ABRAHAM LINCOLN LAND Version 0.99 Beta 5.6

Copyright © 1999-2003 LincolnSoft.
April 9, 2003

Table of Contents

1. Introduction

Abraham Lincoln Land is a game similar in gameplay style to the Mario games on the NES and SNES, but with some new and different things thrown in and a much darker and different mood. There are lots of secrets and secret areas in Abraham Lincoln Land, lots of action and lots of levels, and lots of things to do and lots of ground to cover. A lot of work, testing, and fine-tuning has been put into this game to make it the best it can possibly be.

This version of Abraham Lincoln Land is a free demo, with 16 levels (the entire first world). It is also a beta version, which means that there are probably bugs in the game (but hopefully not too many), and a few things that aren't done yet, so that is why this is version 0.99 and not version 1.00.

I'll often refer to Abraham Lincoln Land in this document as just "ALL", so I don't have to type out "Abraham Lincoln Land" tons of times.

2. System Requirements

2.1 Absolute minimum requirements (Don't try this at home)

ALL will theoretically run on the following system. Of course, this is completely untested, and like I said, don't try this at home. Doing so may tax both your computer and your sanity.

2.2 Might run somewhat OK on this system

ALL *might* run fast enough to be playable (depending on your definition of playable) on the following system. Of course, this is completely untested, and is just an educated guess as to what system configuration might run ALL "somewhat OK".

2.3 Minimum requirements

Sure, ALL might run somewhat OK (even OK enough to be playable) on some systems below this, but these are the official minimum requirements for ALL. This configuration has been tested.

2.4 Recommended requirements

For optimal results I recommend you run ALL on a system with this configuration or better.

3. Installation and Running

3.1 Installation

Unzip the file to the directory you desire to install the game in. You've probably already done this by now.

3.2 Running ALL

To run ALL, type alldemo from the DOS prompt, or double-click on alldemo.exe to run the game from Windows 95 or 98. If you have problems see the Troubleshooting section below. When you first start the game it will go through and tell you the storyline before it ends up at the title screen. If you want to skip this press <ENTER> to go straight to the title screen. You can always view the storyline again later by going to Options -> Story from the main menu.

3.3 Command line switches

Beginning with beta 5.6, ALL has command line switches. The switches that exist now are mainly intended to diagnose and/or fix sound or joystick setup problems, but more may be added in the future. All of the switches in ALL can be specified in any order on the command line. This is a listing of all of the valid command line switches:

--help, -help, -?    Brings up a brief summary of all of the valid command line switches in ALL, then exits. Does not run the game.
-nj, -nojoy, -nojoystick    Forces ALL to run with no joystick selected, overriding the current joystick settings. If you select the wrong joystick by accident, and your joystick goes crazy and the game goes haywire and somehow exits and saves your joystick settings, you can use this switch to restore joystick sanity to ALL and select and configure the correct joystick instead. Of course, you can also use it if you just want to run ALL with no joystick support.
-ns, -nosound    Forces ALL to run with no sound, overriding the current sound settings. This switch is very useful if your computer locks up or crashes upon starting ALL due to an incorrect sound autodetection by ALL (which should be very rare), or if you accidentally save sound settings that cause your computer to lock up or crash upon starting ALL. By using this switch you can safely run ALL with no sound and fix the sound setup problem that is causing your computer to lock up or crash upon starting ALL. Of course, you can also use this switch if you just want to run ALL without any sound.
-as, -autosound    Forces ALL to autodetect the sound card and sound card settings upon startup, overriding the current sound settings, with the exception of IRQ, DMA and port number (if you've already explicitly specified them in the Sound Setup menu). This switch is mainly intended for use if you're trying to tweak the sound settings to get better quaility output than the autodetected settings give you (which sometimes is possible), and you're having problems, and you just want to set the sound settings back to the autodetected settings for the time being.
-sc [card], -soundcard [card]    Forces ALL to run with a specific sound card selected. [card] is a number specifying the card, which must be one of the following:

0 - Autodetect (default)
1 - No sound
2 - Generic SoundBlaster
3 - SoundBlaster 1.0
4 - SoundBlaster 1.5
5 - SoundBlaster 2.0
6 - SoundBlaster Pro
7 - SoundBlaster 16
8 - ESS Audiodrive
9 - Ensoniq Soundscape

If no number is specified, Autodetect is the default (so simply specifying -sc or -soundcard is equivalent to specifying -as or -autosound). Of course, -sc 0 and -soundcard 0 are also equivalent to -as or -autosound, and -sc 1 and -soundcard 1 are both equivalent to -ns or -nosound.

4. Troubleshooting

4.1 Running ALL under various environments

4.1.1 ALL and pure DOS

If you run ALL under pure DOS (i.e., not DOS under some form of Windows) you need CWSDPMI.EXE to run the game. This should be included in the zip file.

Load times can be long under pure DOS. For this reason I recommend to run under Windows 95 or 98 if you can, they are MUCH shorter (almost unnoticeable, if you have a fast enough computer and enough RAM) under Windows 95 or 98. You can also use SMARTDRV under pure DOS to speed up the load times. Even with the default settings, SMARTDRV can significantly speed up the load times under pure DOS (to the point where the load times are almost as fast as under Windows 95 or 98). Try typing smartdrv at the DOS prompt before running ALL. Even better, put the SMARTDRV line in your AUTOEXEC.BAT if you frequently run ALL from pure DOS (either because you want to or out of necessity). Other than the load time issue, ALL should work fine under pure DOS, as ALL is a DOS game. If you run it under DOS and find bugs or other problems that only happen under pure DOS, let me know.

Updated September 17, 2001: Because DOS does not support USB, USB joysticks and gamepads will probably not work under DOS. However, I was able to get a USB Gamepad Pro to work in ALL under Windows (see section 4.4, Joystick Problems). Also, "Sound Blaster compatible" sound cards with a Sound Blaster Emulation option will probably not work under pure DOS, because these drivers are Windows drivers. (See section 4.3, Sound Card Problems)

4.1.2 ALL and Windows 3.x

I do not know if this game will run correctly from Windows 3.x. If it does feel free to tell me, but my guess is it probably won't work correctly, due to the graphics mode that ALL uses. If you use Windows 3.x I strongly recommend that you exit Windows to pure DOS mode first, and then run it.

4.1.3 ALL and Windows 95 or 98

Should work perfectly fine. Most of this game was developed and tested under Win98, and it worked fine for me. I only tested under DOS some to get rid of bugs that only happened under DOS mode. If Windows doesn't give you enough memory, see below. Load times are much shorter under Windows, so this is why I recommend you run it under Windows (as much as I hate the OS).

4.1.4 ALL and Windows ME or XP

I hope it'll work fine, but I don't know because I haven't tested it. Run it at your own risk. If it works feel free to tell me, and if it doesn't, you can tell me also, but there's not really much I can do about it until I make a Windows version. I don't have any computers running Windows: Malfunctioning Edition or Windows eXPloit to test ALL on, and I'm never going to upgrade from my current Windows 98, so running ALL under either of these OSes is completely untested. (In addition, I also strongly recommend that you avoid purchasing, upgrading to, or running either of these OSes in any way, shape, or form, if at all possible.)

4.1.5 ALL and Windows NT

Windows NT has limited DOS capabilities. Because of this, it may not work under NT. Run it at your own risk. Your mileage may vary. If it does work tell me, but if it doesn't there isn't much I can do about it. If it doesn't work you're going to have to find a Win9x machine to run it on, or wait until I make a Windows version.

4.2 Video card problems

ALL runs in a 640x480x16-bit graphics mode. This may not work under some video cards, especially older ones. You should have at least 1 megabyte of video RAM in your card to run the game. If you have 1 megabyte of VRAM, and it doesn't work, you have a few options:

1. Get Scitech Display Doctor (www.scitechsoft.com) and install it, and see if that fixes it. I used this to get ALL running (although somewhat slowly) on my mom's old P133 once.

2. Wait for a future version of ALL, that supports more video modes (or a Windows version). I am likely to implement 8 bit mode in a future version, which may not look as good but will be faster than 16 bit and work on more video cards. I may also implement hardware acceleration (once I get a video card with enough memory to test it on) in a future version that will allow the game to run with a much faster framerate in 16-bit mode on a slower processor, given that you have enough video RAM. (For hardware acceleration to work well in 16-bit mode, you'd probably need a video card with at least 4 MB of VRAM.)

3. Get a better video card.

Because hardware acceleration support is nonexistant in ALL currently, scrolling may be choppy on slower systems (but should still be playable, unless maybe you're trying to play it on a 486 or a slower Pentium or something). I only have a crappy old 2MB Cirrus Logic card in my computer (that doesn't have hardware accelerated drivers), so I couldn't program in hardware acceleration if I wanted to. (I got to get a new video card.)

Also, ALL's framerate will be about twice as slow on cards with only VESA 1.x support as it will be on cards with VESA 2.0 support. If it runs too slow on a card with only VESA 1.x drivers you can get Scitech Display Doctor and see if it has a VESA 2.0 driver for your card.

