to use the file requester.) Once the 3D object file has been selected the load process begins. A small message window will display the progress of the loading process. A CANCEL button is available during loading that will stop the loading process. If the selected file is not found or is not a recognizable 3D object file format then an error message will be displayed and the load process will be aborted. 3y the left side of the control panel. Selecting the ObjeCt LOAD button begins the load process. Pixel will automatically recognize the 3D file type and load it into memory. Only one object can be loaded at a time. The current object in the viewing area will be cleared when a new object is loaded. A message box appears that allows for cancellation of the load process. The Load Object file requester appears above the control panel. Use the file requester to select the 3D object f4ZhJ/that will be made along the length of the resulting object. Interesting, twisted objects can be produced with this function that would otherwise be difficult to produce manually. 8 3.0 Load and Save 3D Objects Pixel will load and save the following 3D object formats: LightWave Imagine 3D Professional Sculpt Turbo Silver Videoscape DXF - AutoCAD (save only) 3.1 Loading Objects The ObjeCt LOAD and SAVE buttons are found on5Ns = Z-FOWD . Set the Degree Value 1 = 0 . Set the Degree Value 2 = 300 . Set the Slice Count = 10 . Set the Radius Offset = 0 Set the Smoothing Value = 1 0 Import the bitmap named curl. brush. The Spin function works differently when using the Z axis. Notice that Extrusion Value 2 is set to 500. The converted bitmap will be twisted 90 degrees as it is extruded in the Z direction (forward, into the monitor). The Slice Count value determines the number of segments 6Aes how this object was made by spinning the bitmap around the Y (vertical) axis. The Radius Offset value is measured in pixels. It's purpose is to offset the bitmap from the spin axis. The Slice Count value determines the number of sections that make up the spun object. Example #5 - A Spin about the Z Axis . Set the Conversion Mode = Color . Set the Extrusion Value 2 = 500 . Turn Beveling Off . Turn Spin ON . Set the Justification = Center . Set the Rotation Axi7letCONTINUE button at the bottom of the requester. Select the Bitmap IMPORT button fr Import the brush named cray. brush from the Demos drawer on the Pixel disk. The resulting object shows how a bitmap can be used to create a 3D object with the spin function. 7 View the bitmap in a paint program. When a bitmap is created in a paint program consider the screen to be in the X-Y plane with the Z dimension going into the screen. This illustrat8}tap Use the bitmap cray.brush for trying the Spin functions. The Extrusion Values are not applied for spinning around the X or Y axes. Example #4 (continued) . Set the Conversion Mode = Color Turn beveling off . Turn Spin on . Set the Justification = Right Set the Rotation Axis = Y-Vert Set the Degree Value 1 = 0 Set the Degree Value 2 = 270 Set the Slice Count = 1 0 Set the Radius Offset = 40 Set the Smoothing Value = 1 Select the 9^je example. brush bitmap. The resulting object will have different levels of extrusion corresponding to the values set in the different Extrusion Sets. Choose the Defined#l extrusion mode to do an automatic color intensity extrusion. This mode will produce an object with different levels of extrusion than the manual defined extrusion mode produced. The extrusion distance for the Defined#l mode is based on the intensity of the bitmap for each color region. Example #4 - Spin a Bitm:(Ahou need to enter a different extrusion value for each Extrusion Set 1-3. * Set the Extrusion Value 2 = 20 for Extrusion Set #1 * Set the Extrusion Set # to 2 * Set the Extrusion Value 2 = 30 for Extrusion Set #2 * Increment the Extrusion Set # again so it is now set to 3 * Set the Extrusion Value 2 = 40 for Extrusion Set #3 * Check that Beveling and Spin options are turned off. * Set the Line Smoothing Value = 10 6 Import th;W.....14........ 2........2..........18 3............. blue.......0......... 0........8..........8 4-31.......... not used Color register zero is the background color and is not available as a color that can be extruded. In this example only three colors are used, the colors in registers 1 through 3. Colors that are not used in the bitmap do not need to be defined. There are 31 available Extrusion Sets, one for each possible color. Since the example bitmap uses colors 1 through 3 yhCe #2 - Using the Bevel Option * Start with the same settings as in Example #1. * Turn on beveling by selecting the On/Off BEVELING button. * Set the Beveling Inset value 4 * Set the Beveling Depth value 4 * Select the CONTINUE button to return to the main screen. * Select the Bitmap impoRT button to bring up the file requester. * Choose the example. brush file. When the conversion is complete the new object will be displayed. Notice how the edge of each colored ar?