Absolute Zero Demo Release Notes 1.0.4
(c)1995 Domark Software, Inc.
12/15/95

General MIDI timbres for Yamaha OPL-2- and OPL-3-based sound cards were 
produced by The Fat Man(TM) and developed by K. Weston Phelan and 
George Alistair Sanger.  Copyright 1993, The Fat Man(TM)

IMPORTANT:
=========

You cannot run this DOS version of Absolute Zero from Windows.  You must
first quit Windows and start up in MS-DOS mode before running AZ.

Running SMARTDRV.SYS greatly increases the speed of the interface.  This is
particularly noticeable in machines with 8Mb of RAM.  In general, you can run
SMARTDRV by typing smartdrv from your DOS directory.  In Windows 95, exit to
DOS and type smartdrv in your drive:\windows\command directory. Then run
Absolute Zero (type "az" in the directory where Absolute Zero was installed).

NOTE:  You must have at least 4Mb of RAM free after running smartdrv.

  
Contents

1. Welcome to Absolute Zero
2. Memory
3. Known Problems
4. Key Settings
5. Joystick Selection and Calibration
6. TroubleShooting
7. Game Prologue
8. About Europa
9. Your Role as a Player
10. The Interface
11. The VR Helmet
12. MFD Screens
13. General Playing Hints
14. The Credits
15. How to Contact Domark
 
------------------------------------------------------------------------
  Welcome to Absolute Zero
 ==========================

This demo shows you two of the thirty scenarios you will play during the course of Absolute Zero. They are chapters from the beginning of the story when little is known about the aliens you've encountered and you're just trying to bring survivors out of the destruction.

The scenarios here are good examples of the two main modes of play in the game: turret-style and free-flying. We recommend that you start your demo experience with the turret mission so you can get used to the interface and play style before tackling the more difficult free-flying mission.

Absolute Zero has received good reviews from the gaming world. We hope you enjoy this demo enough to check out the real game. It gets better and better the deeper you get into the storyline. Enjoy!


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

  Memory
 ========

Absolute Zero is designed to push your hardware to its fullest potential.
We put a lot of really cool stuff in this game, but unfortunately this really
cool stuff takes up a lot of RAM.  If you're lucky enough to have a machine
with 16MB or more of RAM, you don't have to worry about AZ's memory
requirements.  But if you're one of the many people who only have 8MB of RAM,
you'll probably soon discover that AZ wants to use every little bit of it.
If you're running from Windows 95, we recommend you enable the Smartdrive
utility as well, Dos4gvw Virtual Memory Manager will take care of the rest.
If you're running from DOS, again make sure Smartdrive is enabled and that
you leave at least 4Mb of free Ram.

If after running smartdrv you still end up with less than 4Mb try the
following:

1) Make a boot disk with a stripped-down version of your CONFIG.SYS,
   AUTOEXEC.BAT, and COMMAND.COM on it. Be sure the device line for your
   CD-ROM drive is still intact, as well as your sound card setup.
   Once this is complete, reboot your system from that floppy and try again.
   
  Memory and the Frame Rate
 ---------------------------

Absolute Zero has a lot of really cool sounds and object textures, which
take up a lot of memory.  If the program doesn't have enough memory to hold
it all at the same time, it will reload these sounds and textures repeatedly
as it needs to use them.  This could have a considerable impact on the frame
rate, especially if you're using virtual memory.  If you are experiencing
long pauses in game play while you're playing a mission, try to improve the
memory situation.


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

  Known Problems
 ================

If you are experiencing any problems with Absolute Zero, please contact
our support staff (see How To Contact Domark below).  They will be happy
to send you the latest version of AZ when updates become available.  Or if
you have access to a network such as America Online, Compuserve,
or the World Wide Web, check for updaters occasionally.  We almost
certainly will be releasing a patch with the inevitable bug fixes as soon
as we are able.  Our America Online address is DomarkUSA, our World Wide Web
address is http://www.domark.com/domark, our internet address is
techsupp@domark.com, and the Domark forum in Compuserve can be accessed
by typing GO DOMARK for a Keyword after logging in.

If you are playing a mission, and you have the VR Helmet turned on, you
may hear the message notification sound but no message scrolls across the
top.  This indicates that you are running very low on memory, and the
program doesn't have enough memory to display the message banner.  The same
sort of thing can happen with the MFD windows if they display incorrectly
it's likely that the program doesn't have enough memory to display them.
See the Memory section of this document for details.


