| 
			 WWII G.I. BUILD Game  v11-06-2014  Release 
				7  © RTCM Corvin 
			
				WWII G.I. is 
				copyright of Infogrames (formerly GT) WWII GI © 1999 GT
Interactive Software Corp. All Rights Reserved. Certain software code appearing in WWII
GI © 1996, 1997 3D Realms Entertainment. GT is a trademark and the GT Logo is a
registered trademark of GT Interactive Software Corp. WWII GI is not affiliated with
3D Realms and will not be supported by it. All other trademarks are the property of their
respective companies. 
			This page is graphic intensive. Please be patient. 
			
				  
			
			  
			
			Game: WWII GI  a.k.a. - WW2 GI Developed 
				by the NAM team for GT, WW2GI followed the military theme of its 
				predecessor, bringing it back to the time of the Second World 
				War. For this release, programmer
				 Matt Saettler 
				made vast improvements to the con scripting language to enable 
				more advanced weapon controls and introducing custom variables 
				into the language at last! He also did the autorun and installer 
				for it. GT originally recruited Matt to help with some budget 
				titles. The game itself benefits from a higher percentage of original art than NAM, usually at a
higher size (allowed mostly by the higher average system specs in the market). Most of the
art is passable. Enemy and ally art is very well done, using larger actors and scaling
them down. Game play is similar to Duke 3D and NAM. WWII: GI (Blast Your Way to Freedom) Take to the 
				shores during the storming of Normandy beaches in WWII GI from 
				GT Interactive. Fight the German-occupied forces in this 
				first-person D-day shooter whose story revolves around the 
				Allied invasion. Explore German bunkers and underground trenches 
				through two battle campaigns that include seven missions each. 
				Play against the computer or link up with a rival in a 
				head-to-head competition mode that boasts an additional 16 
				multiplayer-specific maps. 
				
				   
				   
			
			
				
				You're in the 101st Airborne. One of the first 
				wave of allied troops to touch down in a no-man's land of 
				twisted shrapnel, dead bodies, and heavily armed Nazi-infested 
				machine-gun bunkers.  
				 
				This is D-Day. What you've been training for as one of 101st 
				Airborne. The battle that will decide the war. Now you must 
				fight your way through hostile beaches. Abandoned country roads 
				with tall, sniper-infested hedgerows. Open fields with no cover. 
				Thick, challenging woods. And the narrow streets of devastated 
				villages.  
				 
				YOUR MISSION: Destroy the Nazi war machine or die trying.  
				 
				Your country has given you all the training and equipment you 
				need to win:  
				
					- 
					
30 single and multi-player Nazi-infested 
					levels developed by the creators of NAM™.  
					- 
					
Authentic WWII standard issue weapons and 
					military paraphernalia.  
					- 
					
Use true-to-war strategies to successfully 
					complete genuine WWII Normandy military scenarios. Close 
					combat gunfights. Sniper strikes. Village shoot-outs. Bridge 
					assaults. And more.  
					- 
					
Up to 8-player multiplay including 8 GI 
					Match levels, 4 capture-the-flag levels, and 4 co-operative 
					levels.   
				 
				
				  
				 
			
			 
				
					
						  
					WWII GI uses the NAM Game Engine ( which uses the The Duke3D Atomic Engine). The
    source code was tailored for the needs of this game. 
						Matt Saettler is the man behind
    the source code update. He has worked with Blood in the past and work on NAM as well.
    At Saettler's
    WW2GI Info site you'll find a compressive list revealing Matt's talents as a Build
    Engine programmer! It's amazing what he has done. If you're interested in Matt Saettler's latest (Build
    Engine Game) project head to the
						Enhanced Duke Site | 
				 
				
					| 
					  
						Game: 
					 | 
				 
				
					|   CON: 
					
						- See 
						Saettler's
        WW2GI Info
 
						- New CONS 
 
						- Rate Of Fire CON control
 
						- Helper Bots (Explosive Expert, Medic etc..)
 
						- Fly overs and Air Support
 
						- First Aid (You need to stand still to bandage yourself, you can look around.)
 
					  | 
				 
				
					|   Art: 
					
						- Plenty of new High-Res tiles.
 
