An Interactive game for the PC and Macintosh
Automotive Conservation is ready for customization to any specification your company may require.
We have designed the game to educate consumers about environmental issues and automotive maintenance. Used as an advertising means, it will also increase both showroom traffic, product knowledge and recognition.
SOFTWARE LICENSE AGREEMENT
32 MB RAM
200 Mhz Pentium II
Thousands of colors (16-bit)
4x CD-ROM drive
64 MB RAM
300 MHz Celeron or Pentium III
Millions of colors (32-bit)
Internet connection and browser
8x CD-ROM drive
32 MB RAM
Mac OS 8.0 or higher
200 MHz PowerPC 604 CPU or better
64 MB RAM
Mac OS 8.6 or higher
Millions of colors
300 MHz G3 CPU or better
If the game does not start when the CD is inserted, double-click "game.exe."
RULES AND INFORMATION
Age of players: Five years and up.
Number of players: One to Four.
Purpose of game: Strategy and competition, with informative tips dealing with automobile maintenance and recycling information.
Each player chooses a car and starts with $100.
The DEALERSHIPS located at each corner of the screen are the MASTER DEALERSHIPS.
There are five DEALERSHIPS on the screen belonging to each MASTER DEALERSHIP and a SHOWROOM for each player at the end of the game.
These 5 DEALERSHIPS, as well as the MASTER DEALERSHIPS, are the collection points for each player.
Each player starts the game with a PRICE SIGN which MUST be changed BEFORE each player's turn.
If not changed before each spin, the player is fined $10 and the money is put into the STATE FUND. NOTE: Players may not choose their existing price.
Any money in the STATE FUND belongs to the first player to reach their own SHOWROOM. The software then FREEZES THEIR PRICE SIGN and continues to collect money from their DEALERSHIPS.
If a player stops on the STATE FINE ON THE OUTER ROAD, they have the option of paying the $6 STATE FINE or choosing a randomly selected CHANCE.
If the player chooses to take a randomly selected CHANCE, they must follow the directions as indicated.
If a player stops on the STATE FINE ON THE INNER ROAD, they must pay a $10 fine without the option of taking a randomly selected CHANCE.
If a player stops on a DEALERSHIP other than their own, and the player thinks the DEALERSHIP PRICE SIGN is too much money, the player may move back the number of spaces as the PRICE SIGN indicates. Player may move back only once per turn. A player may never move backward beyond their own MASTER DEALERSHIP.
As each player completes the outer road, they follow the road to their own MASTER DEALERSHIP and enter the inner road.
The player continues to follow the inner road around to their numbered SHOWROOM. The first player entering their SHOWROOM collects all money in the STATE FUND.
The next player entering their SHOWROOM collects any STATE FUND money paid after the first player entered. The third player entering their SHOWROOM collects any money in the STATE FUND after the first and second player have entered.
The player must obtain the exact number from the spin dial to enter their SHOWROOM. If the exact number is not obtained, the player does not move.
The winner of the game is not the first player to reach their SHOWROOM, but the player with the greatest amount of money at the end of the game.
In the event of bankruptcy, the player returns to their MASTER DEALERSHIP. Their price sign is then FROZEN. The player continues to collect money from other players who land on the player’s DEALERSHIPS. When the bankrupt player collects $10 or more, they may then re-enter the game from their MASTER DEALERSHIP. The player starts over, and their PRICE SIGN will no longer be frozen.
If two players are remaining in the game, and one player goes BANKRUPT, the remaining player then collects any money in the STATE FUND, and the game is over.
The game is completed when one player is left. EXAMPLE: When four players are playing and the third player reaches their SHOWROOM, then that player collects the money in the STATE FUND, if any, and the game is over.
The Player with the most money is the winner of the game.
AUTOMOTIVE CONSERVATION STRATEGY TIPS
1. When a player is approaching one of your DEALERSHIPS, try to set your price so that if your DEALERSHIP is landed on, they would be better off paying you than going back and possibly landing on a higher priced DEALERSHIP. Watch for key price strategies to trap your opponent into paying you.
2. When you are in a position to enter your SHOWROOM, always try and pick the highest price you can. You can still collect from the other players even though you are in your SHOWROOM.
