
          Diamond Caves II
 Emerald Mine - the next generation

 Version V1.4 (26.12.1997)

(C) Copyright 1997 by  Peter Elzner
 peter.elzner@diamond-pro.com

  diamond productions 
 http://www.diamond-pro.com

-  Shareware -

 ------------------------------

  Requirements & Installation                     
  Copyright & Distribution                        

  The Game                                        
  The Objects in the game                         

  The Editor                                      

  History                                         

  How to register                                 
  How to contact the author                       
  Credits                                         


 Check out the diamond productions homepage at
 http://www.diamond-pro.com/index.html
 where you can order Diamond Caves II online and receive your access code
 within 24 hours!

 Please note that registered users of Diamond Caves I can order Diamond
 Caves II for half the price.



 Requirements

 This game is written in an OS-friendly way, so it may not be as fast as a
 common hardwarehack would be but it runs on 68060 processors and on
 gfx-boards.

 Diamond Caves II requires:

 - Kickstart 2.0
 - 1MB chipmem and 2MB fastmem
 - Harddisk

 - asl.library v38 (if you want to use the screenmode requester,
   asl.lib v38 can be found on the Workbench Disk V2.1 or 3.x)
-   MUI  3.x (if you want to use the Editor,
   MUI can be found on AmiNet)

 recommended for ultimate joy:

 - Kickstart 3.x
 - at least a 68020
 - 2MB chipmem

 This program has beed successfully tested with Enforcer, Mungwall and
 CodeWatcher.

 Diamond Caves II runs fine on ECS, AGA and CyberGfx.


 Installation

 Diamond Caves II can be run directly out of its directory. To
 install Diamond Caves II to (hard)disk, just copy the whole directoy
 (including all the subdirectorys) to the destination volume. If you are
 using the Workbench, drag the DC2 drawer where you want it.

 You might want to change some of the options in the game, for example the
screenmode. This can be done in the   Title Menu  of the game.


  COPYRIGHT 

  DISTRIBUTION 

  DISCLAIMER 

  SHAREWARE 


 Peter Elzner.
 That means that you are NOT ALLOWED to modify the programs and
 documentations in any way. In particular, you MUST NOT remove the
 documentation or any other file.

 You are NOT ALLOWED to use this software or any part of it for any other
 purpose than that one mentioned in this documentation, this also includes 
 any images and samples.

Diamond Caves II and the Diamond Caves II Leveleditor are   SHAREWARE !


 The Diamond Caves II package including the Diamond Caves II Leveleditor
 and the 50 Levels included are freely distributable. That means you are
 allowed to re-distribute these packages as long as you follow these points:

 - Any re-distribution has to include all files in this archive, without
   any modifications. You are NOT ALLOWED to add or remove any files
   to/from the archive.

 - This package may be freely distributed via BBSs, InterNet/UseNet,
   software libraries such as Fred Fish's and Aminet CD-ROM, and other
   similar electronic channels. You MUST NOT include it on any disk that
   is sold for more than 5 US Dollar (or an equivalent in other currencies).

 - Disk magazines and services that charge extra for file transfers may
  Peter Elzner !

 You are NOT ALLOWED to distribute your registration code in any way!
 It contains your personal data and may only be used by the user whose name is
 encrypted into the file. This name is diplayed at the beginning of the game and
 in the about requester of the Leveleditor.

 If you include Diamond Caves II on a Disk-Mag, PD-library (or even CD-ROM)
  I  would be happy to receive a free copy.


 By using this product, you accept FULL responsibility for any
 damage or loss that might occur through its use or the inability to use
 it. This program has beed successfully tested with tools like Enforcer,
 Mungwall and CodeWatcher but the developer of the software can
 NOT be held responsible for any errors and lost data.


 This product is SHAREWARE. Free distributable only says that you do not have
 to pay for copying or re-distributing the unregistered version of the
 program. You are allowed to test this product for 30 days. If you like it
 and decide to use the product regularly, please read the chapter
  How to register  and pay the shareware fee.


