Subject: wcl-l.bham.ac.uk:/pub/djh/faqs/SPISPOPD.faq From: henryg@wpi.WPI.EDU (Henry Gabryjelski) Newsgroups: comp.sys.ibm.pc.games.action,comp.sys.ibm.pc.games.misc Subject: SPISPOPD FAQ v2.1 Date: 21 Aug 1994 17:56:03 GMT Organization: Worcester Polytechnic Institute Post-Release v2.1 - STANDARD revision Last Updated: April 27, 1994 EST Written by: Henry Gabryjelski (henryg@wpi.wpi.edu) ----------------------------------------------------------------------------- ---------- DISCLAIMER ---------- This FAQ is to aid in informing the public about the game SPISPOPD, by Jamul Software. In no way should this promote your smashing pumpkins, smashing cars, or smashing in any other fashion. Additionally, Henry Gabryjelski claims NO responsibility regarding ANY illegal activity concerning this FAQ, or indirectly related to this FAQ. The information contained in this FAQ only reflects Jamul Software indirectly, and questioning Jamul Software regarding any information in this FAQ is not recommended. --------------------- TRADEMARK INFORMATION --------------------- All specific names included herein are trademarks and are so acknowledged: Jamul Software, SPISPOPD, SPISEDIT, ID software, Doom, Sound Blaster, IBM, Microsoft, MS-DOS, Atari, and Jaguar. Any trademarks not mentioned here are still hypothetically acknowledged. ---------------- COPYRIGHT NOTICE ---------------- This article is Copyright 1994 by Henry Gabryjelski. All rights reserved. You are granted the following rights: I. To make copies of this work in original form, so long as (a) the copies are exact and complete; (b) the copies include the copyright notice and these paragraphs in their entirety; (c) the copies give obvious credit to the author, Henry Gabryjelski; (d) the copies are in electronic form. II. To distribute this work, or copies made under the provisions above, so long as (a) this is the original work and not a derivative form; (b) you do not charge a fee for copying or for distribution; (c) you ensure that the distributed form includes the copyright notice, this paragraph, the disclaimer of warranty in their entirety and credit to the author; (d) the distributed form is not in an electronic magazine or within computer software (prior explicit permission may be obtained from Henry Gabryjelski); (e) the distributed form is the NEWEST version of the article; (f) the distributed form is electronic. (g) the distributed form is _NOT_ on CD You may not distribute this work by any non-electronic media, including but not limited to books, newsletters, magazines, manuals, catalogs, and speech. You may not distribute this work in electronic magazines, or within computer software without prior written explicit permission. These rights are temporary and revocable upon written, oral, or other notice by Henry Gabryjelski. This copyright notice shall be governed by the laws of the state of Massachusetts. If you would like additional rights beyond those granted above, write to the author at "Henryg@wpi.wpi.edu" on the Internet. --------- CONTENTS: --------- [1] Introduction [1-1] A word from Henry Gabryjelski [1-2] About the SPISPOPD FAQ [1-3] Getting the SPISPOPD FAQ [1-4] Adding to the FAQ *1-5* Acknowledgments [1-6] Accurate Information =SECTION ONE= PRELIMINARY INFORMATION [2] What is SPISPOPD? [2-1] The Story [2-2] The World(s) [2-3] The Badguys [2-4] Power Ups and Items [2-5] The Controls [2-6] Soundcard Setup [2-7] Starting the game [3] What makes SPISPOPD different from Hangman? [3-1] Smooth Gameplay [3-2] Monsters and Artificial Intelligence [3-3] Weapon [4] Who created SPISPOPD [4-1] How can I contact Jamul Software? [5] What are the difference between the different releases of SPISPOPD? [6] Where can I get SPISPOPD? [6-1] How can I get the shareware release? [6-1-1] What are the file names? [6-1-2] How can I get SPISPOPD using FTP? [6-2] How can I get the SPISPOPD Specs for creating add-on utilities? [7] What is needed to run SPISPOPD? [7-1] What is REQUIRED to run SPISPOPD? [7-2] What sound cards does SPISPOPD support? [7-3] What game controllers does SPISPOPD support? [8] Using SPISEDIT [8-1] Some Basic Stuff [8-2] The Main Screen [8-2-1] Disk Menu [8-2-2] Items Icon [8-2-3] Remove Item Icon [8-2-4] Terrain Icon [8-2-5] Badguy Icon [8-2-6] Terrain Editor [8-2-7] Starting Position [8-2-8] Options Menu [8-3] Using a Tool [8-4] GIF256.EXE [8-5] Terrain Types =SECTION TWO= CHEATS AND SPOILERS [9] How can I cheat in SPISPOPD? [9-1] What are the SPISPOPD cheat codes? [10] Can someone tell me how to...? [10-1] Where are the SPISPOPD secret levels? [10-1-1] SPISPOPD (aka IntroLand) [10-1-2] Spacey Techno World [10-1-3] The Ice Caverns [10-1-4] Happy Forest Land [10-1-5] Funky Weirdville [10-1-6] Sandy Desert World [10-1-7] "The More Evil Than Doom (tm)" HellSpawn Filled Area [10-1-8] The Earth Realm [10-1-9] Old Ultima [10-2] How do I get to SMOG? [10-3] How many shots does it take to kill each enemy? =SECTION THREE= SPISPOPD ADD-ON SOFTWARE [11] Current Software [12] Future add-on software =SECTION FOUR= TROUBLESHOOTING [13] Why won't SPISPOPD work correctly? [13-1] How can I use Smartdrv.exe with SPISPOPD? [13-2] Why am I getting an "out of memory" error with SPISPOPD + [13-3] Why does SPISPOPD crash when I start it? [13-4] How can I run SPISPOPD under OS/2? [13-5] Why does SPISPOPD access the disk so much? [13-6] Why does SPISPOPD say "Requires Math Co Processor"? [14] Why won't my sound card work with