Welcome to FFFFFFFF FF FF FFFFFF FF FF .. FF .. GGGG OOOO DDDDDD MM MM OOOO MM MM GG GG OO OO DD DD MMMM MMMM OO OO MMMM MMMM GG OO OO DD DD MM MM MM OO OO MM MM MM GG GGGG OO OO DD DD MM MM OO OO MM MM GG GG OO OO DD DD MM MM OO OO MM MM GGGGGG OOOO DDDDDD MM MM OOOO MM MM TM VERSION 5.0 a game of magical mayhem from Soggybread Software. USERS MANUAL _________________________________ / \ | | | ___________________ | | / \ | | | | | | | | | | > < | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | +---------------------+ | | ^ | | | | | | - | \_________________________________/ TM { See page #10 for a FREE offer from Soggybread Software! } Copyright (C)1991-1996 John Blackwell All Rights Reserved. TABLE OF CONTENTS ***** LEGALESE ***** COPYRIGHT AND TRADEMARK STATEMENT.....................1 LICENSE STATEMENT.....................................1 DISCLAIMER OF WARRANTY................................1 ***** GETTING STARTED ***** SHAREWARE.............................................2 STARTING THE GAME.....................................2 PRINTING THIS MANUAL..................................2 FILES.................................................2 ***** FEATURES OF THE GAME ***** INTRODUCTION..........................................3 FEATURES..............................................3 NEW FEATURES IN VERSION 5.0...........................4 COMMAND-LINE OPTIONS..................................4 GRAPHICS COMPATIBILITY................................4 ***** RULES OF THE GAME ***** THE OBJECT OF F.GODMOM................................5 THE WAND..............................................5 THE CRABS.............................................5 IMPLOSIONS............................................6 EXTRA LIVES...........................................6 WARPING TO OTHER LEVELS...............................6 ***** HELP! ***** HELP SCREENS..........................................7 GAME CONTROLS.........................................7 GAME CONTROL NOTES....................................7 IF YOU ARE STUCK......................................8 HOW TO COMPLETE LEVEL #1..............................8 ***** REGISTRATION INFORMATION ***** $5.00 REGISTRATION BENEFITS...........................9 $10.00 REGISTRATION BENEFITS..........................9 $20.00 REGISTRATION BENEFITS.........................10 UPGRADES.............................................10 FREE STUFF...........................................10 REGISTRATION ORDER FORM..............................11 1 F.GODMOM 5.0 USER'S MANUAL ***** LEGALESE ***** COPYRIGHT AND TRADEMARK STATEMENT F.Godmom 5.0 and the accompanying user's manual are copyright (C)1991-1996 John Blackwell, all rights reserved. Users are licensed to make and distribute copies under the rules listed below in the license statement. F.Godmom and the Soggybread Software seal are trademarks of Soggybread Software. LICENSE STATEMENT Soggybread Software maintains ownership of this F.Godmom version 3.0 and the accompanying manual. Soggybread Software grants the user a non-exclusive, limited license to play this game, make copies, upload those copies to electronic bulletin boards and distribute those copies under the following terms: 1. All copies must be complete and unaltered. 2. If you use/play F.Godmom regularly, you must register your copy at the $5, $10 or $20 level. 3. Copies cannot be sold without express written permission from Soggybread Software or John Blackwell. 4. All copies remain property of Soggybread Software. Use of this software constitutes acceptance of these terms. DISCLAIMER OF WARRANTY Soggybread Software hereby disclaims all warranties relating to this software, whether express or implied, including without limitation any implied warranties of merchantability or fitness for a particular purpose. Soggybread Software will not be liable for any special, incidental, consequential, indirect or similar damages due to loss of data or any other reason, even if Soggybread Software or an agent of Soggybread Software has been advised of the possibilities of such damage. In no event shall Soggybread Software's liability for any damages ever exceed the amount paid by the user for registration. Use of this software constitutes acceptance of these terms and the terms listed above in the license statement. Copyright (C)1991-1996 John Blackwell. All rights reserved. 