March 1997

Welcome to Multiplayer Rocket Jockey.  Contained in this message is 
important information regarding this product.

===========================================================================

1)  Installation
2)  Import Information Regarding Network Play
3)  What's New
4)  Caveats
5)  Audio CD's and Rocket Jockey
6) Notes on display Realism
7)  Low Memory

===========================================================================

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1)  Installation
If for some reason the LAN Patch was not automatically installed on your
system just follow these instructions:  To install the Rocket Jockey LAN
Patch on your hard drive double click on the Rocket.exe icon that can be
found in the following directory:  C:\Rocket Temp

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2)  Important Information Regarding Network Play
There are 10 new multiplayer levels in each game along with all new team play 
for each contest.  Team play scoring is determined from the perspective of
cooperative gaming.

It is recommended that Rocket Jockey is played over a network with 
minimum traffic and between machines with similar performance capabilities.  
The slowest machine will in a multiplayer game will determine the overall 
speed of all the players.  When players enter the multiplayer dialog, their 
performance rating will be displayed in the host's chat box.  If any 
performance rating varies too greatly, the higher rated systems will not 
perform to their greatest capability.

Multiplayer is supported over LAN, modem, and serial connections through 
Windows 95 DirectPlay libraries.  One player in the game always needs to be 
the host and control the game.  The host will determine the contest, the level, 
time, laps, and starting the game.  

Multiplayer Rocket Jockey supports up to 6 players on a Local Area Network via
TCP/IP or IPX protocols.  At 6 players, all players should be on a minimum of 
P133 systems.  Multiplayer Rocket Jockey needs to be fully installed
on each system that will be used.  The host will need to have a Rocket Jockey CD
in the CD drive in order to run a multiplayer session.

Serial play is through the serial ports and a null modem cable of 2 PC's.  It is 
recommended that at least a 28.8k modem and a P133 is used for modem play.  The
client must dial the host to connect and start the game.

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3)  What's New
-DirectX 3.0a
This fixes some sound driver problems.

-There is now an option to have a quick restart for all levels.
-Training levels have now been introduced for each contest.
-Circuits are now identified at the top of the page.
-F2 will turn off/on the floor textures.
-Fix for PCI 3D audio accelerators.
-Support for I-Force enabled joysticks.  Rocket Jockey will look in the same
directory as Jockey.exe is in first for the iforce.dll and secondly in the 
Windows/System directory.  If you want to replace it with a later version, 
place it in the directory with Jockey.exe.  If you need to get the iforce.dll, you
can download it from http://www.force-feedback.com.

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4)  Caveats
-Letters of the alphabet and numbers can only be used for character names.
-Turn off screen savers.
-Do not Alt-Tab (or use the Windows key) in a network game.  This will halt
your game and force other players to have to re-synchronize to your machine.
-Modem play: if you abort from a multi-player game, both players will need to 
restart Rocket Jockey and re-establish a connection.

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5)  Audio CD's and Rocket Jockey
If you want to replace the music played during the game with 
your own audio CD, Rocket Jockey will co-exist with the 
Windows CD player.  
- Before starting Rocket Jockey you should start the CD player.
- Make sure The Rocket Jockey CD is in the drive when starting 
  the game.
- As soon as the game starts displaying company information 
  you can replace the Rocket Jockey CD for the remainder of play.

If you put the Rocket Jockey CD in an audio player 
Do Not Play The First Track.  This track contains data.

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6)  Notes on display Realism
The Display Realism slider in the Options Screen allows you to adjust
the  different settings to enable/disable high polygon-count models, 
turn on/off the floor texture, etc. and thereby affect the framerate.
It also adjusts the game window size and the resolution (640x480
or 320x200); note that these last two settings can be overridden 
with the function keys (F7 - low res, F8 - high res, 
F9 - reduce window size, F10 - increase window size).  

Therefore, you can adjust the settings to your personal preferences.  
For example, if you want to run without a floor texture, in high res, 
full-screen, set the Display Realism to '2' and use F8 for high resolution 
and F10 to bring up the window size.

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7)  Low Memory
Continual hard disk access is an indication of a low memory 
condition.  If you notice increased hard disk activity after 
a prolonged period of play, this may be Windows using virtual 
memory.  You should try exiting the game and restarting.