4.3 Sound card problems

ALL should try autodetect your sound card when you run the game, but if you have an older sound card, or one that is not a Sound Blaster, you might have problems, and your mileage may vary. Some "Sound Blaster compatible" sound cards are not really 100% SB compatible, so it may not work with these cards, or these cards may be incorrectly autodetected. If you're having problems getting the sound to work, my guess is that your problem is that ALL has autodetected your sound card incorrectly. The first thing I would suggest is to change the settings in the Sound Setup menu in ALL to match the settings for your sound card. From the main menu go to Options -> Music and Sound -> Sound Setup to bring up the Sound Setup menu. Change the settings to match the settings for your sound card, and hopefully it should work. (See the Sound Setup menu section for information on what each of the options do in this menu, including information on how to get the correct IRQ, DMA, and port numbers for your card.) If your sound card driver has a "Sound Blaster Emulation" option, turn it on, this should help (see below for info on where this option might be located.)

If you've tried all of the above and the sound still doesn't work, you can try to tweak your existing drivers, or try to find some better drivers on the manufacturer's web site (and maybe tweak those), or you can get a better sound card. I hope it won't ever come to this now, though, now that the Sound Setup menu is implemented.

Updated September 17, 2001: My new Dell laptop has one of those infamous soundcards that is "Sound Blaster compatible", and I couldn't get the ALL sound to work until I turned on the Sound Blaster Emulation option in the Properties dialog box for my card in the Control Panel. (To get to it, go to the Control Panel, go under System->Sound, Video, and Game Controllers, and the listing for your sound card should be in there somewhere. Double click on it or click once on it to highlight it and press the Properties button.) Then I had to mess with the sound card IRQ settings in ALL to match the IRQ the SB Emulation was on (in my case 9). Of course, the "Sound Blaster Emulation" option for my card probably only works under Windows...

4.4 Joystick problems

I've only tested this game with a MS Sidewinder, a Gamepad Pro, and an old generic 6-button gamepad, so I don't know if all the joystick options work. Hopefully they do, but if they don't, tell me. If your joystick or gamepad isn't listed in the "Select Joystick" menu, try selecting one of the generic 2/4/6/8 button joystick options there. Hopefully it should work. Although ALL supports 2 button joysticks, you really need at least 4 buttons to play the game properly with a joystick or gamepad.

If your joystick goes haywire because of an incorrect joystick selection in the "Select Joystick" menu, you can press <CTRL>-<ALT>-<END> to abort the game, and then run the game again and select the correct joystick. If the joystick craziness manages to exit the game and save the joystick settings, you can use the -nj, -nojoy, or -nojoystick switches to ALL (see Command Line Switches) to run the game with no joystick selected, and then select the correct joystick.

Updated September 17, 2001: I have now tested ALL with a USB Gamepad Pro on my new Dell laptop. Because DOS and Allegro do not support USB, I had to use the generic 4-button joystick option to get the Gamepad Pro to work. Setting it to 6 or 8 buttons works too, but I'm still only able to get the 4 main buttons on the Gamepad Pro to work with it set on those settings. Also, this will probably only work if you run ALL under a version of Windows with USB support, not under pure DOS. Of course, as always, your mileage may vary.

The SNES controller options require you to hook up an SNES controller to the printer (parallel) port. If you're good with electronics you can find diagrams and documentation on how to build a SNES controller parallel port connector here:


Keep in mind I haven't tried this, so I don't know if it will work.

Added September 17, 2001: The above URL doesn't work anymore, as far as I can see, but I'll keep it in here anyway. However, there are other webpages that show how to build an SNES controller to parallel port connector, so I'd recommend to do a search on Google or whatever your favorite search engine is for them.

4.5 ALL and low amounts of RAM (less than 32 MB)

If you have less than 32 MB of RAM and you're running the game under Windows 95 or 98 and the game runs out of memory, try this:

1. Right click on alldemo.exe, choose "Properties"
2. Click the Memory tab
3. In the "MS-DOS protected mode (DPMI) memory" box, type 65535. (The pull down menu only goes up to 16384, so you have to type it in). If you leave this setting at "Auto", Windows probably won't let ALL have enough memory, and so it runs out.
4. Now run it (a PIF file should be generated in the same directory, you can run ALL through the PIF file or just run the executable itself, as long as they're both in the same directory it should be fine).

Note that if you don't have much RAM, the load times will be longer.

5. Beta Release Notes

5.1 Known Bugs

5.2 If you find a bug...

Of course, there probably are some other bugs in the game that I just haven't noticed or haven't found yet. (Hopefully nothing serious.) If you find a bug, describe it and send to me (especially if it causes the game to crash). If it crashes send the traceback info as well (that's all those funny numbers and stuff that appear), if you can. Hopefully the game won't crash, as from my and others' experience, the game seems pretty stable.

5.3 Stuff not implemented yet

The Graphics submenu in Options is not done yet. This is because I don't have any other video modes, hardware acceleration, or the like implemented yet.

Some of the animations for enemies and objects not in World 1 are not done yet.

I'll probably end up improving the "Level Complete" screen in a future version.

I'm likely to redo or even rewrite completely some or all of the tracks of music in ALL to make it more interesting, and replace some of the tunes that I feel aren't that great with better ones. (See what I said about ALL's music in the Comments from the Author section.)

Added May 31, 2002: I've redone the Downtown theme for ALL. See below for details. I haven't redone or rewritten any of the other tracks in the game yet, though.

I plan to add a "map scroll-around" feature that will allow you to look around the map screen for the current State you're in. The feature would also label major cities, state capitals, the boss level, etc. on the map screen when you scroll around (although I also plan to include a feature that would allow you to turn the labeling off).

In addition to the labeling feature, I'll likely add a "level info" feature that would give information (history, population, etc.) on each level in the game.

I'll probably add a "cursor lock" key and joystick button to the game to allow you to lock the aiming cursor in one spot as long as you hold down the button or key.

World 2 in this version is nonexistant. If you try to enter it the game will exit to DOS with an "Error loading world" error message.

I want to change the storyline that is shown in the game to be consistent with the storyline in this README file somehow. Not only that, but I want to add some sort of cinematic to the part (or parts) of the game that contain the storyline (to make the mood better), but I don't think my graphic arts abilities are anywhere near good enough to implement this... I would also have to rewrite the title/intro track (or tracks) to be consistent with the timing of each element of the story (which I know I CAN do).

6. Storyline

It is the late 30th century, and the population of the world is now about 80 billion. Significant advances in technology and urban planning have allowed the world population to grow to this size. Time travel has been invented. And two great alliances now control the world...

The ADC, Alliance of Democratic Countries, fosters freedom and democracy supporting governments, governments which grant equal rights to everyone - to ordinary people - to people of all races, religions, beliefs, and walks of life...

The NNA, the Neo-Nazi Alliance, formed from former hate groups such as the KKK and Neo-Nazi skinhead groups and countries which operate under a totalitarian, elitist, or aristocratic regime, is an alliance which supports the genocide of, the enslavement of, the abuse of, and the denial of the rights of people of the underclasses and of minority races, religions, and beliefs, for the purposes of furthering their own selfish interests of wealth and power...

Many citizens of ADC countries are outraged at the actions of NNA countries. Political activists, politicians, and protesters in ADC countries demand that the slavery and genocide in NNA countries stop and that civil liberties be granted to everyone, no matter what race, religion, or belief...

These political activists and politicians, formerly from other political parties, form a new leftist-liberal political party, the Neo-Republican Party, in the futuristic United States, a prominent ADC country with a population of about 3 billion people...

This new party is dedicated to halting trade with and banning imports from NNA countries, hoping to stop the slavery and genocide in these countries, so freedom, democracy, and social justice can be granted to everyone. Members of this party continually denounce the NNA aristocracies and condemn the moral wrongs of slavery and the denial of equal rights of men, feeling that these things threaten the very existence of democracy and social justice around the world...

As the Neo-Republican movement in the United States gains power, Neo-Republican-like parties sprout in other ADC countries, though their rise in power is slower than that of the Neo-Republican Party in the United States...

The NNA countries dislike the Neo-Republican movement in the United States and other ADC countries and feel it threatens their increasing thirst for wealth and power. Many threats of violence and terrorism against ADC countries ensue. Some of the more extreme aristocrats residing in NNA countries commit terrorist acts against ADC countries and Neo-Republican strongholds within the United States...

An air of increasing hostility between the two alliances ensues. The rulers of NNA countries, through their increasing lust for wealth and power, begin to secretly stockpile nuclear weapons for the sole purpose of making war against ADC countries. The NNA countries begin to threaten war and invasion if the rising Neo-Republican movement does not stop...

In the ADC countries, many people believe that mutually assured destruction will keep NNA countries from making war on the ADC. They believe that the mass destruction caused by a full-fledged post-modern nuclear war will keep the NNA countries from firing the first shot. Meanwhile, the Neo-Republican party has been steadily gaining power in the United States, but the party is still new and has not yet had anyone elected to office. As the Neo-Republican party rises in power and gains a greater percentage of the electoral vote, the tensions between the ADC and the NNA increase, and war and invasion threats against the United States increase...

