°°±±²²ÛÛ Wolfenstein 3D v1.4 ON-DISK TECHNICAL SUPPORT ÛÛ²²±±°° Wolfenstein 3D is (c) 1992 id Software Licensed for distribution by Apogee Software, Ltd. =================== SYSTEM REQUIREMENTS =================== þ Wolfenstein 3D requires a minimum of a 286/12 computer, with 575k of free conventional memory. Wolf3D also (optionally) supports EMS & XMS for data storage, and is recommended due to greater game speed if EMS/XMS are used. The Sound Blaster & Sound Blaster Pro sound cards are also optionally supported, as well as the Adlib card, and the Disney Sound Source. Also supported optionally for game play are joysticks, mice, and the Gravis GamePad. ======================== BEFORE RUNNING THIS GAME ======================== þ This game is not designed to be run under MicroSoft Windows. Windows takes up far too many system resources that our programs require for efficient and proper operation. When running this program, DO NOT LAUNCH FROM WINDOWS. Run it directly from DOS. If you are in the Windows environment, quit Windows and then run the program. (NOTE: Using the MS/DOS Icon does not exit you from Windows. That is a shell from Windows. You need to completely close down the Program Manager to totally exit from Windows.) þ Any kind of menu program such as Dos Shell will most likely cause problems. We recommend running our programs completely from the DOS prompt. To test this, enter the word "exit". If nothing at all happens, then you are completely at the dos prompt, and not "shelled" from anything else. If you type exit, and return to another program (such as Windows or the MS/DOS Shell), then you need to completely exit the program that you returned to before attempting to run Wolfenstein 3D. þ The music in this game is Adlib music, and all game play sounds are Sound Blaster digitized effects. An example of the digitized effects are the door noises, your weapons firing, and the various speech from the people you'll meet in the game. Also, the sound engine used in this game requires you to have an IRQ of 7 or less. If your sound card has an IRQ of 10 (or greater), the game will not run with sound effects, and may not run at all. Read on further in this document on how to alter this parameter. ============================ WOLFENSTEIN 3D DETAILED HELP ============================ þ If, when you start the game, you get the error screen saying that you have insufficient memory in order to play the game, go to the "How do I make more memory available?" section later on in this document. There is help for this issue there. þ If you're playing the game, and it locks up when loading a level, (or locks up at any other time), there are a few things that you can try to resolve this problem. First, try running the game using the NOEMS NOXMS parameters. See the section on "Command Line Parameters" for more detailed information on how to do this. Another idea here would be to check your sound card settings. þ Not all clone sound cards properly emulate the Creative Labs Sound Card. This program was written for a Creative Labs Sound card, and functions properly on all Creative Labs cards. During the testing of this game, it was made to work on these following cards with very little effort. They are: Pro Audio Spectrum 16 and the Gravis UltraSound Card. Other clone cards should work, but if you're having problems, make sure to run the SETBLAST.EXE program, as it sets up an environment variable in your system that is required for proper execution. We get a lot of questions from people wanting to know why they have to use this if they don't have a Sound Blaster. Well, it's simple. This command has NOTHING to do with what type of card you use. Apogee games that use digitized sounds expect a sound card to be at specific settings. If they are not, then the game needs to be told where to send it's sound output to. The way to do this is with the environment variable BLASTER. Apogee has provided a program with this archive called SETBLAST.EXE. This will assist in properly setting up the SET BLASTER line in your AUTOEXEC.BAT file. There is online documentation explaining this further. Consult that documentation for more assistance. þ If you are having lockup problems, or sound problems, you can run the supplied utility program called SETBLAST.EXE. This program will check your system's sound settings, and ensure that they are properly set. This program will let you pick IRQ's, DMA's and port addresses until you get one that is correct. When you get one that is correct (the program will alert you if what you are trying to use is incorrect), it will modify your