American McGee's Alice - Demo
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This demo gives you a taste of the new befouled Wonderland as Alice returns to answer a distressed summons.
American McGee's Alice(TM) Demo
Read Me File
American McGee's Alice is a 2000 third-person action-adventure video game developed by Rogue Entertainment under the direction of designer American McGee and published by Electronic Arts (EA). The game was originally released for personal computers running Microsoft Windows and Mac OS.Although a planned PlayStation 2 port was cancelled, the game was later released digitally for the.
November 27, 2000
Warranties
THIS SOFTWARE IS PROVIDED AS IS WITHOUT WARRANTY OF ANY KIND, WHETHER EXPRESS OR
IMPLIED, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE WHICH ARE HEREBY DISCLAIMED. IN NO EVENT WILL ELECTRONIC ARTS BE LIABLE
FOR ANY SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION,
USE, OR MALFUNCTION OF THIS ELECTRONIC ARTS SOFTWARE PRODUCT.
Some states do not allow limitations as to how long an implied warranty lasts and/or exclusions or limitations of incidental or consequential damages so the above limitations and/or exclusions of liability may not apply to you. This warranty gives you specific rights, and you may also have other rights which vary from state to state.
ELECTRONIC ARTS RESERVES THE RIGHT TO MAKE IMPROVEMENTS IN THIS FILE AND TO THE
SOFTWARE AT ANY TIME AND WITHOUT NOTICE.
THIS FILE AND THE SOFTWARE HEREWITH IS COPYRIGHTED. ALL RIGHTS ARE RESERVED.
NO PART OF THIS FILE OR THE SOFTWARE MAY BE COPIED, REPRODUCED, TRANSLATED, OR
REDUCED TO ANY ELECTRONIC MEDIUM OR MACHINE-READABLE FORM WITHOUT THE PRIOR
WRITTEN CONSENT OF ELECTRONIC ARTS, PO BOX 9025, REDWOOD CITY, CALIFORNIA
94063-9025, ATTN: CUSTOMER SUPPORT.
(C) 2000 Electronic Arts Inc.
ALL RIGHTS RESERVED.
Installation
To install the Alice Demo, simply double-click on the AliceDemo.exe
The Alice Demo will install to:
C:Program FilesEA GamesAmerican McGee's Alice Demo
Running the demo
Create a shortcut to the Alice Demo from this folder by selecting alice.exe
in the demo directory, and right-dragging it to the desktop. When you
release the mouse button, a menu will pop up. Select 'Create Shortcut Here'.
Double-click the shortcut to run the demo.
You can also run the demo by double-clicking the Alice.exe icon
straight from the folder.
Uninstallation
To uninstall the Alice Demo demo, simply delete the American McGee's
Alice Demo folder from your drive.
Gameplay Instructions
M A I N M E N U
After installation, you will be presented with the Main Menu.
To begin playing, use the left mouse button to click New Game.
The next screen prompts you to select a skill level: Easy, Medium,
Hard and Nightmare.
Once in the game, you can Save at any point. Press the ESC key to
bring up the Main Menu. Left-click Load/Save then click on a window
for a slot in which to save your game. Then, click the button marked S.
It’s that simple.
To load a saved game, click the particular saved game window you wish to
load, and then click L. This loads your saved game from your hard drive.
Click the D to delete the selected saved game.
S E T T I N G S
When you install American McGee’s Alice Demo, the game sets defaults
for your system configuration and for the control keys you’ll use to
navigate through Wonderland. Left-click Settings from the Main Menu
to access these default settings.
Left-click any of the four numbered areas to expose further options for
fine-tuning your system and your game play.
1. Video: From here you can adjust the way your computer displays the game.
Your system has detected Screen Resolution and Color Depth. You may change
those settings if you wish. You can also use the available sliders to control
the following:
Brightness changes how light or dark your video appears, similar to brightness
on your monitor.
Texture Detail is used to control the size of the textures being displayed
in the game, smaller textures look less detailed because they have to be
stretched to cover the space they fill, but the game operates faster with
less detail.