Six years after the founding of the Neo-Republican Party, the citizens of the United States, many of whom are outraged at the NNA and its actions, elect a Neo-Republican President, Chris Hanks. Chris Hanks is a distant relative of and a great admirer of Abraham Lincoln, whom many consider to be the greatest President of the United States - the exceptionally kind, noble, moral, honest, hardworking, tenacious President - the Great Emancipator who over one thousand years ago preserved democracy and the Federal Union and freed all of the slaves in the then aristocratic, slaveholding Southern States, and later called for voting rights and citizenship for former slaves...

The NNA countries reject the election of Chris Hanks, and aristocrats in these countries feel the threat to their wealth and power is greater than ever before. In an attempt to preserve their wealth and power and the supremacy of the elite class, the NNA countries bring back from time the slaveholding Southern States' leader, Jefferson Davis, who more than one thousand years ago had tried to preserve slavery and the Southern aristocracy, and fought Lincoln's attempts to preserve democracy and the Union and grant freedom to four million slaves...

Immediately Davis, realizing he now had a chance to revive what he had lost, recruited a vast army from the aristocrats of the NNA countries, and proceeded to invade the unprepared United States. In a surprise attack, Davis' army captured, invaded, and held hostage Washington, D.C., and demanded that the President step down from office and give Davis control of the country...

But the President refuses. He cannot turn the United States from a democracy where the people rule to an aristocracy where an elite class rules. He cannot give his power to Davis and let his citizens become slaves to an elitist Neo-Nazi regime. He cannot give power to someone who was not chosen by the people. He cannot let thousands of cities be turned to rubble and let billions of people die in a full-fledged nuclear war started by the NNA. He cannot let government of the people, by the people, for the people, perish from the earth, forever...

But Jefferson Davis doesn't care what the President thinks or what the people of the United States want. He only cares about his own selfish interests, and he and his NNA army, in an effort to preserve the NNA aristocracy and destroy the democracy, freedom, and social justice the NNA sees as the greatest threat to their way of life, proceeds to capture, take over, and occupy all of the major cities and many of the rural regions in each of the 50 states, trapping billions of innocent citizens in their homes and completely shutting down business in the cities. Nonwhite citizens, considered to be the underclass by Jefferson Davis, are captured and enslaved and forced to toil endlessly for the NNA. And although the NNA has not yet fired a shot, the NNA countries are now clamoring for a full-fledged war against the ADC...

The world has never in its history been closer to the threat of post-modern nuclear war. The Doomsday Clock has been set to one second to midnight. The hands of doom for humanity are closer than they have ever been...

But all is not yet lost. There is still a final, last hope. The almost powerless President, unable to do anything else, brings back his hero, Abraham Lincoln from time, in a last, best, final hope that he - Abraham Lincoln, through his great moral courage, integrity and bravery, and his endless perseverence, patience and tenacity, will be able to save and preserve democracy, freedom, and social justice, and free the enslaved citizens of the United States once again, just as he did over fifty score years ago...

The fate of freedom, democracy and the world now rests in Abraham Lincoln's hands once again. You, as Abraham Lincoln, face the difficult task of going through each of the captured cities and occupied regions in each of the 50 states and freeing the people which have been taken hostage and enslaved there. You must free the billions of people trapped in the cities by Jefferson Davis' troops. You must defeat Jefferson Davis and the Neo-Nazi Alliance and restore world peace, and preserve democracy, freedom, and social justice for all future generations. You must save freedom from the clutches of those who desire to take it away from everyone. You must not let government of the people, by the people, for the people, perish from the earth. As Abraham Lincoln, you are the world's last, best and only hope for freedom and democracy, social justice and world peace. All will be lost if you fail; the world will be forever grateful if you succeed. Only you, as Abraham Lincoln, can save these great and noble principles for generations to come...

We shall nobly save, or meanly lose, the last, best hope of Earth...

7. Options and stuff

7.1 New game

Start a new game. You can select between the built-in game levels or external levels. The external level support is unavailable in this version, but the level editor isn't done yet so it shouldn't matter anyway.

7.2 Load game

Loads a previously saved game. You can save up to 10 different games at once. The save files for built-in levels are saved as INTERNAL.SA?, where ? is a number between 0 and 9 that designates the number of the save file. In the version with external level support, you will be able to have 10 different save files per external level file, and the save files will be named FILENAME.SA?, where FILENAME is the name of the external level file, and ? is the number of the save file.

You can save your game at any time, including midlevel, but it will only save the highest level you've gotten to, your high scores and records and other data for each level, your score, your lives, and a few other things. It doesn't save your exact position in the level or anything, so when you go to load the game it will put you on the map screen at the highest level you have gotten to so far. If you have some of the special items or a high level score or something in a level and you save it, and you haven't beaten the level yet, that data will not be saved. You have to beat the level for the data to be saved.

For the time, the game only counts the amount of time you're actually in a level. It doesn't count the amount of time you have the game paused, or the amount of time you are on the map screen.

The amount of game overs you have and the amount of times you've saved your game don't matter in this version, but they will in the full version, so beware.

7.3 Options

7.3.1 Controls

Define Keys: This option brings up the "Define Keys" menu, which lets you select which keys you want to use for which actions. Use the up and down arrow keys to highlight the key you want to change, press <Enter>, and then press the key you want to use for that action. Within the same class of controls, you cannot have the same key. For instance, you can't set both Shoot and Jump to the same key, because they are both in-level controls, but you can set Enter Level and Jump to the same key, because one is part of the in-level controls and one is part of the map screen controls. The "Pause" key setting is global. If you screw up the controls, or you just want to set it back to normal, select "Set to Default."

Select Joystick: By default no joystick is selected, so you can only play with the keyboard. If you have a joystick or gamepad, and you want to use it, use this option to bring up the "Select Joystick" menu. Once in this menu, find your joystick and press <Enter> to select it. If your joystick is not listed, just use one of the generic 2/4/6/8 button joystick selections. For some joysticks it may ask you to calibrate it. In case you select the wrong joystick/gamepad, and it screws up, you can press <CTRL>-<ALT>-<END> to abort the game. (For instance, selecting one of the generic joysticks while using a MS Sidewinder causes the game to go haywire.) You can also delete the all.ini file to set all the options back to default. (It will be recreated again the next time you run the game). If you're having problems with your joystick, see the Joystick Problems section.

Config Joystick: This brings up the "Config Joystick" menu, which lets you select which joystick buttons you want to use for which actions. This menu works similar to the Define Keys menu, except that you press Enter and then press the joystick/gamepad button you want.

There are some controls that are hardcoded into the game. See the Miscellaneous controls and Move between levels sections in the How to play the game section below for information on these.

Cursor Speed: This option controls the speed of the aiming cursor (see Throw/Shoot) in the game. Highlight this option and press left or right to change the speed. Cursor speeds range from 1 (extremely slow, but precise) to 8 (insanely fast and difficult to aim). Default is 5. In addition to being able to change this option on the title screen, you can also change this setting at any time during the middle of a game through the pause options menu. See the Advanced Gameplay Techniques section for some tips on how to use this option to your advantage.

Map Arrows: This option is a "legacy" option for those of you who like to navigate the map screen using the number pad. In Beta 5.6, I changed the map screen UI so that instead of highlighting an arrow corresponding to the path you want to go down on the map screen, you highlight the path itself. (See Move Between Levels.) However, since the paths on the map screen aren't always exactly NW, N, NE, W, E, SW, S, or SE, and the number pad navigation controls are based on those exact directions, having the map arrows off (default) may make it difficult to use the number pad to navigate the map screen. Here you can turn the map arrows back on just for reference, so you can see which paths correspond to which directions. Note that only arrows for valid directions are shown on the map now (no more blue arrows, only white ones). In addition, only valid directions are selectable now. To change this setting, highlight it and press left or right to toggle. The Map Arrows option can also be turned on and off at any time during the middle of a game through the pause menu.

7.3.2 Graphics options

Section not written yet.

7.3.3 Music and Sound options

Music volume: Highlight this option and press left or right to change the music volume. By default this is 200, and the highest is 255.

Sound fx volume: Same as Music volume, except changes the sound fx volume. Default is 255. If the sound fx are too quiet for you, turn the music down a little bit.

Music test: I always liked it when a game had this option, so I put it in here. You can listen to all the music in the game whenever you want to, without having to get to the level with that music in it first. Just go to the "Builtin Music" menu and press <Enter> on the track you want to play. If you have other MOD music files on your computer, you can play them through the game by using the "External Music" option (which brings up a file selector box where you can select the music file to play). The music files must be in XM, S3M, MOD, or JGM format. ALL does not support IT format yet.