2 F.GODMOM 5.0 USER'S MANUAL ***** GETTING STARTED ***** SHAREWARE F.Godmom 5.0 is shareware. That means that you are free to copy and distribute copies of this program in accordance with the license statement listed above. In fact, I encourage you to give copies of this program to your friends and coworkers, and upload F.Godmom to your favorite BBS. Giving away copies of F.Godmom is a great way to make friends and can make us both happy. If you enjoy the game and play it regularly, you are expected to be honest and pay for your copy of the program by registering it at the $5, $10 or $20 level. In this way you help support the production of future releases from Soggybread Software and pick up some nifty registration bonuses. Three sections starting on page #9 describe the benefits of registering your copy of F.Godmom. At the end of the manual are couple of handy order forms. Just fill out one of the forms, and send it with your check or money order to: JOHN BLACKWELL 48 WALBROOK AVENUE DAYTON, OH 45405 I look forward to hearing from you. STARTING THE GAME To begin playing the game immediately, enter "FGODMOM" at the DOS command prompt and follow the program's prompts. You can get general help while playing the game by pressing the or keys. Pressing will give you a listing of the game controls, and pressing will bring up instructions for completing level #1. PRINTING THIS MANUAL Individual users are authorized to print this file (FGODMOM.DOC) to make a hard copy of the users manual. To print the manual, enter "COPY FGODMOM.DOC PRN" at the DOS prompt. You must be in the directory containing the file FGODMOM.DOC. The entire manual requires thirteen pages to print. FILES Your copy of F.Godmom should come with four files: FGODMOM.EXE The main game program. FGODMOM.DOC The documentation file. (This file.) READ.ME Instructions for getting started. ORDERFRM.DOC The printable registration order form. Another file, SAVEGAME.DAT, may be created if you save your game. Copyright (C)1991-1996 John Blackwell. All rights reserved. 3 F.GODMOM 5.0 USER'S MANUAL ***** FEATURES OF THE GAME ***** INTRODUCTION Welcome to F.Godmom! F.Godmom is an arcade/puzzle game written by John Blackwell and presented by Soggybread Software. In F.Godmom you play a fairy godmother on a mission to free fifty of your fellow fairy godmothers. Armed with a magic wand of transformation, you must solve the puzzles on fifty levels while avoiding killer crabs and dangerous dimensional implosions. If you succeed, you will see your fellow fairy godmothers freed and they will dance for joy in your honor. If not, it's curtains for you. This manual contains complete instructions to help you get started. The manual also contains information on how to play the game, control the fairy, use the games features (such as the boss key and on-line help), and register your copy. Good luck and have fun! FEATURES F.Godmom comes with many special features: SHAREWARE You can legally give copies of F.Godmom to your friends or upload it to your favorite bulletin board. In fact, I encourage you to give it away. Feel free to take this game to work (see BOSS KEY below) and give copies to your co-workers or onto campus to give to your fellow students. Shareware is truly one of the few things that you can give to someone else and still possess yourself. (see the LICENSE STATEMENT for the details of how the game can be distributed) ANIMATED GRAPHICS which operate on CGA, EGA and VGA monitors. graphics systems. (see GRAPHICS COMPATIBILITY) FIFTY BUILT-IN LEVELS filled with puzzles, hidden pictures and hidden messages. ON-LINE HELP to tell you how to play the game, what keys to press and even how to get past the first level. (see GAME CONTROLS) SAVE/RESTORE lets you have up to nine different games in progress and finish them at your convenience. Used correctly, this feature can help you avoid losing lives. You merely have to save your game after you complete each level. Then, if you lose a life, you can restore the game to get that life back. (see GAME CONTROLS) PAUSE lets you freeze the game until you are ready to continue. (While you are in pause mode, you can press

again, causing the program to continue and then immediately repause. In this way you can run the game frame-by-frame.) (see GAME CONTROLS) BOSS KEY lets you camouflage the game with a fake DOS screen. This feature is for when the boss comes around while you are playing the game at work. (You should be ashamed of yourself.) (see GAME CONTROLS) Copyright (C)1991-1996 John Blackwell. All rights reserved. 4 F.GODMOM 5.0 USER'S MANUAL THE DANCE OF JOY. If you finish all fifty levels of F.Godmom, you will see the fairies freed and their dance of joy (complete with music) in your honor. (see *FREE* STUFF) NEW FEATURES IN VERSION 5.0 F.Godmom 5.0 also come with some new features: NEW GRAPHICS: F.Godmom now sports beautiful new graphics, thanks to Tom Hall and Adrian "Master of the Pixel" Carmack of Id Software. If you have one of their Commander Keen games and are still looking for one more reason to register it, do it because they are incredibly nice guys. BETTER KEYBOARD RESPONSE: The fairy corners like a Ferrari now (with no annoying pauses), and once again I have to thank the fine folks at Id Software. GRAPHICAL MENUS AND HELP: OK, Tom Hall did suggest this, but I did the actual work. VARIABLE SPEED CRABS: Now you slower game players can speed- up or slow-down the crabs with the press of a key. EASIER LEVELS: I've taken some of the crabs out of the early levels. (Please don't applaud, just send money.) COMMAND-LINE OPTIONS Command-line options are codes that you add to the command line when you start the program. Using these codes, you can start the game just the