The Alice Demo defaults to the second highest detail setting. Attempting to
change the detail setting higher will NOT affect the texture quality in the
Alice Demo.
These adjustments might make Alice run more efficiently on your system.
2. Audio: From here you can select a sound driver, adjust music and sound
effects volume, and choose your speaker type and sound quality.
The Alice Demo ONLY uses 8 Bit sound, changing the settings for the
Alice Demo will NOT affect your sound quality.
3. Controls: Use this menu to fine-tune your control of the Alice character
and the Game environment. The Control options are detailed under
PLAYING THE GAME, below.
To change an option, left-click on it to select it, and then left-click the
column to the right of that option. You’ll be prompted to Press Any Key.
Press the key that you wish to designate as the control key for this
game-play function.
If you have changed any control options on this menu, click the Apply button
to accept and save the changes or click the Cancel button to return to the
Setting Menu.
4. Game Options: Customize these options to reflect your own taste and play style.
Invert Mouse reverses the direction the camera looks when you move the mouse
forward and backward.
Mouse Sensitivity adjusts the speed of your mouse movement.
Camera Distance controls the distance, in 3rd Person view, that the camera
follows behind Alice.
Camera Height adjusts the height of the camera view on the screen.
Always Run lets you Run at ALL times. The default setting is run.
Subtitles toggles the text box accompanying character speech off and on.
Jump Reticle helps you judge distance, and gauge your potential to make a jump
successfully. See PLAYING THE GAME, below for more about Jumping.
Target Reticle helps you home in on your enemies.
Console can be evoked allowing the player to enter advanced commands
and settings into the game, and should not be used unless necessary.
P L A Y I N G T H E G A M E
Alice’s movements are controlled with a keyboard and the mouse. To see the control
keys, choose 3 from the Settings Menu. On the Controls Menu move the slider and
expose all the keys. The movements and their corresponding [default controls] are:
Primary Attack: Left-click [Mouse 1] to execute a weapon’s primary attack.
Alternate Attack: Right-click [Mouse 2] to execute a weapon’s alternate attack.
Move Forward: [W] moves Alice forward or advances her.
Move Backward: [S] moves her backward or retreats.
Strafe Left (step-left): [A] key to move left while facing forward.
Strafe Right (step-right): [D] key to move right while facing forward.
Jump/Swim Up: [Spacebar] makes Alice jump or swim up.
Climb/Swim Down: [F] makes Alice climb or swim down.
Use Item: [Enter] opens doors, activates levers, climbs up vines, etc.
Jumping
There are plenty of challenging obstacles in Wonderland and jumping is a control
movement you’ll need to master. Let’s say you’re at an impasse or a crevasse,
and you need to jump:
Face the area where you want to land. Move the mouse slightly forward and back.
The Jump Reticle--a pair of brightly lit shoe soles (size 6)--will display to help
you with your jump. Move the mouse until you feel comfortable with the landing
area (for example dry land, as opposed to lava). Press the Spacebar. Practice
makes perfect.
Climbing
If an area looks as though she can reach it with a jump, try it. If she falls just
short, Alice will grab onto and hang from walls, ledges, bluffs and such. If an
object is blocking her ascent, press the strafe keys to move Alice to a clear spot.
Now, don’t leave her dangling. After she grabs on, press W and Alice will pull
herself up.
To let go without climbing up, press F.
Vine / Swinging
Vines and ropes are invaluable---if you know how to use them. Face the vine and
then use the Jump key [Spacebar] to jump out toward the vine. Release the Jump
key when she’s close to it and Alice will grab on.
Use the Move Forward [W] and Move Backward [S] keys to swing. When you feel Alice
has sufficient momentum to complete a vine jump, press the Jump key [Spacebar]
and Alice will release the vine. Her momentum will carry her hopefully to a safe
landing.
Swimming
Swimming in Alice is easy; just dive in. Once Alice is completely submerged use
the Move Forward key [W] in combination with the Swim Up [Spacebar] or the
Swim Down [F] to navigate underwater. A note of caution: If you hear Alice
coughing while swimming, it means she’s running low on air. Alice is strong
and brave, but even she needs to surface periodically.