Sound Setup: Brings up the Sound Setup menu. This menu allows you to change and/or tweak the settings for your sound card. By using this menu, you can get the sound to work in ALL if the game autodetects your sound card incorrectly. You can also tweak settings that might allow you to get better quality sound output, even if the sound does work. See the Sound Setup menu section below for information on what each option does in this menu. Note that (as the warning message says) setting your sound card settings incorrectly may lock up or crash your computer, so make sure to read the Sound Setup menu section carefully before screwing around in this menu if you don't know what these options do. If you do get a lockup or crash (and you've accidentally saved the settings that cause the lockup or crash), you can use the command line switches to run ALL with sound settings that don't cause crashes or lockups, and fix the problem. The lockups and crashes that can happen with incorrect sound settings are not due to a bug in ALL, they're due to the way PC hardware under DOS works. If you were to specify the same incorrect settings under some other DOS program, you'd likely get the same results.

7.3.4 Sound Setup menu

Select Sound Card: Brings up the "Select Sound Card" menu. Find your sound card (or a sound card that is compatible with your sound card) in the menu and press <ENTER> to select it. The "Autodetect" option autodetects your sound card and your sound card settings. If your sound card has a "Sound Blaster Emulation" option, and you've turned it on to help get the sound working (see the note under Sound Card Problems), your sound card should be one of the SoundBlaster selections, hopefully SoundBlaster 16. (Unfortunately, the emulation on my laptop only supports up to SoundBlaster Pro. Damn crappy SoundBlaster emulation).

Select Sound Card Port: Brings up the "Select Sound Card Port" menu. Usually the port number is 220, but some other common sound card ports are listed here for you to select if it isn't. Find the sound card port number that your sound card is on in the list, and then press <ENTER> to select it. To find out what your sound card port number is, under Windows 95 or 98, open the Control Panel, then double-click on System. Click the "Device Manager" tab, scroll down to "Sound, Video, and Game Controllers", click on the little "+" to open it up, and then find the listing for your sound card (or in the case of emulation, the listing for the Sound Blaster emulation), and double-click on it (or click on it once and click the Properties button). Click the "Resources" tab, and look in the little box under "Resource Type" for "Input/Output Range". The port number should be one of the numbers (the first number in the range under "Setting") to the right of one of the instances of "Input/Output Range". For instance, if what's in the box looks like this:

Resource Type         Setting
Input/Output Range    0220-022F
Input/Output Range    0388-038B
Input/Output Range    0300-0301
Interrupt Request     09
Direct Memory Access  01
then your sound card port number is either 220, 388, or 300. If your sound card port number is not listed in the "Select Sound Card Port" menu, highlight "Other", press <ENTER>, and type in the three-digit sound card port number that your sound card uses. If multiple instances of "Input/Output Range" are listed (as above), I recommend to choose 220 as your sound card port number if it's listed, and if it's not, then try one of the other common port number settings listed in the "Select Sound Card Port" menu that matches one of the "Input/Output Range" numbers listed in the box under the "Resources" tab before resorting to using the "Other" port number setting in the "Select Sound Card Port" menu.

Sound Card IRQ: Highlight this option and press left or right to change the sound card IRQ. If you don't know what your sound card IRQ is, follow the procedure described in Select Sound Card Port (above), except this time look for "Interrupt Request" under "Resource Type". The IRQ your sound card uses is to the right of "Interrupt Request", under "Setting". In the above example, your sound card IRQ would be 9. In the case of multiple instances of "Interrupt Request" (rare), your sound card IRQ could be any one of the numbers listed (under "Setting") to the right of each instance of "Interrupt Request" in the box under the "Resources" tab.

Sound Card DMA: Highlight this option and press left or right to change the sound card DMA. If you don't know what your sound card DMA is, follow the procedure described in Select Sound Card Port (above), except this time look for "Direct Memory Access" under "Resource Type". The DMA your sound card uses is to the right of "Direct Memory Access", under "Setting". In the above example, your sound card DMA would be 1. In the case of multiple instances of "Direct Memory Access", your sound card DMA could be any one of the numbers listed (under "Setting") to the right of each instance of "Direct Memory Access" in the box under the "Resources" tab.

Sound Card Frequency: This option controls the frequency at which your sound card outputs the sound. Higher frequencies mean better quality sound, but for some sound cards some frequency settings are unavailable. Highlight this option and press left or right to change the sound card frequency.

Sound Quality: This option controls the quality of the sound output (e.g., 8-bit, 16-bit, etc.) Three options are available for sound quality: 8-bit, true 16-bit, and interpolated 16-bit. 8-bit, of course, is the worst, but if you don't have a 16-bit sound card (or 16-bit sound card emulation), then 8-bit will be the only option available. If you have a 16-bit card try messing with either of the 16-bit options and see which one sounds the best to you. (ALL's music uses 16-bit digital sound at 44.1 Khz, so you won't be able to hear it at the highest quality unless you have this option set to one of the 16-bit settings and the frequency option set to a frequency over 44100.) To change this option, highlight it and press left or right.

Reverse Stereo: Controls whether the stereo channels (left/right) are reversed. On some cards or with some sound card setups you may have to change this to "Yes" to get the correct panning. Highlight this option and press left or right to toggle it.

Reinit Sound Card: Reinitializes the sound with the settings you've made with the above six options. If you hear the game music after you select this option (and you don't have the in-game music volume set to 0, or your speakers turned off or all the way down), you've set up your sound card correctly. This is also the place where, if you've set up your sound card incorrectly, your computer may lock up or crash, so make sure you have everything right before you choose this option. If you've set up everything right, you've tried everything, and you don't hear anything, see the Sound Card Problems section. Make sure you also try the "Sound Blaster Emulation" option, if it's available. Note that if your sound card can't handle the frequency or the sound quaility that you've selected, selecting this option will set the frequency and quality to the highest setting that actually works. You can safely mess with the sound card frequency, sound quality, and reverse stereo options without fear of causing crashes or lockups.

Save Sound Settings: This saves all of the sound settings that are currently set in the "Sound Setup" menu (including those in the "Select Sound Card" and "Select Sound Card Port" submenus) to all.ini, regardless of whether you've selected "Reinit Sound Card" or not. After going through all of the headache of setting up your sound card correctly, you probably don't want to lose the correct settings, so once the sound is working, make sure you select this option to save the sound settings. Unlike all of the other settings in ALL, the sound settings are only saved when you select this option. They are not saved automatically upon exit in case you still have incorrect sound settings that may cause your computer to lock up or crash the next time you run ALL. Of course, for this very reason, also make sure you avoid mistakenly selecting this option before the sound is actually working, or else you might have crash or lockup problems the next time you run ALL. (If you do, use the command line switches to help fix the problem.)

8. How to play the game

8.1 In-Level Controls

8.1.1 Jump

Press the jump button or key to jump. By default the jump key is the space bar. The longer you hold down the jump button, the higher you jump.

8.1.2 Run

Press the run button or key to run. You move almost twice as fast when you run as when you just walk. If you run and jump at the same time, you can jump higher and farther than you can with just a normal jump.

8.1.3 Duck

Press the down button to duck. You can duck while either small or big. You can also duck and jump at the same time. If you duck while moving, you can slide underneath objects (like blocks) and bonk them.

8.1.4 Swim

To swim in water, repeatedly press the jump button while underwater. To jump out of water, just swim upward to the top until you jump out. Anywhere you find water you can swim.

8.1.5 Throw/Shoot

If you have the Suit on, and you have some exploding balls, you can throw them by pressing the Shoot button. Press the Shoot button once to bring up the aiming cursor. When the cursor is in the direction you want to throw the exploding ball, press it again to throw it. If you want to cancel the aiming cursor without throwing an exploding ball, press Down. Note that you cannot shoot while ducking. You can change the speed of the aiming cursor at any time by pausing the game and using the Cursor Speed option in the pause options menu.

8.1.6 Tubes, Doors and Computers

To go down a tube, press down while on top of it. To go up one, jump and press up at the same time. To go into a tube towards the left or right, just walk right into it and you'll enter it.

You cannot enter all tubes, only some of them. It's up to you to find out which ones you can, and which ones you can't...

If you find a door or computer, press Up while in front of it to enter. You can only use a computer if you already have a floppy disk (see the Items and Powerups section below.)

8.1.7 Pause

Press the Pause key or button to pause the game. Press the pause button again (or select "Continue Game" from the pause menu) to return to the game. When you pause the game in a level you can see whether you have the bonus coin, your level score (how many points you've gotten in that level so far), your special score (see Items and Powerups below), how many bonus games you've completed, and how many Floppy Disks you have. A menu will come up where you can save your game; change the music and sound FX volume, the cursor speed, and whether the map arrows are on or off (through "Options"); or exit to the title screen. If you've already beaten the level you're in, an "Exit Level" option will also be available, where you can exit the level back to the map screen. If you haven't beaten the level yet this option will not be available from the pause menu.

If you're on the map screen, the pause screen will instead show you the records (most bonus games completed, your highest special score and your highest level score) for the level you're currently on. The same menu options (except for "Exit Level", of course) will also be available. For more info on what the special score, level score, bonus games, and bonus coins mean to your progress in the game, see the Basic Game Structure section below.

