SECOND STORY MAN

CONTENTS Second Story Man (2ndStoryMan.pod) is a merged .pod file containing 2 tracks and 4 trucks: - The Second Story Man Rumble is the primary game. It is played differently than most tracks, so be sure to read these instructions before you start! - The City Kitty Race is not really a race. No checkpoints are defined. It is an exact duplicate of the Second Story Man setting (taking up very little extra space in this merged .pod file). It is intended for practicing and exploring offline. The computer trucks go elsewhere and leave you alone. - The Cop, Robber, Detective, and Fugitive trucks included with Second Story Man are playing aids that help simplify team identification in games of "Cops 'n' Robbers", "King of Thieves", and even "Capture the Flag". NOTE: Robbers prefer the dark... SECOND STORY MAN (and City Kitty) can only be played in NIGHT or PITCH BLACK conditions. (Don't bother selecting weather... it will automatically set itself to NIGHT unless you choose PITCH BLACK. Your CLEAR weather setting will remain in effect for other tracks.)

I wanted to release a working race through the city. Unfortunately, while Second Story Man runs as smooth as silk, the racing version was full of lag. My frame rates were WAY down from normal. The added burden of trying to manipulate all of the computer trucks while rendering the graphics-rich city setting was too much for the computer to handle. City Kitty works just fine since the computer trucks run away.

This is a BIG playing area... USE THE MAP OVERLAY TO LOCATE OPPONENTS! (TAB key)

INSTRUCTIONS

The SECOND STORY MAN track can be played 4 (or more!) different ways.

For games that rely on computer scoring, you lose 1 point per second at ground level. One story up (approximately the height of the Hypercube) is a "free" zone - you neither lose nor gain any points. Two stories up is scoring territory... you gain 10 points per second. You lose 50 points immediately every time you drop below the free zone.

The whole city is fair territory. You can get on top of most of the lower buildings if you can find the way, and some have SEVERAL ways up. See how many high and difficult places you can reach!

RUMBLE RULES

COPS 'N' ROBBERS RULES

KING OF THIEVES RULES

CAPTURE THE FLAG RULES

THE MOST IMPORTANT RULE

RUMBLE RULES
This is normal "King of the Hill" play... whoever has the high score at the end is the winner. With the whole city to roam through, someone could easily find a perch and just sit while his score rises. To avoid this boring sort of situation, either play with lots of people or select a specific building to duel over. Team play (CTRL-T in Multi-Player) may also encourage people get together and hunt down the chickens!

COPS 'N' ROBBERS RULES
SECOND STORY MAN was created with "Cops 'n' Robbers" types of games in mind. Playing Cops 'n' Robbers (CnR) in the Monster Truck Madness game was conceived BEFORE the creation of this track, and can be played on any track you like. Play is primarily for fun instead of scoring. Select two teams. One team is the Cops, and the other is the Robbers. It helps to use the Cop and Robber trucks included with the game in order to tell the sides apart. There should always be just as many - if not more - Cops than Robbers. When the game begins, the fun is in the Cops trying to "catch" the Robbers (cornering their truck and flipping it as often as possible.) Cops 'n' Robbers play combines the sheer fun of pummeling your opponent (like a rumble) and a good ol' car chase (like a race, without being restricted to a set course.) If you do want to keep score, then the Cops tally up the number of times they flip a Robber. The most "catches" wins. (If a Robber overturns himself through a bad maneuver, a Cop is credited with a "catch" if he can bash him before the computer rights him again. But he cannot get MULTIPLE credits by continually bashing him while he's down - the robber must be reset to an upright position and then overturned again to get further credit.) A Cop must announce a catch to get credit for it (by pressing the "T" key and typing his message). It is usually sufficient to just send the catch number to save typing time (i.e. For the first catch, type "t1" to send the message "1". For the second catch, type "t2" to send the message "2", etc.) If the Robbers like, they can keep track of how many times they were flipped. The one who was flipped the least is the winner of the Robbers side. (There is no reason why a Robber can't flip another Robber to hurt his score, but only a Cop can get credit for a Robber accidentally flipping himself. A Robber vs. Robber duel only gives credit for a legitimate takedown.)