						- Some Recycled art from Duke3d and NAM
 
					  | 
				 
				
					 
					Other:
						- The BUILD map editor is not bundled 
	on the CD... apparently if you don't have Duke3D Atomic map editor, you'll 
	need it. There is a special Map FAQ for this game available online.
 
					 
					 | 
				 
				
					
					The TNT Team (now known as Reactor4) WW2GI was their last Build engine 
	game, the project started in fall '98 and was finished in spring '99. Tuco 
	and Lado were the main authors for this project as Heikki spent his 
	compulsory time in the Finnish armed forces. WW2 GI is of course the best 
	they have done. The TNT group have made an a Official free add-on for their WWII GI game, 
	titled: Platoon Leader. (see below)  
					
						PLATOON LEADER FREE ADD-ON FOR WW2GI
created by Heikki
FEATURES
* Three exciting single-player-only 
  levels: one WWII Pacific and two 
  Vietnam War scenarios.
* 11 weapons including BAR, Colt 
  pistol, Bazooka, M-16 Assault 
  Rifle, White Phosphorus Grenade 
  and M60 Machine Gun.
* Many new effects and features 
  not seen in the game WW2GI.  
					
						 
REQUIREMENTS
* 38 MB free hard drive space
* The game "WWII:GI" by GT Interactive
* A fast Pentium recommended
  for 640x480 and 800x600
  graphic modes
  
					 
					
						INSTALLATION
1> Run the file PLATOONLEADER.EXE,
   it's a self-extracting file
   with an installer
	
2> After installing, run 
   PLATOONL.BAT to play	
   
					
						 NOTE: Even if you have installed 
Platoon Leader, the game WWII GI 
works normally with WW2GI.EXE.
  
					   | 
				 
				  
			  
			
			  
			
				
					
						|     M1 Thompson Sub-machine Gun-
    good stopping power but not very accurate at long range. Thompson ammo is usually
    plentiful but it is limited in D-Day and Atlantic Wall. This weapon is best
    used at short and medium range.   | 
					 
					
						|     German MP-40
    "Schmeisser" - better at long range than the Thompson but not as powerful.
    Ammo is plentiful in German territory and getting one of these in D-Day really
    helps you in Atlantic wall. This weapon can be used at a slightly longer range than
    the Thompson.   | 
					 
					
						|   
						  Browning Automatic Rifle (BAR) - US
    light machine gun very accurate very powerful. Use this weapon mostly for blasting Germans
    from far away to save rounds in missions where there are not enough like Hunt For The
    88's, Finding private McCurkee, and Saving Private McCurkee. In missions
    like Seaside Sweep, and Paperwork you have a lot of BAR ammo so this is your
    weapon of choice.   | 
					 
					
						|   
						  M2 Bazooka - Used mainly
    against tanks this weapon is limited and should be saved for killing tanks. You will get
    hurt if you shoot a wall or soldier close to you.   | 
					 
					
						|   
						  US fragmentation grenade -
    Standard grenade, when thrown kills anybody in range of it. Unfortunately Gerardi can't
    throw these too far so I mainly use them to throw into a room where the Germans are
    waiting for me. These are somewhat plentiful in the game. Grenades can clear away barbed
    wire and destroy artillery guns. The longer you hold down CTRL the farther Gerardi throws
    the grenade. In combat it takes to long to hold before you can throw at faraway Germans. 
						  | 
					 
					
						|   
						  Mauser 98K (Sniper Rifle) - This
    weapon is extremely accurate and powerful at long range. Your best use is to take out
    enemy snipers and machine-gunners. This gun's ammo is limited and should be used wisely.
    You really need it at the beginning of Hunt for the 88's and throughout Finding
    and Saving Private McCurkee.   | 
					 
					
						|   Grenade Garand - This weapon is similar to a bazooka but you
    only get one shell. When you fire there is a short delay so you should stay up until you
    see the shell fly off. This is disadvantageous when there are tanks shooting at you. 
						  | 
					 
					
						|   
						  Colt 1911 Pistol - Twin .45
    handguns, it's a good weapon for fights in a small room, bad at long range. 
						  | 
					 
					
						|     TNT Explosives- An explosive
    charge, it can be slapped onto a tank or certain walls or doors and blows them up. There
    is a short fuse so you can get away.   | 
					 
					
						|     Flamethrower -
    Besides to fry Germans this weapon can be used to clear away barbed-wire faster than
    grenades. If you are too close to the item you are shooting at you will get hurt. 
						  | 
					 
					
						
						 Mortor Tube-
    This is a stationary weapon and you must have mortor ammo to use it. To operate the mortar
    just aproach it and fire by pressing the use button. You change the range by crouching and
    pressing spacebar.  | 
					 
				  
			  
			
			  
