home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
500 Game Surplus
/
XSurplus.iso
/
234
/
MANUAL.DOC
< prev
next >
Wrap
Text File
|
1990-11-16
|
19KB
|
371 lines
Tank Wars
Release 1.2
Copyright (C) 1990 by Kenny Morse
-----------------------------------------------
If you have not done so, read the information in BOMB.TXT.
Some information in BOMB.TXT may not be repeated in this
file.
QUICK START: The problem with most program instructions is that
you can't truly envision what they're talking about until
you've played the game. I occasionally have to play the
game once or twice before I can understand the
documentation. So now I suggest that you play this game
once or twice before reading the rest of this document.
Simply type BOMB to load the game. After the title screen
you are brought to the main menu. Press cursor-down until
the asterisk is beside "Games per Set", press cursor left to
decrement it to 1. Then go down and press return on "Start
Set". Then press "K" for keyboard and type your name.
Press "C" for computer and then "S" to play against the
easiest opponent. During the game press cursor right/left to
raise/lower the cannon. Press cursor up/down to
increase/decrease power. Press space to fire. The object
is to kill the computerized opponent.
MAIN MENU: Now that you have some idea of the basics, lets get
into more detail. The main menu has numerous options that
determine the play of the game. You can use the mouse or
keyboard to change the options. Pressing up or down moves
the asterisk from option to option. Pressing cursor right
or left changes the setting for that option. With the mouse
just click with the right or left mouse button on the option
you wish to change.
Sound Effects: (Default Yes) Turns sound on or off. Sound
adds to the overall effect of the game, but there may
be a time when you don't want it.
Fly Sound Effects: (Default No) In the very first version
of this program, each weapon would make a screeching
sound while flying through the air. After playing two
or three times however this gets extremely annoying,
thus the creation of this switch.
Crumbling Hills: (Default 10%) The major flaw in most games
like this is that you can blow the ground out from
under somebody and he'll hover there like Road-Runner
in a cartoon. This variable can be set between 0% and
100%. It controls how often loose ground will fall.
At 100% all loose ground will crumble after every shot.
At 0%, the ground never falls, as in cartoons.
Rebounding Walls: (Default No) This allows you to change
the effect the border around the screen has on the
current shot. When set to No, the shot will fly off
and on the screen as gravity dictates. When set to
Yes, the ball will reflect off of all four walls. This
allows for some very interesting trick shots. Halfway
between the two is RND. On this setting whether or not
the walls rebound is purely random, and redetermined
before each round. You can tell whether Rebound is on
at any given time by the presence of a purple R on the
left side of the screen.
Invisible Shot: (Default No) When turned on, your shot is
invisible while in the air. This can speed up the
game, but not by much. Its main purpose is confusion
and it works quite well, especially with rebounding
walls because you never know just how many times it
bounced before it landed.
Shot Trace: (Default No) When on, your shot will leave a
trail while flying through the air. It can make it
easier to determine what adjustments are needed to hit
your enemy. It also helps you determine whether you
are in danger of being hit by your enemy.
Games Per Set: (Default 10) This determine how many rounds
will be played before the game ends. In a short game
your main objective is just to destroy as fast as
possible. In a long game you want to rack up points so
that you can buy weapons that help you destroy.
Tanks Fall Down: (Default Yes) This determines whether tanks
fall when the ground is blown out from under them.
When set to No, tanks just hover there. When set to
Yes, they fall and sustain damage.
Number of Players: (Default 2) Here you select how many
tanks will play. This includes computer intelligences.
From two to ten tanks can participate, but remember,
the more tanks present, the closer they are together,
and the better the chances that you'll get blown away
before getting a shot off.
Explosions Kill: (Default Yes) This determines whether or
not those little bits of tank that fly through the air
when someone dies can directly hurt you. Regardless of
this setting they can blow the ground out from under
you and send you careening down a cliff wall.
Start Set: () This starts the game, and brings you to the
player selection screen.
PLAYER SELECTION: Here is where you select who plays. For each
player playing you will be asked what will be controlling
him. Press 'K' for Keyboard, 'M' for Mouse or 'C' for
computer. If you selected 'M' or 'K' you will then be asked
to enter your name. If you selected 'C' you will then be
asked which of the 5 computers available you wish to play
against. Press the letter corresponding to the name of the
computer you wish to play. They are described in detail
later.