CAT SUMMONING BUTTON [HELP]
The Cheshire Cat is a friend, although his words can sometimes be enigmatic.
Press [C] when you need help. Your tattooed ally may have something useful to say.
General Problems
If you've made a settings change to Alice Demo, that keep you from
playing the game, you can usually fix this by deleting the 'config.cfg'
file located in the DEMO subdirectory where you installed Alice Demo. The
default directory where you would find this file is:
C:Program FilesEA GAMESAmerican McGee’s Alice DemoDEMO
If you delete this file, you will need to reset your key bindings next
time you run the Game. Alice Demo will automatically regenerate the
config.cfg file for you.
If you've changed your video resolution to something your computer cannot
support, you can run Alice Demo from the command prompt, manually setting the
resolution. Open a command prompt window and change the directory to where
you installed Alice Demo. Then type:
Alice-Demo +set r_mode 3
And press the enter key.
This will launch the Alice Demo in 640x480 resolution mode. You can then try to
change your resolution again. Before you change the display resolution in
Alice Demo, make sure that your computer supports that size.
Some screen savers can cause problems if you leave Alice Demo running idle
long enough for your screen saver to turn on. If you have issues with this,
try disabling your screensaver.
Speed Problems
If you're having framerate problems, there are a few tweaks you can do to
speed up the game on your machine. These settings will free up more memory,
thus placing less of a load on your hardware.
In Video options (Settings Menu):
- Uncheck Detail Textures.
- Set both Color Depth and Texture Bits to 16 bit.
- Run in 640x480 resolution.
There should not be a big difference in the visual quality when
using 16-bit textures, but it can help to make the game run faster.
Stability Problems
If your machine locks up frequently or crashes a lot, there are a few
general tips to help stabilize it.
If you have other programs running at the same time as Alice Demo, consider
turning them off.
Make sure you have the latest drivers. Manufacturers are always improving
their drivers to fix bugs and improve performance. Check the web sites
for your Video Card, Sound Card, and Motherboard, and try out the latest
drivers.
Make sure your machine has the latest BIOS installed. Many hardware
components get improved BIOS/Firmware after they're shipped, so make sure
you're up to date. The stability of video cards and motherboards can
vastly improve with updated BIOS. Once again, check your equipment
manufacturer’s website for newer BIOS versions.
Be sure to read and understand any instructions and warnings before you
try to update BIOS on any hardware component. It usually updates without
a problem, but you can render your machine unusable if you don't do it
right, or if something goes wrong and the proper action isn't taken to
fix it.
If you purchased a pre-assembled PC, check with your PC manufacturer for
updates.
If you've had your operating system installed and running for a long time,
it may be time to reinstall. This usually is only a problem for real
power users who change system settings and hardware often and work with
their machines a lot.
Video Problems
Some video cards have problems with the fog effects that we're using
in the Alice Demo. We've noticed that some objects don't seem fogged enough.
This seems to occur most often on Voodoo 3 cards.
In some scenes, distant objects may appear to have black lines moving
across them. This seems to happen on a variety of video cards, and
is a direct result of the distance from the player to the object.
The current drivers for the Voodoo5 seem to have some trouble when
changing resolutions, switching from full-screen to windowed mode.
This usually means your computer will lock up or crash. There are
also some visual problems when you run in windowed mode. The problems
seem to be more pronounced in Windows NT 4.0 and Windows 2000.
We expect 3dfx to address these problems in future driver releases.
As always, make sure you have the latest video drivers for your card.
Useful Web Sites
http://www.glsetup.com - Updated video/OpenGL drivers in one handy
location.
http://windowsupdate.microsoft.com - Keep your Windows installation up
to date. You can find the latest DirectX software installers here.
http://www.Alice.ea.com - The official American McGee's Alice site
(C) This document copyright Electronic Arts 2000.
American McGee is not well. Anyone who takes the surreal, twisted world of Lewis Carroll's Alice in Wonderland and turns it into an even more surreal, twisted version of itself can't be sane. But, whatever is going on inside his head, one can only hope it never goes away because that cranial cart wheeling has created one of the most unusual and spectacular games ever.