 Welcome to Diamond Caves II

 Like Diamond Caves I, this game is based on the idea of Boulder Dash back
 on the good old C64 and the great Amiga game Emerald Mine by Kingsoft. I
 added some new ideas and updated the Diamond Caves I gfx and sfx.

 The main goal is to collect enough Emeralds or Diamonds and reach the Exit
 in time.

 This task may be mastered alone or in teamwork.

 If you are an experienced Diamond Caves I or Emerald Mine player, you might
 start the game right now, everything is self-explaining or at least very
 DC and EM like.

 And if you continuously fail to solve a level, try watching the replay-file,
 it may give you a clue.


 The Titlemenu

 You can select the options using a Josytick in port 2 or the Keybaord.

 The titlemenu of Diamond Caves II contains the following items:
 * Player
   this is your name in the game. Using this name, you can record your
   progress throughout the whole game and every Level. You may select a
   present name, delete one or enter a new name.
   You have to select a name if you want to play a Level.
   * Player (single)
   * Player (teammode)
   In addition to the Players name, you can always see wether you are
   playing in single player mode or in teammode. To change between
   these modes, move your Joystick to the left or right while on this
   item.
 * Levelgroup
   Each Levelgroup has a name and may contain up to 99 Levels. Some contain
   less but you always have to solve a Level to get access to the next one.
   You have to select a Levelgroup if you want to play a a Level. If you
   have not played this Levelgroup before, you can only select the first
   Level.
 * Level
   This is the currently selected Level. If you select play, you will start
   with this levelnumber out of the selected levelgroup.
 * Handicap
   This is your maximum level available. You can not play levels higher that
   your current handicap in this levelgroup but if you solve the highest
   level, you will get access to the next one. The number in brackets is the
   maximum number of levels available in this levelgroup.
 * Highscores
   Click here to read the top-30 highscore list for the selected level.
   A highscoreentry looks like this:

       Score Time Player
    ...
    8 S 1805  161 Hawk
    9 T 1670  148 the two guys
   10 S 1482  152 somebody
      |   |    |   |
      |   |    |   +- the players name
      |   |    +----- the time (in sec) that was left when he entered the exit
      |   +---------- the score
      +-------------- "S" = single player mode and "T" = teammode

 * start game
   the most important option in this menu: start the game
 * record game
   this will start the game like "start game" does but everything you do will
   be recorded for you to watch it later or show it to your friends!
 * replay game
   Click here to watch a previously recorded game.
   Every Level in the unregistered version comes with pre-recorded
   replay-files for both single player and teammode.
 * game options
   to configure the game, see below
 * exit
   I hope you won't need this too often...


 The bottom of the title menu provides you with these additional information:
 * Score
   The overall and complete Score of the selected Player. Every game he has
   every played goes into this.
 * Games won:
   The number of games he has won (and in brackets the complete number of
   games played).


 Game Options

 This menu offers some configuration options:

 * Number of Players
   Single player mode or team mode (two players at the same time).
 * Player1
 * Player2
   Select how you want to control each player. Currently possible are
   Joystick in port 1 (mouse port), Joystick in port 2 and Keyboard.
   Keyboard means cursor keys and space or shift as the firebutton.
 * screenmode
   Diamond Caves II will run on (hopefully) every screenmode that is
   capable of displaying at least 320x240 in 32 colors. You need
   asl.library v38 to use this menu item because of the asl screenmode
   requester. asl.lib v38 is part of the Amiga OS since Kickstart2.1
   Diamond Caves II runs even on CyberGfx screens but you should be
   aware of the fact that the game can get realy slow if the playfield
   is bigger than the CyberGfx screen.
   Note: In Diamond Caves II, the same screenmode is used for both the
   title menu and the actual game. The title menu will adapt it's font
   if the screen is at least 640x400.
 * Audio
   Turn audio on or off. If you turn it off, the program will not even
   open the audio.device so that you can play any kind of music (mod-file)
   in the background.
 * Animation
   I have introduced this item to speed up the game on slow Amigas. You can
   select the number of animation sequences between every move. The more
   animations, the smoother the gfx and the more CPU-power is needed. Less
   animations will reduce the number of frames per second (fps) and speed
   up the game:

   anim fps 
   full  48 (standard)
    med  24 (quite playable)
    low  12
    off   6 (Boulder Dash like)

