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-
- Welcome to Atoms, the Third.
-
- BACKGROUND:
- The original Atoms was (to the best of my knowledge) for the Atari ST,
- and supposedly it sucked. I never saw it, but given the quality of the
- other programs for that platform, I'd probably agree.
- The first atoms for the Amiga was written by John Grivin, with help from
- a few of his friends. It is also available on Aminet, and should be in the
- same directory this one was. I highly recommend it, but only if you have a
- European Amiga. Even if you have PAL mode on as the Workbench resolution,
- an NTSC machine will not only miss the bottom row of atoms completely, but
- it may lock up sometime during the game. Not sure why. Just stops respond-
- ing to mouse clicks and menu selections. *shrug*
-
- ANYWAY....
- Version two was prompted by the previous. All code is original. Most
- ideas are not. (: But that one worked with both NTSC and PAL machines. It
- did NOT, however, display any extra rows in PAL mode.
-
- Version three is easily five to ten times faster, and has varying levels
- of AI opponents. Plus, it has an interlaced mode, quadrupling the number
- of squares available. And if blocks are on, then it quadruples the number
- of those too, just to keep an even distribution. It SHOULD also display a
- couple extra rows on PAL machines. If it doesn't, let me know via the
- address at the end of this document. Additionally, that 'mouse-adjustment'
- thingy from version two is fixed. (Took me maybe five minutes. DUH!)
-
-
- LOADING:
- Quite simple. From Workbench, double-click on the Atoms icon. It should
- load automatically. If it doesn't, check to make sure you have certain
- libraries in your libs: dir, such as 'diskfont.library' and
- 'mathtrans.library'. Also, make sure the data file 'bank1.abk' is in the
- same directory, or you'll have to specify where it is every time the program
- is run.
-
-
- OPTIONS:
- There are several options, represented by icons along the left-hand side
- of the screen, once the game is loaded. You do not need to click on the
- the grid as you did in version two. The mouse automatically adjusts itself
- to the screen.
- The first icon on the top of the column is the 'GO' icon. This one
- starts the game. The next icon indicates how many players will be parti-
- cipating in the game itself. It goes up to five before returning to the
- bare minimum needed to play (2). The next icon down is the number of
- players who are run by the computer. These are taken from the number of
- players, so if the two numbers are equal, the game will demo itself. Be
- warned, however, that the demo will not abort and you will be forced to wait
- until they are done before you can do anything. The minimum number of
- computer players is zero, and the maximum is the number of players in the
- game.
- The next icon is the Intelligence icon. The smaller the computer screen,
- the simpler-minded the computer opponents are. Of course, this has no
- meaning if there are no computer players. All the computer players are of
- the same intelligence.
- The next icon is the Fast icon, symbolized by a picture of a man running.
- The default for this is 'on', but if turned off, the computer opponents move
- the mouse pointer slower, and the explosions occure slower (but still faster
- than either of the programs in version 2!)
- The next icon is the 'x2' icon. When selected, the grid becomes doubles
- in width and height, effectively quadrupling the playing field. The screen
- will be in hires interlaced mode instead of simple lowres.
- The next icon is the 'BLOCKS' icon. When selected (default position),
- there will be several grey blocks placed randomly on the board before the
- game starts. These blocks act as sections of the grid which have been cut
- out, and act similarly to the edges of the grid.
- The next icon down is the 'Atoms' icon. It selects whether or not to put
- 3 atoms of each color on the board randomly before each game. Note that in
- certain positions, some may explode (see 'PLAYING THE GAME' further down)
- and possibly 'take over' other atoms, resulting in a disproportionate amount
- for two or more of the players. This is part of the game. Life isn't fair.
- (: Also, in the interlaced mode, there are more than 3 placed due to the
- size of the grid.
- The next icon is the 'SOUND EFFECTS' icon. When this icon is up, all
- non-background sounds will cease.
- The icon below that one is the 'MUSIC' icon. Currently, there is no
- musical soundtrack, so this does nothing but look nice. (: (See Future
- Options)
- The final icon is the 'STOP' icon. Select it to exit the program.
-
-
- PLAYING THE GAME:
- Objective: To eliminate all of your opponent's atoms from the board.
-
- Each player places one atom on his or her turn. Each square on the grid
- has a visible number of adjacent squares (NOT counting those with BLOCKS in
- them). If a square has at least one atom for each adjacent square, it will
- explode, sending one atom into each adjoining location. All squares receiv-
- ing a new atom as a result of an explosion will take on that atom's color.
- You may only place atoms on either empty squares, or squares of your
- color.
- The mouse cursor will turn the color of the player whose turn it is. If
- the cursor is yellow, it means the game is calculating. If the cursor has
- a brownish outline, that color is a computer player. Computer players
- always start with the color grey and go up from there.
