┌─────┐ ┌──────┐ ┌───────┐ ┌─────┐     ┌─┐ ┌─┐ ┌──────┐ ┌─────┐ ┌─────┐ ┌─┐ ┌─┐
│ ┌─┐ │ │ ┌──┐ │ │ ┌┐ ┌┐ │ │ ┌─┐ │     │ │ │ │ │ ┌──┐ │ │ ┌─┐ │ │ ┌─┐ │ │ │ │ │
│ │ └─┘ │ └──┘ │ │ ││ ││ │ │ └─┘ │     │ └─┘ │ │ └──┘ │ │ └─┘ │ │ └─┘ │ │ └─┘ │
│ │ ┌─┐ │ ┌──┐ │ │ │└─┘│ │ │ ┌───┘     │ ┌─┐ │ │ ┌──┐ │ │ ┌───┘ │ ┌───┘ └─┐ ┌─┘
│ └─┘ │ │ │  │ │ │ │   │ │ │ │         │ │ │ │ │ │  │ │ │ │     │ │       │ │
└─────┘ └─┘  └─┘ └─┘   └─┘ └─┘         └─┘ └─┘ └─┘  └─┘ └─┘     └─┘       └─┘

                ┌───┐ ┌─────┐ ┌─┐    ┌──────┐ ┌───┐  ┌─┐ ┌──────┐
                └┐ ┌┘ │ ┌───┘ │ │    │ ┌──┐ │ │   └┐ │ │ └┐ ┌─┐ │
                 │ │  │ └───┐ │ │    │ └──┘ │ │ ├┐ └┐│ │  │ │ │ │
                 │ │  └───┐ │ │ │    │ ┌──┐ │ │ │└┐ └┤ │  │ │ │ │
                ┌┘ └┐ ┌───┘ │ │ └──┐ │ │  │ │ │ │ └┐   │ ┌┘ └─┘ │
                └───┘ └─────┘ └────┘ └─┘  └─┘ └─┘  └───┘ └──────┘

  ▄██████▄  ▄█████▄  ▄█████▄  ▄█████▄  ▄█████▄  ▄█████▄  ██████▄  ▄██████  ██
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                     "We Have Such Sights To Show You... "

=============================================================================
                     Camp Happy Island Massacre FAQ v1.1
                  by Eric Woodward (hey@itsericwoodward.com)
=============================================================================

Table of Contents

Section 1 - The Beginning
  1.0 - SPECIAL NOTE - 20 Years Later
  1.1 - What is 'Camp Happy Island Massacre'?
  1.2 - Who Wrote This Wonderful Game?
  1.3 - What Kind of System Do I Need to Run This Game?
  1.4 - How Do I Install and Run This Game?
  1.5 - How Can I Play This Game Online?

Section 2 - The Game
  2.1 - The Story So Far...
  2.2 - So How Do I Play?
  2.3 - Is There a Map?
  2.4 - What Horror Movies Inspired This Game (aka The Reference Section)?
  2.5 - Will There Be a Sequel?

Section 3 - The Boring Stuff
  3.0 - SPECIAL NOTE!
  3.1 - What About Bugs?
  3.2 - What License is CHIM Released Under?
  3.3 - Why Isn't CHIM Open Source?
  3.4 - Where Can I Find This Game?
  3.5 - Game Version History
  3.6 - FAQ Version History
  3.7 - Acknowledgements
  3.8 - Support (Such As It Is)

Section 4 - The Secrets
  4.1 - The Big (well, Fairly Big) Secret
  4.2 - How Do I Win?
  4.3 - How (Can / Do) I Cheat?

-------------------------
Section 1 - The Beginning
-------------------------

1.0 - SPECIAL NOTE - 20 Years Later
  The FAQ that you are about to read was originally written in January 1997,
  when this game was first released. Since then, alot has happened, and much
  of this FAQ had grown *severely* out-of-date. As a result, I've gone in and
  cleaned-up some of the questions, updated several of the references in the
  answers, and just generally tried to improve the usefulness of these
  Frequently Asked Questions.

  Thanks for taking a look!

1.1 - What is 'Camp Happy Island Massacre'?
  'Camp Happy Island Massacre' (from here-on-out referred to as 'CHIM') is a
  single-player computer game, with an interface not entirely unlike the old
  (I prefer the term 'classic') script-adventure style of games, like
  'The Hitchhiker's Guide to the Galaxy' or the original 'Zork' (among
  others).

  Why this interface? For several reasons:
    1) This is my first full game, and I knew that I couldn't start with
       anything much more involved than a script-adventure,
    2) This game was programmed in C++, a language that I am still not
       completely at-ease with (and don't particularly care for, TBH), and
    3) I wanted to prove that a game could still be fun without it being 100+
       MBs big and requiring a 3-D graphics card (something that, I feel,
       far too many game-making companies don't believe).