SPISPOPD? [15] Miscellaneous SPISPOPD problems [16] Conclusion [17] Revision History *18* Mucho Kombat Pre-Release Information! + Never has happened to anyone I know of... ------------------------- CHAPTER [1]: Introduction ------------------------- [1-1]: A word from Henry Gabryjelski =============================== This is the third (and possibly last) release of the FAQ. This FAQ is good for version 3.00E (SPISEDIT) of the game only. No information is guarenteed true for previous versions. Actually, none of this is guarenteed to be true. Anyway, this is the best I can do on a moment's notice. Mail me your comments! Now on to v2.1 of the SPISPOPD FAQ! [1-2]: About the SPISPOPD FAQ ==================================== Welcome to the post-release v2.1 of the SPISPOPD FAQ. What does that mean? Post-release is after the game is released, version 2.1 is a major revision written after 1.1, SPISPOPD is the name of the game, and FAQs are [F]requently [A]sked [Q]uestions. Here's how revision classification works. If a new version of the FAQ only has a small amount of information changed or added, the version number is increased by 0.1. This is called a "minor revision." If a new version of the FAQ has a substantial amount of new information changed or added, the version number is increased by 0.5. This is called a "standard revision." If a new version of the FAQ has a huge amount of added or changed information, major parts of the FAQ are rearrange send E-mail to "Henryg@wpi.wpi.edu" (no quotes), explaining what your addition is. It will be reviewed, and if accepted, added to the next FAQ version, giving minor credit to you. In the E-mail, please supply your name and E-mail address. Subject: SPISPOPD FAQ ADDITION [1-3]: Getting the SPISPOPD FAQ =============================== I will accept E-Mail addresses for a new SPISPOPD FAQ mailing list. I cannot guarantee it will stay valid, but I will try my best to mail every revision of the FAQ to those who ask to be put on this mailing list. Please make the subject of your E-mail "SPISPOPD MAILING LIST." The SPISPOPD FAQ is now online the World Wide Web! Connect to http://wcl-rs.bham.ac.uk/~djh/index.html for instant access to FAQ's in linked hypertext-ish format. v2.1 of the FAQ online now has pictures (GIF's) for even better clarity (ie. NO MORE ASCII PICTURES!). Try it out, and if you like it, send a nice note to the maintainer, converter, and overall nice guy 'Dave '. The SPISPOPD FAQ can be requested from me without being added to the mailing list. My Internet E-Mail address is "henryg@wpi.wpi.edu". Please make the subject of your E-mail "SPISPOPD FAQ Request." The SPISPOPD FAQ is posted whenever I get the chance to the following news groups: (1) alt.games.doom (thanks to all who requested the full version!) (2) comp.sys.ibm.pc.games.action (3) comp.sys.ibm.pc.games.misc The "Subject:" line of the post will be "SPISPOPD FAQ v??.??" where "??.??" is the version number of the FAQ. I currently do not FTP the FAQ. You are reading it now anyways! Try wuarchive.wustl.edu and cs.uwp.edu first if you _really_ want an FTP site. Sheesh! New releases of the SPISPOPD FAQ are uploaded to Software Creations BBS (and other BBSs) under the file name "smashf??.zip" where "??" is the version number of the FAQ. Software Creations BBS: (a) (508)-365-2359 2400 baud (b) (508)-368-7036 9600-14.4k v.32bis (c) (508)-368-4137 14.4-16.8k HST/DS [1-4]: Adding to the FAQ ======================== If you want something added to the FAQ, please send E-mail to "Henryg@wpi.wpi.edu" (no quotes), explaining what your addition is. It will be reviewed, and if accepted, added to the next FAQ version, giving minor credit to you. In the E-mail, please supply your name and E-mail address. Subject: SPISPOPD FAQ ADDITION [1-5]: Acknowledgments ====================== I'd like to thank Jamul Software for creating such a GREAT game! Now, in alphabetical order... Sean Barret - For putting up with me! (wait, I gotta put up with him too!) :) Mike Bates - for the three-letter cheat code Dave - for converting the FAQ to HTML and making me aware of WWW Donna - for suggestions on improvements to the FAQ Mike Hommel (mhommel@oboe.calpoly.edu) - For writing this great game, and answering my questions. Hank Leukart - For writing the DOOM FAQ, where I got the skeleton for this FAQ. Yes, that means the SPISPOPD FAQ is a parody of the DOOM FAQ. :-) David M. Menestrina (dmenest@eis.calstate.edu) - for version #'s cheat codes work in Jeremy Mitts - for info on how to FTP Mail Derek Moore (damoore@oboe.calpoly.edu) - For designing the levels, and answering my questions. Forgive me if I am missing anyone, so many people have helped me! Thank you! Finally, I'd like to thank everyone who reads this FAQ, you are what the FAQ is for! [1-6]: Accurate Information =========================== An attempt has been made to make the information in this FAQ as accurate as possible. Unfortunately, due to the fact that the game was recently updated, and updates, add-ons, and new information are being worked on continuously(?), it's hard to keep up. If you find any inaccurate information, please E-Mail me at henryg@wpi.wpi.edu with the subject line "SPISPOPD FAQ CORRECTION". I will review them and probably put them into the next FAQ. ===================================== =SECTION ONE= PRELIMINARY INFORMATION ===================================== ------------------------------ CHAPTER [2]: What is