- To abort the game before all players are eliminated, click on the STOP
- icon. You will be returned to the beginning of the game. NOTE that you can
- NOT click on the stop icon unless it is a human player's turn. This means
- that you cannot abort a 'demo' game (all computer players) without pressing
- control-c (which exits the program).
- To place an atom, simply click with either mouse key on the square you
- have chosen.
-
-
- Version 2 vs. Version 3:
- Version 2 had 2 different versions of Atoms, version 3 has 1.
- Version 3 is much faster (even in 'slow' mode) than version 2.
- Version 3 automatically offsets the mouse properly.
- Version 3 has an interlaced feature which quadruples the number of grid
- squares in play.
- Version 3 SHOULD automatically add a row or two for PAL machines. Not
- having a PAL machine, I can't test this.
- Version 3 has AI opponents. They vary in skill from easy to hard.
- (Just a note: hard beats me a little less than half the time, provided
- there are 4 computer opponents and 1 human, me. I consider myself to be a
- REALLY good player, too.) I would have made the computer calculate every
- single move out to its outcome, and also plan ahead, but I'd have had to do
- it in assembly or it'd take a couple minutes per turn. If I get enough
- response, IE one or more people want it, (: I'll make it an option in the
- next version.
-
-
- FUTURE OPTIONS:
- I plan on adding (maybe):
-
- o - Background music, randomly selected each game from about 5 tunes.
- Okay, so I didn't get this done this version. I may never get it done.
- It seems that the sounds I use conflict with how AMOS does its 'music'
- command. (:
-
- o - Optional background graphics, scrolling by in multi-layers underneath
- the grid and icons. Didn't get this one done either. I decided to
- concentrate on game play improvements instead. (:
-
-
-
- OTHER SOFTWARE:
- Look for the following software from me in the near future:
-
- o - Spreadsheet. A PD spreadsheet comparible to Paradox and other similar
- commercial software. Includes links to other spreadsheets, cell
- commands and calculations, multiple reports for each spreadsheet,
- ARexx scripts, a clipboard, etc. The PD version will have up to 10
- on-screen spreadsheets at a time, with up to an additional 10 hidden
- linked-in spreadsheets. Should be available in early 1995.
-
- o - MassArc. A new form of archiver, capable of compressing anything
- (including gifs, sound samples, and EXECUTABLES!) down to one third or
- less of the original size. PD version will have no more than half of
- the equations, and won't have many of the options I'm putting in the
- registered version. Unknown as to how soon it'll be available.
- Probably by the beginning of '95.
-
- o - Other miscellaneous games similar to this one.
-
-
- CREDITS:
- I believe in giving credit where credit is due.
- It's due to John Grivin, without whom I would have never known of this
- game. Take some time to check out his version of this. It's worth it just
- for some of the comments in the docs he wrote. (:
- It's also due to the other miscellaneous people at Halibut Software who
- are mentioned in the docs as having credit.
- It's due to me for spending all this time writing yet another version,
- especially since I work about 50 hours per week and have other commitments
- of my minimal free time. (:
-
-
- COPYRIGHT:
- Well, I guess I have to do this part.
- All code herein is copyright by myself, Jesse McClusky, as of September
- 27, 1994. This includes Atoms executable file, its associated .info file,
- bank1.abk, and this document file. Premission is granted to FREELY
- distribute these files, provided the following conditions are met:
-
- 1 - No more than MINIMAL media costs ($5 US for floppies max, PD CD's
- okay up to $25 per CD)
-
- 2 - Not a single bit is changed in any of these files
-
- NO assurances or warranties of any kind are either made or implied as to the
- suitability of this software for your system. Any form of damage done, both
- due to regular use and also abuse of this program is in no way my fault.
- I have not intentionally written any part of the code contained herein with
- malice or intent to do harm, but there may be some strange equipment/OS
- combination which causes it to do so. (Just covering my bases here)
-
- Oh, and using this program implies agreement and compliance with the afore-
- mentioned rules.
-
-
-
- HOW TO REACH ME:
-
- Here's my mail address:
-
- Internet - thought@eskimo.com
-
-
- Mail me if:
- You want to include this program in a commercial venture
- You wish to hire me as a programmer
- You have a bug, comment, or suggestion
- You are a fan (:
- You have an idea you'd like to see in a future game or other type of
- program
- You're really bored
- Your leg is being eaten by a herd of elephants
- Space aliens have landed in your backyard
- The world is coming to an end
- _____________ (Your reason here)
-
- (:
-
-
- Registration fees are appreciated, and should be whatever you feel the game
- is worth. If you wish to send me money or wish to register this game and
- thus support my efforts to upgrade it and put forth more awesome PD
- software, send mail to:
-
- ACI PD Registration and Public Relations
- 13035 110th Avenue N.E.
- Kirkland, WA 98034
- (USA, of course)
-
- Make checks payable to Jesse McClusky.
-
- Thanks you, and good night.
-
- ZZZZZzzzzzzzzz........
-
-