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Lemmings Paintball – Windows Manual – English

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Platform
Windows
Language
English
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lemmings-paintball_win_manual_en_ff5.pdf
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english

MANUAL CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Starting the Game . . . . . . . . . . . . . . . . . . . . . . . . . .5
Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Options Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Password Screen . . . . . . . . . . . . . . . . . . . . . . . . . .8
Objective Screen . . . . . . . . . . . . . . . . . . . . . . . . . . .9
Playing the Game . . . . . . . . . . . . . . . . . . . . . . . . .11
Starting a Level . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Moving the Lemmings . . . . . . . . . . . . . . . . . . . . . .12
Moving Lemmings You Can’t See . . . . . . . . . . . . .13
Collecting Flag and using the Paint Guns . . . . . .13
Using Levers, Collecting Keys . . . . . . . . . . . . . . . .14
Using Balloons, Lifts, Moving Platforms . . . . . . . .15
Pressure Pads, Slippery Blocks . . . . . . . . . . . . . .16
Trampolines, Catapults . . . . . . . . . . . . . . . . . . . . .16
Duplicators, Paint Bonuses, Time Bonuses . . . . .17
Points Bonuses . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Pausing the Game . . . . . . . . . . . . . . . . . . . . . . . . .18
Completion Screens . . . . . . . . . . . . . . . . . . . . . . .18
Keyboard Commands . . . . . . . . . . . . . . . . . . . . . .19
Setting Up a Two Player Game . . . . . . . . . . . . . . .20
Connecting Via a Local Area Network (LAN) . . . .20
Connecting via Internet . . . . . . . . . . . . . . . . . . . . .21
Setting up TCP/IP Protocol . . . . . . . . . . . . . . . . . .21
Starting a Two-Player Game . . . . . . . . . . . . . . . . .22
Playing With a Computer on the LAN . . . . . . . . . .23
Selecting a Network Level . . . . . . . . . . . . . . . . . . .23
Trouble Shooting . . . . . . . . . . . . . . . . . . . . . . . . . .24
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25

INTRODUCTION
Everyone knows the Lemmings. Green, furry, totally harmless...
Oh yeah?
Tool ‘em up with a pump-action paint gun and before you can sing, “Who wanna be a
painter man?” they’ll be spraying the town white with a hint of plum and covering you
in a variety of hard-wearing finishes. Gloss? No problem. Eggshell? You got it.
Woodchip? Whatever you like sir, so long as it doesn’t clash with the curtains.
Lemmings Paintball puts you in control of up to four helpless Lemmings. They’ll fall
from the sky into a cuddly isometric landscape, then you’ve got to do the point ‘n’ click
until they’ve found the flag(s) that are their passport to the next level. Each level is
harder than the last, and along the way you’ll have to solve no end of tricky puzzles
involving levers, gates, sliding blocks, blazing fires, huge balloons and gallons and
gallons of paint. Not to mention the enemy Lemmings who have paint guns of their
own, a bad case of trigger paw, and an overwhelming urge to cover you in more paint
than the Sistine Chapel ceiling.

4

STARTING THE GAME
Load Windows ‘95 in the usual way.
Insert the ‘Lemmings Paintball’ CD-ROM into the CD drive making sure the printed side
faces upwards.
The installation program will then be launched.
This program will present you with the option to install Lemmings Paintball. Left click
on the Install button and follow the instructions.
Once the game is installed, you can left click on the Start icon to access the Lemmings
Paintball shortcut and run the game. Alternatively, the same box used to install the
game will appear giving you the option to play. Left click the Play button to start
Lemmings Paintball.
The next time you insert the CD, the same box will appear but it will give you the
option to Play Lemmings Paintball rather than install it.
NOTE: You must have the CD in a local CD drive to able to play Lemmings Paintball.

5

MAIN MENU

One Player

Options

Network Play

Skill
Password

Full Screen/Window View

One-Player:
Left click here to play the one-player game.
Network Play:
Left click here to play the network game.
Full Screen View/Window View:
The game can be viewed full-screen or contained within a window. Left click here to
toggle between the two views.
Options:
Left click here to access the Options Screen.
Skill:
Left click here to cycle through the four skill settings of Fun, Tricky, Taxing and
Mayhem.
Password:
Left click here to access the Password Screen. This allows you to skip levels you have
already completed.

