

 Copyright & Disclaimer
 ======================

 This game is freeware. It may be freely copied if no modifications
 are made with the entire package! Any commercial distribution is strictly
 forbidden. There is no warranty or other guarantee of fitness of this
 software for any purpose. It is provided solely "as is".


 Y A L C !!!
 ===========

    Nearly original play feeling!
    Nearly original graphics!
    Nearly original sound effects!
    Selected original levels!
    Four different Soundtracks!
    Up to four player simultanous game!
    Supports four player joystick adapter!
    Supports two button joysticks!
    Doesn't stop multitasking!
    Saves highscores!


 How do I play it?

 No problem! Simply collect all gold. A ladder that leads to the next level
 will appear if you have done the job. Pushing the button opens the floor to
 your left or right side temporarilly. Your opponents keep stuck in the opened
 holes and you can walk over then. Greeeed... In this world, the bad guys
 doesn't win. If you fail, try again!


 How do I use two button joysticks?

 Two button joysticks (e.g. the sega mega drive joypad) can be used in the
 standard mouse or joystick port. If you push the second button to start
 (instead of the standard button), you will be in the two button mode:
 standard button digs at your left side, second button on your right side.
 The pins for the second button are not connected on most four player
 adapter ports (at least, they're not at mine :^) and so, they're not
 supported, sorry.


 Tool types:

 You can specify some extras by altering the tool types in the game icon.

    MONITOR=Pal -> Sets the name of the monitor (DblNTSC, Euro36,
     etc). (works only with Kickstart 2.0 or better)

    INPUTDEVICE=OFF -> Disables mousepointer and input device to
     get full CPU speed. In pause mode and in the level editor, the
     mousepointer and input device are active again.

    ADAPTER=OFF --> Disables access to the parallel port. Usefull
     if there is no four player joystick adapter. Data sent to another device
     at the parallel port will be scrambled otherwise in multiplayermode!

    CIRCLE=OFF --> Disables the circle zoom at beginning of a level

    PALETTE=A2024 --> Uses a special palette for the A2024 monitor.


 Special keys:

    Del:   Kill all players on a level. (If someone is in a dead end)
    Esc:   Quits the game.
    F1-F4: Selects the number of players.
    F5:    Pauses the game.
    F6-F8: Selects extra levels.
    F9:    Toggles Soundtrack or 4-ChannelFX
    F10:   (Re)start the game.
    E:     Enters the level editor.

  Original keyboard control:
    (press F10 and "U" in the title page to start in one button mode,
     press F10 and "O" to start in two button mode...)
    "U" - leftButton "I" - up         "O" - rightButton
    "J" - left       "K" - down       "L" - right

  Additional keyboard control:
    (press F10 and left alt in the title page to start in one button mode,
     press F10 and left amiga to start in two button mode...)
    moving:      cursorkeys
    leftButton:  left alt/right amiga
    rightButton: left amiga/right alt


 The Level Editor:

 Push "E" in the title page to enter the Level Editor! This thing of true
 magic enables YOU to create new amazing levels for Mine Runner.

 The editor can create mapfiles (which carry the information of the level
 structure) and logfiles (which carry information how you tested the
 level the last time). All files will be saved in the "Levels" drawer.

 You may send your best levels to me and maybe they will be included in the
 next release! Let's see... If you want to do that, please put in your mind
 that I will need the mapfile of the level AND a logfile where you have
 completed the level! (I am not a good Mine Runner <^: and I have to know
 how to complete the level) You may send them uuencoded with email.

 Ok, select a drawing block from the palette at the top of the screen and draw
 your level by using your mouse.

 Don't forget to enter the level name in the input gadget for the following
 four actions:

   The "TEST" gadget: Let you test the level while creating the logfile.
   The "SHOW" gadget: Shows the actions of the logfile if level was done.
   The "SAVE" gadget: Saves the map of a level.
   The "LOAD" gadget: Reloads a previous saved level.
   The "QUIT" gadget: Quits the editor.


 Technical:

    With older kickstarts, the level name cannot be displayed in the
     input gadget. You can type in the name even if you cannot see it.