AUTOEXEC.BAT file by placing the correct SET BLASTER line at the end. Once you have quit the SETBLAST.EXE program, you need to reboot your computer, and then your sound problems should go away. An improperly set sound card can often cause system lockups. If you run this and still get lockups, then you may have a DMA conflict. An easy way to detect this would be to turn OFF the digitized sounds and play the game (music doesn't matter). DMA conflicts usually happen fairly quickly into the game, and will happen when something like opening a door, shooting your gun, or having a guard speak lock the game. If you turn off your sounds, and it plays fine, then you most likely have a DMA conflict. You will need to look at the other pieces of hardware in your system (besides the sound card. A CD-ROM is almost always the culprit here), and see what else uses a DMA channel. You are most likely using multiple pieces of hardware on the same DMA channel if you experience lockups with the sound on, but not off. If you do find you have such a problem, you will need to adjust the DMA channel of the offending piece of hardware (see the respective manuals), and then try the game again. þ If your sounds keep cutting out, or sound like they're cut in half, it usually means you don't have the SET BLASTER line set properly. Please see the section about the "SET BLASTER" command later in this file. þ If you get any of the following errors, it means that your copy of the game has become corrupted or altered from it's original state. If you see any of these, your only recourse will be to reinstall from the original disks from Apogee. The errors that would require a reinstall are: ¯ Any error that has the word "sound" in it. ¯ Map not 64 * 64 ¯ T_Path hit a wall at x,y ¯ Too many static objects ¯ PML_ReadFromFile: Null Pointer (or Zero offset) þ If you get any of the following errors (or situations), it most likely means that you are having some sort of conflict with your memory manager. This is easily solved with the use of the command line parameters NOEMS & NOXMS. Please see the section on command line parameters for further instructions on how to use these. The errors/situations that would require use of these parameters are: ¯ Any error that mentions 64k reads ¯ MM_ClearBlock: No Purgeable blocks! ¯ MM_SetPurge: Block not found! ¯ PML_XMSCopy: Error on copy ¯ PM_Preload: Exceeded XMS pages. þ If you get the error "MM_GetPtr: Out of Memory", it means that you are running with insufficient memory, or you are in a borderline memory situation. Please see the section on "How do I make more memory available?" later on in this file. Please be aware that if you only have a 286, and are using disk compression such as DriveSpace or Stacker, it may not be possible to get enough memory to run the game due to 286 limitations. þ If you get the error "GetNewActor: No free spots in objlist", it can mean one of two things, depending on when it occurred. ¯ If it occurred during a save game, it means that this particular save game file has become corrupted, and is unusable. Delete the save game file, or save another one on top of it. ¯ If it occurs during game play, or during loading, it means that your game data itself is corrupted. If this happens, delete the game and reinstall from the original Apogee diskettes. þ If your joystick will not open doors, you will need to go into the game's configuration screens and modify the function of your joystick buttons. þ If you start the game, and the little yellow light does not come up next to the word "Joystick" on the first screen, this means that the game cannot see the fact you have a joystick connected. This is almost always caused by the fact that you have multiple game ports connected to your system, and they are conflicting with each other. Locate all the joystick/game ports on your system, and make sure that they are not all enabled. þ If you get to the menu, and the options are wildly scrolling all over the place without you doing anything, this means that the game is misdetecting either a joystick or a mouse. In this case, try using the NOJOYS and NOMOUSE command line parameters. See further in this document for information on how to use command line parameters. þ If you are playing with a joystick, and your performance seems erratic, make sure to calibrate the joystick when you start the game. If you're playing with a joystick, go the "Game Options" screen, and press enter on the "Joystick Enabled" screen. You will be visually prompted to go through the joystick calibration routine. Do so, and you should be OK. If you continue