6

OPTIONS SCREEN

Zoom

Film

FX

Music

Return

Zoom:
When viewing the game in a window as opposed to full-screen, it is possible to alter
the window size using the Zoom option. Left click here to toggle Zoom on or off. Zoom
on views the game through a large window. Zoom off views the game through a
reduced size window.
FX:
Left click here to toggle sound effects on or off.
Film:
Left click here to toggle movie sequences on or off.
Music:
Left click here to toggle in-game music on or off.
Return:
Left click here to return to the Main Menu

7

PASSWORD SCREEN
When you complete a level of Lemmings Paintball, you will be given a password so
that you don’t have to replay levels you’ve already finished. You can then enter the
password on the Password Screen to skip completed levels in the future.

Passwords in Lemmings Paintball are made up of numbers. To enter a password,
move the pointer to each number in turn and left click. To delete the last number you
entered, left click on the arrow button. To enter the complete password, left click on
‘OK’.
If you have entered a valid password, the table on the left of the screen will show you
the last level on each difficulty that can be played. You will be returned to the Main
Menu.
If you enter an invalid password it will be ignored, the old one will be restored and you
will be returned to the Main Menu.
Every time a new level on each skill category is completed, your password will change.
You can return to this screen to view your current password. Remember that your
current password is also displayed on the Completion Screen.
In the two-player game, passwords are unnecessary as all the two-player levels are
accessible. Your one-player password will be unaffected.

8

OBJECTIVE SCREEN
You will see the Objective Screen before each level of the game.

Skill
Level
Name
Number
of Lemmings
Number of
Flags
Time
Available

OK

Return

Previous
Level

Skill:
Tells you which skill category the up-coming level is in.
Level Name:
Tells you the name of the up-coming level.
Number Of Lemmings:
Tells you how many Lemmings will start the level.
Number Of Flags:
Tells you how many flags you need to complete the level.
Time Available:
Tells you how much time you have to complete the level.

9

Next
Level

Along the bottom of the Objective Screen are four buttons. These are:
OK:
Left click here to play the level.
Return:
Left click here to return to the Main Menu.
Previous Level:
Left click here to select the previous level. If you are currently on the first level of the
game, the button will be marked with a red cross and you won’t be able to select it.
Next Level:
Left click here to select the next level. If you have not yet completed the current level
successfully, the button will be marked with a red cross and you won’t be able to
select it.

10

PLAYING THE GAME

Score

Pause

Yellow
Lemming
Icon

Timer

Blue
Lemming
Icon

Purple
Lemming
Icon

Red
Lemming
Icon

Score:
Indicates your current score. If you fail the level, your score will revert to what it was
when you started the level. However, if you succeed, your score will be retained
between levels.
Timer:
Counts downwards and indicates how long you have left to complete the level.
Paws:
Left click here to pause the game.
Panel Icons:
Each Lemming on the level is represented by one of the icons on this panel. Keys
being carried by the Lemming are shown in the 3 small boxes. When the box is filled
with a colour, the Lemming is carrying a key of that colour. The gauge underneath
shows how much paint the Lemming has left in its gun. The colour of this gauge
represents the Lemming; it is the same as the highlighter underneath the Lemming’s
feet.

11

STARTING A LEVEL
When you start a level, one or more floating trap doors will open and the Lemmings
will fall through onto the landscape below.
Each Lemming is marked by a coloured highlighter which corresponds to one of the
four panel icons. One Lemming will be highlighted with a star, while the others will be
highlighted with small circles. The Lemming marked by a star is the lead Lemming.
When the star is filled, you are in control of that lead Lemming and the other
Lemmings in its group.
Your aim is to help the Lemmings collect the flags dotted around the landscape. There
can be up to four flags on any one level. If there is more than one flag, all of them have
to be collected to complete the level. Remember that each Lemming can only collect
one flag. When a Lemming has collected a flag, the appropriate panel icon will indicate
this.

MOVING THE LEMMINGS
Once the Lemmings have fallen out of the trapdoor, you will see a paw-shaped pointer
somewhere on the screen. When you move the mouse, the pointer moves too. As you
move the pointer around the screen, it will indicate whether or not the Lemmings can
move to that area. An outstretched paw means the area is accessible. A waggling
finger means the area cannot be reached.
To select the Lemmings you want to move, simply left click on them individually, or left
click on their appropriate panel icon. The lead Lemming will be the one you select first.
When you select a Lemming, a rotating arrow will appear above its head. When you
have selected all the Lemmings you want to move, left click on an area of the screen
which the pointer indicates is accessible (shown by an outstretched paw). This will
form the Lemmings into a group and move them in formation to that point.
When a Lemming bumps into an obstacle, after a short pause for thought, it will
attempt to find a path to the point indicated. Sometimes, however, the Lemming will
not be able to work out a path, and you will have to move it around the obstacle by
clicking a direct path from where it is standing.
NOTE: If you right click on a Lemming, the screen will focus on that Lemming and it
will become the leader of its group. This can be useful for collecting certain objects as
it is the leader of a group that will pick up an object.

