============================================================================


				Lemmings 3D

				    from

			      CLOCKWORK GAMES

		                 Published 
				     
				     by 

			       PSYGNOSIS Ltd.	


			       Copyright 1995


============================================================================

  			    SYSTEM REQUIREMENTS

PROCESSOR
---------

The game has been written using 386+ assembler, so it WON'T run on a 286
or below.

The MINIMUM playable system is an IBM PC compatible 486 DX33 although you 
MAY be able to play it on a lesser system if you turn the detail level 
to minimum and shrink the screen.

RECOMMENDED system for maximum detail is a IBM PC compatible 486 DX2/66.

GRAPHICS
--------

A VGA graphics card are required, with 256Kb of RAM, although the FINAL 
version with make use of an SVGA card with 512Kb+ of RAM.

MEMORY
------

The game requires between 430KB and 560KB of CONVENTIONAL memory,
depending upon the sound configuration selected, and 3MB of EMS (EXPANDED 
memory). That is, in your CONFIG.SYS, the EMM386 line should include at 
least the following:

<drive>:<path>\EMM386.SYS 3072

SMARTDRV
--------

The use of SMARTDRV is not prohibited, although you should be aware that 
it could make EMS unavailable to Lemmings 3D.

CONTROLS
--------

A mouse or CyberMan controller are STRONGLY recommended.

SOUND
-----

The game supports the following sound cards:

SoundBlaster AWE32
Gravis Ultrasound
General Midi
Roland LAPC-1
Roland SCC-1
SoundBlaster 8-bit & compatibles

There will be over 30 themed tunes.

There will be over 100 samples, including Lemming speech.

The CD-ROM version will also have over 20 audio tracks.

HARD DISK SPACE
---------------

The FINAL version will be available on PC CD-ROM and 3.5 HD floppy. 

The game requires a approx 1Kb of Hard Disk space, 

The floppy version will require approx 25MB of Hard Disk.

============================================================================

			   DEMONSTRATION VERSION
		
This version of Lemmings 3D contains all the 20 practice levels and 10 
normal levels from the 100 that will be included in the FINAL version.

The first couple of levels are fairly easy and are designed for you to
get adjusted to the controls. The later levels are more difficult so they
should keep you entertained a bit longer.

Don't worry if you are having difficulties completing the later levels, the
FINAL version will have a more gradual learning curve. 

			   INSTALLING THE DEMO

From <cd-rom drive>:, type SETUP. You can then enter the sound card you are
using and various other preferences. This creates a small configuration
file called C:\LM3D.CD\LM3D.CFG

To run the demo type L3D from <cd-rom drive>:\

============================================================================

				TITLE SCREEN

There are five icons across the bottom area of the screen. From left
to right, they are as follows:

1) `PLAY' 	- begins playing the game on the first level of
		  whichever skill level is selected.  		
		- 'F1' also activates this function.

2) `CODE'	- activates the password screen. The player must then
		  enter an eight character alphabetic code. If the code 
		  is valid the player goes directly to the selected level,
		  otherwise a message is displayed and the player is
		  sent back to the title screen.  		
		- `F2' also activates this function.

3) `?'		- brings up the configuration requester. (see below
		  for detailed explanation). 	 		
		- `F12' also activates this function.

4) `SKILL'	- changes between `PRACTICE' and `FUN' skill levels.
                  A LEFT click increase the skill level, whilst a
                  RIGHT click decreases it.  	 
		- The UP and DOWN cursor key increase and decrease the 
		  skill respectively.

		- The FULL VERSION will have 5 skill levels.

5) `QUIT'	- Exit to DOS. Requires confirmation.  	 
 		- `Esc' activates this function. 


Before each level, the player is shown a cameo of the style of level about
to be played with the Level name and number. 