			
				
					
						|   Explosives - These are like TNT but can be placed on the ground
    instead of a wall. These can be used against artillery, some walls, and probably tanks. 
						  | 
					 
					
						|   Medkit - These bring back some of your health points but you
    must stand still to heal. You can have up to two. packs have either one or two per pack. 
						  | 
					 
					
						|   
						  AT Rocket Mortar shells - There
    is a mortar in the mission Defend. To use it you pick up the box of shells, walk up
    to the mortar, and fire by pressing the use button. You change the range by crouching and
    pressing spacebar.   | 
					 
					
						|   Mines - These are only available in multiplay but are used by
    "Jerry" in single player missions. They come in packs of five. Lay by pressing
    enter. Any foes and yourself will get hurt if you step on one. You will hear a click if
    you step on a mine and can try to disarm it. Mines can be cleared by tossing a grenade on
    it.  | 
					 
					
						|   Mine Detector - When one of these is turned on it beeps when
    you are too close to a mine and you can go around the mine.   | 
					 
				 
				   
			
			  
			
				
					
						|   Wermacht soldier - These are the most common enemy, they are
    armed with a Schmeisser and wait for you in parts of the playing field, when they see you
    they will shoot at you or even go after you. In missions where you are on the defensive
    they will walk towards friendly positions, sometimes shooting, until you or a friendly
    kills them.  | 
					 
					
						|   Wermacht officer - These are armed only with a pistol and are
    harmless unless you are too close to one for too long. You get a morale boost for killing
    one and sometimes they tend to make their men go after you more readily. 
						  | 
					 
					
						|   SS Grenadiers - These are a little smarter and tougher than the
    Wermacht soldier. When there are more than one they tend to go after you in groups.
    Sometimes it seems as though I can't hit one even if I'm aiming right at him.  | 
					 
					
						|   SS Officer - These are also armed with a pistol and you get
    more morale for killing one. They are also tougher than the Wermacht officer.  | 
					 
					
						|   Sniper - These hide somewhere like in a window or bombed out
    building or sometimes in a hedgerow and wait for you. One shot can kill you and you should
    look out for these and use sniper rifle or BAR to kill them. There are a bunch in Saving
    Private McCurkee.  | 
					 
					
						|   Machine gunner - These are usually in positions like bunkers or
    other protected structure and wait for you or other soldiers to move on their positions.
    These shoot rapidly and can put a quick hurting on you. They are more accurate than
    regular soldiers but do not move. Their assistant can't shoot at you.   | 
					 
					
						|   Tanks - In this game the tanks do not move but they can turn
    their turret and shoot at you. Their shells explode and even a hit close to you may kill
    you. You can only kill a tank by shooting it with a bazooka or running up to it and laying
    a TNT or satchel charge on it.   | 
					 
					
						|   Artillery Guns - Several missions have artillery guns. These
    are harmless but one mission requires you to find and attack the guns. The guns are
    usually hidden in a bunker or camouflaged earth emplacement, they are manned by at least 2
    soldiers and usually are manned by 3 soldiers and an officer. There are also artillery
    vehicles like the SP gun and "panzerwerfer" rocket launcher. These are also
    harmless but you can not destroy them. They are also accompanied by some infantry. 
						  | 
					 
					
						|   Artillery barrages and air attacks - Enemy and Friendly air
    attacks are preprogrammed in some levels. In D-Day enemy artillery randomly falls
    until you get to the wall, then US aircraft bomb the installation be careful. In 
						88's
    a barrage starts when you start walking out of the forest. Urban rush has extensive
    barrages and you must be careful or pay the price. Sometimes enemy aircraft are triggered
    to make a strafing pass at you, you can sometimes see them but you can't shoot one down.
    If you hear a diving engine sound, duck for a wall, foxhole, building, or anything. 
						  | 
					 
				  
			  
			
			  
			
				
					
						|   
						  Friendly soldiers Sometimes these
    advance with you and sometimes they even actually kill a nazi. These boys are very likely
    to get shot and usually do. In some missions you are assigned to defend an area with these
    guys. If you get in the path of these men there is a chance that one will try to shoot
    through you, not around you  to get at a German and you will get hurt. If possible
    stay out of their line of fire. Sometimes it seems as though one of the men is a Benedict
    Arnold because he keeps shooting me even when I get out of the way. If this happens, go
    ahead and shoot him.   | 
					 
					
						|   Commander The commander gives you valuable information at the
    beginning of most of the missions. If you did not fully hear the orders you can press
    spacebar to hear them again.   | 
					 
					
						|   Interactive soldiers In 
						D-Day and Saving Private
    McCurkee you have an interactive soldier. In D-Day you have a medic and Demo
    man you make them follow you by pressing spacebar. Pressing z+ space makes the Demo man
    place a mine or explosive. The medic will heal you when you walk up to him if you are
    injured. All private McCurkee does is follow you when you try to get him to safety. 
						  | 
					 