SPISPOPD? ------------------------------ SPISPOPD stands for Smashing Pumpkins Into Small Piles Of Putrid Debris. SPISPOPD is a two-dimensional, graphical game using VGA graphics and an outstanding (well, it's good, anyway) music. SPISPOPD supports almost any sound card that does soundblaster emulation. SPISPOPD is shareware, but only costs *$5*! If you cannot afford even $5, you can just send a postcard to register ($0.19). Full registrations of $5 will automatically receive FREE official SPISPOPD pumpkin seeds! Personalized, none-the-less. Please support poor college students who are paying thousands of dollars to learn how to program by registering. (The postcards help their moral) [2-1]: The Story ================ DATELINE - October 30, 1993. All the pumpkins of the world cower in fear again, as another Halloween approaches. As always, they are destined to be culinarily transformed into grotesque icons of a pagan tradition. Their only hope was to steal all of Earth's candles and take them away to the distant pumpkin planet, Pumpkinia. DATELINE - November 4, 1993. Despite tremendous security measures, the pumpkins succeeded and now Earth has no candles. If the power goes out, everybody is SCREWED. The only hope is Bouapha, the Gourdslayer. He hops into the specially designed TX-34Z Rocket Ship and blasts off for the Zeta Toejam star system. CAN BOUAPHA AND HIS MIGHTY HAMMERS OVERCOME THE PUMPKINS!? [2-2]: The World ================ When your adventure (of a lifetime, no less) begins, you will be on the mystical purple plains of Pumpkinia, the planet the pumpkins have overtaken. From here, it's just a short jaunt to IntroLand, the easiest of the towers commanded by the dread vegetables. Of course, if you think you're tough or something, there's always the Spacey Techno World, the Ice Caverns, Happy Forest Land, Funky WeirdVille, or the Sandy Desert World. The final level is called, simply, Hell. [2-3]: The Badguys ================== Baby Pumpkins : Not very dangerous, but they can suck your life away if they make contact. They come in several varieties. Big Pumpkins : Dangerous, but stupid. Sea Pumpkins : They swim, and spit green blobs at you. Robo Pumpkins : LOOK OUT! These things are lethal! They spew energy blasts all about, and charge towards Bouapha. Squash : May look small, but these buggers are fast and vicious. Massive Pumpkin: He rules IntroLand, vomiting up baby pumpkins at will. Chef Liem : An evil chef, who throws pumpkin pies. GXR-0932b : A horrid mutant pumpkin. Kept in a containment tank. Yeti : Fuzzy creatures that live in the snow. Sympathetic to the pumpkins' cause. Centipumpkin : See it to believe it. Sea Serpent : Spits out semi-guided swarm bullets, and lives in the water. Spider Pumpkin : King of Pumpkinia. Too powerful for words. Smog : Ruler of the Earth Realm. EXTREMELY DANGEROUS! Grim Sowers : Take lots of energy from you (aka Pumpkin Worshipers) Evil Boupha : An evil Boupha, has rapid-fire hammers. Smart(?) [2-4]: Power-Ups and Items ========================== There are many different items to get while playing SPISPOPD. Listed below are most of them along with their results (points, life, hammers, etc.) Candle 2312 pts. Dark Blue Gem 585 pts. + Life Green Gem w/A Rapid Fire Keys 70 pts. Light Blue Gem Protection Pink Gem 15,469,971 pts. Red Gem 103 pts. + Hammer [2-5]: The Controls =================== /\ < > Arrow keys move \/ Enter Throw hammers, if you have them. Space Throw hammers, if you have them. F2 Save /* No longer works! */ F3 Load /* No longer works! */ ESC Quit (INSTANTLY!) to DOS F4 Toggle Sound FX F5 Music off F10 Options Menu (REMEMBER THIS!) [2-6]: Sound Card Setup ======================= Use the SETINTR program to set the interrupt to what your sound card uses (i.e., "SETINTR 7" for IRQ 7). [2-7]: Starting a game ====================== To start a game, using the original intro world, simply type "sm intro" at your prompt. You can also substitute any other file with the extension ".slf" for "intro". If you want to get more technical, read the documentation. ------------------------------------------------------------ CHAPTER [3]: What makes SPISPOPD different from Hangman? ------------------------------------------------------------ [3-1]: Smooth Gameplay ================================ The environment in SPISPOPD is frightening, but the player can be at ease when playing. Jamul Software strove to provide the smoothest control on the user end. SPISPOPD is also graphical, the original Hangman wasn't. Are you really still reading this? I can't believe this, someone who wants a comparison to Hangman. Smileys everywhere! [3-2]: Monsters and Artificial Intelligence ========================================= Well, hangman didn't have any enemies, except maybe for the guy who was hanging you. SPISPOPD actually has an outstanding variety of bad guys to make you lay awake at night shivering. :-) There is a huge amount of enemies in SPISPOPD. Here is a list, including names, points, # of hits to kill each one, and a 'B' next to hits column to indicate the enemy is worth a candle (boss): Name : Points : Hits to Kill : ----------------+-------------+---------------+ Pumpkin Creator : 7 243 : 20 : Baby Pumpkins : 231 : 1 : Big Pumpkins : 231 : 5 : Sea Pumpkins : 231 : 8 : Robo Pumpkins : 231 : 50 : Squash : 231 : 2 : Massive Pumpkin : 231 : 200 B : Chef Liem : 231 : 200 B : GXR-0932b : 231 x 2 : 100/100 B : Yeti : 231 x # : 50 B : Centipumpkin : 