to have problems, try calibrating your joystick with the turbo button on your computer OFF. Some faster speed machines have difficulty with joystick calibration routines, and they are more reliable if you slow your machine down for the calibration. Once calibrated, you can then speed your machine up again. þ If you have a Gravis GamePad, and your controller is acting as if some of the buttons aren't being pressed, it's may be because you have your GamePad incorrectly set. If you're playing with the buttons on the right side, the switch on the top needs to be pushed to the left, and the switch on the bottom needs to be pushed to the right. If you're playing with the buttons on the left side, then the switch on the top needs to be pushed to the right, and the button on the bottom needs to be pushed towards the left. Please see figure 3 in your Gravis GamePad manual for more information, and some visual instructions on how to do this. Also, you should make sure that the controller card you have is capable of supporting a joystick with more than 2 buttons. The Gravis GamePad is technically a joystick, and not all joystick controllers can handle the input that the GamePad is giving the controller. Check the manual for whatever card you're plugging the GamePad into to make sure that it can handle more than 2 buttons of input. þ If you are running a Compaq computer, and the game tells you that you do not have a VGA card, and you know for a fact that you do, or you experience lockups, this is what you'll need to do. You'll need to contact Compaq for an update. The reason for this is that Compaq has some video cards that do not conform to all proper detection methods. There is a device driver available from Compaq that will fix this problem. The driver's name is FINDVGA.SYS. Compaq does have this file available for download on their BBS with the filename SP0117.ZIP. þ If you notice the game running slowly on your system, here are a few suggestions on improving game performance. ¯ Disable your disk cache. Wolf3D does it's own internal caching, and sometimes external caches such as SmartDrive can get in the way, and slow things down. ¯ Reduce the window size. You can do this during game play by pressing F5 or from the "Change View" option on the Main Menu. ¯ Increase the amount of free memory your system has before running the game. See "How do I make more conventional memory available?" ¯ If you are a Sound Blaster or compatible sound card user, try disabling the Digitized sounds. Press F4 during game play to bring up the sound menu, or use the "SOUND" menu under "GAME OPTIONS" when in the menu system. ¯ If you are an AdLib or compatible sound card user, try disabling the Background Music. Press F4 during game play to bring up the sound menu, or use the "SOUND" menu under "GAME OPTIONS" when in the menu system. ====================================== WOLFENSTEIN 3D COMMAND LINE PARAMETERS ====================================== þ There are a few command line parameters you can try to use to help other things that might turn up when playing the game. A command line parameter is something that you type on the command line after the name of the program you're running. The /NOJOYS switch will be used as an example. To use that one, you would need to start the game like this... WOLF3D NOJOYS (or WOLF3D -NOJOYS, or WOLF3D /NOJOYS) The command line parameters for Wolfenstein 3D are stackable, which means that you can use more than one at a time, if you need to. An example of a stacked set of command line parameters would look like this... WOLF3D NOJOYS NOMOUSE Here is a list of the common command line parameters you can use with Wolfenstein 3D, and what they are used for. NOEMS ¯ Used to disable checking for EMS memory. Useful in helping to solve memory manager conflicts. Is almost always used in tandem with the NOXMS switch. NOXMS ¯ Used to disable checking for XMS memory. Useful in helping to solve memory manager conflicts. Is almost always used in tandem with the NOEMS switch. NOJOYS ¯ Disable Joystick detection. If for some reason the game is moving you in one direction, and you can't get it to go any other way, it might mean the game thinks you have a joystick, when you don't. When using the "SYSTEM" parameter, if the program detects a joystick and you don't have one, use this parameter. NOMOUSE ¯ Disable mouse detection. This will disable the use of your system's mouse during game play. HIDDENCARD ¯ This switch overrides the video card detection routines if the program seems to be improperly detecting your video card and not letting you play the