8.2 Map screen controls

8.2.1 Enter level

Press the Enter level button or key to enter the level on the map screen you're currently on. You can go to a level as many times as you want, even if you have already completed it.

8.2.2 Move between levels

To move between levels on the map screen, press the Move Between Levels button. Abe will move down the currently selected path to the level at the other end of the currently selected path. While you are on a level on the map screen, the currently selected path will be flashing, and all of the other paths will be white. To change the currently selected path, use the left and right buttons or keys to rotate through all of the possible paths.

You can also move between levels by using the number pad. 7 (on the number pad) is northwest, 8 is north, 9 is northeast, 4 is west, etc. 5 is enter level. These keys are hardcoded into the game.

Because the paths in the game aren't always exactly NW, N, NE, W, E, SW, S, or SE, a Map Arrows option is provided to help you move between levels using the number pad (if that is your preferred method of moving between levels). When turned on, white arrows corresponding to all of the possible paths you can go down will be around Abe, and the currently selected path will have a yellow arrow. This will help you determine which paths correspond to which directions.

8.3 Miscellaneous controls

If you want to take a screenshot of the game, press F12. The screen shot will be saved as ALL?????.PCX, where ????? is the number of the screen shot.

On the menu screens, <ESC> always goes back to the previous menu, the arrow keys always move, and the enter key always selects. If you have the joystick set up you can use it to navigate the menus as well: the Enter Level button always selects, and (with the exception of the "Config Joytsick" menu) the Move Between Levels button always goes back to the previous menu.

8.4 The status display

                                          Time left to complete level
World and Level you're on          Lives                        |
            | # of Books you have   |  # of Exploding Balls     |
|      _____v______      _v_      __v      _v_        __________v__ |
|World |           |  [] |  |  [] |  |  () |  |  Time |            ||
|      -------------     ----     ----     ----       --------------|
|      _____________________     ___      ___     _________________ |
|Score |                    |  ==|  |  () |  |    |                ||
|      ------^---------------    -^--     -^--    --------^---------|
           Score          # of Bow ties   # of CDs  Letters you've got 

8.5 Basic game structure

Each of the 50 States is one World. In each State there are 16 levels. You are required to complete the first 12 levels in the State, and the last 4 are optional secret levels. These final 4 secret levels are typically harder than the rest of the levels in the State, and are intended for more experienced players. These levels are only accessible if you meet certain requirements in each of the first 12 levels of a State.

To get level 13 in the State, you have to find all of the bonus coins in the first 12 levels in the State. (See Items and Powerups below.) To get level 14 in the State, you must get a Level Score equal to or higher than the target score in each of the first 12 levels in the State. To get level 15 in the State, you must get a perfect special score of 100 in each of the first 12 levels in the State. (To get a perfect Special Score in a level you must find 16 bow ties, 10 cds, and all the letters in "ALINCOLN" in the level. See Items and Powerups.) To get level 16 in the State, you must complete all of the bonus games in each of the first 12 levels of the State. If you want to know whether you've completed these objectives in a level, look in the top left corner of the map screen (underneath the status display that tells you the name of the level): If you've gotten the bonus coin in a level, there will be a little bonus coin icon there, if you've beaten the target score in a level there will be a small white "S", if you've gotten a perfect special score there will be a small bow tie icon, and if you've finished all the bonus games there will be a small computer icon there. If you've gotten everything in the level (all the bonus games, a perfect special score, beaten the target score, and collected the bonus coin), then the dot for the level on the map screen will be green instead of red, and you will get a "Completely Emancipated!" message upon beating the level. If you've just beaten the level (but haven't gotten everything) then the dot on the map screen will be yellow instead of red, and you will just get a regular "Emancipated!" message upon beating the level. Note that each of these four "extra" goals in each level (collecting the bonus coin, getting a perfect special score, beating the target score, and completing all of the bonus games) can be completed independent of each other; for instance, you could take four separate trips through a level, on each one completing a different "extra" goal, and still completely emancipate the level, just as you would if you completed all of the "extra" goals on a single trip through the level.

If you complete these objectives (find the bonus coin, beat the target score, get a perfect special score, and/or complete all of the bonus games) in one of the 4 secret levels in each State, you get percentage points towards the completion of the game. (You get these with the first 12 levels as well.) To complete the game 100%, you must completely emancipate all 16 levels (including the "final four" levels) in each of the 50 states.

9. Block types

There are many different types of blocks in ALL. This section is a listing of block types and how you can bonk or break them.

9.1 Item boxes

These are metal boxes with a "!" on them. They always contain an item. Usually this will just be a single book, but many times they contain more powerful items. (Some of these blocks are also multi-book item boxes. These item boxes are timed, and the first time you hit one of these item boxes you will get 1 book. After this, you can keep on hitting the multi-book item box for a few seconds until it "runs out". Each time you hit the multi-book item box before it "runs out", you will get another book. Once you hit a multi-book item box after the box has "run out", you will get one more book and the item box will turn into an indestructible metal box, and after that you won't be able to get any more books out of it.) Item boxes are indestructible - once you bonk one (either from underneath, or using an exploding ball), it just turns into an indestructible metal box. (Unless, of course, it's a multi-book item box, then it won't turn into a metal box until the item box "runs out".)

9.2 Bricks

You can only break them if you are big, or if you have the suit on. Some bricks have items inside them, but most don't. There are also multi-book bricks, just as there are multi-book item boxes. Some bricks take multiple hits to break:

Blue: 1 hit, 10 pts.
Green: 2 hits, 20 pts.
Yellow: 3 hits, 40 pts.
Red: 4 hits, 80 pts.

All other colors (light blue, dark green, orange, white, pink) are indestructible. If you are small you can't break any bricks, but if a brick is blue and you bonk it and it has an item, you can get the item inside it. If you have exploding balls you can also break bricks by hitting them with the balls.

9.3 Wooden Boxes (30 pts.)

Like bricks, you can only break them if you're big. Some wooden boxes have items inside, but you have to break the wooden block first to get it. If you are small you can't break any wooden blocks, even ones with items. You can also break these with exploding balls.

9.4 Plastic blocks

These blocks are made of hard plastic and you can only break them by hitting them with exploding balls. Some plastic blocks take multiple hits:

Blue: 1 hit, 20 pts.
Green: 2 hits, 40 pts.
Red: 3 hits, 80 pts.

Some plastic blocks also have items inside, but you can only get the items inside them if you hit them with exploding balls first.

9.5 Cardboard boxes (30 pts.)

These boxes are weak and will crumble and fall when you stand on top of them, so watch out! They are also easily broken from underneath, even when you are small. Sometimes they have items inside. You only get points if you bonk it, not if you stand on top and make it fall.

9.6 Circuit boards

They are indestructible, but some of them have items in them. Some of these are also multi-book circuit boards. Some circuit boards take multiple hits to "break", but once it only has one hit left it is indestructible. If a circuit board has an item in it, it will just turn into a metal box and you can get the item (unless, of course, it's a multi-book circuit board, then it won't turn into a metal box until the circuit board "runs out"). However, if a circuit board doesn't contain an item, it will act just like an indestructible block, but with one major exception - you can still defeat enemies on top of circuit boards by bonking the circuit board underneath the enemy, despite the fact that circuit boards are indestructible. Circuit boards don't give you any points.

Green: Indestructible
Blue: 2 hits
Black: 3 hits

9.7 Invisible blocks

You can't see them at all initially, but they're there. They usually contain a useful item. They are found in top secret locations, and it's up to you to find out where they are. Sometimes there are little clues as to where they might be.

10. Items and Powerups

10.1 Abe's Vest (100 pts.)

Makes you big. When you are big, you can bonk most blocks and take one extra hit from enemies.

10.2 Abe's Suit (200 pts.)

You can take two extra hits from enemies, and now you also have the ability to throw exploding balls, assuming you have some.

10.3 Abe's Hat (100 pts.)

Abe's trademark black stovepipe hat. Collect it and you will be invincible for a short period of time. Collecting another powerup item ("powerup" meaning Abe's Suit, Abe's Vest, Abe's Hat, or Gray Hat) will cancel the invinciblity. While invincible you can not be hurt by enemies, and if you run into an enemy, the enemy will be defeated (unless it's an indestructible enemy).

10.4 Gray Hat (100 pts.)

This hat is gray instead of black. It makes you invisible for a short period of time. Collecting another powerup item will cancel the invisibility. While invisible you can not be hurt by enemies, but to defeat enemies you still have to stomp on them or shoot them like normal.

10.5 Books (1 pt.)

The NNA is trying to destroy aspects of democracy, such as freedom of speech and the press. So they're trying to take all the books that say things they don't like, and burn them and censor them. Collect books so after you defeat the NNA, you can return them back to the people. Collect 100 to get an extra life.

10.6 Exploding Ball Crate (50 pts.)

These are little wooden crates with a blue ball on the side. They give you 10 Exploding Balls. If you have the Suit on you can throw these. They explode on contact with an enemy or block. By using exploding balls you can defeat more enemies and bonk blocks and collect items that would otherwise be out of reach. You can carry up to 99 exploding balls at once.