	- LEFT clicking (or F1) the mouse on this screen will play the 
	  level. 
	- RIGHT clicking (or F2) the mouse will take you back to the 
	  title screen. 
	- Pressing the ENTER key will show a rotating view of the level 
	  along with some extra information:

	1) Level name
	2) Number of Lemmings available 	
	3) Number of Lemmings required to rescue 	
	4) Difficulty rating.

After each level, the player is given a resume of how they did:

	1) Number of Lemmings rescued 	
	2) Number of Lemmings required to rescue 	
	3) Password to start from this point (if the level was successfully 
	   completed) 	
	4) A comment on their efforts

============================================================================

			MAIN GAME CONTROLS

Moving the camera
-----------------

The game can be played with a variety of combinations of control methods.

1) Mouse only
2) Cyberman only
3) Keyboard only
4) Mouse & Keyboard
5) Cyberman & Keyboard

If you have problems playing using only the mouse, try moving using the
numeric keys, and moving the pointer with the mouse/CyberMan.

Cyberman Control
----------------

A CyberMan compatible control method has been implemented. It is
mutually EXCLUSIVE with the mouse (that is, they cannot been operated
at the same time). Moving the controller in a flat plane moves the
pointer around the in the same manner as the mouse would. LEFT click
is the unchanged from the mouse. Movement is achieved in the
following manner:

PITCH FORWARD 			- move forwards.  
PITCH BACKWARD			- move backwards.  
ROLL LEFT			- move left.  
ROLL RIGHT			- move right.  
YAW LEFT			- rotate left.  
YAW RIGHT			- rotate right.  
PITCH FORWARD / YAW LEFT	- move forward and left.
PITCH FORWARD / YAW RIGHT	- move forward and right.

Pressing the MIDDLE button will cause the movement to occur at
approximately 3x normal speed. The cursor is NOT context 
sensitive with regards to movement when using the CyberMan.

Mouse Control 
-------------

The camera can be moved about using the context sensitive mouse and 
pressing the RIGHT MOUSE BUTTON. The camera will move depending 
on which of the following 8 regions of the screen the mouse is within.
The speed of movement will depend on the distance of the mouse from
the centre of the screen.

*--------------------*--------------------*--------------------*-*
|  		     |                    |                    | |		
|  		     |                    |                    | |		
|     Forward 	     |	    Forward	  |       Forward      | |
|     & Left         |                    |       & Right      | |
|  		     |                    |                    | |		
|  		     |                    |                    | |		
|  		     |                    |                    |U|		
|  		     |                    |                    |p|		
*--------------------*--------------------*--------------------* |
|  		     |                    |                    | |		
|  		     |                    |                    | |		
|  		     |                    |                    |a|		
|     Rotate         |                    |       Rotate       |n|		
|     Left	     |        None        |       Right        |d|		
|  		     |                    |                    | |		
|  		     |                    |                    | |		
|  		     |                    |                    |D|		
|  		     |                    |                    |o|		
*--------------------*--------------------*--------------------*w|
|  		     |                    |                    |n|		
|  		     |                    |                    | |		
|     Side Step      |      Backward      |      Side Step     | |		
|     Left           |                    |      Right         | |		
|  		     |                    |                    | |		
|  		     |                    |                    | |		
|  		     |                    |                    | |		
|  		     |                    |                    | |		
*--------------------*--------------------*--------------------*-*

On the far RIGHT of the screen is a slider bar that controls the vertical
positioning of the camera. RIGHT CLICKING on this will move the camera up 
& down.

The sensitivity of the mouse and the camera movement speed can be changed
from the configuration screen (see below). If you are moving the mouse to
move the camera we recommend the camera speed be set to about 2.

Map
---

There is an aerial relief map of the level in the top left corner of
the screen. On levels that are NOT played entirely INSIDE an enclosed
area, the current camera can be moved anywhere on the map instantly by 
right clicking on the location required to view, and dragging the camera 
to the point they wish to view from, setting the view distance and
location.