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

  Key Settings
 ==============

Despite our best efforts, the numeric key pad sometimes conflicts with the
cursor control keys and the "home-end-pg up-pg dn-help-del" keys. Therefore,
when modifying key sets within the game, try to use one group or the
other, not both.

Movement
Velocity Changes: You can change the throttle 10% at a time by hitting the number keys. "1" is slowest and "0" is fastest. Also, the "-" and "+" keys decrease and increase by 1% increments.
keys:  1-0, -, +

Movement Keys: If using the keyboard to move, use the up/down/left/right arrows to move. Remember that when flying, the "up" arrow actually dives your vehicle and the "down" key makes you climb.
keys:  up/down/left/right arrows

Positional Thrusters: You can use vernier jets to slew your vehicle left and right. This makes fine adjustment for firing easier. Use the "<" key to slew left, and ">" to slew right.
keys:  <,>

Weapon Control Keys

Fire Weapon:  Fires currently selected weapon.
keys:  space bar (or Btn 1 on a joystick)

Change Weapon:  Cycles to next weapon in list.
keys:  W (or Btn 2 on a joystick)

Lock Onto Target:  Using this key locks onto the closest target that is under or near your crosshairs. This causes the virtual arrow and lock-on box to activate immediately.
keys:  tab (or Btn 4 on a joystick)

View Controls
Outside View: Hit the "O" key to switch to the outside view of your vehicle. There are two outside views depending on what you have your pan/snap toggle set to. There is a static view from behind your vehicle and a fade away view. Experiment with the toggle to find out.
keys:  O

Toggle Pan/Snap Views:  Use the help key to toggle whether your views pan around your vehicle or snap left/right/back when using the view change keys.
keys:  help

View Change Keys:  These move your view around your ship to help you keep track of your surroundings.
keys:  del (pan/look left); pg down (pan/look right); home (pan up/look forward); end (pan down/look back); pg up (recenter view forward)

Miscellaneous Keys

Pause:  To pause/unpause the game.
keys:  P

Visor Controls:  Allows access to speedup options, keyboard setups, etc.
keys:  F2 (on the numeric keypad)

Help:  Accesses the hint screen.
keys:  F1

Quit:  Get me out of here!
keys:  F5

VR Visor Controls

Ground Grid:  Overlays a green grid over the terrain to help you judge distance.
keys:  G

Compass:  Toggles on/off.
keys:  Z

Pitch Ladder:  Toggles on/off.
keys:  X

Radar Displays:  Toggles on/off
keys:  C

Change Boresight Range Detection:  10Km, 20Km or 40Km range detection. Toggle between them.
keys:  V

Change Topdown Range Detection:  2Km radius, 5Km radius, or 10Km radius. Toggle between them.
keys:  B

Crosshairs:  Toggles on/off.
keys:  N

VR Visor: You can toggle the helmet view off to gain a wider field of view.
keys:  M

Ghost Lines:  Toggles on/off.
keys:  L

Waypoints:  Move back and forth between the various waypoints so you can move toward them.
keys:  "semicolon" moves you back one waypoint and "quote" moves you forward one.


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

  Joystick Selection and Calibration
 ====================================


When you go into the "Visor Controls" section of the VR Tunnel, you are 
able to calibrate your joystick by clicking on the "Calibrate" button 
next to the "Joystick" button.

When the Calibration window comes up, you will see the calibration area 
and the word "Standard" in a small window below that area. This means 
that the "Standard" type of joystick is selected for calibration. There 
are three joystick settings: Standard, Flightstick Pro, and 
Thrustmaster.

NOTE: A standard joystick is any two-button stick that does *not* have a "hat"
switch on it.

You can change the type of joystick you are calibrating by hitting the space 
bar. Each tap on the space bar toggles the joystick type to the next 
kind. Once the correct type of joystick is selected, then follow the 
on-screen instructions to quickly set up your stick.

NOTE: If you are using a Thrustmaster stick, you *MUST* not only move 
the stick to all extremes, but you must also move the hat switch up, 
down, left, and right in order to calibrate that switch.


------------------------------------------------------------------------
< TROUBLESHOOTING >

The two potential problems will be VESA compatibilty and Memory.

FOR VESA DRIVER CONFLICTS:
****usually irregular graphics or a blank screen at startup

1. Contact either the maker of your video card and ask them for:
	A: their latest drivers
        B: how to load their UNIVESA drivers (then load them on your machine)
	C: any possible solutions

2. Remember you need to have a 1MB SVGA capable card (use the MSD utility
   at the DOS prompt to check) to play AZ.  If you still have problems, 
   contact Domark Customer Support.