12

MOVING LEMMINGS YOU CAN’T SEE
If you cannot see a Lemming, you can use the panel to select or focus on a single
Lemming or group of Lemmings. Right click on the appropriate panel icon to focus on
a Lemming and make it the leader of its group. If you left click on the panel icon while
the Lemming is off screen, the screen will again focus on the Lemming and the
rotating arrow will appear above its head to indicate you are forming a group.

COLLECTING FLAGS
To complete a level, your Lemmings need to collect all the flags located
on the level. There can be up to four flags on any one level.
To collect a flag, make sure there are no obstacles between the
selected Lemmings and the flag. Move the pointer over the flag until it
turns into a thumbs-up sign, then left click. The Lemmings will walk to
the flag and the lead Lemming will take it. Remember, each Lemming can only collect
one flag, so you may need to change the leader of the group using the right mouse
button.
If it’s the last flag on the level, you can award yourself a brief period of rejoicing
because that means the level’s complete! Now for the next one...

USING THE PAINT GUNS
Each Lemming is equipped with a paint gun loaded with paint. Each of the panel icons
carries a gauge showing how much paint is in each Lemming’s gun.
You will sometimes find your Lemmings coming under a paint attack from enemy
Lemmings patrolling the level. To engage them in a bout of paint battling, select one or
more of your Lemmings and right click the mouse to fire. Move the mouse around to
aim shots. Enemy Lemmings only have to be hit once to be painted out of the level,
but it only takes one splat to knock out your Lemmings too. So beware...

13

USING LEVERS
Dotted around many of the levels are levers which operate lifts or other items of
machinery.
To operate a lever, you will need to make sure there are no obstacles between the
selected Lemmings and the lever. Move the pointer to the lever until it turns into a
thumbs-up sign, then left click. The Lemmings will walk to the lever and the lead
Lemming will push it down. This will operate the feature connected to that lever.

COLLECTING KEYS
On some levels you will come across barriers that have to be unlocked using a key
before a Lemming can pass through. Therefore, the Lemming needs to collect a key
before it can raise the barrier.
Keys are hidden inside exploding boxes.

When you come across a box like this, make sure there are no obstacles between the
box and the selected Lemmings. Move the pointer over the box until it turns into a
thumbs up sign, then left click. The Lemmings will walk to the box, the lead Lemming
will squeeze it until it pops, and the key will be revealed. Left click on the key and it will
be taken by the lead Lemming. If you now look at the lead Lemming’s panel icon, one
of the three small boxes will be shaded. This shows that the Lemming is carrying a key
of that particular colour.
Once the Lemming has a key, it will be able to raise a barrier that was previously
locked.
If a Lemming carrying a key is hit by a paint ball, the key will return to its original
position.

14

USING BALLOONS
Sometimes you will come across a large balloon floating above the ground
This can be used by a Lemming to fly to another part of the level.
Again, make sure there are no obstacles between the selected
Lemmings and the balloon. Move the pointer to the balloon until it
turns into a thumbs-up sign, then left click. The Lemmings will walk to
the balloon and the lead Lemming will take it. If you look at the
appropriate panel icon at the bottom of the screen, you will see that it
shows the balloon. NOTE: It is possible for a Lemming to collect more
than one balloon - in fact, they can collect one balloon of each colour.
The balloon last collected is shown on the appropriate panel icon.
When you have used it, the balloon previously collected is shown,
and so on.
To use the balloon, move the pointer to the panel icon and left click on the balloon.
The Lemming will float across the screen until it reaches a barber’s pole of the same
colour where it will fall back to earth.

LIFTS
Around the landscape you will encounter lifts. These are sections of landscape that
can move up or down and are sometimes triggered by levers. To use a lift, just make
sure there is a Lemming standing on the ground that will move.

MOVING PLATFORMS
Around the landscape you will encounter moving platforms. These are blocks that
move between sections that would otherwise be inaccessible. To use a moving
platform, first make sure you have only one Lemming in the group and move the
pointer over the stationary platform until it changes to a thumbs-up, then left click. If
the platform moves before the Lemming reaches it, the Lemming may fall off.

