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Contents
System Requirements
DirectX 7
Installing the game
Launching the game
Still the Quickest Quick Start Guide!!
Ingame Controls
Why Youre Here
Step By Step Guide to Carmageddon TDR2000
Free Driving
New Game
Race Objectives
Race Statistics
Mission Objectives
Saving Games
Power-Ups
Target Lock
Options Screens
Buying New Cars
The Garage
APO
In-Game
Mini Map
Main Map
Carmageddon TDR 2000 Multiplayer Games
SCI Credits
Torus Credits
Music Credits
Contact
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1. System Requirements
Place the Carmageddon TDR 2000 CD in your CD-ROM drive, the Carmageddon TDR 2000
Sold Out Installer should appear automatically.
Minimum Spec:
Intel Pentium II 266 / AMD K6-2 300Mhz
32MB RAM
Windows 95/98
Hardware Accelerated Mode: DirectX 7 supported D3D Accelerated Graphics Card with 8Mb
RAM or above (D3D performance will vary from cardto card)
Software Mode: DirectX 7 supported 8Mb graphics card
210MB hard drive space
DirectX 7 supported soundcard
8 x Speed CD-ROM or above
200MB Swap file
Full Performance Recommended Spec:
Intel Pentium III / AMD K7 / Athlon / 500Mhz
64MB RAM
Windows 95/98
DirectX 7 supported D3D Accelerated Graphics Card with 32Mb RAM or above
210MB hard drive space
DirectX 7 supported soundcard
8 x Speed CD-ROM or above
200MB Swap File
2. DirectX 7
Carmageddon TDR2000 has been optimised for DirectX 7. In order to take advantage of this
optimisation you are strongly advised to install DirectX 7 when prompted to.
Hardware Acceleration
Carmageddon TDR2000 runs in Direct3D. This ensures that the game provides the best performance on the widest range of 3D video cards.
Eng
NOTE: If the Autoplay option has been disabled in Windows, double-click on the My Computer
icon. Now double-click on your CD-ROM drive icon and run the Setup.Now file.
The setup program will guide you through the installation process
6. In-Game Controls
KEY LIST
Default TDR Keys
Action
Return
Recover Youre going to need this one when you manage to flip
yourself on your head
Turn Left
Turn Right
Accelerate
Brake/Reverse
Handbrake
Wheel Spin
Repair Double tap this key for full repair but look out, you pay
for every repair!
Map Dont get lost now!
Cockpit View Get up close & personal
Change Camera Mode
Auto Target Gives you a rolling update on your opponents well-being
(or lack of it)!
Target Cycle Set your sights on any opponent and keep track of their
state of health
HUD On/Off
Select Powerups
Use Power-up
Action Replay On/Off
Mission Reminder
Screen Shot
PgUp
PgDn
N
D
L
M
B
Action
.
,
P
R
F
;
F1 F12
Enter
Eng
Eng
The Subate bosses, aware that the strike hadnt finished the city-scum, built a wall around the
inner-urban area. They constructed a radiation prison. A burning chemical nightmare in which
gangs were rife, criminality the only life, and murder commonplace. The cops would only venture
into this hell if they considered that the gangs had become capable of manufacturing weapons or
technology which would give them any chance of escape or the ability to directly challenge the
firepower of the cops themselves. Robbed of ever having another chance at happiness, the core
of the urban areas got worse and worse.
Two worlds, but a universe apart. Once peopled by a single race. And no-one ever crosses
between them. It cant be done. It would take a four-wheeling genius with no morals, a killer
instinct and a burning passion to escape. Since the nuking, no such person has existed.
Until now
Soon they had almost total control of the cities and were moving out, threatening the Subates
themselves. The private security forces could not hope to face the wrath of such chaotic desperation and an executive decision was taken. From launchers in low orbit, multiple tactical nuclear
warheads rained down on the inner cityscapes. Millions died, most of whom were innocent. They
were lucky. The survivors, torn and twisted by fallout and mutation, held on in an existence a
hundred times worse than the hellish world theyd made for themselves before the atomic strike.
These beings were no longer officially classed as human. The walking dead, they were denied
medical help and left to suffer their agonising injuries. But life did not leave the cities. The survivors grew in strength and number as more pulled themselves from the rubble and from dens
underground.
Their resentment for those in the Subates turned into obsessive hatred. It was this desire for
vengeance that kept many of them alive. One day they hoped they would be powerful enough to
threaten again the cosy world of the wealthy in their towns.
Eng
Eng
GEAR
New Game
NUMBER OF
OPPONENTS
DAMAGE
INDICATOR
SPEED
TIME LIMITED
POWER UPS
Takes you into campaign mode. This is the main mode of the
game where you get to run races, trash opponents, mow
down the inhabitants and also complete missions which allow
you to unlock the next section of the game. Once you have
completed three races & three missions the next environment
opens up to you.
Race Objectives
USER
CONTROLLED
POWER UPS
MINI MAP
YOU
OPPONENTS
CURRENT
TARGETED
OPPONENT
Free DrivinG
Select this option and you can race in any of the environments & races youve unlocked in
Campaign mode. This time you control the race setting the number of laps you want, the number of opponents and many other features. Its your chance to explore the world the way you
want to, causing as much mayhem as you can along the way.
Race Statistics
At the end of every race you are presented with a breakdown of your performance in that race.
You can go back at any time & try to better your own performance!
Eng
Eng
Mission Objectives
Target Lock
Every mission is different and the movie at the start of each explains just what you need to do to
complete that mission. Watch the movie carefully as it gives clues to the location of the missions
goals. Every mission is timed very tightly so you have to be quick. Knowing the map will always
help in a mission as the fastest route isnt always the most obvious one. In nearly all the missions, the next objective is shown on the map. Pressing the TAB button, takes you to a full
screen map. Pressing the TAB button a second time, takes you back to full screen play.