FOR MEMORY (mainly 8MB memory machines):

CREATE A BOOTDISK:

1. Get a blank floppy disk and insert this into your Floppy Drive

2. From the C:\ prompt (out of Windows) type FORMAT A: /S

3. When the disk is formatted as a system disk, TYPE:
	COPY CONFIG.SYS A:
	COPY AUTOEXEC.BAT A:

4. Once these files are on your boot disk, type A: and then ENTER

5. At the A:\ prompt type EDIT to access the MSDOS EDITOR 
	(IBM users need to type " E " instead of EDIT)


What needs to be in these files:
(These files were created on a Pentium System, with a Creative Labs CD-Rom, 
and a SoundBlaster AWE-32 soundcard.)

************ THESE ARE EXAMPLES! Do not copy verbatim! ***************

< CONFIG.SYS >
FILES=50     (keep above 40)
BUFFERS=40   (keep above 30)
DEVICE=C:\SB16\DRV\CTSB16.SYS /UNIT=0 /BLASTER=A:220 I:5 D:1 H:5 (optional-not needed)
DEVICE=C:\SB16\DRV\CTMMSYS.SYS  (optional-not needed) 
DEVICEHIGH=C:\CDROM\MTMCDAI.SYS /D:MTMIDE01


<AUTOEXEC.BAT>
@ECHO OFF
C:\WINDOWS\COMMAND\MSCDEX /D:MTMIDE01
C:\MOUSE\MOUSE
C:\WINDOWS\SMARTDRV.EXE 2048 /x /r (You can use 1024 or 2048, if your wish)
SET SOUND=C:\SB16
SET BLASTER=A220 I5 D1 H5 P300 E620 T6
SET MIDI=SYNTH:1 MAP:E MODE:0
C:\SB16\DIAGNOSE /S
C:\SB16\AWEUTIL /S
C:\SB16\SB16SET /P /Q
SET LMOUSE=C:\MOUSE                        
SET PATH=C:\DOS;C:\WINDOWS
C:\

Everything above is what is needed for the game.
WE DO NOT RECOMMEND HARD DRIVE COMPRESSION!

Note that Absolute Zero DOES NOT need any "memory managers" to run.
This included HIMEM.SYS, EMM386.EXE, EMM386.SYS, or QEMM.SYS.  Eliminating
these managers will not only help you obtain more free RAM, but also provides
a slight speed increase to the game.

===== WINDOWS 95 USERS =====

Absolute Zero will run under Windows 95 as a DOS application.  Depending on
your system, you may have to Restart your machine inn DOS mode to play.
We'd like to emphasize that if you are running Absolute Zero from within
Windows 95, that Smartdrive is loaded before you run the game.

TO RUN AZ under WIN95:

1-Locate the AZ batch file az.bat (it should be in the directory 
  that you installed Absolute Zero into on your hard drive).

2-Go to the DOS prompt from inside Windows 95, and type:
  drive:\windows\command\smartdrv. (drive: being the letter of the hard
  drive where Windows 95 is installed.  This will usually be C:)  If the
  program does not run, open up the Windows Explorer while inside Windows 95
  and look for the file smartdrv.sys. Once you know where it is located in
  your hard drive, go to that directory from a Dos window and run smartdrv.
  Exit back to windows.

3-Click on the az.bat file. When Windows asks you whether you 
  want to exit to Dos, click on Yes. When you finish the game, the 
  computer will automatically reset and restart Windows 95.


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

Game Prologue
=============

The year is 2374 A.D.

The Terrans  have been mining the Jovian system for over 110 years. Since Europa has large amounts of water ice available to refuel space craft (which utilize fusion drives), it was the first of JupiterÕs moons to be colonized. There are three cities on Europa: Orion, Aegis, and Europa City. They hold well over 200,000 people. All of these people are associated with mining in some way, shape, or form.

Recently the Òcore boreÓ operations on Europa (mining the rocky center of the moon), detected an open space within the core. They dug close to it and awakened a long-sleeping race of aliens. The aliens reacted angrily, killing the miners in the core and used a powerful weapon to blow their way out of the moonÕs interior, destroying the colonyÕs capitol, Europa City, in the process. 

The Terrans are now faced not only with humankindÕs first extraterrestrial contact, but also their first extraterrestrial war. Since the colony is not a military base, few weapons or specialized military vehicles exist. Everything has to be cobbled together from existing mining devices, extra side plating, guts and ingenuity.