Although some detractors may feel the game's environment took all the developer's time at the expense of gameplay, one can contend that the environments provide a unique and original space necessary to experience the game. In case you haven't heard, American McGee's Alice was developed by Rogue Entertainment, best known for the Quake expansion pack Dissolution of Eternity and the Quake II mission pack Ground Zero. The game, based on Alice in Wonderland: Through the Looking Glass, is published by Electronic Arts and uses the Quake III engine, two facts that only close inspection will reveal. The Quake III engine has been bent and twisted in such a way you won't even notice it since you'll be so engrossed in the environments it has created.
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The game begins with an intro of a peaceful Alice asleep in her bed, clutching her stuffed rabbit (that rabbit is important, as those familiar with the story already know). Her real cat, skittish as cats tend to be, knocks over an oil lamp during a nightly romp and, before you know it, the house goes up in flames. Alice manages to escape, but only after failing to save her parents from the inferno. Things take a turn for the worse as we find Alice's new home is inside an asylum. She's still clutching her rabbit, but stripped of all emotion and severely damaged emotionally by her inability to save her parents, her demeanor has taken a downturn. Something or someone calls her, asking her to save them. She has no choice, and leaves the asylum to begin a journey to cleanse Wonderland of the evil plague induced by the Red Queen.
You control Alice from a third-person perspective and the beginning of the level serves as a pseudo-training period, beginning with Alice falling through a swirling maelstrom and landing right smack in Wonderland. The White Rabbit is there to greet her and beckons her to follow. Of course, he's in a hurry and can shrink to fit into a mouse hole. Unfortunately, Alice can't, so her options are limited, setting up her first task -- find a way to follow him.
Before embarking on your quest, take some time to look around -- the architecture is immediately spectacular with Tim Burton-esque angles and buildings. The attention to every detail is apparent from the hopping rooftops of the mushroom houses, to the giant, lazily rocking castle floating in space. From the chessboard universe where Alice spars with evil red pawns and knights and is helped by malevolent white ones, to the textures used to bring them all to life. Every item in the game world, whether large or small, has personality that significantly adds to the immersion factor. Grandfather clocks sway back and forth, and whole rooms stretch and fall away, floating in violent, swirling vortexes and chessboard universes hovering in space. For those who take the time to notice, little surprises are everywhere -- the gate you looked through is seen from the other side as the entrance to the castle. The game never gets boring and always surprises and amazes with attention to detail. There is some minor puzzle solving, but nothing more than a pedestrian challenge.
None other than the Cheshire Cat guides you along, complete with a grin that makes you expect to see an empty birdcage and a feather sticking out of his mouth. He appears suddenly, offering cryptic and arcane advice at certain points throughout the game, then disappears just as quickly before you get the chance to ask him what the hell he's talking about. In fairness to the feline, what he meant usually becomes apparent right after he fades. You will meet several other friendly characters, an aspect that makes you feel as though the world is actually inhabited, not simply a wave of bad guys constantly attacking for no apparent reason. Speaking of bad guys, unique is the only way to describe the playing-card soldier baddies of lore who are playing cards with a head, arms and legs; flying militant ladybugs that drop bombs; floating, screaming, robe-wearing skulls (for lack of a better name); and chess pawns with eyes. Even on the medium setting, these guys are no slouches and you'll want to keep a close eye on your health.
The sound is spectacular yet subdued. If you are familiar with the soundtrack that accompanies Disneyland's Haunted Mansion, you'll have an excellent idea of what awaits you here. A brooding, haunting melody (created by former Nine Inch Nails member Chris Vrenna) escorts you throughout the levels. You'll probably find the soundtrack eliciting a more visceral response than the game itself. Sound effects are no different; used sparingly makes them so effective. The creaking of the rocking castle. The hissing of the gas collecting esophagi. The slow, deliberate ticking of the grandfather clocks. Every sound adds as much to every object and environment as the architecture.
The control scheme, familiar to those who have played Quake III or Unreal Tournament or any of about a hundred other similar games, defaults to the 'WASD' control scheme and works well. Control is smooth and responsive with the only exception being jumping and climbing. Alice tends to have a delayed response when jumping and that leads to plummeting into a swirling vortex.