way you like it. Here is a list of the command line options: CGA : Use CGA graphics. FIP : Freeze implosions until key pressed. JOY : Use joystick controls. KEYB : Use keyboard controls. RULES- : Skip the rules. SAVE:n : Save and restore from position #n. (n is 1-9.) SLOCRAB : Start the game with the crabs set to half speed. SND+ : Start the game with sound. SND- : Start the game without sound. Say, for example, that you wanted the program to automatically save your games to position #5, start with sound, skip the rules and use the keyboard controls. Instead of starting the game with the command "FGODMOM", you would start the game with this command: "FGODMOM SAVE:5 SND+ RULES- KEYB". GRAPHICS COMPATIBILITY F.Godmom was written for PCs, ATs and XTs with CGA, EGA or VGA monitors. There is the possibility, however, that the game Copyright (C)1991-1996 John Blackwell. All rights reserved. 5 F.GODMOM 5.0 USER'S MANUAL will work with other monitors such as the MCGA, AT&T 400, EGA64, EGA monochrome, or Hercules with CGA emulation. Note, though, that the game has only been tested on CGA, EGA and VGA monitors. I make no guarantees about how the game will work with any other type of monitor. ***** RULES OF THE GAME ***** THE OBJECT OF F.GODMOM The object of F.Godmom is to finish all fifty levels to free your fellow fairy godmothers. To finish a level, you must collect seven pennies and the key. After you collect seven pennies, the exit door will appear (unless the space where the exit door is to appear is occupied by another object.) Once you reach the exit door with the key, the level is complete, and you move on to the next level. When you complete all fifty levels, the fairies will celebrate in your honor with music and dancing. THE WAND Your only weapon is a wand of transformation. This wand allows you to transform objects for five seconds. First you must scan the pattern of an object (like taking its picture) by pressing the key (or any key on the bottom row of the keyboard.) The pattern you have scanned will then appear in your WAND PATTERN box at the bottom of the screen to show you what pattern your wand contains. You can then project that pattern onto other objects by pressing the key or the . Transformed objects will stay that way for five seconds. At the end of five seconds, the objects will go back to normal. For example: If you want to change a brick wall to a ladder, you should first face the ladder and press the key. A picture of a ladder will then appear in your WAND PATTERN box. Face the brick wall and press the space bar. In a flash the brick wall should transform to a ladder. At the end of five seconds, the ladder will change back to brick. Note: 1) The wand does not work on objects made of iron. You can neither scan nor project the pattern of an iron wall or an iron ladder. 2) You can fire the wand to the left and right only. THE CRABS As you make your way through the levels, you must be careful not to be nabbed by the crabs. The crabs are stupid and cannot run faster than you, but if they touch you, they caught you. Note: The crabs are deathly afraid of heights and will not willingly follow you off of a ledge. In fact, the crabs have such a fear of heights that they will not step out over a gap in the floor, even if there is a ladder to climb onto. This fact is important to the completion of several of the levels. Copyright (C)1991-1996 John Blackwell. All rights reserved. 6 F.GODMOM 5.0 USER'S MANUAL IMPLOSIONS Sometimes, objects disappear in a flash of light. This happens when two objects try to occupy the same space. For example, if you try to transform a crab to a ladder while the crab overlaps another ladder, there will be two ladders in the same space (where the ladders overlap). Because two objects cannot exist in the same space, This overlap causes a small tear in reality (trust me), and some objects may be sucked away (an implosion). The best way to see what an implosion does is to create one. An implosion is not dangerous, unless you are close enough to get sucked in. Note: Crabs that are sucked into implosions are returned after five seconds. Returning crabs reappear at the location of the exit door, whether that door has appeared or not (but not if the location where the door is to appear is occupied by another object). If you would like to view the action of an implosion closely, start the game with the command "FGODMOM FIP" at the DOS prompt. Then, when an implosion occurs, the game will freeze until you press a key. This feature allows you see exactly what happens when an implosion occurs. EXTRA LIVES Every time you are caught by a crab, sealed in a wall, or caught in an implosion, you lose a life. However, there are ways to earn extra lives during the game. For every level you finish, you earn an extra life. You can also earn extra lives by collecting the bonus markers (shaped like gold coins marked with wand stars). The bonus markers appear when you have collected the seven pennies. Every bonus marker you have (at the instant you finish the level or get caught) is worth one extra life. WARPING TO OTHER LEVELS It is possible in F.Godmom to jump to other levels by pressing the key. However, you need a special magical object to teleport in this way. I leave the puzzle of how to warp in your hands. If you cannot figure out the secret on your own, you can send a self-addressed, stamped envelope to Soggybread Software, and I will send you the secret of warping. Hint: To warp you must create a magical object called a "warp door" by projecting the pattern of one object onto another. Copyright (C)1991-1996 John Blackwell. All rights reserved. 