Status Bars
-----------

Clicking the LEFT MOUSE BUTTON activates all other icons on the screen.
In the extreme top right, top left & bottom left corners are 3 small
icons which toggle the overhead map & status bars on and off.


Bottom Status Bar
-----------------

Arrow Icon	- This is useful for when there are a lot of Lemmings 
		  milling about in a small space and you want to make 
		  sure you select the right one. LEFT clicking on the
		  arrow icon will toggle it on & off. When the arrow 
		  is highlighted it allows you to select any Lemming 
		  on the screen (which will then be marked by a white 
		  arrow above its head). If you accidentally select
		  the wrong Lemming you can keep clicking on different 
		  ones until you are happy with your choice. Then LEFT 
		  clicking on a skill will give that Lemming the skill 
		  straight away.
                  This icon has an extra function when in Virtual Lemming
                  mode. It cycles the through the Lemmings walking
                  around the level. 

Face 		- LEFT clicking on this and then on a Lemming enters Virtual
                  Lemming mode. This allows you to see the world through the
                  eyes of a Lemming.

                  Whilst in this mode clicking on a skill causes the current
                  Lemming to take that skill immediately. LEFT clicking on
                  another Lemming transports you to Virtual Lemmings in that
		  Lemming. You will be returned to normal mode when the 
		  exits the level or when you LEFT click on the face icon
                  again.

		  It is possible to cycle through the Lemmings, in 
		  Virtual Lemming mode, by LEFT clicking on the arrow icon 
		  to the left of the Lemming skills.

		  Whilst in Virtual Lemming mode, and NOT a BASHER, DIGGER,
 		  MINER, it is possible to turn the Lemming's head through 
		  90 degrees left and right. Use the RIGHT mouse button to
		  turn the head, with the position of the pointer controlling
	 	  the direction the head turns. 

Lemming Skills	- This shows the an icon for each Lemming skill (nine in
		  total) and a number indicating how may Lemmings there are
		  with that skill remaining to be used. If there is a 
		  skill currently selected then this will be animating. 
		  To change the current skill LEFT click on any of icons 
		  which have a number by them. To select a Lemming to use 
		  this skill, move the pointer over one of the Lemmings 
		  until it changes to a box then LEFT click.

		  The skills are as follows, from left to right:
		  BLOCKER, TURNER, BOMBER, BUILDER, BASHER, MINER, 
		  DIGGER, CLIMBER, FLOATER

		  The 90 degree turner skill requires a further LEFT click 
		  to indicate the direction in which the Lemming should 
		  turn. An arrow will point in the direction the Lemmings 
		  will turn to help in this function.

		  NOTE: when the pointer moves over a Lemming, it changes 
		  from a direction arrow into a box, indicating it is over 
		  a Lemming. There is an exception to this rule:

		  If the currently selected skill is 180 blocker and there 
		  are still some available, the mouse pointer becomes a 
		  pair of arrows indicating the direction Lemmings will 
		  move when they encounter the selected Lemming.


Right Status Bar
----------------

From top to bottom this contain the following icons.

In 		- If it's a white number then it shows the number of
		  Lemmings which you need to reach the exit. When you 
		  have rescued more than the required number the number 
		  will change to green showing how many extra have been 
		  rescued.

Out 		- Number of Lemmings currently in the level. 
		  Important: this is NOT a percentage.

Time Remaining 	- minutes and seconds remaining until level
		  auto-destructs.

Bomb 		- DOUBLE LEFT clicking on this will cause all the Lemmings 
		  to blow up and the level to be aborted.

Fast Forward 	- LEFT clicking on this toggles the game between normal &
		  fast forward mode. In fast forward mode all the Lemmings 
		  move a 3x their normal rate.  

Camera 		- LEFT clicking on this toggles between 4 cameras.
		  Each camera starts in a different position so you can
		  quickly look around the level without having to move
	          the camera. 

Pause 		- LEFT clicking on this toggles pause mode on & off. 
		  In pause mode you can still move the camera around but 
		  the Lemmings don't move and the timer doesn't count down.

