'Go! Go! Annie' for BeOS!

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                          kr Software presentz:                        
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   ۱  ۱ (C) Kristoffer    ۱  
                                  Relling, 2000.    [V1.0c]             
 
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  1 INTRODUCTION
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  1.0 TABLE OF CONTENTS
  ----------

  1 Introduction
     1.0 Table of Contents                            
     1.1 Welcome: A little Preface...                 
     1.2 What is `GO!! GO!! ANNIE!'?
     1.3 PROJECT STATE!

  2 Gameplay                                         
     2.0 Basic controls                               
     2.1 Walking Around / Game in General                             
     2.2 The Menu Screen
     2.3 Various Hints'n'Tips

  3 Technical Information
     3.0 Requirements                                 
     3.1 Libraries and Compilers                      
     3.2 Credits/Who Done Did What                    
     3.3 Technical Problems                           

  4 Legal Stuff
     4.0 Program License...                           
     4.1 Music Information                            

  5 Contact Information
     5.0 How to Contact                               

  

  1.1 WELCOME: A LITTLE PREFACE...
  ----------

    Welcome to `GO!! GO!! ANNIE!', created and designed by Kristoffer Relling
    (kr Software <- go figure >8). It hasn't been a solo effort, though!
    I'd like to really thank Henrik Andreas Stokseth for helping me with
    programming parts of the code in `GO!! GO!! ANNIE!'.
    Thanks ol' chap!

    Of course, feedback is encouraged, so write me an e-mail and tell me what
    you think about this product.  My e-mail address and such information
    is to be found at Chapter 5 of this manual.

    Hmm.. This seems to be my best written manual EVER!
    Most serious that is ;-)

    One more thing: `GO!! GO!! ANNIE!' is FREEWARE! This means that you
    can play the game over and over as long as you want for the cost of
    absolutely nothing (except for the Internet/downloading-costs..)
    All I want is a feedback on the game!  Please notice that there
    is a license that you have to follow; you can read more about it at
    Section 4 later in this manual.

    Cheers,

     Kristoffer Relling


  1.2 WHAT IS `GO!! GO!! ANNIE!'?
  ----------

    I suppose that you already know that this is a kinda jump'n'run-game.
    To define this even further, it is a platform game that may remind you
    a little of `Super Mario World' and `Sonic the Hedgehog'.  Both of these
    games are great, and should be played by everyone who likes non-violent
    platform-games where you won't have to run around "fragging" each and
    everyone ;-)

    One of the main reasons that make this game look like it looks, may
    come of the fact that I have always loved colorful platformers since I
    ever met them at the first time.  You may have noticed that I got pretty
    inspired by some particular games like for example `JP ][: ROBOCOD' that
    were originally made for the Amiga years back (I'm still playing those!)


  1.3 PROJECT STATE!
  ----------

    The development of `GO!! GO!! ANNIE!' has ended due to some bigger
    projects, however, the game is fully functional.  The only elements
    that are missing are:

      - The HiScore-list.
      - A some kind of ending, like everyones gets happy and goes out
        for a pizza or something .. =)


    The source code is available through e-mail, just ask me if you're
    interested or whatever!

    The game was programmed under DOS and Suse Linux 7.0 and compiles
    flawlessly on these platforms, however, the source should also
    be able to compile nicely with MingWin32 for Windows too!

  

  2 GAMEPLAY
  ----------

  2.0 BASIC CONTROLS
  ----------

    The controls are rather easy:

    LEFT & RIGHT ARROW-KEYS to manuever Annie around in a big, big world;
    UP ARROW to make Annie jump/float higher
    DOWN ARROW to make Annie either float lower or kinda sink faster..

    (DOWN ARROW has *NO* effect when not flying or swimming)

    ESCAPE [ESC] - go figure >8)
    F1           - View in-game help screen


    `GO!! GO!! ANNIE!' always tries to autodetect any joystick(s)/joypad(s)
    at startup. This means that if your joystick/-pad is compatible with the
    game, than you might use it to control Annie instead of the thrusty
    ol' keyboard.


  2.1 WALKING AROUND / GAME IN GENERAL
  ----------

    Walking around in `GO!! GO!! ANNIE!' is pretty much like all those
    other jump'n'run games, but of course, I will do my best to scope more
    or less into the topic itself;

    On your journey, you will find a lot of good stuff on they. Coins, fruits
    and candies for instance are really good for Annie, so be sure to
    collect as many of these pickups as possible!

    Coins are nice thingies:- everytime you collect one-hundred (100) coins,
    Annies' health will be fully recovered, but if Annies' health is already
    full, then you will get an 1UP instead of recovery.
    Other pickups, like fruits and candies, does nothing, except for
    increasing your score.

    On your journey you will also meet enemies (duh) which can be really
    pestering sometimes. There are dumb enemies, average enemies and
    dumber enemies!  Please note that Annie cannot defeat the enemies by
    jumping on them, like i.e the Super Mario -games.  You will only end
    up hurting yourself which is a no-no.

    Tip of advice:  There exists "fake walls" at some of the levels.
                    These "fake walls" often leads to more or less good
                    places (read: secrets).  Can you find 'em all?

  

  3 TECHNICAL INFORMATION
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  3.0 REQUIREMENTS
  ----------

    Ok! Just about every decent game out there seem to have one of these
    sections, so here we go:

      Minimum Requirements
      ---
      80386 (32-bit PMode)
      4-8 MB RAM
      1 MB VRAM
      DOS 6.22 or greater (not tested any versions below, though!)

