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-
- SPACEWAR
- version .91
-
- Copyright 1989, Jeff Petkau
-
- Program by Jeff Petkau
- Graphics by Brian Fehdrau
-
-
- PLEASE NOTE: This is a preliminary version of the SPACEWAR game, and is
- now undergoing tests and revisions to the remote game option.
- Please do not include this in any disk collections until the
- official release version (1.0) is complete. This version does
- work well, has proved to be very bug free, is a lot of
- fun to play, and is presented here for your enjoyment.
-
-
- This .zoo should contain the following files:
-
- damage.8svx 15648 bytes
- engine.8svx 18134 bytes
- entdeath.8svx 16500 bytes
- entfire.8svx 3176 bytes
- klindeath.8svx 4904 bytes
- klinfire.8svx 1408 bytes
- SpaceWar 68504 bytes
- SpaceWar.info 274 bytes
- readme 8092 bytes
-
-
-
-
- The Game
-
-
- To start SpaceWar from the CLI, change your current directory to wherever
- the sound files are (if you want sound) and start the program. The default
- stack should be big enough. To start from the Workbench, click on the
- icon. The sound files must be in the same directory as the program and
- icon (if you want sound).
-
- SpaceWar is a two player game. One player controls the Enterprize, the
- other the Klingon ship. (Why the little triangle is always called the
- Klingon, I do not know.) The object is to shoot the other player (no
- kidding). One point is scored when you kill the other player. The game
- ends when one player reaches fifty points and the other one doesn't.
-
- Each player can have a maximum of ten shots out at once. The fragments
- from an explosion count as shots.
-
-
-
-
- Menu Options
-
-
- Game
-
- pause [TAB]
- Pause.
-
- new
- Start a new game.
-
- about...
- Display vital information.
-
- quit
- Quit the program.
-
- Options
-
- rapid fire
- When selected, hold down trigger for rapid fire.
-
- black hole
- Makes sun invisible. Shots can pass a bit closer to it
- without being destroyed, but ships will still be ripped
- apart by the gravity. If there is no gravity, then the
- sun is gone; objects can safely pass through where it
- isn't.
-
- asteroid
- Causes a small round asteroid to drift by every now and
- then. For this version, the asteroid is not affected by
- gravity and shots pass right through it. It is not a good
- idea for ships to get too close, though.
-
- space
- Controls the size of space. At the larger settings, ships
- can go some distance past the edges of the screen before
- they hit the end of the universe.
-
- edges
- Controls what happens when ships (and shots) hit the
- aforementioned edge of the universe. "Wrap" means they
- simply come in the other side, retaining their original
- velocity. "Bounce" means they bounce off. "Nasty" causes
- shots to disappear and ships to be annihilated.
-
- gravity
- Controls the strength of gravity. If gravity is set to
- "none" and the sun is invisible ("black hole") then there
- is no sun at all.
-
- Control
- Use this menu to select which controls control which ship.
- Joystick 1 and 2 are pretty obvious. The keyboard
- controls are keypad 4 and 6 to turn, keypad 8 to thrust
- and keypad 5 to fire. Select "Remote" after establishing
- a modem connection to indicate that the other player is
- controlling this ship. "Computer" is inactive at the
- moment, and is there mainly to remind me to get around to
- adding a computer-controlled ship.
-
- Remote
-
- begin remote
- Opens the serial device and displays the chat lines on the
- screen so that you can talk to your modem.
-
- end remote
- Closes the serial device and removes the chat lines.
-
- baud rate
- Each side must be running at the same baud rate for a
- succesful session. The speed of the transmission will
- affect the speed of game play, so pick the highest
- baud rate your modem (or nullmodem connection) can handle.
-
- chat lines
- These two options control the number of lines of
- chat text visible on the screen. The top text
- is incoming chat, the bottom is outgoing.
-
-
- Sound
-
- load sounds
- This attempts to load all the sound files from disk. See
- below for more info.
-
-
-
-
- Sound
-
- All game sounds are loaded from 8SVX sound files when the "load sounds"
- option is selected. There are four basic sounds: FIRE.8SVX (when someone
- shoots), ENGINE.8SVX (the engines), DEATH.8SVX (when someone explodes),
- and DAMAGE.8SVX (when someone has been hit but isn't dead yet.) For each
- of the sounds, you can specify that only the Klingon is to use this sound
- by prefixing the filename with KLIN, or that only the Enterprize is to use
- it by prefixing the filename with ENT. For example, this .zoo has
- different explosion sounds for the two ships (ENTDEATH.8SVX and
- KLINDEATH.8SVX) but only one engine sound (ENGINE.8SVX).
-
-
-
-
- Remote Game
-
- The remote game options allow two players with Amigas to play over the
- phone lines (or with a null modem). The first step is for both sides
- to start up spacewar and select begin remote from the "Remote"
- menu. As long as neither ship's control is set to remote, you can use
- chat as a simple terminal to get your modems connected and ready to go.
- One way of getting a connect is for one player to call the other by voice,
- and then one can type an "ATD" command to his modem and the other can type
- an "ATA" command. Once the modems are connected, you can chat back and forth
- and determine the game options that you are going to use for the game.
-
- After you are all connected and able to chat with the other player, decide
- who is going to play what ship. The player with the Enterprize should
- select remote from the Klingon's control menu, and the player with the
- Klingon should set the Enterprize to remote.
-
- IMPORTANT: Make sure that you aren't both controlling the same ship, and
- that all of the options are the same on both sides. If both
- players control the same ship on their end, or if the options
- are different, the two sides of the phone link will gradually
- diverge. In other words, you aren't seeing the same game.
- You can tell that something has gone wrong if the other player
- seems to be flying horribly, going into the sun a lot and
- shooting at nothing. The only fix is to start a new game.
-
-
-
-
- Features and Other Members of the Insect World
-
-
- - When a ship explodes, all of it's outstanding shots are drafted for the
- explosion. This can be annoying if one of those shots was just about to
- hit the other player. Will fix.
-
- - It flickers a lot. I might eventually try to fix this by using QBSBlit
- and getting all fancy, but don't expect anything soon.
-
- - I know there were a number of other things I wanted to add here, but I
- can't recall them right now. Have fun finding them.
-
-
-
-
- Future Versions
-
- Version 1.0 (the first official release) will definitely check that the
- options are set up the same on both sides of a remote link before starting
- a game. It will also display the version number on the about, instead of
- just a "v" and a dot.
-
- As soon as possible, I will make the moon subject to gravity, and possibly
- shots.
-
- As soon as I get around to it, I will add some method for re-syncing the
- two sides in the middle of a game, if they get messed up. It should be
- fairly tolerant of line noise already, though. I hope.
-
- Also as soon as I get around to it, I will change the game (or at least
- add an option) so that a new round isn't started every time someone gets
- killed. I don't like it this way.
-
- Eventually, I might allow one of the ships to be computer-controlled so
- that you can play the game without having to find another person.
-
- ---
-
- Jeff Petkau
-