Spin world left - LEFT clicking on these rotates the entire world left 
& right		  & right about its centre point. 

Increase 	- LEFT clicking on these increase & decrease
& decrease	  the release rate of the Lemming. Note - the release 
release rate	  rate can't be lowered below the starting level. 


Keyboard short cuts
-------------------

`Return/Enter' 	- toggle fast forward.  
`A' 		- rotate world left.  
`S' 		- rotate world right.   
`[`	 	- enlarge 3D window.  
`]'		- shrink 3D window.  
`P'	 	- activate pause mode.  
`O'		- de-activate pause mode.
`Esc'		- abort level and try again.  
`I'		- toggle Virtual Lemming mode.  
`H'		- toggle Hilight Lemming / Cycle through Lemmings in 
		  Virtual Lemming mode.  
`C'		- toggle between camera 1 and camera 2.
`T'		- mouse pointer up.  
`F'		- mouse pointer left.  
`G'		- mouse pointer right.  
`V'		- mouse pointer down.  
`Space Bar'	- LEFT mouse click.
'<ALT> Q'	- activate armageddon.
`F1'		- activate 180 blocker (if available).  
`F2'	 	- activate  90 blocker (if available).  
`F3'		- activate bomber (if available).  
`F4'		- activate builder(if available).  
`F5'		- activate basher (if available).
`F6'		- activate miner (if available).  
`F7'		- activate digger (if available).  
`F8'		- activate climber (if available).  
`F9'		- activate floater (if available).
`F11'		- quit back to the title screen. Requires
		  confirmation.  
`F12'		- bring up the Configuration Requester. 
`1'		- Switch to camera 1 
`2'		- Switch to camera 2 
`3'		- Switch to camera 3 
`4'		- Switch to camera 4 

Numeric Pad: 
------------

`7' 		- move camera forward and left.
`8'		- move camera forward.  
`9'		- move camera forward and right.  
`4'		- rotate camera to the left.
`6'		- rotate camera to the right.  
`1'		- side step camera to the left.  
`2'		- move camera backward.
`3'		- side step camera to the right.  
`-'		- move vertically UP 
`+'		- move vertically DOWN	
`Return/Enter' 	- toggle fast forward.  

If the SHIFT key is held down simultaneously, the camera moves at
approximately 3x normal speed.

============================================================================

Configuration Requester
-----------------------

This requester allows the user to change various parameters within the
game in order to obtain optimum playability on their system. The user
can:

1) Block texture mapping ON or OFF. The majority of the background will 
then be made from polygons, giving a significant increase in speed on 
slower machines.  

2) Land texture mapping ON or OFF. The land will then be displayed as 
large, flat polygons, giving an increase in speed on slower machines.  

3) Sea texture mapping ON or OFF. The sea will then be displayed as a
large, flat shaded area giving a significant increase in speed on
slower machines.  

4) Sky texture mapping ON or OFF. The sky will then be displayed as a
large, flat area giving an increase in speed on slower machines.  

5) CD Anims ON or OFF. DISABLED IN DEMONSTRATION VERSION.

6) Replays ON or OFF. If this is on then if you fail a level you can
replay your previous attempt then take over from just before you went   
wrong.

7) Toggle handedness of mouse. This causes the mouse buttons to be reversed. 
That is, anything requiring a RIGHT click, now requires a LEFT click and 
vice versa.  

8) Change video mode. To help prevent the screen 'shearing' at high speeds,
and the mouse pointer flickering, two different video modes have been used.
If you experience problems with one mode, try the other one. Video mode 2 
will give better results, but does not work on all machines.

9) CD Music volume. DISABLED IN DEMONSTRATION VERSION.

10) Music volume. The lowest setting will turn the music off.

11) Sound effects volume. The lowest setting will turn the sound off. 

12) Set the 3D window size. Obviously the smaller the window, the faster 
the game will run.  