 * DBL Fix
   This is something I have added to fix a bug (or a limitation) of the AGA
   chipset. The AGA chipset can not scroll large overscan-screens propperly,
   there is a flickering part of the screen at the left border. If you have
   seen this once, you know what I mean.
   This Fix will turn this part of the screen black so you won't get confused
   by the flickering.
 * fast CyberGfx
   While playing on a CyberGfx screenmode you may notice that the game can get
   really slow if the playfield is bigger than the visible area of the screen.
   Turning the fast CyberGfx mode on will speed up the game in a way that it
   only gets slow while scrolling the playfield. This mode is still under
   developement and might get improved in future versions.
 * NoScreenBlank
   Set this option to 'on' if you want to deactivate your screenblanker during
   gameplay because most screenblankers don't react on Joystick movement.
 * Use
   Click here or press ESC to save the changes to disk and return to the main
   menu.


 In the Game

 In the game you will notice a status bar above the actual playfield. This
 status bar provides you with all the necessarry information about what you
 have collected so far (keys, dynamite, etc...) and of course how much time
 is left and how much Emeralds you have to collect.

 In the game you may use the following keys:

 [P] to pause/unpause the game
 [ESC] to quit the game

 In teammode, the screen will by default focus on both players which means
 that you can not move very far apart from each other depending on the size
 of your screenmode. Or use one of these keys:

 [F1] to focus the screen on Player 1
 [F2] to focus the screen on Player 2
 [F3] to focus the screen on both Players (default)


 You know how to configure and start the game,
now read all about   the Objects in the game .


 These are the objects you may encounter during gameplay:

 * Empty Space (black)
   not much to say :-)

 * Sand
   you can walk through it, Monsters can't

 * Emerald
   the key object in the game. Collect as many of these green gems as you can.

 * Diamond
   some kind of advanced Emerald, the Diamond is worth three Emeralds.
   can be smashed by a Boulder

 * Pearl
   even more fragile than the Diamond, the Pearl is worth five Emeralds

 * Crystal
   the most valuable gem in the Caves, the Crystal is worth eight Emeralds
   and can't be destroyed

 * Boulder
   well, a rock is a rock. Be sure not to rest below one of them,
   they mightsmash you!

 * Bombs
   highly explosive!

 * Nuts
   they reveal an Emerald if cracked open by a boulder.

 Boulders, Nuts and Bombs can be moved by the Player!

 * Walls
   * steel Walls - can't be destroyed, some have signs on them
   * brick Walls - can be crushed using some kind of explosion (Bomb)
   * brick Walls containing Emeralds, Diamonds or other gems
     use a Bomb or Dynamite to get the jewel
   * magic Wall (blue) - once a Boulder or a jewel falls onto the magic
     wall, the wall starts spinning for a few seconds, changing everything
     that falls through

 Rumors say that there are walls that expand to their sides
 and some have even seen (?) invisible walls...

 * Doors
   * there are Doors you need a key for (red, green, blue and yellow doors)
     Some doors are grey, so you don't know which kind of key you will need
   * White doors - you will need one white key every time you cross the door!
   * Doors you can open/close using a blue switch
   * Doors that open when you spin a green wheel and close if the wheel stops
     spinning

 * Conveyor belts
   Can be turned on/off using a switch. Things lying on the belt will move!
   Has been seen in three different colors.

 * Quicksand
   Looks almost like ordinary earth but you can't walk through it.
   Boulders may sink into and out of the quicksand. The darker the quicksand,
   the slower the Boulders.

 * Mine
   The mine looks like a piece of earth where someone burried something. Don't
   step on this field because you might explode! You can disarm a mine by
   touching it.

 * Exit
   a special gate which starts flashing if you have enough Emeralds to enter.
   Has been seen as a blue gate and as a grey steel gate.

 * Acidpool
   everything that falls into the Acid is gone forever, including you!

 * Dynamite
   get it and blow away walls and monsters. Ignite the Dynamite by holding
   down your firebutton for a few seconds. Then run away!