%D Value 2 had been set to zero in Example# 1 the result- ing object would have been made without side or back polygons. The amount of the extrusion is is equal to the difference between Extrusion Value 1 and Extrusion Value 2. In most cases Extrusion Value 1 will be set to zero. The units of extrusion are measured in pixels. The example. brush bitmap is 165 pixels tall. An extrusion value of 40, in this case, creates an object that is approximately 1/4 as deep as it is tall. Exampl@J=es. Use the triangle shaped ARROW buttons in the middle of the main control panel to move the bounding box in discrete 5 degree in- 4 crements. Notice how the Heading, Pitch and Bank values change in the Location portion of the control panel. The lower right and lower-left ARROW buttons move the bounding box closer and further away. The upper-right and upper-left ARRow buttons rotate the object clockwise and counter clockwise. If Extrusion  Axus window disappears the new object will be drawn in the viewer. Position the mouse pointer in the viewing area and then press and hold down the left mouse button. A bounding box ap- ears and changes position as you move the mouse around . the object will be redrawn when the mouse button is released. Use the WIRE, SOLID, SHADE and COLOR buttons to see the object in various viewing modes. The combination of Shade and Color works well for these exampl B (this gadget is found in the lower right part of the requester) Leave the other settings at their default values. Select the CONTINUE button on the bottom of the requester. Select the Bitmap IMPORT button from the main control panel. Use the Import Bitmap file requester to select the file example. brush from the Demos drawer of the Pixel disk. After selecting the ACCEPT button a status window will appear for the conversion. When the stat C"itmap has been cut out of a grid of polygons. Each intersection of the grid will be raised or lowered depending on the average color intensity. Mono Mode: Color information is ignored. The amount of extrusion for Color, Mono and Manual extrusions is determined by the value entered in the Extrusion Value 1 and Extrusion Value 2 boxes. Example #1 - A Standard Color Extrusion . Set Conversion Mode to Color. o Set the Extrusion Value 2 = 40 Set the Line Smoothing Value = 10 D$he different settings: Color Mode: The different colors of the bitmap are maintained in the resulting 3D object. Manual Mode: Each color is extruded a different amount. The extrusion depth for each color is defined manually. Auto Defined Mode #1: Each colored area of the bitmap is extruded a different amount based on the color intensity of the polygons that are making up the bitmap. 3 Auto Defined Mode #2: This mode will act as though the b En ap Configuration Requester This requester is used to choose how a bitmap will be processed when it is imported. To change a bitmap configuration value use the keyboard or select the UP/DOWN buttons to increase/decrease the value. Clicking on the large bitmap configuration buttons will toggle their settings. The first button to consider is the CONVERSION MODE button in the top-left of the bitmap configuration requester. Clicking on the CONVERSION MODE button will toggle through tFRI6+ 2 2.0 A Quick Tour of Pixel 3D This chapter will guide you through the functions available in Pixel using example bitmaps found in the Demos drawer of the Pixel disk. 2.1 Examples A major function of Pixel is to convert a bitmap to a 3D object. There are many options available for accomplishing this with a variety of interesting results. Select the Bitmaps CONFIG button on the control panel to use the Bitmap Configuration requester. Getting Around In The BitmG>>>> Call our boards! <<<<< Primitive Future: 305-251-2932 Dulcet Tones: ELITE ONLY Ice Station Zebra:(4 node)206-927-5211 Oasis: +44-386-553876 Realms of Chaos: 407-877-9465 Ancient Dreams: +39-825-71710 Axtion: 916-641-8019 Speed Bit: +49-232482501 Ghost Shadow:(2 nodes) 213-227-4838 M3! _____________ /\ /\______________/\___ /\ \ _________ \\ \ / \ _______ __ _/ / / / / ____/ / \ \/ // /__ / / / /\ \ / / Proudly presents: / / / _ _/ \ / \___ \ / / / / \ \ / / PIXEL 3D docs / /___/\\/_\ \____/ /_____/ / / / / / ___\ \\/__/\ \______// \_\ \__/ /_______/ \/ \_//_____//____/ \ \ \/ \/ Accept no imitations.. 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