231 x 15 : 20 B : Sea Serpent : 231 : 50 B : Pumpkinia King : : 200 B : Smog : : 20 B : Evil Boupha : 231 : 50 B : Grim Sower : : 7 : [3-3]: Weapon =============== Well, there is only one weapon in SPISPOPD, unless you include the cheat codes. This all-powerful, all-red, all-equalizing item of mass destruction is the HAMMER! Each time you pick up a red gem, you get a hammer (max. five hammers). With one, two, or three hammers you can have one, two, or three hammers onscreen at a time (respectively). With four, you fire both forwards and backwards at once. (*NOTE* I find this annoying, and reccommend against having four hammers often) With five hammers, however, you have a three-way fire. This is by far the most effective number of hammers to have. ---------------------------------- CHAPTER [4]: Who created SPISPOPD? ---------------------------------- SPISPOPD was created by Jamul Software, and is also published by Jamul Software. Jamul Software is made up of the following dedicated people: Programmer Mike Hommel (mhommel) Sound Engineer Joe Reiter (jreiter) Level Design Derek Moore (damoore) Musician at Large Burnt Christian (bchristi) Associate Compiler Technician Cornell Nieh (cnieh) Chef Liem Le (llle) Hero Bouapha (ignore him) Transportation Engineer Greg "The" King (ghking) Graphics Management Mike Hommel (mhommel) Vocal Effects Kevin "Toasty" Fong (kfong) J.T. "Toaster" Gilkeson (jgilkeso) Burnt "Bleah" Christian (bchristi) Osvaldo "Hlyargh" Boggart (no-account punk) Cornell "Bingo" Nieh (cnieh) Mike "DumbAss" Hommel (mhommel) Derek "Door" Moore (damoore) 286 Playtesting Jeff "Jfe" Cullins (jcullins) Mike Kong (mkong) EGA Nothing Whatsoever Mike"pleasepleaseplease"Kong (mkong) - All Internet addresses are @oboe.calpoly.edu - Note: ID has NOTHING to do with SPISPOPD. (ONLY $5 Registration!) [4-1]: How can I contact Jamul Software? ===================================== Jamul Software can be contacted via the Internet. If you would like to ask any questions about SPISPOPD (that are not answered in here), send E-mail to "mhommel@oboe.calpoly.edu" or U.Snail-mail to Mike Hommel Sierra Madre 14H Cal Poly San Luis Obispo, CA 93410-2000 USA His address after 5/5/94: Mike Hommel 16420 Martincoit Rd. Poway, CA 92064 ------------------------------------------------------------------------ [5]: What are the differences between the different releases of SPISPOD? ------------------------------------------------------------------------ The first version of the game only had "intro land". Later, another six levels were added, as was the "earth realm". Cheat codes have been added with almost every revision. Version 3.0 is the first version to include the official SPISPOPD map editor! (Cheering in background...) This version also includes a new world, called oldultma.slf. Unfortunately, version 2.5 of the game (v2.47) constantly stated that it required a math coprocessor to run, but that has been fixed. (I hope) Also, starting with version 3.00E, SPISPOPD no longer saves games nor restores them. This was obviously deemed unnecessary by the programmers, but if enough people ask, maybe it will be put back in.... ;-) -------------------------------------- CHAPTER [6]: Where can I get SPISPOPD? -------------------------------------- [6-1]: How can I get the shareware release? =========================================== The preferred method is to anonymous FTP it. You may also E-Mail to a FTP server, which will E-Mail a uuencoded copy to you. To use FTP Mail to get SPISPOPD, to the following: mail ftpmail@decwrl.dec.com connect wuarchive.wustl.edu binary uuencode get /pub/MSDOS_UPLOADS/games/spisedit.zip quit In other words, send E-Mail to "ftpmail@decwrl.dec.com" with message containing only the five lines shown above. You will receive the game (uuencoded) within a few days. The message you get from ftpmail (or messages since it's a large file) are uuencoded, so you'll need to concatenate then together and uudecode them (if you're running on DOS you'll need a PD version of uudecode- it's standard utility on UNIX). [6-1-1]: What are the file names? --------------------------------- The most recent version of SPISPOPD is v3.00E, and is the only version for which I offer the "secrets". The filename on FTP sites is spisedit.zip, and when I mail it out, I use the name SMASH30.ZIP. Please note that this corresponds to v3.00E on the first screen. [6-1-2]: How can I get SPISPOPD using FTP? ------------------------------------------ Here is a list of sites SPISPOPD is on. Choose the one closest to you for fastest delivery. wuarchive.wustl.edu /pub/MSDOS_UPLOADS/games/spisedit.zip ocf.nms.unt.edu /pub/incoming/spisedit.zip cs.uwp.edu /pub/incoming/id/spisedit.zip [6-2]: How can I get the SPISPOPD specs for creating add-on utilities? ====================================================================== The SPISPOPD Specs have not been released yet, and there is no known timeline for their release. Someone might just spend a couple minutes hacking it out... then release it. -------------------------------------------- CHAPTER [7]: What is needed to run SPISPOPD? -------------------------------------------- [7-1]: What is REQUIRED to run SPISPOPD? ======================================== SPISPOPD requires almost _nothing_ to run. All you need is an IBM compatible 286+ (might run on 808*, but not sure), a VGA graphics card, and a VGA monitor. A soundblaster sound card is highly recommended. It