10.7 Floppy disks

Collect this to gain access to a computer. You can only access the computers if you have a floppy disk. Once you use it you can't use it again. You can see how many you have by pausing the game. You don't get any points for these.

10.8 Computers

To use one, go in front of it and press Up. You have to have a floppy disk first before you use a computer, if you don't, you won't be able to use it. When you use a computer you can play a bonus game on it. This should be one of the 4 bonus game types listed in the Bonus Game Types section. If you complete all of the bonus games in each of the first 12 levels of a State, you gain access to level 16 in that State.

10.9 CDs (2 special pts.)

The NNA is trying to censor and take away software and music too. CDs give you 2 special points towards a perfect special score of 100. There are 10 CDs in every level, for a total of 20 special points.

10.10 Bow ties (4 special pts.)

They give you 4 special points towards a perfect special score of 100. There are 16 bow ties in every level, for a total of 64 special points.

10.11 Letters (2 special pts.)

Each of the letters in "ALINCOLN" is worth 2 special points. Spelling "ALINCOLN" in a level gets you 16 special points. If you get 100 special points in each of the first 12 levels of a State, you get access to level 15 in that State. (See Basic Game Structure for more information on this.)

10.12 1-up

Collect an icon with a picture of Abe Lincoln on, and you'll get an extra life. These items are rare, and typically hard to find and/or get. You don't get any points for collecting them.

10.13 Five bucks (25 pts.)

Gives you 25 points. Nothing else.

10.14 Bonus Coin (200 pts.)

This coin looks like a big penny. There is only one of these in every level. It's worth 200 points. If you collect all of them in the first 12 levels of a State you get access to level 13 in that State. (See Basic Game Structure.)

11. Enemies

11.1 Short Guy (10 pts.)

A member of the NNA that patrols the cities and areas trying to keep Abe from freeing the slaves. They are weak, however, and can be defeated by just one stomp or exploding ball. Not much of a threat alone, but can sometimes cause trouble in groups.

11.2 Robots

Helper robots for the NNA. They are armored and you can't defeat them simply by stomping them. If you stomp one it is stunned for a short while, and while it is stunned you can kick the robot and have it mow down other enemies in its path. Watch out though, if it hits something it will bounce back and go the other way, and may mow you down instead!

11.2.1 Green robots (20 pts.)

These robots are sort of dumb, and will walk off of platforms and things. Watch out if there's one above you, it might fall on top of you if you're not careful.

11.2.2 Red robots (20 pts.)

These robots are smarter than green ones, and they will turn around and go back the other way when they get to the edge of a platform.

11.2.3 Blue Robots (40 pts.)

These robots are like the red robots, but they move faster and give you more points for defeating them.

11.2.4 Gray robots (70 pts.)

These robots are much more heavily armored than normal. They are heavily resistant to exploding balls, so you can't defeat them by throwing exploding balls at them.

11.3 Flying robots

These robots have rocket boosters and can fly up and down or left and right. They come in the same colors as regular robots. When you stomp one it will lose its rocket boosters, and turn into a regular robot of that color. The gray flying robots are heavily armored and are impervious to exploding balls, and the blue flying robots fly around faster than the green, red, or gray ones.

Green, Red: 50 pts.
Blue, Gray: 100 pts.

11.4 Robotic Mines (100 pts.)

Small red mines sent out by Jefferson Davis and the NNA to attempt to destroy anything and anyone in their way. This includes Abe. They roll around on small wheels and they have spikes on top, and will blow up on contact, so don't try to stomp them! Blow them up before they blow you up with exploding balls.

11.5 Minelayers (200 pts.)

A real menace. They manufacture robotic mines, and fly around in the sky and attempt to drop them on Abe. They have an unlimited supply. Be very careful of these. You can defeat minelayers by stomping them or by hitting them with exploding balls, but they will come back after awhile, so beware.

11.6 Klap Traps (150 pts.)

Small, green robots with teeth and a "mouth". They often hide underground, so watch out for them. You can only defeat them with exploding balls.

11.7 Kannonballs and Kannons (10 pts.)

Kannonballs are shot off by the NNA to impede Abe from moving through the areas and freeing the slaves, and to keep citizens of the cities from going outside of their homes and conducting normal business. Sometimes Kannons are placed inside cities or areas, where they will shoot Kannonballs at you, but sometimes Kannonballs are shot off from outside a city or area. Jump on top of a Kannonball to bump it off course. You can't destroy Kannonballs with exploding balls. Also, you can't disarm a Kannon.

11.8 H-bombs and submarine bombs (25 pts.)

H-bombs are little bubbles filled with explosive hydrogen that float around a level and try to seek you out. They explode on contact. Blow them up from a safe distance with exploding balls, or try to get away from them as fast as you can! Submarine bombs are similar, except they are underwater.

11.9 Orange bombs

Sometimes found in Jefferson Davis' dangerous strongholds, they hide behind things and jump out every now and then. You can't defeat them. They will blow up if you touch them, and they'll just come back after that anyway.

11.10 Bomb throwers (100 pts.)

Henchmen for the NNA that constantly throw bombs at Abe. They try to block him from getting through an area. They also have the ability to jump, so beware. You can defeat them by stomping on them or with exploding balls, but if you try to stomp one watch out for the bombs first!

11.11 Robotic microplanes (50 pts.)

Small, computer-controlled NNA microplanes that fly around a level. Often found in swarms. They are very quick and can be difficult to avoid.

11.12 Submarines (50 pts.)

Found in underwater areas. They move very slowly, but still can cause trouble because they are usually found in groups. Either avoid them, or blow them up with exploding balls.

11.13 Spiked balls

These balls are indestuctible, so avoid them as much as you can. Some of them just stand still, but some of them also move.

11.14 Jefferson Davis (500 pts.)

The head honcho of the NNA. He resides somewhere in a deep, dark, and dangerous hi-tech stronghold in the 12th level of each State. You must defeat him to move on to the next State. Not much is known about Jefferson Davis or these strongholds, so no further information is avaiable at this time.

12. Objects

12.1 Springs

Springs enable you to jump higher than you normally can. Red ones only make you jump a little bit higher than normal, blue ones a lot higher than normal, and green ones make you fly for a limited period of time.

12.2 Doors

Stand in front of one, and press Up to go in.

12.3 Tubes

Press Down to go in a tube, Up and Jump to go in an overhead tube, or just walk into a tube to enter one on the left or right. Not all tubes are enterable.

12.4 Arrow signs

In a normal level these don't do anything, but they serve as checkpoints in the Point Race bonus games. When you walk past one, if you have the required target score for that chekpoint, you will complete that checkpoint and get a new required score and more time to beat the bonus game. You must complete all of the checkpoints in a Point Race bonus game to complete it.

13. Bonus Game Types

In all bonus games, if you get hit by an enemy or fall down a hole or something, you automatically lose. You can't die in a bonus game, though.

13.1 Timed maze

The simplest bonus game type. It's not always a maze, but a lot of times it is. You must get to the exit before time runs out to complete it.

13.2 Collect everything

You have to collect all of the items in the bonus game and get to the exit within the allotted time. The number of items you have left to collect is displayed in the top left corner of the screen.

13.3 Defeat all enemies

You must defeat all of the enemies in the bonus game and get to the exit within the allotted time. The number of enemies you have left to defeat is displayed in the top left corner of the screen.

13.4 Point race

You have to get the required number of points (displayed in the top left corner of the screen), and then get to the next checkpoint or the exit within the allotted amount of time. If you pass a checkpoint (marked by an arrow sign) and you have the required number of points, you complete the checkpoint and get extra time to finish the bonus game, and a new point requirement. You must complete all of the checkpoints and get to the exit before time runs out to beat a point race bonus game.

14. World Descriptions

This section is not written yet. When the game is finished, I'll put short descriptions of the varied geography and topography of each State here.

15. FAQ

Are there (or will there be) versions of ALL for other OSes besides DOS?

Currently, only a DOS version of ALL is available. However, after I'm completely finished with the DOS version, I plan to port ALL to Windows as well as to Linux. I'd like to port it to MacOS as well, but I don't have any Macs to test ALL on and I don't know that much about Macs in the first place, so I don't know if a Mac port will actually happen or not.

When will the next version of ALL come out?

When I feel I'm finished with enough changes and improvements to the game to merit a new release. The time between releases can vary significantly. This is because there are different amounts of each type of work that is left to be done on the full version of the game, and also because at different times I feel like working on different parts of the game. In addition, some parts of the game make more logical sense to finish first than others - for instance, the graphics were finished first, and then I programmed the basic game engine before I even made any levels (this was in ALL's alpha stages, before beta 1 was even released). I generally put programming improvements (bugfixes, game engine and UI improvements, etc.) at a higher priority level than level testing or creation, so I try to perfect the game engine (according to suggestions for improvement, bugs that have been reported, etc.) before I go and test or create levels. This makes it so that (now that the graphics are mostly done) programming gets first priority. The more the programming gets perfected, the less frequent beta releases will be until the final version and the release of the full version of ALL (eventually, it'll be perfected so much that I'll only have music and levels to work on - and I believe I'm getting pretty close to that point now). If you want to get an idea of where I am on each type of work on the game, see the Current progress on the full version of ALL section, as well as the Development Timeline and Level Completion Timeline sections of the ALL section of the Lincolnsoft website, www.lincolnsoft.com.

