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-
- ----- Motor Duel -----
-
- Programming by David Jameson
- Music by Mark Gowdy
-
- Version 1.1
-
- Copyright (c) 1992-1995 David Jameson
- All Rights Reserved
-
-
-
- This game may be freely distributed provided that no changes are made
- to the game or the documentation.
-
-
- Contents:
-
- 1 - Introduction
- 2 - Loading
- 3 - Starting The Game
- 4 - Driving The Car
- 5 - Weapons
- 6 - Null Modem Connection
- 7 - Modem Connection
- 8 - Hints and Tips
- 9 - Credits
- 10 - History
-
- Appendix I - Creating a Null Modem Cable
-
-
-
- 1. Introduction:
-
- Motor Duel is a 3d driving game for either one or two players, in which
- the object is to completely destroy the opponent's car. Simple but fun!
- Weapons available are a machine gun (with limited ammo), radar guided
- missiles, and, in the two player game, a set of ram-plates (handy for
- ramming into the other person's car at 100mph!) The two player game can
- be played by using a null-modem cable.
-
-
- 2. Loading:
-
- Simply type "Motor_Duel_PAL" or "Motor_Duel_NTSC" from a shell, or double
- click on the icon from workbench (the PAL version for European/Australian
- machines and the NTSC for the rest of the world). The game can be
- installed on a hard drive by simply dragging the Motor_Duel drawer.
-
- If you're running on an AGA machine, ensure that mode promotion is
- switched off (in prefs/IControl).
-
-
- 3. Starting The Game:
-
- After loading you will be prompted for your name. After typing in your
- name you will be presented with the main menu. From here you can change
- the current track number (1 is the easiest for the one player game
- and 4 is the hardest), change the two player options, or start a one or
- two player game.
-
- If you choose to start a one player game you will play against a computer
- controlled car. The computer car cannot fire at you (handy, eh?), but
- there is a time limit of 3 minutes for you to destroy it, otherwise it
- will automatically win the game.
-
- In a two player game you play against another person on a different
- machine by using a null-modem serial link. There is no time limit on
- the two player game -- the winner is simply the player who destroys
- the other car first. One option available in the two player game but
- not in the one player game is ram-plates. These can be switched on
- from the "two player options" menu, and they have the effect of damaging
- your opponent's car when you collide.
-
-
- 4. Driving The Car:
-
- The game is played using the joystick -- left and right turn left and
- right, forward and back accelerate and decelerate the car and *FIRE* fires
- your gun. The only other controls are SPACE to fire a missile and
- ESCAPE to quit from a game.
-
- The dashboard at the bottom of the screen displays the following
- information :
-
- * At the left hand side is your speed in mph (with a minus sign if you are
- going backwards).
-
- * In the middle are two gauges showing how much ammo your gun has left and
- how many missiles you have.
-
- * Your armour and your opponent's armour are displayed at the right hand
- side -- yours in red and his in blue.
-
- The car is also equipped with a radar which tracks the enemy car and
- shows its position on the screen. If your opponent is in front of you then
- a green targetting box will be displayed showing where he is, otherwise an
- arrow will be displayed telling you to either go left or right. When one
- of your missiles is locked on to the enemy car, a diamond will light up
- inside the green targetting box.
-
- The maximum speed is 100mph either backwards(!) or forwards. When you
- steer, the wheels turn gradually in the direction you want to turn i.e. to
- do a hard turn you need to keep pushing the joystick in one direction.
- The wheels will gradually straighten when you stop pushing the joystick
- sideways, so a slow turn rate can be achieved by alternately pushing the
- joystick sideways and then letting go again. Also, when you push the
- joystick in the opposite direction to the direction you were steering, the
- wheels will immediately straighten, allowing very fast changes in
- direction.
-
- If you try to steer too hard the car will begin to skid. The amount of
- skid depends on the speed you are going at and also how hard you are
- turning, and generally tends to increase if you keep steering in the same
- direction. A small amount of skid is nothing to worry about but if you
- keep skidding your speed is likely to decrease fast.
-
- Crashing into buildings or walls doesn't do your car any damage, but
- will decrease your speed. The outcome of a collision with another car
- depends on whether you are playing a one or two player game. In a one
- player game you cannot crash into the computer car but during a two player
- game the outcome is the same as crashing into a wall (unless ram-plates
- are on, in which case the other player will also lose armour).
-
-
- 5. Weapons:
-
- Your car has two weapons: a very big, powerful gun and also 3 radar
- guided missiles. To fire the gun simply hit the fire button whenever you
- have your opponent in your gunsights. You have a limited amount of ammo,
- but there should be enough to keep most people happy.
-
- Missiles do a lot more damage than guns, but you only have 3 of them
- so they need to be used wisely. The missiles automatically lock on to the
- enemy car and try to follow it around the course at a speed of 200mph, but
- they do have a limited turning circle, which means that they will sometimes
- just crash into a wall or building. There is a proximity fuze built into
- the missiles so that they automatically explode when they are within 10
- metres of the enemy car. Each missile has enough fuel to fly for 30
- seconds which, although it might sound a bit low, is more than enough to
- enable it to fly right around the arena several times, and it is very rare
- for a missile to last more than about 10 seconds after being fired.