  If this sounds boring, it should be noted that the bulk of the game's
  appeal lies in it's comedic elements. As one can probably tell based on the
  story, the game is supposed to be a tongue-in-cheek parody of horror films,
  and, I feel that the game works fairly well in a picture-less format (after
  all, the works of Poe, Lovecraft, and even King are much scarier as books
  than as movies for just this reason). If you disagree, though, you'll be
  glad to hear that the sequel (if it ever happens) will be more visual in
  nature (for more information, see the question concerning the sequel).

1.2 - Who Wrote This Wonderful Game?
  I did, over 20 years ago.

  My name is Eric Woodward and, at the time of this game's release, I was in
  my second year of college, slowly approaching a degree in Computer Science
  (which I completed in 2000).

  In the 20+ years since, I've gotten married, had a couple of kids, and
  managed to carve out a fairly comfortable life as a coder / web developer.
  But, through it all, CHIM remains the only computer game that I ever
  released (although I did manage to put out a tabletop card game earlier
  this year called 'Mythic Wars: Clash of the Gods', available at many fine
  gaming stores from Excalibre Games -- find out more at
  https://mythicwarsgame.com!).

  Oh yeah... I wrote this FAQ, too.

1.3 - What Kind of System Do I Need to Run This Game?
  Initially, I'd said "you need a computer; that's about it. Anything from a
  286 on up to the latest Pentium II should be sufficient to run the game",
  and that was true at the time (when MS-DOS still ruled the world). However,
  to run this game in 2018, you probably need a copy of DOSBox (see the next
  question for more information).

  Or, if you don't want to wait, you can most likely play it in your browser
  *right now* on my website: https://www.itsericwoodward.com/chim/.

1.4 - How Do I Install and Run This Game?
  To play the game on your own machine, you'll need a couple of different
  programs. Since the game is distributed in the pkzip archive format, you
  may need a program to 'unzip' it (unless your OS does it for you, like
  Windows 10). Additionally, you'll need a copy of
  DOSBox (https://www.dosbox.com/). If I were you, I'd unzip CHIM to its
  own folder (ex: `c:\games\chim`), and startup DOSBox. Next, mount the CHIM
  folder (ex: `mount m c:\games\chim`) and switch to that drive (ex: `m:`).
  Finally, start the game with the `chim` command.

1.5 - How Can I Play This Game Online?
  Thanks to modern software miracles like DOSBox (https://www.dosbox.com/),
  Emscripten (http://emscripten.org/), and their unholy lovechild,
  JS-DOS (https://js-dos.com/), you can play this game in a modern browser
  on my website: https://www.itsericwoodward.com/chim/.

--------------------
Section 2 - The Game
--------------------

2.1 - The Story So Far...
  Some 15 years ago, someone decided to build a summer camp on
  'Happy Island', a small island in Lake Hades, near the town of Springfield.
  Despite the fact that the island had been known as 'Death Island' (that is,
  until the Springfield Tourism Bureau decided to rename it), or the fact
  that the town's resident drunk, homeless, crazy, old Native American, John,
  continually warned of a great, ancient evil living on the island, the camp
  was built.

  Then, the night before the campers were supposed to arrive, something
  horrible happened. The next day, all 13 counselors were found dead, their
  body parts scattered all over the island.  Needless to say, the camp was
  closed.

  Then, 5 years later, someone else decided to re-open the camp, despite the
  still unsolved murders of 5 years before, and despite the fact that many of
  Springfield's residents had seen strange lights circling in the sky above
  the island. Again, 13 counselors were brought from the surrounding areas to
  help run the camp, and again, the night before the campers were to arrive,
  something horrbile happened. The next day, the strange lights were gone...
  and so were the counselors - nothing remained of them but a few scattered
  arms and legs. And, again, the camp was closed down.

  And it remained closed until 5 years later, when someone else decided to
  re-open the summer camp. This person, being a little superstitious, decided
  to hire 14 counselors instead of just 13, hoping to break the apparent
  curse over the camp. Unbeknownst to anyone, however, the 14th counselor,
  named Jason Frederick Bates-Myers (his friends called him 'Jack', but his
  enemies called him 'Mr. Leather-Ghost-Face Man'), was a violent psycopath
  who, on the night before the campers were to arrive, killed the 13 other
  counselors using a leaf blower and homemade 'explosive' attachment. In the
  end, Jack was taken to Belleward Mental Institute, and the camp was closed
  down.