game. NOAL ¯ This will turn off detection of an Adlib sound card, and will essentially prevent you from hearing any of the background music. (You will be unable to turn on background music from the game menus if you use this parameter.) NOSB ¯ This will turn off detection of a Sound Blaster card. This parameter will essentially cease any digitized sounds from being generated from the game. (You will be unable to select any digitized sounds in the game menus when you use this parameter.) NOPRO ¯ This will disable the stereo effect of the game. If you are running a Sound Blaster Pro or 16 card, you will get the benefit of stereo sounds, and depth sounds. What this means is that a character further down the hallway will not sound as loud as a character standing right in front of you. If you wish to have all the characters speak at the same volume, use this parameter. NOSS ¯ Disable checking for the Disney Sound Source. If you have one of these products, and are having problems, this parameter may be useful in tracking down problems. SST ¯ Disable checking for the Tandy Sound Source. SS1 ¯ Disable checking for the Sound Source on LPT1 SS2 ¯ Disable checking for the Sound Source on LPT2 SS3 ¯ Disable checking for the Sound Source on LPT3 ==================================== HOW DO I MAKE MORE MEMORY AVAILABLE? ==================================== If Wolfenstein 3D returns a message that says you do not have enough memory to run the game, or the program behaves erratically when it is executed, you will need to make more conventional memory available. We get a lot of questions like "I have 8 meg of memory, what do you mean I need more memory?" If this sounds like a question you might ask, then read the section called "The 640k barrier". There are virtually millions of ways a config.sys file can be arranged to provide memory, and you'd be reading this document forever if we tried to explain them all, so we'll just give you one simple example that will work. It is a simple setup, and will provide you with enough memory in order to run the game. Furthermore, there are also several versions of DOS out there. We will provide examples that use MS/DOS commands. If your version of DOS is not MS/DOS, you would need to substitute the appropriate commands for their MS/DOS counterparts. If you are unfamiliar with editing your configuration files, or are uneasy about it, get a friend of yours that is familiar with the procedure to help, or check your DOS manual on how to use the Text (ASCII) editor that comes with your version of DOS. SAMPLE CONFIG.SYS ----------------- DEVICE=C:\DOS\HIMEM.SYS DEVICE=C:\DOS\EMM386.EXE RAM DOS=HIGH,UMB FILES=30 BUFFERS=30 STACKS=9,256 FCBS=16,0 DEVICEHIGH=C:\DOS\DRVSPACE.SYS /MOVE The last line should only be used if you're using MS/DOS's DriveSpace utility. (That would also most likely be the place you have a Stacker, SuperStor, or some other disk compression driver). Other things that would go in here would be sound drivers (SoundBlaster 16, Pro Audio Spectrum 16, etc..). SAMPLE AUTOEXEC.BAT ------------------- @echo off SET BLASTER=A220 Ix Dy Tz C:\MOUSE\MOUSE cls You would only put the mouse line in there if you use the mouse to play the game, and you would only use the SET BLASTER line if you are playing with a sound card. Wolfenstein 3D uses the BLASTER variable to determine where to send it's sound output. If you do find that you need some sort of modified config.sys and autoexec.bat files in order to run this game, you might wish to explore what is about to be said. Later revisions of DOS (MS/DOS 6.x+, and DR-DOS 6+) have built into them the capabilities of "Multiple Boot Configurations". If you are familiar with these procedures, it will be a snap to do. If you are unfamiliar, you need to consult your DOS manual. The process varies greatly from computer to computer depending on how you have your system set up, so this will not be explained here. However, the time spent learning this procedure from your DOS manual will benefit you greatly elsewhere, in addition to this game. When you do set up a separate configuration, use what is listed above for the config.sys and autoexec.bat commands in this new boot configuration. This will work for this game, and for most other Apogee titles as well. This document does not pretend to be your DOS manual, but it does give you a basic explanation as to why you may not have enough memory in order to run a program of ours. If you are still having trouble getting this program to run after attempting the steps outlined above, you need to consult your DOS manual on "How to make more conventional