15

PRESSURE PADS
Hidden around the landscape are blocks that trigger objects to do things. For example,
a lift can be made to move up or down by standing on a block near it. On more difficult
levels, you may not be able to see the effect of standing on a pressure pad.

SLIPPERY BLOCKS
On some of the levels there are slippery blocks. Once a Lemming has stepped onto a
slippery block, it will slide across until it reaches a normal non-slippery block. NOTE:
Some slippery blocks are connected to pressure pads hidden around the landscape.

TRAMPOLINES
If a Lemming falls onto a trampoline while attempting to reach an area
where you have left clicked, it will bounce forwards in the direction it
was heading, hopefully clearing any obstacles in its path.
If you are on a platform above a trampoline, you can use the
trampoline by left clicking on it.

CATAPULTS

To use a catapult, move the pointer over it until it changes
to a thumbs-up then left click. The group of Lemmings will
form a line and use the catapult in turn. NOTE: Sometimes
catapults are hidden inside exploding boxes.

16

DUPLICATORS
When one of your Lemmings has been eliminated, you can
duplicate one of your remaining Lemmings using a
duplicator. To use a duplicator, you must have fewer than 4
Lemmings available. Select one Lemming and move the
pointer over the duplicator until it changes to a thumbs-up.
Left click and after a short while, two Lemmings will
appear at the back of the duplicator.

PAINT BONUSES

Add some paint to a Lemming’s gun by getting it to collect a paint ball bonus. These
are yellow balls which bounce on the ground.
To get a Lemming to pick up a paint ball, make sure there are no obstacles between
the selected Lemmings and the paint ball. Move the pointer over the paint ball and left
click. The selected Lemmings will walk to the paint ball and the lead Lemming will take
it. The Lemming’s paint gun gauge will register the extra ammunition. If your lead
Lemming already has a full paint gun, it will not be able to pick up any more paint
balls.

TIME BONUSES
Give yourself some extra time to complete a level by getting a
Lemming to collect a time bonus. These are stopwatches which float
above the ground.
To get a Lemming to pick up a time bonus, make sure there are no obstacles between
the selected Lemmings and the bonus. Move the pointer over the bonus and left click.
The selected Lemmings will walk to the bonus and the lead Lemming will take it. The
timer in the top right corner of the screen will register the extra time.

17

POINTS BONUSES
Score some extra points by getting a Lemming to collect a points
bonus. These are bronze-coloured pots.
To get the Lemmings to pick up a points bonus, make sure there are
no obstacles between the selected Lemmings and the bonus. Move
the pointer BEYOND the bonus and left click. The selected
Lemmings will walk through the bonus and the points will be added
to your total score.

PAUSING THE GAME
Left click on the ‘Paws’ icon to pause the game. You will then be offered the in-game
menu. Move the mouse to highlight the option you require, then left click to select it.

COMPLETION SCREENS
SUCCESS

You will have completed a level successfully if you collect all the flags on the level
before the allotted time runs out.
Left click on OK to return to the Objective Screen. The next level will be selected and
available to play.
Take a note of your password to access this level when you play the game another
day.

18

FAILURE

You will have failed to complete a level if all your Lemmings are killed, or if the timer
reaches zero before you have collected all the flags.
Left clicking on ‘OK’ will allow you to play the level again.
Left clicking on ‘Return’ will take you back to the Main Menu.

KEYBOARD COMMANDS
MENU SCREENS
UP, DOWN, LEFT, RIGHT CURSOR ARROWS
Navigate round option screens

ENTER or SPACE
Select options or skip through intro screens

ANY TIME
F4 - Toggle between full-screen and window view

DURING GAME
P - Pause game

LEFT/RIGHT CURSOR ARROWS
Select Lemming groups
1, 2, 3, 4 - Select Lemming 1, 2, 3 or 4 as lead Lemming
7, 8, 9, 0 - Use balloon with Lemming 1, 2, 3 or 4.

19

SETTING UP A TWO PLAYER GAME
Here is a description of how to make Windows 95 ready for a two-player game of
Paintball and then how to start a game against your opponent. Do not worry if it
seems difficult to set up. Once Windows is prepared for Paintball, you can
subsequently start a new networked game at any time with the greatest of ease. You
may also find that you already have Windows ready for Paintball to start a two-player
game immediately.