S: Mr. Stupid (No Threat)
L: Lobber (A threat if rebound is off)
R: Rifleman (A threat if below you)
W: Windless Wit (A threat if there is little
wind)
B: Lob & Shoot (Almost always a threat)
T: Twanger (Very dangerous if reflect is
on, otherwise a moderate
threat)
PLAYING THE GAME: Now the game begins. First the terrain is
drawn. Then each of your tanks will fall from the sky and
land somewhere on the ground. The tanks are placed in
random order, so that no person gets the same position every
game. A random player is then selected to go first. Each
player takes his turn in order from left to right, until
only one player, the winner, remains. Then the status
screen is displayed, showing who is currently winning, the
rankings, and other important information. After that,
those who have enough points stored up will be given the
option of buying extra weapons to supplement their arsenal.
CONTROLS: At the top of the screen is information critical in
planning your attack. Next to POWER, ANGLE, and DIRECTION
are the current values of how hard you will shoot, at what
elevation, and in what direction. Next to MEN is the number
of men you currently have in your tank. Your power is
limited to 100*MEN. Wind shows the current direction and
strength of the wind. A number between 0 and 100 is
typical, occasionally however there will be gusts up to 800
mph, which can have a enormous impact on your shot. Between
this panel and the playing field is your equipment list. It
consists of 20 boxes. If a box is black, fuzzy, and hard to
see, you don't have that item. If a box is white you have
that item but it is not loaded. If a box is red it is
loaded and armed. Mouse and Keyboard commands are listed
below.
Raising/Lowering Elevation: Pressing cursor left or right
tilts the gun left or right respectively. Clicking the
left/right mouse buttons on the yellow number next to
ANGLE has the same effect. The gun has a full 180
degree range, and if lowered below 0 will wrap around
and begin climbing the other side. Remember to look at
your cannon direction itself, just the ANGLE number can
be deceptive.
Raising/Lowering Power: Pressing cursor up or down raises
or lowers the power respectively, by increments of 1.
Pressing PgUp and PgDn change power by increments of
100. Clicking the right or left mouse buttons on the
number next to POWER has the same effect as cursor up
or down. Clicking on POWER has the same effect as PgUp
and PgDn.
Changing Direction: If you simply wish to reverse direction
without changing ANGLE you can simply press 'I', or
click on the yellow arrow next to DIRECTION with the
mouse.
Firing: Pressing SPACE or RETURN will fire the gun. It can
be fired with the mouse by pressing both buttons at the
same time.
Status Information: To obtain information on any player
press the number key corresponding to their number.
Press '1' for player 1, '0' for player 10, etc.. With
the mouse simply click the left button on whomever you
wish to obtain information about. Press any key or
button to put away the information screen.
Changing Weapon: To change the active weapon, press TAB or
SHIFT-TAB. These keys will cycle through all the
weapons you currently have. Clicking right and left
mouse buttons on the strip of weapons above the playing
field has the same effect. What each weapon does is
listed later.
Guidance Systems: Later in the game you may acquire
guidance systems. To toggle a system on or off simply
press 'H' or 'V', or click on the white 'H' or 'V',
depending on which system you bought. When it asks you
what target to aim for press cursor right/left to
rotate through the possible targets, or simply click on
the target with the mouse.
BUYING EQUIPMENT: After each round you may be brought to the
equipment screen. Here you are presented with a list of
what items you can buy with your current money supply (Money
is directly related to score). To purchase a item simply
click on it with the mouse, or press cursor up/down to
select it and press Return to buy it.
COMPUTERS: There are currently 6 computers to challenge you. I
hope to add more, and if you have any ideas for other
algorithms please send them to me.
Mr. Stupid: A complete idiot. He just picks a random power
and angle, and shoots. There's no guarantee that he'll
even shoot in the right direction. A good opponent for
your first game.
Lobber: This computer uses fairly decent logic. He shoots
2 random powered shots at 75 degrees. The closest
person to his second shot is then dubbed his target.
He calculates how much his power needs to be altered to
hit his target. His third shot usually misses, but his
fourth is usually pretty accurate. Strong wind (150+)
can throw his shots off, lessening him as a threat.
Rebound completely confuses him. He just can't
comprehend why his shots aren't following nice
parabolic paths.
Rifleman: This computer uses one of the simplest, and
possibly most effective strategies. If he's below you
he simply points his turret at you, sets it at full
power and fires. Sometime he fires so hard that the
bomb doesn't detonate correctly, but more often than
not, he'll kill you. If there are no targets above
him, he'll just shoot randomly.
Windless Wit: This computer uses physics to hit his target.
However, he has not yet figured out how to compensate
for wind. In low wind (0-20), you could be in trouble.
The higher the wind, the longer you'll live.
Lob & Shoot: If there is no rebound, he fights as lobber.
If there is rebound he fight as rifleman. This can be
very effective when rebound is set to RND.