memory" available. Your DOS manual has far more exhaustive examples on how to do this than we could possibly document here. Apogee Technical Support is unable to assist beyond what is documented here. If you are still having trouble getting the program to run, it is not a fault of our game, it is a limitation of DOS. Please check your DOS manual, or call MicroSoft's Technical Support Department. ================ THE 640K BARRIER ================ This section isn't actually needed in order to get our programs running. What is contained in here is for the most part background information to better assist our customers in understanding why they need to make more conventional memory available. When MicroSoft first made DOS 1.0, 640 kilobytes (KB) was set aside as the highest amount of memory that a computer could have. The 640KB of memory is what is called "conventional memory". To maintain compatibility with older versions, this was never changed. Advances in memory management have made access to memory beyond 640KB, but this memory can only hold data; the program actually has to run in the first 640KB. This first 640k is called "Conventional Memory". Here is a brief discussion of the different types of memory available on your computer. The most important one is Conventional memory. þ CONVENTIONAL MEMORY starts at 0k and normally ends at 640k. (The instances where this is not the case are EXTREMELY rare) If you are not using some sort of memory manager (such as DOS's EMM386, Quarterdeck's QEMM, or Qualitas' 386MAX), this is the only type of memory you have. Conventional memory is used by DOS as well as device drivers and TSR's (Terminate and Stay Resident Programs). A TSR is a program that is loaded into your computer's memory (usually from the CONFIG.SYS or AUTOEXEC.BAT files) and stays there. Most programs remove themselves from memory after execution, a TSR does not. Device drivers and TSR's are programs that enable the computer to use additional hardware such as a mouse, scanner, CD-ROM, expanded or extended memory, etc. A program such as an Apogee game is NOT a program that can be loaded as a TSR. If all you have is conventional memory, anything that you would load as a TSR would come out of this section of memory. Take too much away, and you're not left over with enough memory to run our product. If you are getting an out of memory error from our program, it is this memory that you are running out of. Whether you have 1 meg, 8 meg of memory, or 32 meg of memory, it's irrelevant. Only the first 640k of memory is available for program execution. Please do not confuse this with hard drive space. Your hard drive space is not memory, and is not relevant nor should be considered in this example. þ UPPER MEMORY starts at 640k and ends at 1024k. Normally, this area is used for things such as system ROM, video and hardware cards, and the like. On most PC's hardware does not use the entire upper memory area, and with the use of the aforementioned memory managers, (EMM386, QEMM, 386MAX, etc.) you can move some TSR's into this memory area. These unused areas are called Upper Memory Blocks (UMB'S), and this is where some TSR's can be loaded. þ EXTENDED MEMORY (XMS) is the memory addressed above 1024k. Extended memory requires the use of a memory manager, such as MS/DOS's HIMEM.SYS. This region of memory is not usable for standard program execution; it can only be used for data storage. Apogee programs that use this type of memory (such as Wolfenstein & Blake Stone), only use this to store level or graphic data. The actual program itself is running in conventional memory. þ HIGH MEMORY AREA (HMA) is the first 64k of extended memory. This is a special region of memory that is most commonly used to load DOS high. When you issue the DOS=HIGH command in your config.sys file, the amount of conventional memory that was previously being occupied by DOS itself is moved into this region. þ EXPANDED MEMORY (EMS) is another type of memory that some MS/DOS programs can make use of. Like XMS, this memory is not available for program execution, it's only used for data storage due to it's nature. An explanation of this type of memory is rather technical, so it will not be delved into here. If you're curious, check your DOS manual, or your memory manager manual. When you first start up your computer, there are two files that your computer looks at: CONFIG.SYS and AUTOEXEC.BAT. These two files contain lists of device drivers and TSR's that are automatically run when starting your computer. Each of these takes up space, and it is taken away from the 640k of