KING OF THIEVES RULES
This is what SECOND STORY MAN is all about! It's racing! It's rumbling! It's chases! It's escapes! It's team play! It's every-man-for-himself! It's a blast! I created "King of Thieves" play shortly after I first heard about Cops 'n' Robbers. It is more structured than CnR, and I hope you will like it! A single game of King of Thieves is made up of a whole series of bouts. Recommended time is 5 minutes per bout. It's a good idea to make sure everyone can commit to the entire series of bouts before you launch. You begin with one Cop, and everyone else is a Robber. It is helpful if the Cops drive the Cop truck and the Robbers drive the Robber truck included with this track in order to tell the teams apart. (At least make sure all the Cops drive one truck, and all the Robbers drive another truck.) At the end of each bout, only two scores are important: The Robber with the LOWEST score is called the "Snitch" The Cop with the HIGHEST score becomes the "Detective" The Detective uses the Detective truck if you are using the vehicles included with this game. The Snitch changes sides, and joins the Cops for the next bout (switching to the appropriate truck). It takes a thief to catch a thief! Between bouts, the Snitch designates one Robber of his choice that the Detective MUST try to pursue in the next game. This Robber becomes the "Fugitive". He uses the Fugitive truck if you are using the trucks included with this game. (The Snitch usually picks the Robber with the highest score to be the Fugitive, but it can be anyone he has a grudge against.) This helps prevent any Robbers from "sitting around" in a safe spot. Robbers who get high scores because they run away to a far corner of the city soon find themselves the target of a Snitch's vengeance! All Robbers are encouraged to give away the Fugitive's position if the Detective loses him. (Players can use the N key to bring up player NAMES if you are not using the trucks included with this game.) You continue playing bouts until only one Robber remains. He is dubbed the "King of Thieves". For the final bout of the game, ALL of the Cops are against the King of Thieves. If the King of Thieves can score more points than he did in the previous bout, then he wins the day! Otherwise, the cops see justice prevail! If you decide to play another series of games, the King of Thieves is the first Cop. NOTE: Robbers should fight other Robbers they encounter. In addition to being fun, it also benefits them to make sure at least one rival winds up with a lower score at the end of each bout.

CAPTURE THE FLAG RULES
Just for fun, I hid 3 Cop trucks and 3 Robber trucks around the city. If you run around and practice Second Story Man a little, you are certain to run into them sooner or later. Select teams. One side is the Cops, and the other side is the Robbers. The Cops should all drive the same truck, and the Robbers should pick another. To avoid confusion, it is helpful to use the Cop and Robber trucks included with this track. There are 2 pools in the field behind the train station. One is labeled "Put COP Trucks Here". It is the Robbers' job to find and push as many of the Cop trucks into this pool as possible. The other pool is labeled "Put ROBBER Trucks Here". The Cops must find and push as many of the Robber trucks into this pool as possible. There is a rusty old pickup at the bottom of the lake... it is a wildcard that can be used as either a Cop truck or a Robber truck. It is ILLEGAL for a player to push his OWN trucks out of their starting positions. After an enemy has moved your truck, it becomes fair game. You can always stand guard to try to prevent the enemy from getting them... The winner is the team with the most enemy trucks in the appropriate pool when time expires. Suggested game time 10-20 minutes. This is a really TOUGH game! If it's too hard to score, then try one of these alternate versions: Alternate #1) Make a race out of it. No interference is allowed. The first team to get all 3 trucks into the appropriate pools wins. Alternate #2) Play until someone scores. (The first team to dunk an enemy truck in the appropriate pool wins.) If it is still too hard, you can remove the time limit by playing the City Kitty track instead. The game will continue until the host ends it. CAPTURE THE FLAG STRATEGY: - You can push a truck out of the pools, but it is VERY difficult! Don't waste your time on this if the enemy is nearby waiting for you to try. - A fault in MTM2 allows you to force some objects inside of certain other objects. In this game, a truck can be forced into a building, making it impossible to recover. This can be a good defensive tactic to deny your enemy his prize. Remember though, you cannot push one of your own trucks out of it's starting spot until an enemy player has pushed it first! - The train crosses down the middle of the playing field. Player trucks cannot pass through the train, but the COP and ROBBER trucks that you are capturing can! Try to use the train to your advantage by "taking a shot" through it while it obscures your actions. - You will probably want to set gearing for more acceleration (towards the 600 end) most of the time to make pushing trucks easier. On the other hand, if you gear up for more speed and you have enough time and room, then you can make a nice flying bash upon a truck... sort of a "slapshot". - It is often smart to keep one player near your goal to defend against the enemy. - When you get a truck and head toward the goal, it is useful to work in pairs... one person pushing while the other one guards against the enemy. Positions may change if the truck gets knocked away from the pusher and the guard has a better shot on it. (Or you may even learn to "pass"!)

The most important rule of all...

H A V E F U N!

..))
(.(.........|\,,.v.,,/|
.) ``````.(.(o.o).)
(..._-->(:...O...:)< __See ya in the Zone!
.)..))'''\..\\....`
(.,,),).(.,,),)
Clawfford, the Big Red Cat Burglar!

Visit Clawfford's Corner at www.pcpages.com/clawfford

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