 * Shield coin
   A Forcefield to protects you. Your player-sprite will fade to grey while
   in protected mode. You will hear a special sound to indicate the forcefield
   going down because it only lasts for a few seconds. The number of moves the
   forcefield will last is also shown in the status bar on top of the screen.

 * Extratime
   (green coin) will be added to your time

 * Note
   The note contains something the author of the Level wants to tell you.

 * Bug
   crawling on the right wall, the Bug can be changed into nine Emeralds
   and one Diamond if crushed by a boulder

 * Spaceship
   always moves on the left wall

 Touching the Bug or the Spaceship is very dangerous!

 * Robot
   This one follows you until he can kill you!
   Try spinning the Wheel to divert the Robot.

 * Wheel
   if you spin the Wheel, the Robot will run towards the Wheel and not towards
   you. The Wheel only lasts for a few seconds.

 * Eater
   This brother of Pacman will eat Diamonds and can be changed into
   various things (be surprised!) by smashing him with a boulder

 * the amoeba
   expands through normal sand and quicksand. Beware of the drops!
   Spaceships and Bugs won't survive contact with the amoeba.

 * the mole
   Not a real enemy, the mole does not harm the player. It leaves earth
   behind and can eat the amoeba.


 Welcome to the Diamond Caves II Leveditor

 IMPORTANT: To speed up the release of Diamond Caves II, I decided to
 release this 99% version of the Editor. Some additional support functions
 described in this manual are not yet finished but they will be in the next
 version.

This programm is based on   MUI  which is  Stefan Stuntz.
 You do not have to be a registerd user of MUI. MUI can be found on
 Aminet/util/libs or on nearly every Amiga-PD CD-ROM. If you can't get
hold of MUI, send   me  an empty disk and I will give you
 the latest version of MUI.

  Running the Editor on its own screen 

 Note: The Editor supports online-help. This means that you can hold the
 mouse-pointer over any button, wait a second and a help bubble will apear
 displaying a short help-text.


 The main window

 If you are familiar with the Diamond Caves I Leveleditor, you will notice
 that a lot has changed. You're now dealing with one big window only, most
 of the text-gadgets have been replaced by icons and loading and saving
 levels is now a lot easier.

 Let's begin with the icons (speed-buttons) directly below the title bar of
 the window.

 * New game (blank page)
   This will create a new, blank playfield and reset all values to their
   defaults.
 * Load a Level (open drawer)
   Will pop up the Load/Save window where you can select a levelgroup and
   load a Level. It's also possible to load old Diamond Caves I or even
   Emerald Mine Levels.
  Click for more information about this dialog 
 * Save Level (disk)
   Will save the Level.
  Click for more information about this dialog 
 * Export Levelgroup (Drawer - disk)
   using this option you can save a whole Levelgroup into one single file,
   ready to give it away.
  Click for more information about this dialog 
 * Import Levelgroup (disk - Drawer)
   use this option to include a Levelgroup into your program someone else
   has saved to disk.
  Click for more information about this dialog 
 * Single Player Test (Joystick)
   Using this button you can test the current Level directly from the Editor
 * Teammode test (Joystick 2)
   Test in 2 player mode
 * Statistic Window (Emerald with a Questionmark)
   Open/Close the statistic window.

 * Snapshot (camera)
   save every window position to disk
 * About/Preferences (Questionmark)
   Open the About and Preferences dialog.

 Important: Save, Test and Import/Export are disabled in the
 unregistered version!.


 The rest of the window is devided into several sections, the Edit section
 and the Values section. The Edito section is once more devided into a
 Playfield and an Eater part.


 The Edit part

 The left side of the Edit part holds a collection of lists containing all of
 the items you may place into the playfield. The lists are sorted the
 following way:
 * misc things like Emeralds, Dynamite, the Players, etc...
 * Steel walls
 * Brick walls
 * Doors and Keys
 * Conveyor belts
 * Enemys
 * Letters (devided into blue, blue steel, green and green steel)


 The Edit part: Playfield

 This is the main part where you can edit the actual playfield. To do this I
 have added several options you might know from your paint program. The top
 line holds all the necessarry tools:

 * Free hand (mouse pointer)
 * Lines
 * Rectangles
 * filled Rectangles
 * Fill

 * Text (letter A)
   place text into the playfield instead of picking every letter by hand
 * random (dice)
   place the selected object randomly in the playfield. To alter the amount
   of items, use the "random" slider.
 * Clear (trashcan)
   Fill the whole playfield with the selected entry.