When will the full version of ALL be done?

I plan to have it done by the spring or summer of 2005, because I will be moving to Illinois, likely Chicago or Springfield (from my current hometown of Madison, Wisconsin) sometime during that year, and I want to have the full game finished before I move. Of course, it's still quite possible that it could be finished before then.

Will the full version of ALL be freeware or shareware?

Probably shareware, considering the amount of work I've put into it. However, I probably won't price it all that high (I'm thinking somewhere in the neighborhood of $10-$15 USD at this point). Included in the price of the full version will be all of the 50 states, all of the game's features, and the full, entire game (of course); ALLEdit, ALL's advanced level editor; and likely some other things as well. The shareware demo version will only contain the first world (Alabama) and will lack external level support.

Will the full version of ALL be open-source?

I'll likely "open-source" in some way all of the documentation, the story and other written information in ALL, and all of the graphics used in ALL, but the levels and music will definitely remain "closed-source". As to open-sourcing the actual game code, or the level editor code, or any portion of either thereof, I'm not sure yet. As to what type of open-source license for each type of work used in ALL, I'm not sure yet (but the graphics will likely be licensed under an Allegro-style "giftware" license).

Are there any command line switches to ALL?

Yes. See the Command Line Switches section for information on all of the valid command line switches and what they do. The command line switches in this version are mainly intended to diagnose and/or fix sound or joystick setup problems. More command line switches may be added in the future, especially if they are demanded. Type alldemo -? at the command line for a brief summary of all of the valid command line switches.

I get an error setting graphics mode!

ALL uses a 640x480x16-bit video mode, so it will only work on video cards that support this mode under DOS. Your video card needs to have at least 1 MB of VRAM for this mode to work. If you have a video card with at least 1 MB of VRAM and you get this error message, see the Video Card Problems section. I might make a version of ALL in the future that supports more video modes (or a Windows version), but until then, you'll have to have a card that supports this mode under DOS to play ALL.

I have a slow computer with an old video card. How do I get ALL's framerate to go faster?

Try getting Scitech Display Doctor and see if it has better drivers for your video card than the ones you have. ALL will run about twice as fast under VESA 2.0 as it will under VESA 1.x. See the Video Card Problems section for more information. I might implement hardware acceleration in a future version of ALL that will allow ALL's framerate to go much faster on slow computers (at the expense of video memory).

Also, try running ALL under a different environment (if possible). If it's running slow under Windows, try running it under pure DOS (or vice versa). Doing this can improve the framerate as well.

The sound doesn't work!
I get an error initializing sound upon starting ALL!

From the main menu, go to Options -> Music and Sound -> Sound Setup and set the sound settings in ALL to match the settings for your sound card. If you don't know what these settings do, or you need help determining the correct settings for your sound card, see the Sound Card Problems and Sound Setup menu sections.

I get a lockup/crash when reinitializing the sound in the Sound Setup menu!
ALL locks up or crashes my computer when I start it!

Setting the sound card settings in ALL incorrectly may lock up or crash your computer. For information on how to get the correct sound card settings, see the Sound Card Problems and Sound Setup menu sections. If you get a lockup or crash upon starting ALL (which should be very rare unless you've saved incorrect sound settings in the Sound Setup menu in ALL), use the command line switches to diagnose and fix the problem. These lockups and crashes are not due to a bug in ALL, they're due to the way PC hardware under DOS works. If you were to specify the same incorrect settings under some other DOS program, you'd likely get the same results.

What is the DELETE.ME file? Can I safely delete it?

The DELETE.ME file is a small temporary file used by the "Reinit Sound Card" option in the Sound Setup menu. It should be deleted automatically by the game, unless the game locks up or crashes during sound card reinitialization due to incorrect sound settings in the Sound Setup menu. As the name of the file suggests, yes, you can safely delete this file without doing any harm to the game or anything else whatsoever. Of course, hopefully you don't have a file named DELETE.ME in the directory that you install ALL in, or else the game will delete it when you select "Reinit Sound Card"...

Are there any cheat codes for ALL?
Are there any warps in ALL?

Sorry, nope. Cheaters will never win at ALL. You're going to have to emancipate all of the states if you want to free the slaves and save democracy. And if you want 100%, you're going to have to completely emancipate every city and every area (all 16 of them) in every state (all 50 of them). No one ever said that Abraham Lincoln's job, or that his goals, were easy. Have some perseverence and you'll make it. Every objective in the game is possible.

How do I beat Jefferson Davis at the end of Florence, Alabama (level 1-12)?
How do I reach the target score in [some level]?
Where is/How do I get [some item] in [some level]?
How do I beat [some bonus game] in [some level]?

You're just going to have to find out for yourself. The Advanced Gameplay Techniques section is about all the advice I'll give you.

I beat Jefferson Davis in Florence, Alabama (level 1-12) and I see red dots for other levels on the map screen that are not emancipated, but I can't access these levels because no paths go to them!

There are 16 levels in each State, but you are only required to emancipate the first 12. To access the last 4 levels in any given State (which are optional, special, secret, extra-difficult levels designed for more advanced players), you must meet some conditions in the first 12 levels of the State first. To gain access to level 13 in a State, you must find the Bonus Coin in each of the first 12 levels of the State. To gain access to level 14 in a State, you must meet or exceed the target score in each of the first 12 levels of the State. To gain access to level 15 in a State, you must get a perfect special score of 100 in each of the first 12 levels of the State. To gain access to level 16 in a State, you must complete all of the bonus games in each of the first 12 levels of the State. After you meet one of these conditions, the path to the corresponding level will appear on the map screen for the State, and you will be able to enter it. Note that these four objectives also exist in each of these "final four" levels in each State, and if you want 100%, you're going to have to meet all of these objectives in each of the "final four" levels of each State as well. See the Basic Game Structure section for more information on this.

I emancipated Florence, Alabama (level 1-12) and I tried to go to the next world. But when I tried to enter the next world, the game aborted with an "Error loading world!" error message!

World 2 (and all subsequent worlds) are nonexistant in this demo beta version. So if you try to access it, you'll get an error message simply because it's just not there. When the final demo version of ALL is done, this is one place where the shareware "nag" screen will go, but it's not implemented yet. If you do manage to emancipate Florence, I recommend that you save your game afterwards in case you do accidentally try and enter the nonexistant world 2.

I found a bug in ALL!
I have a suggestion for improvement to ALL!

If you've found a bug, first make sure that it's not listed in the Known Bugs section of this README (and that, of course, you are using the latest version of ALL). The bugs listed in this section are ones that I already know about and that I plan on fixing in the future. If the bug is not listed, contact me and report the bug. If you have a suggestion for improvement, first take a look at the Stuff not implemented yet section and make sure that you're using the latest version of ALL. The suggestions and improvements listed in this section are improvements that I am considering (or in many cases, likely) to implement in future versions of ALL. If your suggestion for improvement is not listed, contact me and describe your suggestion for improvement, and if it goes along with my design and my vision of what ALL should be OK, and if your suggestion is reasonable, I will consider it for implementation in a future version of ALL. I will not promise to add every suggestion for improvement to ALL that is sent to me, however. It's impossible to make everyone happy, and I don't have an infinite amount of resources or time. However, I will try as much (and as hard) as I can to make ALL the best game it possibly can be (according to my design and my vision of what ALL should be, of course).

What programming language/compiler did you use to make ALL?

ALL is coded in C (without the ++) using the DJGPP compiler.

I'm trying to program my own sidescroller and I'm having trouble with some aspect of it (such as collision detection). Can you help me with this (or give me some tips/advice on this)?
I'm trying to make my own sidescroller and I've noticed that ALL uses pixel-based collision detection for tiles in all directions. How do I implement this in my game?

The answers to these questions deal with game programming and not with ALL specifically, and are also potentially long, lengthy, and complicated, and depend on the specific situation or issue, how flexible you want your game to be with collision detection, and possibly many other factors. Because of this, the answers to these questions are beyond the scope of this FAQ and this already-lengthy README. Maybe I'll write some tutorials on these types of things and put them up on the Lincolnsoft website sometime. These questions are often asked of me (especially the latter one about pixel-based collision detection), and there seems to be a lack of information on this kind of thing. However, I won't go into the way that ALL actually does it here, because that is beyond the scope of this README.

16. Advanced Gameplay Techniques

Some expert techniques that will help you get better at the game:

17. Current progress on the full version of ALL

All percentages are estimated. As I have experienced many times during developing ALL, some things can take longer than I expect (especially programming). This is as of April 9, 2003.