7 F.GODMOM 5.0 USER'S MANUAL ***** HELP! ***** HELP SCREENS There are several on-line help screens available to help you through F.Godmom. Press or to get the general help screens. Press to see the list of controls only. If you need help finishing Level #1, you can press to receive explicit instructions. Finally, if the boss comes around to check on you, you can press the key (known as the "Boss Key") to hide the fact that you are playing a game. GAME CONTROLS +--------------------+-----------------------------------------+ | TO | PRESS | +--------------------+-----------------------------------------+ | MOVE | an arrow key or joystick | | PROJECT pattern | , or joy button #1 | | SCAN pattern | , bottom row key or joy button #2 | | get main menu | | | get HELP | or | | get control list | | | finish Level #1 | | | restart level | | | PAUSE game |

| | UNPAUSE game | any key except

| | SAVE game | | | RESTORE saved game | | | show BOSS screen | | | WARP to level #51 | | | toggle crab speed | | | toggle sound | | | toggle joystick | | | EXIT game | or | +--------------------+-----------------------------------------+ GAME CONTROL NOTES Here are a few important things to know about the game controls: 1) If you press

while in the pause mode, the game will unpause and then immediately repause. This allows you to run the game frame-by-frame (to examine how the crabs move or whatever.) Hit a key other than

to stop pausing. 2) When you save a game with the key, the game will always be saved to the file "SAVEGAME.DAT". 3) If you try to restore a game with , and the file "SAVEGAME.DAT" does not exist, the program ignore you. 4) You must have the magic warp key to use the warp command. You are supposed to figure out how to get the magic warp key on your own. However, there are other ways to find out how to get it. (see FREE STUFF) Copyright (C)1991-1996 John Blackwell. All rights reserved. 8 F.GODMOM 5.0 USER'S MANUAL IF YOU ARE STUCK There are several ways to get help if you are stuck: 1) If you do not know how to complete level #1, see the section on the next page, "How To Complete Level #1." 2) If you are stuck at another level, it may be because you have forgotten one of the rules of the game. Select RULES from the menu to review the rules during the game. 3) To get a hint for a particular level, select HINT FOR CURRENT LEVEL from the menu. You should save this feature for when you are REALLY stuck, though. (We wouldn't want you to get hint addicted, would we?) 4) You may want to use the magic warp door to bypass a troublesome level until you can come back to it. (see WARPING TO OTHER LEVELS) 5) If all else fails, you may wish to write me at: F.GODMOM HELP 48 WALBROOK AVENUE DAYTON, OH 45405 Please include a self-addressed, stamped envelope if you have not yet registered your copy. HOW TO COMPLETE LEVEL #1 Completing level #1 is fairly easy. Just follow these instructions: 1) Scan the pattern of the ladder to your left by pressing the key (or any key on bottom row of the keyboard). If you do this correctly, your WAND PATTERN box (displayed at the bottom of the screen) will contain a picture of a ladder. 2) Use the arrow keys to make the fairy walk forward until she stops against the brick wall. 3) Project the pattern of the ladder onto the brick wall by pressing the or the space bar. 4) Walk past the ladder to the right. (You must do this quickly, because the brick wall will remain a ladder for only five seconds.) 5) Repeat steps #4 and #5 until you are past the brick walls. 6) Collect all seven pennies and the key. The exit door will appear once you have collected the seven pennies. 7) Exit through the exit door. Copyright (C)1991-1996 John Blackwell. All rights reserved. 