If you decide youve had enough of a particular opponent and want to focus your destructive
energy on them use the y key to cycle through each opponent until you find your target this is
displayed in the bottom left of the screen in the main game. It tells you how close your target is
to you, what their state of mind is & how much more you have to pound them into submission.
To return to normal automatic targeting hit the t key.
Saving Games
Options Screens
Graphics
Power-Ups
In Carmageddon TDR 2000 you will come across many power-ups in both the races & the missions. Many of these are beneficial and will buy you extra time, give you cash or helpful weapons
of destruction. Some power-ups are also going to hinder more than help. You can learn which is
which to a certain extent by playing the game, although some power-ups are random and then
you just have to hope for the best!
A number of power-ups in the game are also keyboard triggerable, this means you get to chose
when to use them. Use the ; and keys to select which power-up to use if you have picked up
more than one. To actually trigger the power-up use the Alt key. The power-ups are shown as
glowing 3D icons. The "Clock" gives you time bonuses, the "wads of bills" gives you credit
bonuses, the "spanner" gives you vehicle power-ups.
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Sound
This option screen allows you to balance the games sound
effects (Engine Volume) against the CD Audio (Music
Volume). The audio in the game has also been enhanced
either for speakers or headphones and you should select the
appropriate option to benefit from this.
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In-Game
Mini Map
Main Map
The Garage
GAME ACTION
This is where you keep your vehicles (surprised?) Once you have bought a vehicle, you can
choose to drive it in the next race. Its also the place where you can choose to spend some of
your hard earned cash upgrading your vehicles by buying APO.
YOU
MISSION
OBJECTIVE
APO
This is your cars Armour, Power and Offensive capacity, basically meaning how much damage
you can take, how fast you can go & how much damage you can inflict. APO is shared across all
the cars in your garage. You need to buy slots for each of these options and then spend cash filling those slots. Alternatively you can win slots and gain upgrades by finding power-ups hidden
around the maps. These are usually in hard-to-find locations, so its well worth exploring if you
can buy yourself the time.
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MISSION
OBJECTIVES
AND GAME
INFO
This shows the complete overview of the current area. It also shows you the location of all your live
opponents using a red marker & the remains of the opponents you have trashed using a black marker. The next checkpoint & its number in the sequence can be seen on this map - its also highlighted
by a radar pulse. If you stir up enough trouble for the cops to appear their indicators are blue.
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SCI Credits
Chief Executive
Jane Cavanagh
Script Writing
James Leach
SCi Webmaster:
Raldwin Macapagal
Senior Producer
Darren Barnett
QA Manager
Marc Titheridge
Lead QA
Dave Isherwood
QA Team
Ben Mason
Bill Bradshaw
Carl Perrin
Joe Best
Joseph Pirocco
Luigi Fusco
Mark Dearsley
Matt Friday
Rob Gossage
Scott Kirkham
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Special Thanks to
Sales & Marketing Bill
Ennis, Dave Clark, Keith
Hodgetts, Jacy Barrett, Chris
Mehers, Ray Livingston
PR Sam Mungo Forrest
Administration Katie
Bundell, Trisha Saunders,
Fern Robertson
Operations & Production
Nicole Beale, Jon Wild
Finance Rob Murphy,
Jennie Taylor, Ian Chapman
Licensing Simon 007 Hewitt
and everyone else who stuck
their fingers into the pie!
Torus Credits
Managing Director
Bill McIntosh
Administration Director
Pam McIntosh
Producer
Andrew Scott
Project Manager
Chris Brown
Game Designers
Andrew McGinnes
Simon Short
Lead Programmers
Wayne Simmons
Mark Wayland
Steve White
Lead Artists
Ross McRae
Joe Tabor
Programmers
Daniel Collins
Chris Hancock
Martin Klusacek
Luke Ryan
Andrew Scott
Krzysztof Stankiewicz
Additional Programming
Rob Murray
Artists
David Biggs
Stuart Campbell
Ty Carey
Mark Day
Jeremy Geddes
Damien Holder
Marcus Mestrov
Stuart Rogers
Nathan Stone
David Todd
Chris Wise
Concept Art
Damien Holder
Stuart Rogers
Additional Art
Justin Muir
Patrick Ducaud
Sound
Chris Hancock
Greg Hill of Soundwave
Concepts
QA Manager
Brian Uniacke
QA Department
Mick Solomons
David McIntosh
Kim Garoni
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Music Credits
Brad Lewis
Andrew Major
FMV sequence produced by
AUDIOMOTION Ltd
Lead Artist
Ilyas Kaduji
Animators
Jaqui Odell, Francois Baele,
Damien Orio, Ian Deary, Mark
Harrison, Debbie Keys, Bryan
Servante, Mark Wallman
Digital Matts
Dimitri Delacovias
Texture Maps
Bryn Williams
Concepts and Storyboards
Niel Maguire, Bryn Williams
Audio
Des Tongue
Music Credits
Utah Saints
Plague
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Contact
For support in the UK you can contact the Sold Out technical support on:
Technical Support
Sold Out Software
122 Southwark Street
London, SE1 0SW
United Kingdom
Support Telephone Number:
Support Email:
webmaster@sold-out.co.uk
http://www.sold-out.co.uk
http://www.carmageddon.com
http://ww.torus.co.au
NOTICE
Sold Out Software reserves the right to make improvements in the product described in this manual at any time and without notice.
Sold Out Software makes no warranties, conditions or representations express or implied, with respect to this manual or the software title, its quality, merchantability or fitness for any particular purpose. This manual and software are provided "AS IS". In no event shall Sold Out Software be liable for any special, indirect or consequential damages.
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