 * Check Level (Page with Questionmark)
   This will check your level for several things like "not enough exits",
   "incomplete acid pools" etc... This check is automatically performed
   if you want to save the Level
 * Move/SizeChange (Button with Arrows on it)
   Here you can move the playfield in itself or change its size.

 Please note that you can only place steel items in the border of the
 playfield unless you have turned on the expert mode. To activate the
 expert mode, click on the square above the item list. But be careful with
 this mode because unexpected behaviour of the game (like enemies running
 out of the playfield) can even cause your computer to crash. Use at your
 own risk!


 The Edit part: Eater

 New in Diamond Caves II: You can now change the number of Eater explosions.
 From one up to eight different explosions are possible.


 The Value part

 Here you can set all the non-visible attributes of a Level:

 * Title
   The title that is displayed when someone starts the Level
 * Author
   Enter your name here

 * Note: Headline
   If you have placed a note in the playfield, you can enter the headline
   of the message here.
 * Note: Body
   This is the main text of the note

 * Password
   This password can be used to prevent other users from loading and/or
   editing this Level in the Leveleditor. It has nothing to do with the
   game itself! Everyone can still play the Level but only the one who
   knows the password can edit it!

 * Score
   You can set a specific amount of Score the Player gets when performing
   certain things:
   * Emerald, Diamond, Pearl, Crystal, Key, Dynamite: Collecting this item
   * Nut: cracking the Nut with a Boulder
   * Robot, Eater, Bug, Spaceship : Killing this foe with a Boulder
   * Exit: Score you will get for every 10 seconds left
     (example: Score set to 990 means you will get Score 99
     for every single second)

 * Time
   This is a bit complicated because some values are given in seconds and some
   are given in moves (the time the player needs to move from one square to
   another). One move is exaclty 1/6 second so if you want to transfer seconds
   to moves: multiplay by 6, moves to seconds: devide by 6.

   (in Seconds)
   * Game
     Time (in seconds) the player has to complete the Level
   * Extratime
     Time (inn Seconds) that gets added to the game time if the player
     collects a green time coin.

   (in moves)
   * magic wall
     Time (in moves) the magic wall spins after the first item hit it
   * wheel
     Time (in moves) the wheel spins after the player started it
   * light
     Time (in moves) the light makes invisible things visible
   * time gate
     Time (in moves) the time gate is open after the player started the wheel
   * forcefield
     Time (in moves) the player is invulnerable after collecting a (yellow)
     shield coin

 * Amoeba
   Well, this is no real time, it's just some kind of specification on how
   fast the amoeba will grow. The higher, the faster - zero means no growing.

 * Collect
   The number of Emeralds the Player has to collect before the Exit will open.


 The Statistic Window

 The statistic Window can be opened using the button below the title bar of
 the window. It displays number of these items:
 * Emeralds, Diamonds, Pearls and Crystal - including those stuck in brick
   walls.
 * Nuts
 * The number of all gems and Nuts computed together, to get the total number
   of Emeralds the Player has to collect.
 * Bugs, Spaceships, Robots, Moles and Eater
 * Keys, Coins and Dynamite
 * Boulders
 * standard and steel Exits (devided into open and closed)


 Note: Please do not edit any files in the data/ directory by hand! This may
 result in loss of data!! Please use this dialog instead.


 The Load/Save dialog

 Using this dialog you can do more than just load and save Levels, you can
 manage complete levelgroups and even load old DC and EM Levels.