-
- An important thing to consider when using missiles is that they take
- time to "warm up"; for the first 1.5 seconds of flight, the missile
- will just fly straight ahead in the direction it was fired and will not
- explode even if it goes right past your opponent's car. This means that
- there is an effective minimum distance for missiles. The diamond shaped
- "lock on" indicator will only be displayed if you are outside this
- minimum range (and, obviously, only if you have some missiles left to
- fire!). However this indicator is only a guide - a missile can still be
- launched when there is no lock and could still hit the enemy car if the
- car is travelling away from you. Similarly, if the enemy car is coming
- straight towards you then you will need to be slightly further away
- than the minimum distance. In general, the further away you are from your
- enemy, the better chance you have of hitting him, but it also gives him a
- chance to try to outmanoeuvre your missile.
-
- Your car has armour on four sides - front, back, left and right. Each
- side has 48 points, one point being taken off by each hit by a gun, 10
- points for a missile hit and 15 points if you are hit by the other player
- when he has ram-plates. Except for the missiles, which take armour off all
- four sides of the car, armour is only taken off the side of the car which
- is hit.
-
-
- 6. Null Modem Connection:
-
- Connect both Amigas using a null modem cable. For details of how to
- make a cable, see Appendix I.
-
- NOTE: make sure both machines are swithced off before connecting the
- cable between the machines!
-
- Ensure that both machines are set to the same bitrate (in the two
- player options menu). 300000bps is recommended.
-
- After physically connecting the machines, choose "Make connection" from
- the two player options menu on both machines. If all goes well, the
- message "connection established" should appear on both screens. If not,
- press ESCAPE and check the cable.
-
- Once the two computers have been successfully connected, the computer
- which selected "make connection" first will be in control; any mouse
- movements or menu selections made on that machine will also be carried out
- on the other machine. Any options such as track number or ram-plates
- will be automatically synchronized on both computers to the settings on
- the controlling computer.
-
- Selecting "break connection" from the "two player options" menu will
- break the connection between the two machines, reverting to normal control
- on both machines.
-
- To actually start a two player game, select "return to main menu" and
- then "two player game". It is possible to start a two player game simply
- by choosing this option without first having selected "make connection" --
- the two machines will then automatically connect before the game can start.
- However, it is better to make the connection before this point so that
- both players can see exactly what options are being used in the game.
-
- Pressing ESCAPE during a two player game will quit the game for both
- players meaning that nobody wins.
-
- NOTE: If for some reason both machines hang up, it is sometimes possible to
- regain control by keeping your finger on the ESCAPE key while selecting
- "break connection" from the menu, or (during a game) by simply pressing
- ESCAPE a few times.
-
-
- 7. Modem Connection:
-
- It is not possible to play the game using a modem. When using a modem
- (even at 9600bps), the game proved to be so slow as to be unplayable,
- so the modem option was removed.
-
-
- 8. Hints and Tips:
-
- 1 - In the one player game, try to learn the course driven by each
- computer car.
- 2 - If the enemy car is travelling fast, it is better to cut him off
- rather than trying to follow at a distance -- your gun is much less
- likely to hit a target which is far away.
- 3 - Learn to predict the effect skid has on your car so that you can turn
- very sharply at corners.
- 4 - Hitting walls slows you down. This can sometimes be an advantage and
- sometimes a disadvantage. Head on collisions cost more speed than
- glancing collisions.
- 5 - Use missiles wisely as you only have three of them.
-
-
- 9. Credits:
-
- Design and coding: David Jameson
- Music and additional design: Mark Gowdy
-
- Email: ae553@yfn.ysu.edu
- or dave@freeside.thegap.com (use if the above address doesn't work)
- or d.jameson.kainos@oasis.icl.co.uk (last resort!)
-
- Snail mail:
-
- David Jameson,
- 14 Glenview Avenue,
- Belfast,
- BT5 7LZ,
- Northern Ireland.
-
-
- 10. History:
-
- July 1991: Battle Cars released as Freeware.
-
- May 1992: New tracks & missiles added & gameplay improved. Released as
- Licenceware in the UK. Name changed to "Motor Duel".
-
- June 1995: Motor Duel re-released as Freeware. Objects tidied up &
- NTSC option added.
-
- What about Battle Cars 2?
-
- Battle Cars 2 was a pre-release version of Motor Duel which was not
- meant for distribution (even though it somehow ended up in some PD
- libraries).
-
-
- Appendix I. Making a Null Modem Cable:
-
-
- If you can use a soldering iron it is possible to make up your own null
- modem cable using two female 25-way D-connectors and some wire:
-
- 7 ____________________________________________________ 7
-
- 2 _______________________ ___________________________ 2
- \/
- 3 _______________________/\___________________________ 3
-
- Connect pin 7 to pin 7, pin 2 to pin 3 and pin 3 to pin 2. Double check
- the connections before plugging it in as you could seriously damage your
- amiga by connecting a 12V signal directly to ground.
- N.B. for an A2000 or A3000, male connectors may be necessary - check your
- manual to make sure.
-
- I take no responsibility for any blown up Amigas as a result of (not
- properly) following these instructions!
-
-