REALM OF IMPOSSIBILITY DOCUMENTS 
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Deluxe edition of the classic game zombies. 

Scenario: 
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At first things were just creepy. Then they got totally weird. 

Running from zombies, snakes, giant spiders and packs of ugly, vicious little round things is tough enough whenthe dungeons are just mean. But some of these dungeons go way past mean, into the realm of the totally outrageous. 

A friend can help, and chances are you'll need all the help you can get to make it all the way to the deepest part of the dankest dungeon. 


Features: 
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* 13 dungeons. 
* 129 different rooms. 
* Dramatic graphics and fast action. 
* 4 levels of difficulty. Easy to severe. 
* Challenging single player mode. 
* A unique two player cooperative mode that's downright funny as well as fun. 


Scenes of the game: 
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The Abyss. As in abysmal, a good description of your chances of getting the Freeze Spell scroll down those stairs in the center. The assorted vermin on top sure hope you'll try. 

Cornered in the Crown Room in the Stygian Crypts. Now if you only had a Freeze Spell, or maybe a Protect Spell, or even a Confuse Spell... Anything to get out of here alive. 

About midway through Tartarus. The scroll on the left can keep you alive longer. The snakes on the right don't think that's such a hot idea. They'd rather see you dead. 

Spiders seem to like Abaddon. Question is, how do you feel about spiders? Ugly, mean spiders who can't wait to dance around your crumpled little body. Nice guys, spiders. 


A word about the programmer: 
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Mike Edwards didn't start off to create zombies. He just wanted a game he and his son could play together instead of against each other. And no taking turns. Everybody should get to play all the time. 

He thought running from monsters, stopping them with crosses sounded neat - like watching a really good bad Friday night movie. 

Mike's been having sort of funny dreams lately. And he's started insisting that someone's following him. Too bad. Seemed like a nice guy. 


Realm of impossibility documents card: 
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With the title screen displayed, press "F5" to choose 1 or 2 player games, and "F3" to choose the level of difficulty. 

The bottom line of the screen shows the current settings. 

Press "SPACE" to read the in game documentation. 

Player one uses a joystick in port 1, player two uses a joystick in port 2. 

Press "F7" or the joystick button to begin the game. 

Use the joystick to move the arrow pointer to the dungeon you want, and press the joystick button to begin the game at the chosen level. 

To pause and unpause, press "RUN/STOP" during the game, to exit a game and return to the title screen, press "F7". 


Credits: 
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Programming and graphics by Mike Edwardsand Henry S. Bolley. 
Original music by Dave Warhol. 
Produced by Don Daglow. 
Package design by William Gin. 
Package illustrations by Eric Joyner. 
Software (C) 1983, 1984 Bram Inc. 
Package design (C) 1984 Electronic Arts.


Credits for the Remember version: 
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Disk original supplied by MAD DOG. 
Documents supplied by MAD DOG & FUNGUS. 
Cracked, shortened, level-squeezed, one-filed, highscore-saver installed and documents typed by HOK. 
Trained by JACK ALIEN, FUNGUS and HOK. 
Debugged by JACK ALIEN and HOK. 
Electronic Arts loader-logo reprogrammed by JACK ALIEN. 
Spread by INTRUDER, DERBYSHIRE RAM, FATMAN, JACK ALIEN and MANIK. 
All done in December 1998. Enjoy!!! 
Call "Immortal Antiques" at: http://members.xoom.com/Remember64 

"I like this little game very much, otherwise I wouldn't have spent that much time on it. But one thing is for sure, more appropriate names for it would've been "Coding Of Impossibility" or "Realm Of The (Insane) Cracker." 
HOK/REMEMBER! 


Now read what we have debugged: 
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1) When finishing a level with two players, player one always got 50 extra hit-points and player two only 30, no matter what you did. Now both get 30. Debugged by HOK. 

2) After a game over, the bottom line of the screen still showed the in game display. Now the selection display reappears. Debugged by HOK. 

3) The "two players highscores" text was moved to the left about one char, because before it looked quite lame. 

4) When you pressed the fire button while standing still in order to cast a spell, sometimes it happened that the first two letters of "set to cast" were screwed up. Debugged by JACK ALIEN. 

5) Sometimes it happened that when you wanted to cast a spell and the "set to cast" message was already on the screen, the spell was ignored none the less. Debugged by HOK. 

6) There was a flicker at the bottom right side of the screen when the title screen appeared and also in the game in some screens. Debugged by JACK ALIEN and HOK. 

7) Sometimes a spell was cast while you were running and dropping crosses. Debugged by HOK. 

8) When you pressed the button for more than one second while a spell was active, the message "set to cast" remained on the screen for as long as the spell lasted. Debugged by HOK. 

9) The music on completing a dungeon sometimes did not play at all (after playing the game for a while). Debugged by HOK. 

A) A fatal bug was that the sprites of the monsters sometimes screwed up and then the monsters also did not attack you properly anymore. This happened randomly after playing the game for a while. Debugged by HOK. 

B) The "resurrect-collision" in the two players mode was programmed very inexactly, having the effect that the dead player sometimes got resurrected automatically, even if the other player was pretty far away from him. Debugged by HOK. 

C) The score routine started bugging after you scored more than 100.000 points. Now you can theoretically play up to 999.999 points, but be careful, afterwards the score is reset to 0 again. Debugged by JACK ALIEN and HOK. 

D) Another really fatal bug was that when you switched on the pause mode in the level selection screen and waited approximately five minutes, because then the game tried to restart (which is normal), but it could not, because of the pause mode. It simply hung up on you then. Debugged by HOK. 


Finally a warning: 
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If you want to pause the game for more than five minutes in the level selectionscreen, be sure that the pause mode is switched on, otherwise the game restarts, without highscore-entry! 

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