doesn't matter if you have 640k or 32 Megs of RAM, SPISPOPD only uses normal "low" memory. So try to load everything high. :-) NOTE: I have tried playing on a 286 and it is too slow. 386 is my recommended minimum. [7-2]: What sound cards does SPISPOPD support? ============================================== SPISPOPD only supports soundblaster and fully compatible sound cards. The effects are mono, not stereo. [7-3]: What game controllers does SPISPOPD support? =================================================== SPISPOPD supports keyboard input only. SPISEDIT requires a mouse to edit the levels (and everything else). --------------------------- Chapter [8]: Using SPISEDIT --------------------------- YES! I have included lots of toned-down instructions on how to use the level editor. Hopefully you will read these (I didn't and made a fool of myself), as I spent much time on them. NIFTY TRICK: press Shift-F, and then click in the upper portion of the screen (the big display area). This will fill the current floor of the current level of the world with the highlighted terrain. NIFTY TRICK II: press ALT-C, and then click in the upper portion of the screen (the big display area). This will copy the current floor of the current level to all other floors and levels. Note that it only copies the terrain, and not items or monsters. [8-1] Some Basic Stuff ====================== A Spispopd World has eleven levels. The tenth is the last normal floor, and the eleventh is the secret level. Each level has three floors, but you don't need to use them all. You can have fifty enemies, fifty generators, and fifty items one each _floor_. You need at least one launchpad on each level. [8-2] The Main Screen ===================== The current level and floor are displayed on the top part of the screen. There is also a row on the bottom that contains many little pictures, which will be described below. +-----------------------+---+---+---+-----------------------------------+ | | D | C | X | | | Pictures 1 - 26 +---+---+---+-----+-----+-----+-----+---+---+---+ | | T | B | E | G # | I # | F.. | L.. | S | O | Q | +-----------------------+---+---+---+-----+-----+-----+-----+---+---+---+ D - Disk G - Generator Counter C - Candles & Items I - Item Counter X - Remove Items F - Floor Changer T - Terrain L - Level Changer B - Badguys S - Start Positioner E - Editor (terrain) O - Options Menu Q - Quit [8-2-1] Disk Menu ================= When the disk menu pops up, it will originally say "DEFAULT". Click on the name to change it, SAVE to save your changes to disk under the given name, LOAD to load the named file from disk, and QUIT to not do anything. [8-2-2] Items Menu ================== Clicking on the candle on the center bottom of the screen will change pictures 1-26 to items (and blanks). Use these as any other tools. [8-2-3] Remove Item Icon ======================== Clicking on this big red X will allow you to remove gems, candles, and enemies from the screen. Use as any other tool. [8-2-4] Terrain Icon ==================== Clicking on this tree icon will casue pictures 1-26 to change to the different terrains. Click on the terrain you want to use, and use as any other tool. [8-2-5] Badguy Menu =================== Clicking upon this icon will cause the pictures 1-26 to change to badguys. Click on the badguy you want to use, and use as any other tool. [8-2-6] Terrain Editor ====================== +---------+---+---+---+---+ | | C | X | D | Q | D - Picture of disk | Edit +---+---++--+---+ | | | | Picture | ++ <- Selected Color | | Colors ++ +---------+ | +--------+ +-------------------------+ | | | Terrain Types | | | /\/\\/\/\/\/\/\/\/\/\/\/\/\ <- Cut for size | | +-------------------------+ Clicking on this pen-like icon will bring up the terrain editor. The editable area is marked 'edit picture' in my ASCII drawing. Simply click on a color (in 'Colors') and then click on the editable area to change its color. If you click on the 'C', you can copy another picture by clicking on the bottom left of the screen. That terrain (even if it is currently showing badguys or items) will be copied over your current editable area. The type of terrain will not be copied, however. Click elsewhere to cancel the copy. The big red X fills the image with the currently selected color. The disk will display RESULT.256 (see section [8-3]), and allow you to select a 10x10 block to copy over the image. Jamul software was kind enough to include the original graphics for us. Clicking below the picture will cancel the import. Finally, the Q will quit the terrain editor. You can edit another terrain (pict. 1-26) by simply clicking on it. ie. No need to quit, switch terrains, and restart editor. There are a whole bunch of colors under the four buttons. Clicking on one of these will choose it as the current color. Use as any other tool on the editable area. You can preview your changes by looking at the corresponding picture on the bottom left of the screen. The long list of words is the type that this terrain should be. See section [8-4] for a complete listing of the terrain types and what properties they have. [8-2-7] Starting Position ========================= Clicking on this distorted image of Boupha's head will cause it to light up. At this time, clicking anywhere on the screen will place a big white X there. This is where Boupha will begin on *Floor #1* of that level. The X is visible and placable on any floor of the level, but