conventional memory. As more and more programs are loaded from the autoexec.bat and config.sys files, you have less and less available from the original 640k. Since it is this memory that programs run in, you can see that the amount taken away from the programs executed in config.sys and autoexec.bat would want to be kept to a minimum. This can be accomplished by either reducing the amount of programs loaded in from config.sys and autoexec.bat, or moving them to high memory via the use of EMM386, QEMM, 386MAX, or some other memory management program. ======================================================== WHAT IS THE "SET BLASTER" COMMAND, AND WHY DO I NEED IT? ======================================================== Wolfenstein 3D (and almost any other Apogee game that uses the Sound Blaster) uses the SET BLASTER command to figure out where to send it's sound output. A Sound Blaster card can have many different sound outputs, and since there are zillions of computers out there, a way needs to be used in order to tell the game where your sound card is located. The SET BLASTER line is how we do it. Check to make sure that you have the SET BLASTER line in your AUTOEXEC.BAT file. The line looks like this. This code is an example, and isn't exactly what you need to put in your system, make sure to read this whole section. SET BLASTER=A220 I5 D1 T3 (sometimes there are more, but this is all that is | | | | | | required here) | | | | | |______ Type of Card | | | | |_________ DMA Channel | | | |___________ Interrupt | | |________________ Port Address | |_______________________ Environment Variable |____________________________ DOS Command NOTE: There can be no spaces between the word BLASTER and the equal sign (=). If you have a space in there, your system will read it incorrectly, and it will not be recognized by our games. Now, these may not (most likely not) be the same for your board, because the Port Address, Interrupt and DMA Channel can be set by adjusting "jumpers" on your sound board. Some newer cards have this information controlled by software; please consult your card's manual for more information on how to set these things. You should also check your manual if you are unclear as to how to tell what settings your card is set at. The information *IS* important, so it's recommended that you know precisely what the settings are. If you are using a card that "emulates" the Sound Blaster (such as the Gravis UltraSound through software, or the PAS16), you should check your card's manual on how to set the card for Sound Blaster emulation. For PORT ADDRESS, it's almost always 220. That seems to be the default for most sound cards out there, and unless you know you've switched it away from 220, it's a safe bet it's still there. The INTERRUPT is something that varies from system to system. Wolfenstein 3D requires that your IRQ be set at 7 or less. If your computer is at IRQ10, you will have to change it to something lower than 8 in order to play the game. Apogee does not recommend using IRQ2. Most of the people we run into who use IRQ2 have difficulty getting their programs to run properly, unless they switch to a different IRQ channel. The DMA CHANNEL is one that causes some people problems. By default, this is almost always set at 1. Unless you have a specific need to change this, it's probably still at 1. If you're running into lockups using digitized sounds with Apogee games, this is probably where your problem lies. If you get lockups with an Apogee game that has digitized sounds, and this variable is correct, try turning off the digitized sounds, and if the game plays right, you probably have a DMA conflict. Adjust the DMA channel on your sound card, then reflect said change in this variable in the SET BLASTER line. The TYPE OF CARD is something that is fairly easy to check out. If you're running a non-Creative Labs sound card, then you want this to either be 1 or 3, depending on which card it is. It's usually 1. For a genuine Sound Blaster card, it's one of these... 1 or 3 for a plain Sound Blaster. 