3. If another player is almost to their SHOWROOM, try and prevent them from getting a higher price as their final price. You can accomplish this by choosing one of the higher available prices for your DEALERSHIPS.
4. Always keep in mind that the winner is the one with the most money at the end of the game, not the one who enters first.
5. Always keep in mind when landing on the State Fine, it may be better to take a chance than to pay the State Fine.
6. You may want to delay entering your SHOWROOM if the State Fine Funds are low. This will enable you to continue play. EXAMPLE: Instead of paying players their dealership price, you may choose to go back the indicated number of spaces and remain in the game longer.
7. Always watch the amount of money in the State Fund. If one of your opponents is almost to their SHOWROOM, and the State Fund is low, you may want to have your price sign low, possibly $1 or $2. This may keep the opponent from going back too many spaces and enabling them to continue play (the opposite of tip 6).
THERE ARE DOZENS OF STRATEGIC SERVICE DEPARTMENT PRICES YOU CAN POST TO TRAP YOUR OPPONENT. THE MORE YOU PLAY, THE MORE YOU WILL LEARN. HOW MANY CAN YOU FIND?
Hold alt-shift when clicking Play Game to activate cheat mode (horn will sound)
* hold 1-6 during spin to set # of spaces, otherwise always 1.
* hold 7 during spin to make car move back 7 spaces (spinner will appear to spin strangely for this spin and the next).
* hold 8 during spin to make car move ahead 14 spaces, 1/3 of the game, in one turn (first time goes from start space to farthest of own stations, second time goes from there to inner loop's first $10 fine, third time goes to showroom exactly; spinner will appear to spin strangely for this spin and the next).
* press 1-4 when car is blinking to make it another player's turn.
* press 5 when car is blinking to give $5 to the player (press repeatedly or hold down to keep adding).
* press 6 when car is blinking to take $5 from the player, leaving $1 minimum (press repeatedly or hold down to keep subtracting).
* press 7 when car is blinking to take $1 from the player, leaving $1 minimum (press repeatedly or hold down to keep subtracting).
* press 1-9 when chance card appears to jump ahead the chosen number. Attempting to jump beyond the last chance card (card 24) always starts over at card 1.
You are hereby licensed to use the software for your private, non-commercial use. You may not use the Software in any way to provide, or as part of, any commercial service or application. The software "Automotive Conservation" is protected by the copyright laws of the United States and International copyright treaties.
You agree that you shall only use the software and documentation in a manner that complies with all applicable laws in the jurisdictions in which you use the software and documentation, including, but not limited to, applicable restrictions concerning copyright and other intellectual property rights.
You agree not to modify, adapt, translate, reverse engineer, decompile, disassemble or otherwise attempt to discover the source code of the software.
DISCLAIMER OF WARRANTY:
THIS SOFTWARE AND THE ACCOMPANYING FILES ARE SOLD "AS IS" AND WITHOUT WARRANTIES AS TO PERFORMANCE OF MERCHANTABILITY OR ANY OTHER WARRANTIES WHETHER EXPRESSED OR IMPLIED. Because of the various hardware and software environments into which Automotive Conservation may be installed or run, NO WARRANTY OF FITNESS FOR A PARTICULAR PURPOSE IS OFFERED.
LIMITATION OF LIABILITY:
UNDER NO CIRCUMSTANCES AND UNDER NO LEGAL THEORY WHETHER IN TORT, CONTRACT OR OTHERWISE SHALL MSM INTERNATIONAL LIMITED BE LIABLE FOR ANY DIRECT, INDIRECT, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES OF ANY CHARACTER INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF GOODWILL, WORK STOPPAGE, COMPUTER FAILURE OR MALFUNCTION OR ANY AND ALL OTHER DAMAGES OR LOSSES EVEN IF MSM INTERNATIONAL LIMITED SHALL HAVE BEEN INFORMED OF THE POSSIBILITY OF SUCH DAMAGES OR FOR ANY CLAIM BY ANY OTHER PARTY. FURTHER, IN NO EVENT SHALL MSM INTERNATIONAL LIMITED'S LIABILITY UNDER ANY PROVISION OF THIS AGREEMENT EXCEED THE LICENSE FEE PAID TO MSM INTERNATIONAL LIMITED FOR THE SOFTWARE AND DOCUMENTATION.