will start Boupha on its position on *floor #1*. [8-2-8] Options Menu ==================== These options are set for the entire world. An option is turned on if it is lit up white. Animate Genrtrs- If you have two Genrtr terrain types in a row in your list, you can have this option on to make it animate between them whenever a pumpkin is being created. Animate Tporters- Turn this option on to make teleporters animate in the same way. The teleporters on your map will randomly wiggle between the two pictures if this is on. Animate Slides- If you want slides (S-Left,S-Right,S-Up,S-Down) to animate in the same way mentioned above, make sure you've got them in pairs, and turn this option on. Tporter Type- When this shows a blue fireball type thing, Bouapha will teleport in the famous "water-drop" style. When it shows a hole in the ground, Bouapha will sink into the ground and pop back up elsewhere when he teleports. Experiment if you don't know what I mean. Choose Std. Pumpkin- If you click on this, then you must click on an enemy picture in the lower-left. Whatever you click on is what will come out of generators. Some creatures, such as water ones and bosses, are not a good idea, but are still perfectly acceptable. [8-3] USING A TOOL ================== Once you have the desired tool selected, you can click anywhere on the editable area of the level to use it. ie. If you had chosen a wall (terrain), clicking on a space would place a wall. For larger graphics, the hammer points to the upper left corner of the graphic. If you don't understand, try placing the HUGE pumpkin somewhere. [8-4] GIF256 ============== GIF256 simply changes a GIF into Jamul Software's 256 format. The resulting picture can be used to import terrain graphics by naming it RESULT.256, or can be used as the ending picture for your world by naming it the same name as your world (.SLF) with the extension .256, it will be the picture displayed when someone wins your world. [8-5] TERRAIN ============= The terrain types are listed below. Also note that "Std. Flr" may be selected for any ONE terrain type in the game. This terrain is the one that will: A> show up after a generator is destroyed B> appear when a pushy block is pushed C> appear when an item is taken D> appear when a door is opened E> appear when an explody or explod2 block explodes It can of course be any type, but Floor is recommended. Floor - anyone but water creatures can walk on it Wall - Nobody can walk on it, and only green seed bullets can pass thru it Breaky - Will be replaced by what follows it in the terrain list if it is hit by a hammer, snowball, or energy blast Pushy - If Bouapha walks into this, it will be shoved aside, leaving Std. Flr behind Launch - the launchpad, every level must have one Water - only the serpent, his body parts, and sea pumpkins can walk on this. Bouapha drowns if he steps on it. Ice - slippery floor Door - An obstacle that can be shot through, and Bouapha needs a key to go through it. LadrUp - Takes Bouapha up one floor. Badguys can't walk on it. Note that up means DOWN numerically (up from second floor is first) LadrDn - Opposite of a ladder up. Please make these correspond exactly with the positions of your ladders up. It makes it so much more real. Tportr - Will send Bouapha to any other Tporter on the screen, totally at random. If "Animate Tporters" is on in the Options menu, then there should be two tporter terrain types in a row in the terrain list for the game to flip through when it animates. Badguys can't walk on it. Hole - Badguys can't walk on it, but if Bouapha does, he dies by being sucked in. S-Left - Badguys are unaffected by it, but it'll push Bouapha to the left if he stands on it. S-Right- Moves Bouapha to the right. S-Up - Moves Bouapha up. S-Down - Moves Bouapha down. Secret - Badguys can't walk on it. If this is stepped on, Bouapha will be sent to the secret level (level 11) along with some cool music. Space - exactly like water, except when Bouapha steps on it, he flies off and explodes. ItemFlr- Badguys can't walk on it, but otherwise it acts just like Floor. However you MUST have this in your terrain list to put items on your maps. Genrtr - Only badguys can walk on it. This is the stuff that pumpkins come out of. If "Animate Genrtrs" is on in the Options menu, then there should be two generator types in a row for the game to flip through when it animates. Lava - Again, exactly like water and space, but if Bouapha steps on it, he burns up. Explody- New to this editor. It is a wall- but if a generator adjacent to it is destroyed, it will explode, chain-reaction style, turning into whatever is Std. Flr. Try it out. Look at the default level for an example (1st level, 2nd floor). Explod2- Like explody, but can be walked on. Neither explody nor explod2 can hurt anyone when they explode. These are used for the generators in Hell. ================================= =SECTION TWO= CHEATS AND SPOILERS ================================= ----------------------------------------- CHAPTER [9]: How can I cheat in SPISPOPD? ----------------------------------------- I will leave one secret for each person to find on their own. It really is not _that_ difficult to find anyways.... [9-1]: What are the SPISPOPD cheat codes? ========================================= Here is a list of the cheat codes from SPISPOPD. During play, just type the codes in with the keyboard. You need not hit ENTER after the