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1989-09-15
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VGABomb.Exe
Version 4.2
(c) Sept., 1989
by
Rad Delaroderie
PO Box 1991
Columbus, Ga.
31902
written in
Turbo Basic
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Program Requirements:
*********************
128K RAM
VGA Graphics
DOS 2.0 or later
IBM or compatible
NOTE: An EGA Graphics version, called EGABomb, is also available.
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Idiosyncrasy:
*************
My programming philosophy is that a program shows its first sign of
failure the moment you have to pick up a user's manual to see what to
do next. With this in mind, let me make a few points, and then you
should never have to read this file again. If you do, leave me a
scathing message.
I can be contacted at the PO Box listed above, or at
Columbus Connection BBS
1-404-687-7309
Rad Delaroderie
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Packing List:
*************
This package, whether ZIPped or ARCed, should contain the following files:
VGABomb.Exe (The executable program file)
VGABomb.Doc (This documentation file that you're reading now)
RadCat.Txt (A catalog of other available RAD Software programs)
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Program Description:
********************
VGABomb.Exe is a graphics game in which two players (or one with a
split personality, like me!) fire artillery shells at each other under
a moonlit star-filled night sky in high resolution VGA color. This
VGA version displays colors that I'll bet you've never seen before in
any game program!
Each scene's layout is determined by many different random factors,
including left & right elevations, mountain shape and size, wind
factor, specific artillery piece positioning, and other factors that
guarantee a unique and unpredictable situation no matter how many
times you play.
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Using the program:
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The game is started by typing "VGABomb" and pressing ENTER. You are
presented with a title screen with copyright and author information
and an explanation of the game. At the bottom right of this screen,
you are asked to enter a number from 1 to 9 to set the speed of the
game action to your particular computer.
After a few games, you will find a comfortable speed setting for your
computer, and you can conveniently start the program by typing
"VGABomb x" where x is the speed setting you like to use. The game
will then set the speed for you automatically.
NOTE: Rather than having to remember that speed setting and entering
it each time you play, you can start the game by creating a batch file
with an ascii text editor that would start the game with the number
already preset.
For example, you could create a batch file called "PlayBomb.Bat" that
contained the following two commands:
Echo off (if you have DOS 3.3, type "@Echo off" instead)
VGABomb x (Substitute a number from 1 to 9 for "x".
Make sure there is a space between
"VGABomb" and the number you enter)
Put this batch file in the same sub-directory as VGABomb. From then
on, simply type "PlayBomb", and the batch file will execute VGABomb
with the speed already set for you.
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Playing the game:
*****************
Two players, each with an artillery position, fire shells at each
other. Each position starts out with 100 men, but every time you fire
your gun 10 of your men desert because they can't stand the noise.
The same thing happens to your enemy when his gun is fired. There are
two implication of this: First, you only have 10 shots before your
position is deserted; second, the longer you take to destroy your
enemy's position, the less credit you get, because there's less men to
kill (due to the similar desertion factor on the other side). So it
behooves you to get a bull's-eye as soon as possible.
Each time one destroys another's position, a game summary is displayed
and you're asked if you want to play again. At the end of 10 games,
the game is automatically ended with a Final Game Summary and the
overall rating of each position, indicating who won. Final ratings
are determined by a formula that weighs 1) The number of games won
and 2) The total casualties of each position. Usually, whoever won
the most individual games will come out on top in the final ratings,
but not always!
The game action and keyboard use is fairly self-explanatory. The
arrow keys (to select and adjust angle and speed), and the enter key
or space bar (to shoot) are all that's needed to play the game itself.
In addition, F1 lets you reset a scene if the program gives you a
really difficult one (happens every great once in a while), and Esc
lets you quit anytime. If you've completed at least one game when you
Esc, the game will display the Final Statistics summary with whatever
info is available at that point.
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Request:
********
I love compliments. I welcome critiques. I'm open to suggestions.
I'll listen to advice. I'll consider criticisms. I'll ignore
sarcasm. I'll seethe over insults. No matter what, I encourage
feedback one way or the other. The bottom line is that someone else's
point of view always gives me a wider perspective on my work. So if
you have something to say, make the effort and get in touch with me.
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Expectations:
*************
If you find yourself enjoying the limited version of this program
regularly, and you are any kind of gentleman or lady, please send a
miserly $5 for a full-featured version of a program that is
commercially worth a lot more than that. Make sure you specify the
program name and version number! Also, specify the type floppy disk
you need. (Use the order form at the bottom of the accompanying
RadCat.Txt file)
Finally, if this is the limited version, you are encouraged to freely
distribute copies of this program for others to review. However,
please make sure to include this VGABomb.Doc file and the RadCat.Txt
file along with the VGABomb.Exe file.
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History:
********
VGABomb.Exe
Version 1.0
Oct., 87
Original version
VGABomb.Exe
Version 2.0
September, '88
* A little smaller, much faster, and a few little bugs squashed.
VGABomb.Exe
Version 3.0
May, '89
* Extensive code optimization.
* A little faster, and a few more little bugs squashed.
* More realistic trajectory.
VGABomb.Exe
Version 4.0-
August, '89
* Some code optimization.
* Now allows you to enter a speed setting as a command line
parameter when executing the program at the DOS prompt.
* Slightly larger playing screen.
* Minor changes in key choices.
VGABomb.Exe
Version 4.1-
August, '89
* Some more code optimization.
* Minor screen display changes.
* Use of colors exclusive to VGA graphics
VGABomb.Exe
Version 4.2
Sept., '89
* Further code optimization
* Limited version released
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End of VGABomb.Doc File