      System needed for the game to be playable
      ---
      80486 (fast one -- i.e 486DX2/66 under pure DOS)
      16 MB RAM ++
      1 MB VRAM 

      Somewhat recommended system (to make sure that everything runs -ZooM-)
      ---
      Pentium 166MHz or greater
      24 MB RAM
      2 MB VRAM
      DOS 7.0 or greater


    If you come telling us that you've managed to make `GO!! GO!! ANNIE!' run
    sloppy at your brand new AMD 800MHz whatever, Henrik and I will come over
    to your house, beat you senseless, and steal the computer that you're not
    worthy of! *cough*


  3.1 LIBRARIES AND COMPILERS
  ----------

    `GO!! GO!! ANNIE!' uses the Allegro library for basics like screen and
    timing.
      `http://www.talula.demon.co.uk/'

     You can find many other cool games written using Allegro at this URL:
      `http://www.allegro.cc/'   (I presume that this is how you first found
                                  GO!! GO!! ANNIE!, right?! ;-)

    An other library that is also used is JGMod, which is a fine
    library for handling modules, e.g: music (i.e .mod, .s3m, .xm, .it)

    The whole shebang was compiled using the DOS-port of Gnu's GCC; DJGPP,
      by DJ Delorie (nope -- DJ is his real forename, and not his initials)
    DJGPP is a great (and FREE =) 32-bit C/C++ compiler that is a -must-
    if you are into DOS-programming.  It compiled Quake...

      `http://www.delorie.com/'


  3.2 CREDITS/WHO DONE DID WHAT
  ----------

    Programming & Design.............................Kristoffer Relling

    Assistant programming............................Henrik A. Stokseth

    Graphics.........................................Kristoffer Relling
                                                     An Ly
                                                     + "some" borrowed stuff..

    Sound system.....................................Jeffery Guan Foo Wah
                                                     (JGMod)

    SFX..............................................Kristoffer Relling
                                                     Robert Relling +
                                                     many borrowed samples..

    Beta-testers.....................................Henrik A. Stokseth
                                                     Robert Relling

    *Annoying* beta-tester...........................Robert Holen
                                                         (thanx man!! :)


    "Where have I seen Annie from before?!?", a little thought that may
    stumble around you as of all by sudden one day; which I understand pretty
    well.  The Annie character-graphic is based upon the characters by
    Genndy Tartakovsky (PowerPuff Girls, Dexter's Lab, Johnny Bravo)


  3.3 TECHNICAL PROBLEMS
  ----------

    "I can't get any sound from my soundcard :-("

      - At first, make sure that your DOS sound drivers are properly
        loaded/installed.

      - Make sure that you gave the SETUP-program the right information.

      - Safety check your port, IRQ, and DMA-settings (your sound card
        package should include some software for auto-detecting sound cards.
        Just write down the results and plug 'em right into the SETUP).

      - Make sure that the volume is turned up.

      - Oh, yeah.. make sure that your speakers are ON :-)


    "HEEELP!!! I get white snow on my screen and it isn't even winter yet..."

      - Enter the "Options"-menu and turn on the VSync-option.

          With the VSync()-option enabled, the game will wait for a
          vertical retrace to begin. The retrace happens when the electron
          beam in your monitor has reached the bottom of the screen and is
          moving back to the top ready for another scan. Now we can, for
          example, alter the palette without without causing "snow" to
          appear during the refreshes.  Most monitors can handle this
          theirselves without needing to have VSync() enabled.


    "Is there a way to disable the joypad/joystick-support in ANNIE?
     The game works kinda sloppy and I *know* that the joystick-support is
     somehow involved in this :("

      - Okay.. I don't really believe that anything like this was ever going
        to happen, but anyway, I added this kinda joystick-disable function
        as a "just-in-case" of emergency etc.

        What to do:  Simply start the game with "ANNIE -no_joy" followed
        by [ENTER].


  

  4 LEGAL STUFF
  ----------

  4.0 PROGRAM LICENSE                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                FTWARE.

    - kr Software is  n o t  responsible at all for anything that may happen
      to you or your computer by using this software (it's free remember?!)

    - This software (`GO!! GO!! ANNIE!') is FREEWARE and copyrighted to
      kr Software, 2000-2001.


    THIS SOFTWARE IS PROVIDED "AS-IS". kr Software DOES NOT WARRANT THAT
    THE OPERATION OF THIS SOFTWARE WILL BE ERROR-FREE. IN NO EVENT SHALL
    THE DEVELOPER(S) OF THIS SOFTWARE BE LIABLE FOR ANY DAMAGES RESULTING
    FROM THE USE OF THIS SOFTWARE, INCLUDING BUT NOT LIMITED TO, LOSS OF
    PRODUCTIVITY, LOSS OF DATA, OR INCIDENTAL OR CONSEQUENTIAL DAMAGES.
    


  4.1 MUSIC INFORMATION
  ----------

    I hope you enjoy the music that are used in the game.
    I have done the best of my music-listening abilities to try to make
    all those tunes to "fit" within the game. Hope you enjoy them!

    Please notify that all the tunes that are included in `GO!! GO!! ANNIE!'
    are made by skilled musicians with taste for game music.

    kr Software does not take any credit or whatsoever for the modules used
    in the game.  All mods that are used in `GO!! GO!! ANNIE!' are 100%
    free to use (at least according to the sources from were we found them..)

    If you find your music in this game, and does *not* want it to be used,
    then contact me ASAP!


  

  5 CONTACT INFORMATION
  ----------

  5.0 HOW TO CONTACT
  ----------

    If you for some reason want take contact, feel free to do so.
    We are very glad to get comments or suggestions, and we'll happily
    answer any technical questions to the best of our ability.
    Please read the Technical Problems section before making contact, though!

    And if you have some time off with nothin' to do, feel free to send me
    a postcard to the snail-mail address found as found right below...


    E-Mail:       krelling@c2i.net

    Snail-Mail:   Kristoffer Relling
                  Olsvollen 32
                  6019, Aalesund
                  NORWAY