code. After entering, you should hear a neat-o sound effect (if you have a sound card) telling you that the cheat mode selected has been toggled. ZAP - Warp to next level JAMULDOOM - Invincibility to monsters (water still kills) HAMMERUP - Get all hammers and "Autofire" SPOOKY - Walk through walls LIEMLE - Water doesn't kill you. NUKE - Kills all bad guys on the screen. RINLEY - Rinley's Handy Help. (Neither a cheat, nor a secret, nor helpful at all) ------------------------------------------ CHAPTER 10: Can someone tell me how to...? ------------------------------------------ This chapter is full of spoilers for people who are "stuck" in the game. Enjoy! [10-1]: Where are the SPISPOPD secret levels? ========================================= The numbers in parenthesis are the (xx,yy) coordinates of the block which is the secret. The bottom left corner is ( 0, 0). The top right corner is (32,18). [10-1-1]: SPISPOPD (aka IntroLand) --------------------------------- Level 4 (10,10) : A zig-zag, with two narrow corridors between two wide corridors, all running horizontally. Grab the hammer in the upper narrow corridor, look for the brick with a white mark on the upper left corner in the same corridor. Smash that one. [10-1-2]: Spacey Techno World ---------------------------- Level 5 (13, 2) : Platform is a wave-like arch that narrows toward the right with a smaller pad below it. Run across the mover-things to the teleporter and jump to the small platform. At the base of the platform are three computers, with bricks on the left and right. Smash the leftmost brick and the computer next to it (so you can get to the exit). You have to either go down a level or two to find a hammer or use so you can get to it. [10-1-3]: The Ice Caverns ------------------------ Level 6 (31, 2) : Divided by lake down middle. Go down ladder in upper right after grabbing hammer. Second screen has lake in middle. Go down ladder in lower left corner of screen. Third screen has MANY plants. Get key in upper right, open LOWER door. Shoot the breakable blocks to get to the secret block. [10-1-4]: Happy Forest World --------------------------- Level 6 (31,17) : This is a maze. Start in a screen of rooms 5x3. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 < 8> Left, middle, only, only, only, only. < 6> (hammer) Upper left, only, hammer, backtrack to <-6->. < 6> Lower left, only, only, only. <13> Only, only, shoot tree to get to next ladder. only x 5. < 5> Shoot tree in upper right corner. [10-1-5]: Funky Weirdville ------------------------- Level 6 (13,10) : "Pac-Man" level. smash your way into the "ghost pen", which has a green brick in each end. Go down the left stairs, then back up, hit the green brick to the left, and exit. [10-1-6]: Sandy Desert World --------------------------- Level 3 ( 9,17) : Start in a block of boulders. Get hammer(s). Go down ladder. Survive or cheat to kill everyone. Go above this street of despair. Shoot only immovabe boulder. [10-1-7]: "The More Evil Than Doom(tm)" Hellspawn Filled Area -------------------------------------- Level 6 (31,17) : Start with LOTS of metal pumpkins after you. Survive or cheat. Secret is above ladder. Go down, come back up, shoot up. This lets you avoid the caterpillar pumpkin which is very annoying. [10-1-8]: The Earth Realm ------------------------ I don't know of any secret levels _from_ the Earth Realm. Look for how to get to it elsewhere in this FAQ. [10-1-9]: Old Ultima ------------------- Level 6 (xx,yy) : Looks almost like a bird(!), screen is divided into two halves. Get hammer, go down ladder. Kill sprouts, and replicators in center bottom of the screen. Break blocks just to the right of the middle (18, 4) (17, 4), and break middle uppermost block (16,17) to find ladder. Now, go down the ladder, and shoot the treasure chest. TADA! [10-2]: How to get to SMOG (Who can't afford a postcard?) -------------------------------------------------------- To get to SMOG, you must get Reggae Boy to pop up on your screen. You have an approximately 1 in 100 chance of thiss occuring every time you defeat a boss character. This can occur any time you kill a boss charcter (one that counts as a candle). The pumpkin worshipers, or grim sowers, also produce this probability. [10-3]: How many shots does it take to kill each enemy? ------------------------------------------------------ Also included is whether they are worth a candle ('B'), and if they live in the water ('W'). Baby 1 IceBaby 1 RedBaby 1 CylonBaby 1 NomadBaby 1 FunkyBaby 1 EvilBouapha 50 B BigOrange 5 Yeti 50 B Smog 20 B PumpkinWorshiper 7 CentiHead 20 B CentiBody 0 Serpentail 0 W SerpentBody 0 W SerpentHead 50 WB Spider 200 B Huge 200 B Mutant 100/100 B Chef 200 B Squash 2 Robo 50 SeaPumpkin 8 W ======================================== =SECTION THREE= SPISPOPD ADD-ON SOFTWARE ======================================== ----------------------------- CHAPTER [11]: Add-on Software ----------------------------- Jamul Software has just put out a map editor for SPISPOPD! Yes, now you too can make your very own level for SPISPOPD using an editor (reportedly) better than the editor used to created the original seven worlds! (REGISTER SPISPOPD! Send a PostCard!) It is with great faith that Jamul Software put out the map editor for everyone who hasn't registered. Hey, if you like it, register. ($5 is even better! In fact, you will get pumpkin seeds!) ------------------------------------ CHAPTER [12]: Future Add-on Software ------------------------------------ [12-1]: Add-on software wish list ================================= None yet, E-Mail me, Subject: SPISPOPD WISH LIST ============================== =SECTION FOUR= TROUBLESHOOTING ============================== ------------------------------------------------ CHAPTER [13]: Why won't SPISPOPD work correctly? ------------------------------------------------ This chapter helps you if you cannot get the game to function as it should. [13-1]: How can I use SMARTDRV.EXE with SPISPOPD? ================================================= Some people have been complaining about problems with SPISPOPD and SMARTDRV.EXE. This is because SMARTDRV.EXE uses lots of conventional aka low memory to run. Don't use it, you don't need it (for SPISPOPD). [13-2]: Why am I getting an "OUT OF MEMORY" error with SPISPOPD? ================================================================ If you are receiving an "OUT OF MEMORY" error when attempting to run SPISPOPD, you might want to attempt any of the following: (1) If you are using MS-DOS 6.0, try holding down the LEFT SHIFT key during bootup. This will stop all your TSRs from loading. (2) If you are using MS-DOS 5.0, rename your AUTOEXEC.BAT to stop all your TSRs from booting. [13-3]: Why does SPISPOPD crash when I start it? ================================================ I have no idea. This is a job for the programmers. Contact them directly. (mhommel@oboe.calpoly.edu, etc.) I have never heard of this happening, by the way.... [13-4]: How can I run SPISPOPD under OS/2? ========================================== No idea. Someone who uses OS/2 want to E-Mail me the answer? Particularly if you can get the sound to work.... [13-5]: Why does SPISPOPD access the disk so much? ================================================== If you _really_ are having problems with this, get a virus checker, 'cause SPISPOPD doesn't normally do this. :-) [13-6]: Why does SPISPOPD say "Requires Math Co Processor"? =========================================================== Unfortunately, when SPISPOPD v2.47 was compiled, the flag "Requires Math Co" was checked. Mike Hommel and company have hit themselves over the head many times for this. Fixed in SpisEdit aka SPISPOPD v3.00E --------------------------------------------------------- CHAPTER [14]: Why won't my sound card work with SPISPOPD? --------------------------------------------------------- This chapter helps fix problems with various sound cards in SPISPOPD. There have been none reported. E-Mail them to me, Subject: SPISPOPD SOUND PROBLEMS --------------------------------------------- CHAPTER [15]: Miscellaneous SPISPOPD problems --------------------------------------------- Some versions of SPISPOPD may ask for a math co-processor, even though one is not required. This has been fixed. (see [13-6]) ============================ =SECTION FIVE= MISCELLANEOUS ============================ ------------------------ CHAPTER [16]: Conclusion ------------------------ Phew! Well, that is all I have! I hope this FAQ proves to provide a good resource for SPISPOPD information. If you have any suggestions, additions, or comments for the FAQ, send me E-mail at "Henryg@wpi.wpi.edu". Thanks for reading the FAQ! -Henry Gabryjelski SUPPORT YOUR SHAREWARE COMPANIES! REGISTER YOUR SHAREWARE! ------------------------------ CHAPTER [17]: Revision History ------------------------------ v0.1 - Just some notes I took for the FAQ. March 22 1994 v0.5 - First version written. Probably many errors. Released! April 9 1994 v1.0 - Skipped, as the "pre-release" FAQ used this version. v1.1 - First full-release version of the FAQ. Many things revised April 15 1994 v2.0 - Lots of updates due to SPISEDIT, will have pictures via WWW at the following address: http://wcl-rs.bham.ac.uk/~djh/index.html v2.1 - Minor changes, added Acknowledgement to Hank Leukart for using DOOM FAQ as a base. -------------------------------------------------- Chapter [18]: Mucho Kombat Pre-Release Information -------------------------------------------------- Yes, Jamul Software is going to put out, to quote ID's words, "in two weeks" Mucho Kombat. This will be a spoof of SF/MK games. There will be five playable characters, most likely resembling the following: 1) Reggae Boy - Jamul came up with him a _long_ time ago 2) Condiment - A blob of slime 3) Bertha - A rather...homely...Pakistani woman 4) Struwwelpeter - A german folk tale character 5) Captain Stupendous - What more need I say? They play against each other (of course), as well as the evil Syllabus and (robotic guy's name). There are three secret characters (would you expect any less from Jamul?). Let's see... It has three-level parallax scrolling, each character has nine special moves and a fatality (or maybe that's 9 including the fatality... I don't recall), it of course allows player vs. player. Oh yeah, and it's been at least two years in the making, just because they've never gotten around to finishing it. But it's really almost done. I have purposely left out what I know of the cheats being planned for this game, so the above info is not in any way complete. The game may also change before it is released, so nothing I have just written may be true. :-) Look for it soon! -- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- GEE/GCS c++(++++) l u+ e+(*) m++ s++/- n+ h-(*) f+ g+++ w+ t+ r-(--) y? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-