13) The mouse pointer speed can be adjusted for optimum response on the 
user's system.  

14) The camera speed around the 3D environment can be adjusted for optimum
playability. We recommned that the camera speed be set to about '2' if you
are playing only with the mouse, and about '4' if you are moving using the 
keyboard.

============================================================================

Special Blocks
--------------

Several new features which effect the Lemmings behaviour have been
added to Lemmings 3D. They are as follows:

Splitters 	- these pagoda type structures force a Lemming to turn 90
		  degrees when they walk through them. They alternate 
		  between turning left and right as each Lemming passes 
		  through. It is important to note that each entrance to 
		  the splitter keeps track of its own status, independently 
		  of the other entrances to that particular splitter.

Trampolines 	- when a Lemming walks/falls onto a trampoline it will be
		  flung forwards and upwards, continuing in the same 
		  direction. There are two types of trampoline: RED ones 
		  increase the height and distance the Lemming travels by 
		  1 each time they bounce, and BLUE ones which decrease 
		  the height and distance by 1 each time they bounce.

		  Lemmings will bounce off turner blocks whilst in flight 
		  and will land on suitable platforms, including ladders. 
		  If a Lemming lands on anything other than a crash mat 
		  (see below), after having fallen more than the specified 
		  distance, then may be stunned, or even explode.

Springs 	- these fling the Lemming to a predetermined area, any
		  distance and any height from the spring, in any 
		  orientation. If the Lemming hits an obstruction whilst 
		  being thrown, it will explode.

Teleports 	- these occur in pairs, with the Lemmings being transported
		  between the two teleporters each time they move across 
		  them.

Crash mats 	- these allow the Lemmings to fall from ANY height without
		  being stunned or killed.

Slippery blocks - on some levels there are slippy blocks (usually
		  covered in ice or snow). When a Lemming walks onto these 
		  they will quickly slide across them until they get to 
		  a non slippy block. When a Lemming is sliding it can't 
		  be changed into anything except a BOMBER, CLIMBER or 
		  FLOATER.  

============================================================================

Auto-Replay	- all your moves are recorded whilst you play a level, and
		  if you fail, these moves will be played back  up until the
		  last move you made. You can jump in at any moment, by
                  clicking the mouse or pressing a key saving you the
                  hassle of doing it again and again.


============================================================================

Certain levels have a claustrophobic feel to them, where the cameras are
limited in their movement. They may be trapped in a confined space, forcing
you to use Virtual Lemming mode. Other levels may have inaccessible areas
which can only be accessed in Virtual Lemming mode.

============================================================================


CLOCKWORK GAMES
---------------

PROGRAMMERS	- Martin Hall & James Thomas
-----------

GRAPHICS	- Neil Casini (Bitmaps) & Robert Matthews (3D modelling)
--------	  & Peter Grayley (Original Lemming models)

LEVEL DESIGN	- Andrew Brechin, Martin Hall, Neil Casini, James Thomas
------------	  & Robert Matthews
	
MUSIC & SFX	- PC MUSIC
-----------

PRODUCER	- Greg Duddle
(PSYGNOSIS)
-----------

PLAY TESTERS	- Paul Stone, Andrew Green, Matt Geeson & Sam Geeson
------------


============================================================================

We hope you enjoy the game, and remember, any comments you make will be
sent direct to CLOCKWORK GAMES and could be incorporated in the FINAL
version. So get playing!!!

============================================================================

DISCLAIMER
----------

WE MAKE NO WARRANTIES, CONDITIONS OR REPRESENTATIONS EXPRESS OR IMPLIED,
WITH RESPECT TO THIS PRODUCT, ITS QUALITY, MERCHANTABILITY OR FITNESS FOR
ANY PARTICULAR PURPOSE. THIS PRODUCT IS PROVIDED 'AS IS'. WE SHALL IN NO
WAY BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES.

============================================================================