9 F.GODMOM 5.0 USER'S MANUAL ***** REGISTRATION INFORMATION ***** $5.00 REGISTRATION BENEFITS At the five dollar registration level you get a copy of F.GODMOM TIPS AND SECRETS. This "cheat sheet" contains information on how to release some of F.Godmom's neat and convenient features. These features are not necessary for playing, winning or enjoying the game, but make the game a whole lot more fun to play. With your $5 registration, you will learn how to: CAMOUFLAGE THE FAIRY OR CRABS (as a brick wall, a ladder, a key, etc. this really looks neat) MAKE THE GAME SAVE AUTOMATICALLY (as you finish each level) MAKE THE GAME RUN AT MAXIMUM SPEED (you can't really play the game at this speed, but it's fun to watch) START THE GAME WITH 99 LIVES (makes it a little harder to run out) MAKE THE FAIRIES DANCE (even if you have not finished all of the levels) SPEED UP THE GAME (makes the game more challenging) SLOW DOWN THE GAME (makes the game easier) MAKE THE PAUSE INVISIBLE (clears your view of the playing field) WARP TO OTHER LEVELS (actually you learn how to create the magic warp key) CAMOUFLAGE THE FAIRY LOOK AS A CRAB (this looks way cool; beams shoot from your claws) SKIP THE ANNOYING TEXT SCREENS ('nuff said) MAKE THE TRANSFORMATIONS LAST LONGER (ten seconds instead of five) Along with the above information, you will get valuable playing tips from the game's author. (There's no better source.) You can use one of the handy order forms at the end of the manual to help you register. $10.00 REGISTRATION BENEFITS If you register at the ten dollar level, you get even more great stuff. Of course you will get a copy of F.GODMOM TIPS AND SECRETS like a $5 registration, but you also get a disk with: THE LATEST VERSION OF F.GODMOM plus FIFTY EXTRA LEVELS FOR THE GAME F.GODMOM These new levels are filled with new puzzles. If you thought the last fifty levels were challenging, you ain't seen nothin' yet. You can use one of the handy order forms at the end of the manual to help you register. Copyright (C)1991-1996 John Blackwell. All rights reserved. 10 F.GODMOM 5.0 USER'S MANUAL $20.00 REGISTRATION BENEFITS The twenty dollar registration brings the best bonuses. Not only do you get F.GODMOM TIPS AND SECRETS and FIFTY EXTRA LEVELS, you also get F.GODMOM SOLUTIONS, an illustrated solution book to help you through the toughest levels. Are you having trouble getting past levels #9, #11, #37 or #44? Get this solutions book and you will learn how I, John Blackwell, the only living Grand Master F.Godmom player, get past those levels every time. You can use one of the handy order forms at the end of the manual to help you register. UPGRADES If you can't decide between two registration levels, don't worry. Go ahead and register at the lower level. If you later decide that you want the benefits of a higher registration, you will not have to pay twice. Any money that you send toward registering your copy of F.Godmom can go toward your updating your registration. So, for instance, if you register at the $10 level and later decide that you want the solution manual, you don't have to send $20 more. Just send $10 to cover the difference. You can use one of the handy order forms at the end of the manual to help you upgrade you registration. FREE STUFF Even if you are not yet ready to register your copy of F.Godmom, you may still want to send for some free information from Soggybread Software. If you send a self-addressed, stamped envelope to the address listed below, you will receive FREE information on how to: NEVER RUN OUT OF LIVES, WARP TO OTHER LEVELS and MAKE THE FAIRIES DANCE ON COMMAND. With the magic warp door you will be able to warp to any level you choose and see how much of the game you have completed. With the secret of fairy dancing, you will be able to make the fairies dance on command, even if you have not completed all of the levels. To get this FREE information SEND A SELF-ADDRESSED, STAMPED ENVELOPE to: FREE F.GODMOM STUFF 48 WALBROOK AVENUE DAYTON, OH 45405 Please include information on how you acquired your copy and what you think of the game. I look forward to hearing from you. Copyright (C)1991-1996 John Blackwell. All rights reserved. 11 F.GODMOM 5.0 USER'S MANUAL REGISTRATION ORDER FORM I would like to: (check one) [] register F.Godmom at the $5 level. [] register F.Godmom at the $10 level. [] register F.Godmom at the $20 level. [] upgrade my F.Godmom registration from the $________ level to the $________ level. Enclosed is my check/money order made payable to JOHN BLACKWELL. Please send me the registration bonuses offered at the indicated level. (Ohio residents please add 6% sales tax.) Send my registration bonuses to: (please print) NAME:________________________________________________________ ADDRESS:_____________________________________________________ CITY:_______________________ STATE:______ ZIP:_____________ My disk drive size is [5.25"/3.5"] (circle one). ======================================================== Send your registration order to: JOHN BLACKWELL 48 WALBROOK AVENUE DAYTON, OH 45405 Please remember to make your registration check or money order payable to JOHN BLACKWELL. I would like very much to read your comments about F.Godmom (how you acquired your copy, what made you want to register, suggestions for improvements, etc.) Please list below any comments you would like to make: _______________________________________________________________ _______________________________________________________________ _______________________________________________________________ I would like to personally thank you very much for your registration. It is people like you that keep shareware growing and I wish you the best. --John Blackwell XYZ-FG50 Copyright (C)1991-1996 John Blackwell. All rights reserved.