Additionally, climbing up from a hanging position is somewhat of a chore with repeated key-presses required to get Alice to perform the action. You can't shoot when hanging, but you can be hit, so get to a standing position fast. Climbing and swinging on vines, on the other hand, is easily accomplished using the 'Enter' key for climbing and the W and S keys to swing back and forth.
Weapon selection is as unique as the game itself. Alice picks up a knife early on, but soon comes across a staff that shoots bolts of energy, playing cards that can be hurled individually or in groups of four, dice that emit a deadly gas, a watch that stops time and, my favorite, jacks that assault enemies with multiple hits. Even the knife is a very effective weapon; the alternative fire throws the knife to hit distant enemies without using your magical energy, important since taking them on exclusively hand to hand will quickly put you down. Other weapons have an alternate fire option that uses some magical energy. Since Alice has only a limited supply, you'll want to pick up more of it when you get the chance. Defeating your foes and collecting their meta-essence regains health and energy. Get all you can -- the longer you take to collect it, the more it decays until it disappears altogether.
Unfortunately, multiplayer isn't supported, without any indication of a future patch, but I'm keeping my hopes up. Deathmatching as the Pawn, White Rabbit or Jack of Spades would warrant the purchase price alone. Unfortunately, without a multiplayer component, the game doesn't offer much replay value. Once you've been through it, you'll already know what lies around each corner and the surprises from the first time just aren't as effective a second time.
The documentation is also a bit disappointing. A sparse guide explains the keys, interface, loading, and saving conventions. Manuals should be complete (as this is), but should also be written to accommodate the novice as well as the seasoned gamer. This manual assumes a certain level of familiarity with the genre that isn't necessarily possessed by all gamers. Also included is a very interesting casebook illustrating Alice's external manifestations of her delusional journeys through Wonderland by means of entries written by her asylum caretaker.
Finally, the game ran well, even on a lowly 450 MHz Pentium II with a Riva TNT2 Ultra video card with no slowdowns or choppiness. Quick loading was practically instantaneous and kept the gameplay moving. The Quake III engine really shines in this regard.
Ultimately, American McGee's Alice leaves good impressions, even with some minor negatives: difficulty in hoisting Alice onto ledges from a hanging position, occasional unresponsiveness as far as the jumping is concerned, fluctuating difficulty in some places, and one ultra-irritating jumping puzzle. However, these concerns are so minor when compared to the splendor of the game's universe, you will gladly overlook them in order to see what bizarre setting lies beyond the next portal. It's safe to say that the adventure is a must buy and will most certainly be a contender for game of the year honors.
Graphics: It's the Quake III engine bent and twisted in such spectacular ways that you'll forget what was used to create the game to marvel at the creation. It's ironic that showing creative engine use causes you to forget all about it.
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Sound: Chris Vrenna may not have been the main man in Nine Inch Nails, but his eerily haunting soundtrack sets the mood perfectly, bringing the whole game experience to another level, becoming an integral part of the game.
Enjoyment: What's not to love? The Dr. Seuss-ian environments are incredible and diverse, the music is perfect, the enemies are unique and creative, adding up to a complete package. Some minor control issues and questionable puzzle solving serve as temporary distractions, but the overall game is so well designed these can be overlooked.
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Replay Value: There are some structural differences between difficulty levels. On a medium difficulty settings, Alice jumps from floor tiles as they disassemble and reassemble, but on the easy setting she walks across the floor with no jumping required. Most other differences are in the form of less and faster-decaying meta-essence released by enemies. Enemies aren't any harder to defeat, nor do they appear to come in higher numbers. The main reason to play again would be to take the time to examine the environmental details missed the first time through, not to actually experience the game a second time.
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Alone in the Dark 4: The New Nightmare, Alone in the Dark, Alone in the Dark 2, Alone in the Dark 3, Blair Witch Volume 1: Rustin Parr, Drakan: Order of the Flame, Agharta: The Hollow Earth, Blade of Darkness