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

About Europa
============

Europa is one of the four major moons of Jupiter. There is no official count of the actual number of moons of Jupiter, simply because no one has been able to decide on the minimum size of an object to be classified as a moon. There are thousands of objects rotating around Jupiter in and around its thin ring system.

JupiterÕs magnetosphere is a tremendous drag on its moons. In the case of Io, this creates violent volcanism as the drag, and the gravitic tidal forces, push and pull that moonÕs core into molten rock. In EuropaÕs case this causes the ice to buckle, crack, and melt causing massive seismic quakes and an odd sort of water volcanism as warmed water rises quickly through the ice cracks to freeze again on the surface.


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

Your Role as a Player
===================

Since one person is rarely critical in all places, youÕll move from character to character as they become pivotal in the storyline. In addition, youÕll fly and drive vehicles, as well as helping to man defensive positions during alien attacks, offensive campaigns, scouting missions, and rescue attempts.


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

The Interface
============

The VR Tunnel interface allows you to outfit your vehicles, hear news from all over Europa and the entire solar system, read your characterÕs diary information and e-mail, as well as to receive briefings and examine intelligence on the alien crafts.
As the game progresses, RepDep will provide you with improved vehicles, weaponry, and defenses as your missions become more ambitious and complicated. Be sure to refer to this manual and the VR Tunnel interface as the game progresses so you can best utilize the new technology when it comes about.

Only two of the six options in the VR Tunnel work in this demo due to constraints on file size for downloading purposes and demo CD requirements. The other four are fully functional in the regular version of the game and add greatly to your game experience.

OverLink
Originally designed for EMC managers to coordinate field teams, OverLink is where you get your briefings at the start of each scenario. There is a summary paragraph of your objectives at the bottom of the text screen as well as a complete listing of Nav points to help you find your way around during game play. Audio can be played, or not played, by hitting the ÒSoundÓ button below the character's photo. To get back to the main selection screen, click on that picture in the lower, left cheek screen. To start the scenario, click on the lower, right cheek screen.

RepDep
RepDep is the maintenance area in the VR tunnel. Here, you choose what weapons configuration you'll use during the scenario. If you replay the scenario you can quickly and simply choose a different weapons package if so desired. There are eleven different weapons in the game (laserlance, pulse laser, gatling blaster, blaster cannon, fusion cannon, mini-MAAC, fusion missile, MAAC, jump mines, drop mines, and bombs), and you'll get them in many different configurations. NOTE: You cannot change your weapons configuration in mid-scenario. To get back to the main selection screen, click on that picture in the lower, left cheek screen. To start the scenario, click on the lower, right cheek screen.

Vehicles
Each scenario places you in one of seven vehicles. These include:
Valkyrie -- A jet cycle with extreme maneuverability and speed.
Charger -- The civilian air transport. Think of it as a streamlined car that flies.
Dragonfly -- A four-winged, maneuverable vehicle that becomes the colony's most dependable fighter.
Maglock -- A gigantic behemoth of a carryall. Tough, heavy, and it flies like a pig.
Wolverine -- The standard civilian ground car, it hovers across the ice.
M.U.T. -- Think of it as the ultimate Urban Assault Vehicle (bus with an attitude).
M.U.L.E. -- A large, treaded tractor puller. It quickly becomes the tank of the colony.

The demo scenarios only use the Wolverine, M.U.T., and Dragonfly.


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

The VR Helmet (your in-game interface)
==============

The VR helmet was designed to do two things: a) get more visual input for the pilot, and: b) make cockpit construction cheaper.

The pilotÕs helmet now has VR display screens mounted in its visor. This allows the computer to interpret the pilotÕs viewing angle and then display the visual information the wearer would receive as if the vehicle were not in the way. Thus, the pilot is no longer constrained by windows and can look freely about as if seated in an invisible vehicle.

The ÒfreefallÓ feeling this gives pilots resulted in some early difficulties, so a ÒghostÓ outline of the ship is now overlayed onto the surrounding world information to give the pilot a reference point at to which direction is being viewed.

The helmet is jacked into the vehicleÕs console via a universal coupling mechanism and the helmetÕs processor then interfaces with the vehicleÕs on-board computer.
Many helmets use specialized software modules with the helmetÕs multi-functional display (MFD) system  (the "cheek" screens), increasing the usefulness of the HUD-style environment.