					
						|   Artillery and Air Support Sometimes you get US artillery and
    air attacks in some levels. In Defend you can call one attack by pressing space
    next to the radio in the friendly trench. The air attacks in D-Day and 
						Atlantic
    Wall hamper you more than help you. There is also an artillery barrage in 
						Under
    Fire and Urban Rush. If you attack too soon you will die in these missions. 
						Hell
    From Above has some artillery that hits a few enemy positions.   | 
					 
					
						|   Air Drops In some missions like 
						Defend and Mop Up
    you get an air drop of ammo and you see a DC-3 fly by. The ammo crates are picked up like
    all ammo and give you plenty of ammo fast. The "gooney-bird" is a most welcome
    sight in Defend and Mop Up.   | 
					 
					
						|   Wounded Soldiers In some missions there are some wounded men.
    Sometimes they don't say anything but other times they give you valuable information. 
						  | 
					 
					
						|   Dead Allies Being around the bodies of allied men decreases
    your morale.   | 
					 
				  
			
  
			
			
				- While playing enter the codes, use the pause key if needed. 
				
 
			 
			
				
					| Code | 
					Description | 
				 
				
					| ww2god | 
					God mode | 
				 
				
					| ww2ryan | 
					God mode | 
				 
				
					| ww2blood | 
					All items - all weapons and ammo | 
				 
				
					| ww2level## | 
					Level skip - skip to level (e.g. ww2level104, skip to episode 1 level 4) | 
				 
				
					| ww2rate | 
					FPS - displays frame rate | 
				 
				
					| ww2matt | 
					Mad cow mode | 
				 
				
					| ww2showmap | 
					Reveals full map | 
				 
				
					| ww2clip | 
					No clipping mode - walk through walls (can cause a crash if you walk out of the
    level) | 
				 
				
					| ww2debug | 
					Debug mode | 
				 
			 
			
			 
  
			
				 
				
				
				
				   
				
				   
				
				   
				
				   
				
				  
			 
				
					
						Project 
						Manager: 
						David Nottingham | 
					 
					
						Senior 
						Producer: 
						Dante Anderson | 
					 
					
						
						Co-Authors/Designers: 
						Tuoma Korva (aka Tuco)-con hacking, levels  
						Lado Crnologar (aka IceBreaker)-levels, con hacking | 
					 
					
						
						Graphics/Animation: 
						Hypnotix Inc. | 
					 
					
						Art Director: 
						Jason Shenkman | 
					 
					
						Producer: 
						Mike Taramykin | 
					 
					
						2D Textures: 
						Vivek Saigel, Peter Sfat, Anthony Pereira | 
					 
					
						3D Art: 
						Jason J, Timmons, Marc Tattersall | 
					 
					
						Subject 
						Matter Expert:  
						Dan Snyder | 
					 
					
						Product 
						Management: 
						Martin Currie | 
					 
					
						Music and 
						Sound: 
						Atom Ellis | 
					 
					
						C 
						Programming: 
						Matt Saettler  | 
					 
					
						Additional 
						Art and Design: 
						Zak Golub, Heiiki Korva | 
					 
					
						Photo 
						Credits: 
						The National Archives, Washington DC | 
					 
					
						Tech Support 
						Documentation: 
						Jeff Siegel | 
					 
					
						Director of 
						Product Development Services: 
						Mary Steer | 
					 
					
						QA Manager: 
						Steve Knopf | 
					 
					
						Test Lead: 
						Joe Shultz | 
					 
					
						Asst. Test Lead: 
						Tomasi Akimeta Jr. | 
					 
					
						Testers: 
						Joshua Fassbinder 
						Scott Donaldson 
						Yume Gregersen 
						Randy Jones 
						Jon Marquette 
						Keith Moran 
						Doug Price | 
					 
					
						Replication Support: 
						Patrick Struhs | 
					 
					
						Director of Creative Services: 
						Leslie Mills | 
					 
					
						Art/Trafficking Manager: 
						Liz Fierro | 
					 
					
						Creative Director: 
						Vic Merritt | 
					 
					
						Sr. Graphic Designer: 
						Michael Marrs | 
					 
					
						Graphic Artist: 
						Jill Pomper | 
					 
					
						Graphic Designer: 
						Lesley Zinn | 
					 
					
						Manual Editor: 
						Peter Witcher | 
					 
					
						Special Thanks to: 
						Rich Robinson, Ron Chaimowitz, Mary Gerardi 
						Holly Newmann, Tony Kee, Alan Behr, Mike Ryder, Rick 
						Raymo 
 Scott Miller, George Broussard, Sarah Anderson,  
						John Stevens, Dan Harnett, Todd Steckbeck,  
						Jason Armstrong, Michael Arntz | 
					 
				 
			 
  
				 
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