 The Window is organized the following way:

 * Levelgroups (left side)
   This is a complete list of all Levelgroups available.
   * Create
     Create a new Levelgroup.
   * Rename
     Rename the selected Levelgroup. Dublicate names are allowed.
   * Delete
     Delete the current Levelgroup and all the Levels in it
 * Levels (right side)
   If you have selected a Levelgroup, this is a list of all the Levels in this
   group. Missing Levels are shown as [empty] slots.
   * Exchange
     Exchange two levels (even across Levelgroups). Click on the first Level
     then on Exchange (the button stays depressed) and the click on the second
     Level. This procedure will automatically swap the Levels and their
     Highscorelists and replay-files.
   * Rename
     Rename the selected Level. Dublicate Levels are allowed
   * Delete
     Delete the selected Level, his Highscore and his replay-files.
 * Load old EM or DC Level
   This will pop up another window where you can select the specific file and
   file-type to load. If you have any problems converting old Levels, please
   tell me and I will try to fix this.


 Note: Please do not edit any files in the data/ directory by hand! This may
 result in loss of data!! Please use this dialog instead.


 The Export dialog

  Using this dialog you can transfer a whole Levelgroup into a single file
  (including Highscorelists and replay-files) ready to give it away.
  Simply click on the specific Levelgroup and don't forget to enter a
  filename.

  Please do not copy any files by hand to/from the data/ directory of
  Diamond Caves II. This may result in loss of data.


 The Import dialog

  Using this dialog you can include previously saved Levelgroups into your
  collection of Levelgroups. A special option has been added to import whole
  Diamond Caves I Levelgroup.
  Simply select a type and enter the filename. A requester will report how
  much Levels actually have been converted.


 running the Diamond Caves II Leveleditor on its own screen

 By default, the Editor opens its windows on the Workbench. This is ok
 if your Workbench has enough colors but looks not very nice if you run
 your WB with less than 32 colors. In this case, you should open a second
 screen for the Diamond Caves II Editor, here's how to do it:

 1) start the Editor, the main window apears on the Workbench

 2) click on the Questionmark button, then on Preferences and then on
    MUI-Preferences. The MUI preferences window pops up

 3) In the list to the left, click on the item System

 4) Click on Call Inspector in the Public Screen group,
    the PSI (Public Screen Inspector) apears

 5) Click on New to define a new screen, an (unnamed) screen
    apears

 6) Activate this (unnamed) screen in the list, then select Edit,
    the "Edit Screen" window pops up

 7) Enter a name for the Public Screen, for example "DC2EDIT"
    Enter a title for the Screen, for example
    "Diamond Caves II Editor" or something like that.

 8) Activate the Display group, a screenmode requester apears in
    this group

 9) Select the apropriate screenmode,
    for example DBL-PAL:High Res Laced Flickerfree      (if you have AGA)
             or CVision: 8bit 800 x 600       (if you have a CyberVision)
    Recommended: a screen with a size of at least 640x400

 10) Select the depth.
     Recommended: at least a depth of 6 (64 colors)

 11) Leave the Edit Screen window by clicking on Ok.

 12) Leave the PSI (Public Screen Inspector) by clicking on Save

 13) Back to the MUI Preferences program:
     Select the created screen by clicking on the pop-up button above the
     call inspector button

 14) Leave the Preferences program by clicking on Save.

 That's it...


 Diamond Caves II history:

 V0.8
      - preview release (5 Levels, no Editor, still some bugs)

 V1.0 (16.10.1997)
      - first public release

 V1.1 (26.10.1997)
     (game)
      - viewing Highscores of the very first Levelgroup did not work - fixed
      - fixed bug with ECS/AGA screenmode (game sometimes crashed after
        playing a Level)
      - improved keyboard control (no need to change input preferences any
        more)
      - added "fast CyberGfx" mode
     (editor)
      - exchanging a Level with an empty slot (moving the Level) caused the
        program to crash - fixed

 V1.2 (09.11.1997)
     (game)
     - fixed bug caclulating the score after reaching the exit
     - some internal optimizations
     (editor)
     - added "test again?"-massage after testing a level
     - removed bug with importing and exporting a levelgroup
     - added text option
     - added drawing lines
     - added drawing rectangles
     - added drawing filled rectangles

 V1.3 (19.11.1997)
     (game)
     - fixed bug with player solving a level
     - fixed small gfx bug with player moving through doors
     - fixed small gfx bug with player moving through invisible earth
     - improved handling of screensavers during gameplay
     (editor)
     - fixed bug deleting a levelgroup

 V1.4 (26.12.1997)
     (game)
     - added 'NoScreenBlank' option to aktivate/deactivate the handling
       of Screenblankers during game
     (editor)
     - fixed small bug importing old Emerald Mine Level
     - added fill option



 I spent a lot of work in Diamond Caves II so I think it's only fair to demand
 a little reward if want to use my program on a regular basis.