    Minerunner uses direct blitter access, so GFX-card screenmodes will fail.
     If you are using CyberGraphX, you WILL have to DISABLE the PLANES2FAST
     option or the game will even fail on standard screen modes!


 History:
 
 Crazy: Minerunner was born in the same boring computer science lesson as
 Zerberk, but some weeks before. As far as I can remember, Andreas told me
 about a contest where he and someone else had to create a game from scratch
 in one night: Pac Man and Space Invaders... So I drove home and made a mini
 Minerunner for the next day. (I better had not...) More crazy: Although, the
 core part of the game was finished in a day, it took weeks to fix all bugs
 and get the bad guys walking somewhat like "unstupid". Even more crazy: I
 built a special joyport-Nullmodem cable to transfer 150 levels from a game
 that I will not mention here from my C128 to the Amiga. That took a whole
 night and I had to restart transfer every 40 minutes or so because of the
 (totally crazy) handmade transfer protocoll. Crazyly crazy: Some Minerunner
 fan(atic)s played all these levels (and even more) and logged the result.

  (30.Nov.1995)
    Can check special freeware version

  (16.Oct.1995)
    Circle screen swap can be disabled with tool type
    Dig direction can be toggled with key
    Songs can be examined with F9 in title page
    Bug fixed: Player could jump over holes :^)
    Bug fixed: Music replay routine crashed with MineworkersHunt (oops)
    Bug fixed: Init routine crashed with Kickstart 2.0 (oops)
    Bug fixed: Depack routine crashed with 68000 (oops)

  (22.Aug.1995)
    Flickerfree double buffering (only with Kickstart 3.0 or better)
    Improved sound routines (music fades)
    Improved keyboard control
    Improved player movement
    Improved iris screen swap
    Possibility to disable four player joystick adapter
    Extra files are crunched
    Extended levels included (level 51-60, thanks to Jrgen Rosch!)
    Music: TrickyTraps, ReadyToDefeatEm
    Bug fixed: Game speed was too fast with more than 50hz

  (17.Apr.1995)
    Bug fixed: Now possible to complete level 34(?)

  (08.Apr.1995)
    Detects sync rate automaticly (same game speed in 50hz, 60hz, 70hz, etc.)
    Improved sound routines (4 channel fx or soundtrack and fx)
    Music: MineRunnersTheme, MineworkersHunt, DownInTheMines

  (15.Jan.1995)
    More flexible keyfile implemented
    Rotating Game Over implemented again

  (09.Dec.1994)
    Collision detection is more gentle now
    Level Editor is available for registered users
    Game speed may be adjusted with tool type
    Monitor may be specified with tool type
    Double buffering function may be specified with tool type
    Input device and mouse pointer can be disabled with tool type
    Improved bob routines removed double buffer errors
    Advanced levels included for registered users. (level 26-50)
    Bug fixed: Keyboard buffer was not cleared before entering highscore
    Bug fixed: Entering highscores was impossible if you exit with F10
    Bug fixed: Firebutton does not hang anymore in higher levels
    Bug fixed: Diagonal movement sometimes forced player to stop
    Bug fixed: Player sometimes lost a man in multi player mode
    Bug fixed: Walking over falling men was not possible

  (11.Dec.1993)
    New title graphics
    Keyboard control
    Iris screen swap
    Rotating Game Over
    Bug fixed: Shot doesn't hang anymore
    Bug fixed: Now 7 digits in highscore
    Bug fixed: Hopefully no more invisible players in multi player mode
    Bug fixed: Noone must die to complete a level in multi player mode
    Bug fixed: Level in highscore wasn't correct in multi player mode
    Bug fixed: There was no collision detection if you kept button pushed

  (26.Oct.1993)
    Only 50 selected original levels are included, because of my lazy level
     tester. Look out for V1.1 which hopefully is equiped with more levels.


 Any comments, suggestions, bug-reports? Let me know...


 Matthias Bock, April 2002              |        _         `=oo='____
 eMail: starfox@lazycow.de              |     _ //          (__)~    \
                                        |     \X/             |.___ _|\
 homepage: http://lazycow.de/minerunner | Thank you, Amiga... jj   "jj *