Twanger: If rebound is not on, will fight just like
Rifleman. However, if reflect is on he will attempt to
bounce his shot off the ceiling and nail you. This is
surprisingly effective (Better than I expected).
WEAPONS: There are currently 18 weapons, and 2 guidance systems
available for purchase. Many of them are similar, and will
only be described in general. Remember that no weapons are
perfect. They sometimes fail to detonate correctly, and
bore a hole through an opponents tank and fly through
without detonating. This happens rarely, but occasionally.
Lead Ball: Useless, completely useless. It does no damage.
It just flies. The only time it's ever useful is when
you want to test if you can get a decent weapon far
enough away from you so that you won't be caught in the
blast. You start with 9999 of them.
Hand Grenade: This is a wimpy little bomb. It has a very
small blast range. It can only kill a tank if it hits
it directly. You start with 9999 of them.
Standard Incinerator: These are your normal weapons. They
have a reasonable blast radius, and can kill fairly
easily. You start with 5 for every round you will
play.
Mark II Incinerator: Twice the size of Standard
Incinerators.
Nukes: 20K and 5M Nukes explode the same as Incinerators,
but with MUCH bigger blast radii. 5 Meg's have been
known to take out up to 7 tanks in one explosion.
Chain Reaction Inducers (CRI's): These start a chain
reaction in the ground. Depending on the strength of
the CRI it can do little damage, or can destroy almost
all the ground on the screen. CRI's are identified
with a number followed by a 'D' or 'ND'. The number
determines how radioactive the reaction is. 'D's are
much more 'fluent' than 'ND's. It's quite hard to
explain, but you should be able to figure it out after
using a few.
Sonic Blaster: These are only helpful in games when Crumble
is set to a low percentage. When these hit the ground
they emit a high pitched sonic whine, causing all loose
ground to collapse. These are especially helpful after
a CRI has been released and there are tanks hanging in
mid air on only a few pixels of ground. This will take
those precious pixels out from under them and send them
careening to their death.
Balls 'o' Dirt: These are fairly self explanatory. When
they explode, instead of a big ball of fire, a big ball
of dirt is created. I'll leave it up to you to
determine what you'll want to use this for.
Explosive Dirt: When this hits, it spews dirt up into the
air. It may just stay there, or it may fall back down
depending on what you set crumble to.
Guidance Systems: I'll leave it up to you to figure out how
to use these. They're very powerful, effective, and
easy to misuse.
COMMAND LINE PARAMETERS: You can override all of the defaults on
the command line. The format is:
BOMB command1 command2 command3 ....etc.
The commands are as follows:
SOUND EFFECTS - S+ (ON) S- (OFF).
FLY SOUND - F+ (ON) F- (OFF).
CRUMBLE - C+ (100%) C- (0%) Cnnn (nnn%).
REFLECT - R+ (ON) R- (OFF) RR (RND).
INVISIBILITY - I+ (ON) I- (OFF).
SHOT TRAIL - T+ (ON) T- (OFF).
GAMES PER SET - Gnn (nn games).
TANKS FALL - D+ (ON) D- (OFF).
EXPLOSIONS KILL - K+ (ON) K- (OFF).
SHOW MEMORY USAGE - MEM.
SKIP TITLE SCREEN - SKIP.
For example, to play a 30 game set, with crumble set at 75%,
random rebound, and shot trails you would enter the
following.
BOMB G30 C75 RR S+
There is no required order. If contradictory commands are
issued, all but the last one will be ignored.
INTENDED ADDITIONS: I've been building this program for the last
6 months, and I finally got around to releasing it. It is
by no means complete. I intend to add more weapons,
shields, and parachutes. I also intend to develop more
computer intelligences. I also want to change my menu,
status, player select, and purchasing screens to full
graphics. I want to add some sort of a backdrop, maybe a
starry landscape, or something like that. Also, I hope to
find even more ways to speed up the program without
sacrificing any graphical effects.
REGISTRATION: This program is distributed as Shareware. You are
free to try the game and make copies for others. If you
continue to use the game, however, you are required to pay
the author a registration fee of $10. In return you will be
notified of all major releases, and will be using the
program legally. Send Registrations to:
KENNY MORSE
11800 SILENT VALLEY LANE
GAITHERSBURG, MD 20878
Please include your registration fee of $10, and if you have
one, a Compuserve or Prodigy ID at which I can contact you.
I will currently answer questions from all users via CIS or
Prodigy. I can be reached at TGTM35B on Prodigy, or
76427,3305 on Compuserve. I will answer mailed questions to
the above address only if the asker is a registered user,
and includes a method of reply, such as a self addressed
stamped envelope, or Prodigy or Compuserve ID.