 After paying the shareware fee you will receive an access code via E-Mail or
 snail mail.

 If you are a registered user of Diamond Caves I...
 ...you will get Diamond Caves II for half the price. Just read on and devide
 all the prices by two. That's what you have to pay.

 To turn your unregistered version of Diamond Caves II into a registered
 version, start the Leveleditor and click on the questionmark (top/right
 corner). You can enter your access code below the 'Register' button. It will
 be saved to disk after you press 'Ok' and it turns both the Game and the
 Editor into a registered version.

 please do not redistribute your access code

 The registered version features:

 - you will get access to hundreds of new Levels, the unregistered version
   is not capable of playing more than the 50 Levels included

 - you will now be able to use the Leveleditor to create your own
   Levels. Save and Test are disabled in the unregistered version.


 How to register

 If you want to register, you can simply use the Register button
in the   Leveleditor . Here you can print a registration
 form, ready to put it in the envelope or to send it via E-Mail.

 Or you can send me a short note including your full name, address (street,
 city, country) and your E-Mail address if you want to get the keyfile via
 E-Mail. I also would like to know where you got Diamond Caves II from
 (AmiNet, Coverdisk, ...) and what you like/dislike. Feel free to mail me
 any comments or send new levels if you already are a registered user.

 Please send letters to: Peter Elzner
                         Grudene 6a
                         58644 Iserlohn
                         Germany
 and E-Mails to: order@diamond-pro.com (orders)
              or peter.elzner@diamond-pro.com (questions)

 Note: If you have Internet-access, you can order Diamond Caves II or any
 other diamond productions game online and receive your keyfile in less than
 48 hours if you pay with a credit card!
 Simply go to http://www.diamond-pro.comhttp://www.diamond-pro.com

 There are five ways to pay the money:

 * Cash:

  If you want to pay in cash, the Shareware fee is

    new users:

      40 DM (DEM German-Marks) or
      25 $  (USD US-Dollars)

    update from Diamond Caves I
    (only available to registered users of DC1):

      20 DM (DEM German-Marks) or
      15 $  (USD US-Dollar)

  other currencies can not be accepted.

  I don't think there will be any problems if you place the money in the
  envelope in a way it can't be seen from the outside. There havn't been
  any problems yet.

 * Credit card

  If you have a EuroCard/MasterCard, please send the apropriate information
  (your 16-digit credit card number, the expiration data and the name on the
  card) along with your address.
  Currently I'm only able to accept EuroCard/Mastercard.

 * Eurocheques or money orders:

  Send me a cheque for 40 DM, other currencies can no be accepted. Ask at
  your local bank if you don't know how to pay in foreign currencies.

  (Postal-) Money orders in DEM (German-Marks) are also welcome.

 * Foreign cheques

  If you live outside of Europe and can't pay in DM, send a foreign cheque
  for 30 US$ (thirty us-dollars!) or the equivalent amount in your currency.
  Unfortunately there's an extra fee at the bank for foreign cheques.

 * Bank transfer:

  If you live inside Germany, you can transfer 40 DM to my bank-account.
  If you live outside Germany, please add 7 DM (total: 47 DM)!

      Peter Elzner
      Commerzbank Letmathe
      account: 5000 104
          BLZ: 445 400 22

  and send a short note via snail-/E-Mail.

  * Don't forget to include your full Name, so *
  * I'm able to see who transfered the money! *

  Please note that I'm waiting until the money has arrived until I'm
  shipping away the registered version.