CONNECTING VIA A LOCAL AREA NETWORK (LAN)
Note, a LAN can comprise just two computers connected together by their respective
network cards. If your computer is not already connected to the network. Make sure
you have Windows 95 compatible network hardware.
Follow the Windows Help guidelines:
Contents Tab
How To
Use a Network
Setting up your computer to connect to the Network
Windows may require access to the installation disk during the process.
If your computer is connected to the network
Have you got a TCP/IP protocol installed? To find out, look in the NETWORK
PROPERTIES. To do this, click START, SETTINGS, CONTROL PANEL. Double click on
NETWORK. You are presented with a dialogue box with information about your
network settings. Do you see TCP/IP in the installed components listing? If you do
have a TCP/IP protocol installed, see SETTING UP YOUR TCP/IP PROTOCOL below.
If you do not, follow the Windows Help guidelines for installing the TCP/IP protocol
using the index below. Do not click OK on the NETWORK settings dialogue box until
you have configured your TCP/IP protocol as described in SETTING UP YOUR TCP/IP
PROTOCOL.
Index Tab
Installing
Protocols
Windows may require access to the installation disk during this process. If your
version of Windows was installed over the network, you may need to find out the
location of the installation software on the network.

Note: Now see SETTING UP YOUR TCP/IP PROTOCOL on next page.

20

CONNECTING VIA THE INTERNET
To play a two-player game of Paintball via the Internet, you must first connect your
computer to your Internet service provider in the usual way. You may wish to use the
Microsoft Network service which is easily accessible through Windows® 95, or
purchase third party software. If Paintball appears not to work properly once you have
connected to your provider, see TROUBLE SHOOTING further on in this section,
otherwise follow the instructions for STARTING A TWO-PLAYER GAME. Note, you need
only connect your provider before you press the START SPEC button in the Network
Options Screen; you do not need to restart the Paintball application.

SETTING UP YOUR TCP/IP PROTOCOL
Note, if your computer already has the TCP/IP protocol installed, the settings may
already be set and you will not need to follow these instructions.
Open the NETWORK settings dialogue box, if it is not already. To do this, click START,
SETTINGS, CONTROL PANEL. Double click on NETWORK. Now follow these steps to
configure your protocol:
In the components installed listing, click on TCP/IP. If there is more than one TCP/IP
listed, click on the one that is listed with the name of your network hardware (if you are
playing over the LAN), or the with DIAL-UP ADAPTER (if you are playing over the Internet).
Click Properties.
Select the IP ADDRESS (Internet Protocol Address) tab. If you are not sure what your
IP address is, click on OBTAIN AN IP ADDRESS AUTOMATICALLY. For connecting to
the Internet, your service provider will either give you an IP address, or tell you that
you will be given one automatically, but for a local area network, you must have access
to a DHCP (Dynamic Host Configuration Protocol). If you dont, you must obtain a
unique IP address. If you dont know what your IP address is and you are just
connected to a local network, you can just specify any address e.g. 1.2.3.4. If your
opponent also doesnt have an address, he could use 1.2.3.5.
If you know what your IP address is, click on SPECIFY AN IP ADDRESS, enter your
address and subnet mask. The subnet mask is normally 255.255.255.0. If you know the
IP address of the computer that is used to link computer names with IP addresses,
click on the DNS CONFIGURATION (Domain Name Server Configuration) tab. Click on
ENABLE DNS and enter the name of your computer in the HOST box. Enter the IP
address of the DNS computer in DNS SERVER SEARCH ORDER and click ADD.
Click the ADVANCED tab and click on SET THIS PROTOCOL TO BE THE DEFAULT
PROTOCOL. Click the OK button. You have now configured the TCP/IP protocol
sufficiently for use with Paintball. Click the OK button in the NETWORK settings dialogue
box. Windows may need to restart in order for the changes to take effect, and will
prompt you to do so.

21

STARTING A TWO-PLAYER GAME
Start the Lemmings Paintball application as normal. Once you have arrived at the first
Options Screen, click on the button with two lemming heads. This brings you to the Options
Screen for starting a two-player networked game. You have two choices. You can either start
a game with a specific computer, or start Paintball looking for other computers on the local
network that are ready to play a two-player game. If you know the IP address of the
computer you wish to play with, click on START SPEC, and follow the instructions for
PLAYING WITH A SPECIFIC COMPUTER below. If you do not know the IP address, click on
START LAN and follow the instructions for PLAYING WITH A COMPUTER ON THE LAN.

Note: Paintball requires a minimum data transfer rate to be maintained. Data transfer rates
below this will cause the link to fail. Internet play, especially via two independent service
providers, may cause such a failure and is therefore not the responsibility of Psygnosis Ltd.