  And that was 5 years ago. Now, they want to re-open it again, this time
  with 13 brand-new counselors, and a fresh look on life. Finding counselors
  was easy - after all, what teenager doesn't want to spend 6 weeks as
  relatively unsupervised counselors at a co-ed summer camp, away from
  parents, teachers, and other adults? So what if John, the Native American
  is talking about the 'ancient evil' again? So what if the strange lights
  have re-appeared? And so what if that Bates-Myers guy has escaped from
  Belleward? That doesn't mean anything, right?

  Wrong... Because it's the night before the campers are to arrive... And the
  camp head, Ranger Bud, has gone into town... And the other 10 counselors
  have all disappeared into the woods, leaving only the three of you back at
  camp... And you're scared... You're scared that you might not survive...

		      The Camp Happy Island Massacre!

2.2 - So How Do I Play?
  When you run the game, it will ask if you need instructions. Moving around
  the island is accomplished via four keys: 'N' for North, 'S' for South,
  'E' for East, and 'W' for West. You can't always go all four ways, so it
  pays to read the descriptions of the areas you find yourself in (if
  something is blocking a certain direction, you can't go that way).
  Incidentally, if you can't remember where you can go, you can always use
  the 'L' (Look) command to read the description again.

  If you encounter an item while you are walking around, you can try to pick
  it up by using the 'G' (Get) command, but don't be surprised if it tells
  you that you can't pick an item up (typically, this only happens with items
  that are particularly nasty or heavy). Once you have an item, you can take
  a closer look at it by using the 'X' (eXamine) command, and you can try to
  use it via the 'U' (Use) command. Again, don't be surprised if you beat the
  game without ever using certain items - many of them are just there for fun
  and can't be used at all.

  The remaining commands are either used to get on-line help ('?' or 'H' for
  Quick Help, or 'M' to read the Manual), or to quit the game ('Q').

  Oh yeah - there are some hidden rooms on the island, one of which you will
  have to find in order to beat the game... Good Luck.

2.3 - Is There a Map?
  Included in the distribution should be "MAP.TXT", a map in UTF-8 text-file
  format (if your distribution didn't include one, get a new distribution).
  Granted, this map is only slightly helpful, as it doesn't have any actual
  trails drawn on it, just major landmarks. If you were in fact looking for
  a map of trails... sorry, but there isn't one (at least, there isn't one
  that I'm distributing...) I feel that having that kind of a map would
  subtract SEVERELY from the game's fun-factor. So, in short, make due with
  what you got, and if you are an enterprising individual and wish to make
  a map, it shouldn't be too hard.

2.4 - What Horror Movies Inspired This Game (aka The Reference Section)?
  This game was, more or less, inspired by a whole slew of movies. Some are
  more obvious than others (the many and varied 'Friday the 13th' movies
  stand out in my mind), and sometimes it isn't even movies that inspired
  certain elements of this game, but rather books (like the works of one H.P.
  Lovecraft). Regardless, here's a brief list of movies and movie series that
  inspired me:

  Evil Dead (including Army of Darkness), Scream, Friday the 13th, Psycho,
  Hellraiser, A Nightmare on Elm Street, Nightbreed, Carrie, Firestarter,
  Phantasm, Halloween, Texas Chainsaw Massacre, The Re-Animator, Bad Taste,
  Puppet Master, Dead Alive (Braindead), The Frighteners, Alien, Showgirls,
  Night of the Living Dead, There's Nothing Out There, and countless others.

2.5 - Will There Be a Sequel?
  Initially, I had planned to make one, "Cause nowadays, ya' gotta have a
  sequel!". I had even begun work on one, a CD-ROM-based game complete with
  full-motion video, special effects, even a script! But, it never came to
  fruition, and by now, the code is lost to time (along with the video,
  the photos, and the age of most of the original cast).

  On the other hand, I have considered making a board or card game based on
  the characters and concepts from CHIM, so... Who knows what the future has
  in store for CHIM?

----------------------------
Section 3 - The Boring Stuff
----------------------------

3.0 - SPECIAL NOTE!
  This version (v1.0) of the game will be the only version ever to be
  released. This was not my original intention; I had fully intended to fix
  any and all bugs that turned up, colorize the output (to make it pretty),
  and then re-release it. Unfortunately, the best laid plans of mice and
  men (and me) can't stand up to a total hard-drive loss, especially when
  the last remaining copy of the source code was contained therein. So, you
  can keep playing CHIM all you want, but there almost certainly won't be a
  new version of it, ever. We now return you to your regularly scheduled FAQ.

3.1 - What About Bugs?
  What Bugs? I write perfect programs.

  Not really. Despite my best efforts, my program does have some unintended
  (and unwanted) 'features'. The complete (to my knowledge) list is below:
  - Some problems with garbage characters popping into descriptions of some
    of the areas (caused by a char-pointer problem).

