Manual Please read before parking
Arranged like an old software manual: what it does first, what it cannot do second. Chapter 7 lists every limitation of this version, and it matters exactly as much as the six chapters before it.
0. Requirements
- System
- Any browser that renders CSS. No plug-in, no install, no account.
- Scripting
- None. There is no JavaScript here, not even one
scripttag. - Network
- Only enough to load this page. No server calls, no saves, no accounts.
- Display
- Best at 1024×768 or wider; still readable down to 320 pixels.
1. Choosing a car
In the "Step 1 — choose a car" area on the car park page there are three cars available. Click a card, or Tab to the group and use the arrow keys. The chosen card takes a heavier border and shows a "✔ Selected" chip.
There are only three on the front page because the number of state combinations in pure CSS grows quickly with the number of options. All six original vehicles are catalogued in the garage, with levels, prices and per-minute income.
Changed your mind? The last option in each group is "↺ start over". That is the only cancel button in this game.
2. Finding a free space
Zone B4 has three spaces open, each in a different state:
| Bay | Name | State | Result |
|---|---|---|---|
| Bay A | Sunny spot | Free | Parked, with an earnings receipt |
| Bay B | Friend already here | Taken by a three-wheeler | Space lost, whichever car you brought |
| Bay C | Beside the fire lane | Free, but patrolled | Ticket event, simulated penalty |
Each state is marked in words as well as in graphics, so it never depends on colour, and it still reads with the stylesheet turned off.
3. Collecting simulated earnings
Park in Bay A and the "Parking result" area below produces a simulated earnings receipt naming the car, the per-minute rate, the duration and the total. Under it is a "Collect earnings" button, which expands a line of confirmation text.
Note the wording: simulated. Rate multiplied by duration is written into the page by hand, and the clock was never running. Collecting changes nothing, because the balance is a fixed number too.
This is not laziness, it is the position of the piece: rather than animate a number upwards to imply it is growing, say plainly in the interface that it is not.
4. Expensive cars earn more
The higher the level, the longer the body, the louder the colours and the higher the rate. That is deliberate in the visuals: judging whether a car was worth anything came down to how conspicuous it was on someone else's page.
- Penguin Runabout — 12 coins/min. Plain, and has never once broken down.
- Neon Hatchback — 28 coins/min. A strip of light around the sills. Unremarkable by day, unmissable at night.
- Blue Diamond Coupé — 96 coins/min. Park it anywhere and that bay is the top row of the leaderboard.
The other three in the garage (the convertible, the van and the concept car) don't appear in the car park and exist only in the index, for the same reason: keeping the number of state combinations down.
5. The ticket event
Bay C is next to a fire lane. Parking there triggers a warden's ticket: the page issues a violation notice and deducts a simulated 200 coins.
It is the only negative outcome here, and the only one where you set out to earn and came away down. What tended to stick in the memory from games like this was rarely the income; it was the small misfortune. Nothing is actually deducted.
6. The friends leaderboard
The front page carries this week's friends' income leaderboard, and the guestbook has a fuller version with each friend's message. It is static content and does not respond to how often you park.
Keeping the leaderboard was deliberate. In that period it was more or less the reason games like this existed. Remove it and the parking has no point.
7. What this version cannot do (please read)
- Coins do not accumulate. Every balance and total is a fixed display value.
- Time does not pass. There is no timer; "5 minutes" is copy, not a calculation.
-
A refresh resets everything. The state lives in the checked state
of form controls, so reloading returns it all to the start. No
localStorage, because that would need a script. - There are no real friends. The leaderboard and messages are original fiction.
- You cannot actually take someone's space. Bay B always fails; that is written-in plot, not a decision the page makes.
- Nothing can be submitted. The guestbook's compose box is disabled and says so directly beside itself.
- State does not cross pages. Park on the front page, walk to another page, and it is gone — with no script and no server, pages share nothing.
Writing the limitations into the manual is part of the piece. If a memorial pretends to be a complete game, what it commemorates is not the memory but an illusion.
8. Beginner's quests
A checklist you can tick. The ticks only hold on this page and clear on refresh — like the rest of the site, it has no save.
Six quests, no reward, nothing recorded. Finish them and you count as a regular.