PLAYING WITH A SPECIFIC COMPUTER
After clicking on the START SPEC button, enter your name in the bottom window, as
prompted, and press enter. At this stage, Paintball will attempt to start the networking
system. This will only succeed if you have successfully followed the instructions above to
prepare Windows first. Your name will appear in the central window along with your IP
address and computer name. At this stage you could inform your opponent of your IP
address if he does not already know. Similarly your opponent could do the same.
Now enter the IP address of the computer you wish to play with and press enter.
Alternatively, if you have set up a DNS (Domain Name Server - see SETTING UP YOUR
TCP/IP PROTOCOL FOR A LOCAL AREA NETWORK), you can enter the name of the
computer at this prompt. Your opponent’s details should now appear in the top window.
If they do not, you may have entered the wrong IP address or computer name, check with
your opponent.
Click on your opponent’s details. They will change colour to red. When your opponent has
done the same, you will both be taken to the Objective Screen.
See SELECTING A NETWORK LEVEL.
If your opponent selects first, his details will start to flash red, indicating he is ready to play
with you. Just click on his details as before and you will both be taken to the Objective
Screen.

22

PLAYING WITH A COMPUTER ON THE LAN
After clicking on the START LAN button, enter your name in the bottom window, as
prompted, and press enter. At this stage, Paintball will attempt to start the networking
system. This will only succeed if you have successfully followed the instructions
above to prepare Windows first. Your name will appear in the central window along
with your IP address and computer name. Paintball will now look on the LAN for
opponents who have followed the same steps.
When opponents have been found, their details will be listed in the top window. The
details of opponents who wish to play a game with you will flash red. You can choose
to play any of the opponents in the list by clicking on their details. Once you have
both agreed to play each other, you will both be taken to the Objective Screen.

SELECTING A NETWORK LEVEL
Once you have agreed with your opponent to play a game you will be taken to the
Objective Screen. You may select a level from the batch designed specifically to be
played with two players. Either player can select a level; the opponent will see your
selection on his Objective Screen. When one player presses the OK button, the game
will begin.

For further information, refer to the Psygnosis website at:

http://www.sepc.sony.com/sepc/psygnosis/sisdex.htm

23

TROUBLE SHOOTING
The START LAN method of finding opponents will only work if your IP address has the
same first 3 numbers as the others on the LAN, and if your subnet mask is set to
255.255.255.0. See SETTING UP YOUR TCP/IP PROTOCOL FOR A LOCAL AREA
NETWORK.
If you are connecting via the Internet, but in the Network Options Screen, your local
area network I.P. address appears next to your name, you may have entered your
name before connecting to your service provider. Return to the main Options Screen,
connect to your provider, then press the two-player game button again. If this does
not work, you may not have set the TCP/IP protocol for the Dial-Up Adapter to be the
default protocol, see SETTING UP YOUR TCP/IP PROTOCOL for details.
Paintball’s networking system uses the Windows 95 library WinSock. Sometimes, third
party Internet software will override the original installation of Windows 95 WinSock
with an older version that will not work with Paintball. To allow Paintball to work, you
must remove any references to WinSock in your config.sys file (usually in the root
directory of your c:\ drive) and install the TCP/IP protocol from the Windows 95
installation disk. See Windows Help topic below for more information:
Index Tab
Installing
Protocols

24

CREDITS
GAME DEVELOPED BY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Visual Sciences
GAME BASED ON ORIGINAL CHARACTERS CREATED BY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .DMA Design
GAME PROGRAMMING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .David Lees, David Cowan, Richard Swinfen
ViSOS PROGRAMMING . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Russell Kay, Richard Swinfen, David Lees, Brian Marshal
LEVEL DESIGN . . . . . . . . . .Gregor Maltman, Geoff Gunning, Mark Ireland, David Cowan, Mark Grossi, Richard Baxter
MUSIC AND SOUND EFFECTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Mike Clarke
MUSIC MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Philip Morris
PRODUCER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Richard Biltcliffe
PRODUCT MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .David Dyett
PUBLIC RELATIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Mark Blewitt
QUALITY ASSURANCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Paul Evason, Chris Graham, Lee O’Connor
MANUAL AND PACKAGING DESIGN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Keith Hopwood
MANUAL EDITORS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Damon Fairclough, Richard Swinfen
IN-HOUSE DANCERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Steed Higgins and Top Division
STUNT DOG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Ben
TEA BOY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Gareth Ashe
GRANDAD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Charlie Smith

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