  If you find a bug that isn't listed here, please feel free to e-mail me
  at hey@itsericwoodward.com, or snail-mail them to me at the address listed
  a little later.

3.2 - What License is CHIM Released Under?
  CHIM was originally released as "<Whatever>-ware", wherein I asked people
  who enjoyed the game to "send me something (preferably not something that
  is alive, ticking, or that has a strange odor)." In the 20 years since the
  game's original release, free software licensing has grown by leaps and
  bounds (plus, I'm kind of afraid to ask people to send me things now).

  As a result of these factors, I'm re-releasing CHIM under the so-called
  MIT License (a copy of which should have been included in your ZIP file
  distribution as "LICENSE.TXT") and which can be found at:

    https://www.itsericwoodward.com/chim/LICENSE.TXT

3.3 - Is CHIM Open Source?
  Well, it would be, but (as noted above), the code was lost during a hard-
  drive crash in mid-1997 (just a couple of months after the game was
  released). As a result, there is no source to open (otherwise, I would
  definitely have re-released it under an open-source license years ago).

3.4 - Where Can I Find This Game?
  The latest version of the game, FAQ, and other related files can always be
  found at:

    https://www.itsericwoodward.com/chim/

3.5 - Game Version History
  v0.9b - released on 10/31/97 (Halloween) - Original Beta Release
  v1.0  - released on 01/05/97 - Original Full Release
          - Fixed small problem with movement and the map
          - Made output prettier

3.6 - FAQ Version History
  v1.0 - released on 01/05/1997 - Original Full Release
  v1.1 - released on 10/10/2018 - 21 Years Worth of Updates

3.7 - Acknowledgements
  There are many people I want to thank, but I can't, so I'll just hit the
  major ones...

  - Mark, Donnie, Tommy, Jeff, and Sarah for not laughing at me when I
    mentioned that I was writing a game;
  - My playtester, Mike, for actually doing playtesting (maps and all);
  - All of my professors and friends at school for their help, both direct
    and implicit;
  - And my wonderful wife, Stacie, for supporting me.

3.8 - Support (Such As It Is)
  I offer no promises for support, but feel free to contact me at any of the
  following addresses / locations:

  Email: hey@itsericwoodward.com

  WWW: https://www.itsericwoodward.com/chim/

  Fediverse: @eric@social.wonderdome.net

-----------------------
Section 4 - The Secrets
-----------------------

  WARNING! - This section contains many gratuitous spoilers. If you read this
  section, there is a chance that some of the fun of the game will be lost.
  So, I urge you to skip this section entirely. Just so no secrets get out,
  let me fill up the rest of this space with, um, filler:

































  Alright... You asked for it...

4.1 - The Big (well, Fairly Big) Secret
  The Fairly Big Secret is that the game doesn't just have 1 ending. Each
  time the game is loaded, there is a random chance that the killer will be
  either a group of aliens, an unnamable Thing, or a vengeful psychopath
  (Jason Frederick Bates-Myers, to be more specific).

4.2 - How Do I Win?
  First off, you MUST find the radio tower and signal for help (it may sound
  like the message didn't get out, but rest assured that it did).

  After that, it depends on who the killer is.
  - If it's the Aliens - you need to get the credit card type-thing out of
    the cave, take it to the secret room (in the lodge) and use it, and then
    go to the baseball field, where the ship will land.
  - If it's the Thing - you need to get the Unholy Book from the secret room
    (in the lodge), take it to the baseball field and use it, and then go to
    the cave, where the thing will be waiting.
  - If it's the Psycho - you need to get the flashlight from the baseball
    field, take it to the cave and use it to read the words on the wall, and
    then you need to go to the secret room (in the lodge) to confront Jason.

4.3 - How (Can / Do) I Cheat?
  Well, it seems to me that that's exactly what you're doing right now. But,
  you can cheat by entering one or two command line arguments when executing
  the game.  They are called by typing 'chim -arg1 -arg2' where the args
  can be:
  '-nokiller' - tired of the killer getting you before you can get him? Use
     this little switch to prevent him from ever finding you until the end of
     the game.
  '-aliens' - forces the bad guys to be the aliens.
  '-thing' - forces the bad guy to be the unnamable thing.
  '-psycho' - forces the bad guy to be Jason Frederick Bates-Myers.

  So, to make the bad guys be the aliens, type 'chim -aliens' at the
  command prompt. Or, to make it be the psycho, and to keep him from killing
  you first, type 'chim -nokiller -psycho'. Of course, entering the
  command 'chim -aliens -thing' doesn't work; the bad guy winds up being
  the thing.

  And that, my friend, is how you cheat.