 How to get your access code:

 * Snail-Mail:

  You will get a printed letter containing your registration code.
  Please add 3DM (or 2US$) inside Europe
          or 5DM (or 3US$) outside Europe

 * E-Mail:

   If you want to get your keyfile via E-Mail, please send the filled-out
registration text (see   Editor ) but don't forget to include
   your full address because I it will be used to personify your access code.

 Getting your access code via E-Mail only takes a few days, via snail-mail
 may take up to four weeks (usually one or two).


 How to get updates

 Updates and new Levels will be published through Aminet and on the diamond
 productions website at http://www.diamond-pro.com where you willhttp://www.diamond-pro.com where you will
 also find links to all the available tools and levels.

 You will not have to pay again for Diamond Caves II updates or additional
 Levels.

 *** Orders without appropriate money (and p&p-money if you want to get ***
  ***      your access code via snail-mail) can't be fullfilled!       ***


 If you have any comments, new ideas or found any bugs, feel free to write.


 My Address:

    Peter Elzner
    Grudene 6a
  D-58644 Iserlohn
    Germany


 E-Mail:

    peter.elzner@diamond-pro.com (relating Diamond Caves II)
    peter.elzner@programmer.net  (private)


 World Wide Web:

    http://www.diamond-pro.com (the diamond productions websitehttp://www.diamond-pro.com (the diamond productions website)
    http://www.ping.de/sites/magic/index.html (my personal homepagehttp://www.ping.de/sites/magic/index.html (my personal homepage)


 PGP-key:

Typ  Bits/ID       Datum      Benutzer
ff  1024/8FAA2149 1997/03/24 Peter Elzner "Peter.Elzner@Programmer.net"
                              Peter Elzner "elzner@magic.ping.de"

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Version: 2.6.3ia

mQCNAzM3Dw8AAAEEAKXe/JrZ3m/PsEyzTnBZeKWLio+t0OT4xq1jcoaE9h8yu0wr
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 If you are a registerd user, feel free to send me your Levels. I will
 release them on AmiNet and on the diamond productions webiste.


 greetings to all the people who helped to create Diamond Caves II by testing
 the program:

 * Bjorn Andresen
 * Damir Arh
 * Jrgen Beck
 * Michael Christ
 * Daniel Edlund
 * Stefan Gasteiger
 * Wolfgang Knzler
 * Johan Sandgren
 * Peter Schulz

 ..or simply by creating great tools that helped me develope Diamond Caves II:

 * Dietmar Eilert (GoldEd)
 * Stefan Stuntz (MUI)

 and to everybody I forgot...

 Special thanks to everyone who registered Diamond Caves I.
 You made Diamond Caves II possible!

 This game was written in AmigaOberon on an
 A3000/25 14MB Kick3.1 CyberVision64


 diamond productions
 http://www.diamond-pro.comhttp://www.diamond-pro.com

 Available Amiga games from diamond productions include:

 * Diamond Caves : the ultimate Emerald clone
   The idea of Boulder Dash with lots of new extras, enemies and a great
   Leveleditor

 * ManiacBall : a multiplayer Breakout clone
   Breakout with a difference. Multiple paddles, multiple balls,
   a great two-player-simultaniously mode and of coures a Leveleditor.

 * MasterBlaster : the ultimate Dynablaster clone
   five player madness - bomb away everything (and everyone) that stands
   in your way and collect lots of usefull extras.


                          This application uses


                        MUI - MagicUserInterface

                (c) Copyright 1993-96 by Stefan Stuntz


MUI is a system to generate and maintain graphical user interfaces. With
the  aid  of  a  preferences program, the user of an application has the
ability to customize the outfit according to his personal taste.

MUI is distributed as shareware. To obtain a complete package containing
lots of examples and more information about registration please look for
a  file  called  "muiXXusr.lha"  (XX means the latest version number) on
your local bulletin boards or on public domain disks.

          If you want to register directly, feel free to send


                         DM 30.-  or  US$ 20.-

                                  to

                             Stefan Stuntz
                        Eduard-Spranger-Strae 7
                             80935 Mnchen
                                GERMANY


% Exported with AmigaGuide WinViewer (AGWViewer) by Stone Oakvalley Studios - v1.39 (20 Jul 2020) from: DiamondCavesII.guide %