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

MFD Screens
===========

Map
The Map module displays a 40km x 40km area around you as you move across the world. The flashing blip is your position on the map. The only other features that show up are waypoint indicators. YouÕll have to rely on your radar screens for enemy and friendly unit positions.

VR Tunnel
The Tunnel screen is your window into the VR world. When you have this window selected and you hit the ÒEnterÓ key, youÕll enter the Virtual Tunnel and have access to all the information gathered therein.

Weapons
YouÕll see a top-down view of the vehicle youÕre piloting, or a schematic of the turret if youÕre manning a turret. On it, youÕll see the position of the weapon currently selected brightly lit in red. The other weapons available are a dimmer color. As you hit "W" and cycle through your weapon options, the different weapons are highlighted in turn. Next to the vehicle schematic, youÕll see visual indicators telling you the weaponÕs heat status and whether itÕs ready to fire.

Target I.D.
When this module is activated, you can toggle through the available field of enemies using the ÒtabÓ key (or Btn 2 on a joystick). When an enemy is selected, its image appears in the cheek screen, the virtual arrow locks onto that target, and an orange ÒlockÓ box appears around the target. The lock box allows you to keep track of the enemy youÕre chasing. The box and the arrow point indicate the direction the enemy is, even if the target goes off your screen. ItÕs a great assistance in dogfights. Also, Target I.D. is required when guided weapons are used against enemy Ñ without a lock, the weapon will only fire in a straight line and wonÕt guide.
Once you have a lock on an enemy, a yellow ÒleadÓ box shows you the approximate location you should fire your weapon to hit the locked-on target.


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

General Playing Hints
===================

¥	Play with headphones on to get the full stereo Ô3D soundÕ effect. This helps you judge where the other objects are in reference to your own position.

¥	If what youÕre doing gets you killed, then change your tactics. Be flexible.

¥	Many of the aliens are agile fliers.  ÒJoustÓ with them by going to max velocity,  getting some distance, and then doubling back to shoot again.

¥	When playing as a turret, USE YOUR VIEWS!  ItÕs much faster to look left than to spin left.

¥	Learn to use your speed keys when flying.  Moving at the same velocity all the time gives your enemy too much advantage.  Vary your speed and youÕll do a lot better.

¥	Use your positional thrusters to line up shots.  ItÕs a lot easier than trying to bank or roll into position.

¥	Your Target ID window is quite useful for identifying long-range opponents.

¥	The aliens tend to do the same things in the same situations (like we do).  Learn their tactics and anticipate their moves.

¥	The aliens are not afraid of ramming you. Beware.

¥	Pay attention to your speed.  If you go too slow, youÕll fall out of the sky.  A fun option Ñ cut your engines, fall a bit, then go to max thrust again.  You can change altitudes quickly this way.


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

The Credits
=========

The Domain Team
Producer: Dave Georgeson
Lead Programmer: Colin ÒBozzÓ Boswell
Second Lead Programmer: Michael Kelly
ÒCritical Fiddly BitsÓ Programmer:  Francine Hunter
SGI Art & Animations: Andrew Osiow, Rebecca Shearin
Model Art & Textures: Jesse Conklin, Rebecca Shearin
Scenario Design & Layout: Dave Georgeson, Matt Miller
In-Game 3D Models & World Construction: Joe Marullo
Intro & Cut-scene music & FX: Mike Ash
In-game music: Jo Myers (MIDI version), Mike Ash (Conversion for Mac & PC)
In-game Sound FX: Mike Ash
Storyline & Script: Dave Georgeson
About Screen Background: Christy Wiseman

Original Engine Design
David Payne, Jonathan Newth

Voice Talents
Bob Ayres: Greg Foss
Peggy Koorhan: Maria Guerrero
J.S. Gilbert: Carlton "Hap" Mitchell, Toshiro Watanabe
Trish Tillman: Becca Doyle
Brian Vouglas: Wassem Bokai
Mary Windishar: InterSol announcer, Ellen Trin



************************************************************************

  How to Contact Domark
 =======================

Domark Software
1900 South Norfolk Street, Suite #110
San Mateo, California 94403
Voice: (415) 513-8933
Fax: (415) 571-0437
Internet: techsupp@domark.com
AOL: DomarkUSA
CompuServe: GO DOMARK

Our customer support staff is available Monday through Friday, 8am to 5pm.
  
If you would like to contact our sales staff, you may call
(415) 513-8929 x105, or send email to paulbald@domark.com.