2 or 4 for a Sound Blaster Pro, or a 6 for a Sound Blaster 16 or an AWE32). The factor in choosing between the two numbers here is the age of the card. If it's an older card, then choose the smaller number (1 or 2). Clone cards, or cards that emulate the Sound Blaster usually have a T variable of 1. Experiment to see what works best for you. We get a lot of questions from people wanting to know why they have to use this if they don't have a Sound Blaster. Well, it's simple. This command has NOTHING to do with what type of command you use. Apogee games that use digitized sounds expect these cards to be at specific settings. If they are not, then the game needs to be told this. The way to do this is with the environment variable BLASTER. That's why this is needed. Some of our newer programs (Raptor, Hocus Pocus) have specific setup programs which let you set up this information manually, but they still require the SET BLASTER line to operate at 100% efficiency. Please remember to add this to AUTOEXEC.BAT, save the file back to disk, reboot your computer, and make sure to delete the game config file (CONFIG.WL6) before running again. If you have any further questions, please drop Apogee a line. Also, you can run the SETBLAST.EXE file that is in your game directory. This is an interactive program that will help solve sound problems with Wolfenstein 3D. If you are still confused, try running that program. ============================================ HOW TO GET WOLFENSTEIN 3D RUNNING UNDER OS/2 ============================================ Make the following changes to the default settings for a program object: DOS_BACKGROUND_EXECUTION=OFF DOS_HIGH=ON DOS_UMB=ON DPMI_NETWORK_BUFF_SIZE=64 EMS_HIGH_OS_MAP_REGION=64 EMS_MEMORY_LIMIT=3072 HW_TIMER=ON IDLE_SECONDS=60 IDLE_SENSITIVITY=100 INT_DURING_IO=ON KBD_BUFFER_EXTEND=OFF MOUSE_EXCLUSIVE_ACCESS=ON VIDEO_8514A_XGA_IOTRAP=OFF VIDEO_ONDEMAND_MEMORY=OFF VIDEO_RETRACE_EMULATION=OFF VIDEO_ROM_EMULATION=OFF XMS_MEMORY_LIMIT=384 These settings are not officially supported by Apogee. Your mileage may vary. ================================================= WHAT'S THIS ABOUT "CALL APOGEE AND SAY AARDWOLF"? ================================================= At a point during the game Wolfenstein-3D, you may see a sign in a room that says, "Call Apogee - Say 'AARDWOLF'". Please do not call. The "AARDWOLF" sign and the maze it is located in were to be part of a contest that Apogee was forced to cancel before it could be announced, so you will save yourself some long-distance phone charges if you do not call. Also, you might find yourself locked inside a room in the maze once you have found this sign (located in Episode 2, Level 8). The only way out in this situation is to restore a saved game at a point prior to where you were locked in. Also, it is not possible to get 100% of the secrets on this level. For these reasons, Apogee Software does not recommend that you try to complete the maze, unless you want the challenge of mapping it yourself. Apogee does not provide support on completing the maze, so be sure to save your game often if you try! The letters at the end of your name in the high score list are also part of this. They were going to be a way for Apogee to tell whether or not you got the high score by cheating or not. However, shortly after Wolfenstein 3D's initial release back in May of 1992, a slew of cheat programs appeared that made it impossible to verify these contests, so they were cancelled before they were ever implemented or announced. ============================ CONTACTING TECHNICAL SUPPORT ============================ Apogee thanks you very much for playing our games. Customer satisfaction is a high priority of Apogee's, and we strive to please everyone. Our Technical Support staff is available to assist all of our customers in solving any technical problems that may be experienced. Our Technical Support Department is available to answer your questions Monday through Friday during the hours of 9:00 A.M. to 6:00 P.M. Central Standard Time. The phone number for the Tech Support Department is (972) 278-5655. However, the voice line isn't your only channel of contact. We are also reachable via a fax machine at (972) 278-4670, (24 Hours a Day) or you can write to us. Our mailing address is: Apogee Software POB 496389 Garland, TX 75049-6389 United States of America Apogee Technical Support can also be contacted via a variety of electronic medium. Several major online services are monitored, and Apogee's E-Mail addresses are listed below. Also, a variety of Bulletin Board networks are monitored as well, and those are also listed. If you do contact our Technical Support department, please be at your computer, and have it ready for assistance. If you can't be at your computer, please have printouts of the following things available, so that we may assist you better. It may be possible do provide technical support without these things, but it will be much more difficult. The needed files are CONFIG.SYS & AUTOEXEC.BAT, plus what happens when you execute the "MEM /C" command (or just MEM if you get an error using MEM /C). [ END OF FILE ]