The installer is pretty simple to use. Launch it, and press the "Install" button... the default install location is a new folder inside the folder it finds your various Infinity files (app, Shapes, Sounds)... you can set a new location by choosing the 'select folder' option on the first screen. The installer won't change your original files, it will simply use them as the base for the new Pfh'Joueur files, placing copies in the folder created in the last step. (They need to be clean files - if you've modified them, the installer will fail. Grab new ones off your CD if this happens.) It'll run a pair of sub-installers; one for Shapes, one for Sounds. If all goes well, the files to be patched should be already selected in the dialog box you get for each patcher. For the sounds patch, make sure you install the patch 'In the file itself' rather than in a copy. Once it's done patching these, it'll move in the rest of the files (Music, Images, Map, etc). One thing it WON'T move is this readme (and the associated images); if you plan on trashing this installer folder, copy the readme over to the new location first. That's it-you're done!

Pfh'Joueur began as the scenario Bia'layth, a project I was working on with Gareth Wood and Rainer Udelhoven a couple of years ago. Gareth went back to school and didn't have the time to keep working on it. I had done several texture sets for Bia'layth and made several maps. I had already put a lot of work into it, so I just kept going, and going and going and ….

The story is totally different from Bia'layth. Pfh'Joueur's plot is very much in the Bungie world, taking place at the end of Marathon 2: Durandal. In Pfh'Joueur, our weary player is once again travelling with Durandal to strange and wonderful worlds. In this time line, the Lh'owon sun does explode and blows Durandal's ship into a white hole. After 700 years falling through time and space, you awake on an abandoned space ship with yourself, some bobs and S'pht for company.

There are two planets to explore and many battles to fight for the freedom of all bobkind on several space ships.

Pfh'Joueur has five new texture sets, new scenery, flower pots and some new sounds. There are 18 solo maps and two net maps. The creatures and weapons are the same as Marathon Infinity.

Many of the textures and most of the scenery items are original art work, with some adapted from Bungie's original textures from the three Marathon games. Some are borrowed from MMMG's Excalibur: Morgana's Revenge and some Pfh'Joueur textures ended up in Morgana. The maps, with the exception of the areas mentioned below are my creation.

The media music is borrowed from Bungie's first Marathon game, the other music is mixed from music and sounds I found on the web, mostly at http://www.wavcentral.com.

Pfh'Joueur will look best at millions of colours, but can be played in either thousands or 256. The sounds are best at 16 bit with all of the options turned on. Pfh' Joueur 1.6 needs more memory to run than the Infinity application it is based on because there are more textures and larger sounds. It has a preferred size of 30 megabytes assigned to it by default, but will run with less.


All my very patient beta testers. Rainer Udelhoven, Jane Davison, j0@ Gardner (the one with the cast), Aaron Davies, Sital "Seetle" Bains, Christopher Veres, Claude Errera, Adam "Rabbit" Rose, Bryan "Turtle" Sauber, Rob Findlay, James Hasting-Trew, Borzz, Justin Jancheta and Jacob Aberg

But especially Rainer who soldiered on at Total Carnage through many versions and provided many valuable ideas and strategic advice. Rainer also helped with terminal art, inspired the blastable flower pots and created the sound. I may never have finished this scenario if it were not for Rainer and Jane pushing and cheering me on. Pfh'Joueur is much better because of them.
And many thanks to Steve "Afrit" Richie (the bridge in Ce'phf'aldea and the net map Afrit's Bridge) and Gareth Woods (In Deep Doo Doo's sunken space ship) for their map contributions, and all the great Marathon map makers who have inspired me.

And Claude Errera for creating the installer.

And Bungie for Marathon, and all of the Marathon Mapmakers Guild especially Bill Catambay. Claude and Squeaky and Steve Campbell and everyone else from Bungie.org and its predecessors.

And the whole Excalibur: Morgana's Revenge crew not already mentioned, especially James Bisset and Bill for the ambient music idea. And James for music lessons. And Stephan "STef" Bondier for a few of the textures.
   



And Bo Lindbergh for Fux, Hex and Durandal Terminal Browser, Charles Lechasseur for Marathon Shapes Juggler, Marathon Sound Editor and Wail. Jason Harper for his multiple terminal messages system, http://www.wavcentral.com/ for their sounds, tommy of escondido and Michael H. Lee and John Bloor for their fonts, John A. Hancock whose an AI Called Wanda airlock I copied because mine wouldn't work.

And Hastur's Workshop, Michael Watson and Randy "FM" Shaw for force field ideas. Kirill Levchenko and Michael Trinder for Chisel, Jeremy "Br'fin" Parsons for Pfhred. And Loren Petrich for My Map Viewer. And Hamish Sanderson for Marathon advice, and Hamish Sinclair, who told me I always was in the wrong time line. And the Hubble Space Telescope for the stellar pictures. And all the photographers and designers who's images I borrowed or was inspired by for everything from pots to slime. And Adobe for Photoshop. And Apple Computer for making my 7500 and G4. And The Vancouver Sun for paying me.

And all the people I have forgotten.

I hope you enjoy the game,

Candace Sherriff

Questions and problems e-mail to: shebob@shebob.com