Programming: 98.8%

The main game engine is pretty much finished now, so I've upped the percentage from 98% to 98.5%. The game physics have been extensively modified to be better and more Mario-like, and I don't expect to have to modify them any more, since they seem sufficiently Mario-like to me as of this beta version (beta 5.1). Of course, if anyone suggests some more improvements to the controls that'll make them feel even more Mario-like (or just "better"), I'll probably implement them, but I don't expect that to happen at this point. As far as I can see, the only things left to code into the game are miscellaneous things like extra features I want to add, like support for other video modes, and adding "finishing touches" like better animation (if I can figure out how to draw the animations in the first place, anyways), storyline interludes between each State, and other small, superficial things that I feel will give ALL a better mood. Of course, I'll also fix any bugs, and add things to (or change) the game to implement any reasonable suggestions for improvement. (See Stuff Not Implemented Yet to get an idea of some things I might add).

Graphics: 99%

Just about everything is done except for some of the animations. Some (OK, maybe all) of the existing animations could be improved somewhat. I think the background graphics are fine but the enemy and item graphics could use some work, but unfortunately I suck at graphics so I might not be able to do much better than I already have done, without getting a graphic artist.

Music: 30%

I plan to have at least 36 tracks of music in the game, but I might have as much as 40 or more. Right now 13 tracks are done, so it's around 30%. Also, I plan to rewrite or just completely redo some of the existing tracks in ALL, so this percentage may be too high. (See my comments on this below.)

Levels: 53.5%

I'm up to level 27-12 (in Nebraska), 428 out of 800 levels complete. Map screens up to world 26 (Montana) are complete. Due to personal problems this year I have not been able to get as many levels done as I wanted to...

Level Testing: 2%

Every time I change the game physics significantly I retest the levels over again just to make sure everything in every level works the way I originally intended. Because of this, the percentage of levels that I've tested has gone down from over 8% (level 5-3, in California) to 2% (all of world 1, Alabama) again, because I have to retest all of the levels that had been previously tested again, and fix things that don't work the way I intended anymore with the new physics that used to work with the old physics. Of course, I still have to test all of the levels that have never been tested at all, as well...

18. Version History

Changes in v0.99 Demo Beta 5.6:

Changes in v0.99 Demo Beta 5.1:

Changes in v0.99 Demo Beta 4.5:

Changes in v0.99 Demo Beta 3:

Changes in v0.99 Demo Beta 2:

19. Comments from the author on how I think this is turning out so far

Gameplay: Although I think ALL is fun to play (and the few other people who have played it have said it was fun as well), it's probably too much like Mario. In my opinion, this is the game's main fault. However, it's that way mostly because I designed it to be simpler to program on purpose, so I would have something I would be able to do for my first game. Most of my other game designs are more original but are also much more complex.

About everything in ALL was designed on paper over 4 years ago. I tried to stay as close to the design as I could, but I ended up changing some things that didn't work or that I didn't like anymore.

Graphics: I did better than I thought I could. I believe the backgrounds and some of the stationary objects and things turned out fine, but some of the items and a lot of the enemy graphics could use improvement. Unfortunately, I suck at graphics, have always sucked at graphics, and always will suck at them, so about the only decent way for me to get them to look better would be to get a real graphic artist. Besides, I don't care much about graphics anyway. I think most of today's games focus *way* too much on them. I'd rather focus on other things. I might try to change a few of the graphics to fit the storyline better, though.

Animation: Hopefully it doesn't suck too bad. I suck at animation even worse than I do at still graphics. I just don't know how to make it look good. I might try to improve on this some, but unfortunately I don't know if I can without getting a graphic artist...

Music: I've always been talented at writing music. I like to write music. I think most of the music in ALL turned out pretty good. The one thing it could use is more variety, and I also might rewrite some of the tracks I don't think are that good. I haven't even been tracking MODs for a year yet, so I guess it's pretty good for someone who hasn't been tracking much. Music is by far the most important "superficial" thing to me in a game ("superficial" meaning things that aren't related to gameplay, such as graphics, sound FX, and music. "Non-superficial" would be things like gameplay, level design, replayability, controls, and challenge, and they are more important to me in a game than "superficial" things.) I believe that good music can add a lot to a game.

Added September 17, 2001: When I first wrote the music for ALL, I thought it was pretty good. I had been tracking MODs for less than a year at that point. Now feel I have written much better music (not for ALL though), and I believe I can improve upon or possibly even completely rewrite, some of the tunes in Abraham Lincoln Land, possibly for a future beta or the final version.

Added May 31, 2002: I've redone the Downtown theme for Abraham Lincoln Land to sound closer to what I had originally had in mind, and to make it sound a bit more realistic and a lot more interesting. I've added new underlying chord progressions and different instruments to it to give it more variety, and to make it sound less repetitive. In addition, I plan to make improvements like this on the other ALL tracks that I think already have good underlying themes, and I plan to completely rewrite the tracks that I don't think have good underlying themes.

Levels: I've tested (and retested, with the new contols) all 16 of the levels in World 1. All of the levels are possible to complete, and it's possible to complete all of the objectives in each of the levels as well. As a result of the significant controls and physics modifications in this version, all of the levels in World 1 have been modified to some extent (some more than others), while still keeping the original "spirit" of the levels in place. Hopefully the game's levels will be more interesting to play now.

My best time (according to the Save/Load Game menu) for getting everything in the first world is about 1 hour 30 minutes, but that was with the old-style ALL physics and controls. It will probably take you longer, since I know where everything is and I'm also very good at my own game (I've been playing it and testing it extensively for the past year or so now.)

20. Credits

Demo Beta 5.6 - Copyright (C) 1999-2003 Lincolnsoft.

Chris Umhoefer (a.k.a. "Abe")
Copyright 1999-2003 Lincolnsoft.

Copyright (C) 2000-2002

Copyright 1999-2003 Chris Umhoefer (a.k.a. "Abe")

Chris Umhoefer (a.k.a. "Abe")
U.S. National Archives
National Atlas of the United States (tm)
National Oceanic and Atmospheric Administration (NOAA):
Mr. Willard S. Wood
Rear Admiral Harley D. Nygren

1995, 2001 Chris Umhoefer/Lincolnsoft

Shawn Hargreaves for ALLEGRO
Guan Foo Wah for JGMOD
DJ Delorie for DJGPP
Anybody who has played and tested this game and given me suggestions for improvement.
Abraham Lincoln Land has become a much better game as a result of these suggestions and subsequent improvements.

To my personal hero and idol, the Great Emancipator, Abraham Lincoln.
I probably would have given up on this a long time ago if it weren't for him.
This game is also a tribute to him, even though at this point, in my opinion, it's not enough of a tribute, nor will it ever be...

21. Contact

Chris Umhoefer (a.k.a. "Abe")

Web site: http://www.lincolnsoft.com/

For Abraham Lincoln Land specifically:

E-mail: To email me, type abe (in all lower case), then an at sign, then the 16th U.S. President's last name (in all lower case), then the opposite of hard (in all lower case), then a period, then com (in all lower case).  Make sure there are no spaces.

Send bug reports, comments, and suggestions for improvement to my email address. Abraham Lincoln Land is not finished, this is only a demo/beta vesrion, and so I may improve on parts of the game for the final release. I will not promise to add any suggestions (it's impossible to make everyone happy, you know), but if they are reasonable (and go along with my original design OK) I will consider them.

Statement on September 11th, 2001: My heart goes out to the people of New York, Washington and the USA and the 3,000+ people killed, and their relatives in the attacks on the World Trade Center and the Pentagon on September 11, 2001. This past week I have been very depressed because of this terrible tragedy, and I have been contemplating the whole meaning of this and thinking about what a terrible world it is we live in right now. I've also been thinking a lot about what Mr. Lincoln would do when faced with this terrible situation. This tragedy saddens me a lot and I hope and pray for the victims and their relatives, and for this nation and this country, and this world, as a whole.

22. Distribution and Legal Stuff

OK, I'll just be as clear and straight to the point here as I can. I hate legalese just as much as other people (if not more), but unfortunately, in our society, legal statements are necessary.

For the purposes of this legal statement, "CWSDPMI" refers solely to the CWSDPMI.EXE file in the archive, which is included for your convenience; and "Abraham Lincoln Land", "the game", and "this game" all refer to the rest of the files in the archive, whether they are in archival form or not - these files constitute the game Abraham Lincoln Land.

Abraham Lincoln Land Copyright ©1999-2003 LincolnSoft. This demo version of Abraham Lincoln Land is free. You are encouraged to distribute it and upload it to different websites and BBS's, provided nothing in the game is modified, that you distribute the game in its archival form, that all of the files that constitute the game in the archive remain intact, and that you do not charge money for it. This game, however, may not be included in a compilation or other commercial product, in any way, shape, or form, without permission from the author.

Also because this game is free, I am not responsible for any effects, adverse or otherwise, that this game may have on your computer or anything else. Play it at your own risk. As far as I know there are no severe problems with this game.

You have the right to receive the source code to CWSDPMI and the latest version of CWSDPMI. The source code to CWSDPMI and the latest version of CWSDPMI are both available at ftp://ftp.simtel.net/pub/simtelnet/gnu/djgpp/v2misc/.