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-
- v2.0 for DOS
- (Copyright) 1995 Benjamin Peterson
-
- ******************************************************************************
-
- 1.0-- What is Arena?
- 1.1-- Legal Stuff
-
- 2.0-- Controls and getting started
- 2.1-- Options
- 2.2-- Moving
- 2.3-- Spellcasting
- 2.4-- Firing
- 2.5-- Flying
-
- 3.0-- Terrain
- 3.1-- Trees
- 3.2-- Mirkwoods
- 3.3-- Walls
- 3.4-- Grasses
- 3.5-- Fires
- 3.6-- Orbs
-
- 4.0-- Pieces
-
- 5.0-- Spells
-
- 6.0-- Strategies
-
- 7.0-- Registering
-
- 8.0-- Command line options
-
- 1.0-- What is Arena?
-
- Arena is a strategy game for DOS, running in SVGA 640x480x256 mode.
- It is loosely based on an old, old C64 game of the same name, which
- impressed me so much back in the 80's that I've decided to bring it
- up to date. This is the result -- no mere nostalgia piece, but a
- banquet of sumptuously presented 32x32 tiles. Yeah, tiles.
-
- The idea is this: two to four wizards are placed in an arena, with
- certain randomly-chosen spells, and whichever one manages to
- avoid being killed by the others is the winner.
-
- Other than the SVGA Arena has no particular requirements. It fits
- in about 250k of system memory. If something goes wrong with it
- then please mail me at the address given later on in this document.
-
- If you can't move, you didn't put 'Num Lock' on.
-
- 1.1-- Legal Stuff
-
- I can never remember all the things you're supposed to say here,
- and who's going to read it? However: Arena, it's source code and
- data files are all copyright me, Benjamin Peterson, and may not
- be altered, nor yet distributed except in the file 'Arena.zip',
- just like the one they came in. Oh, and no charge may be made
- for distributing these files except to cover the media.
- I mean basically, normal shareware rules apply. After you've
- subscribed you can have the source code if you want.
- Should be good for a few laughs.
-
- 2.0-- Controls and getting started
-
- 2.1-- Options
-
- Ok, so you typed 'ar256', pressed space when you were asked to and
- got to the options screen. You'll see a few ovals and rectangles,
- and a little string of stars. In beta testing, nearly everyone
- preferred playing with the string of stars to playing the game.
- Sigh.
- The options for arena size, number of players, sound (ha ha) and
- player colour should be obvious. To change a player name, click
- in one of the 4 little rectangles at the top of the screen.
-
- 'Random Play' begins the game normally, giving each wizard a random
- selection of spells. For those who must have fairness at all costs,
- though, the 'Equal Play' button will give all wizards the same
- spells.
-
- The button marked 'Orbs' determines whether each wizard will have
- a glowing magical orb in which to hide. You think that's silly?
- Well, hmm, you probably have a point but interesting gameplay
- was my aim here rather than a serious investigation of post-
- Tolkien images of magical achievement.
-
- 2.2--Moving about and stuff
-
- The game starts. If you turned Orbs off, you see a little wizard.
- It's you. If you didn't turn Orbs off, you see a glowing sphere
- with an eye in the middle. The eye shows that the Orb currently
- has something inside it... you.
-
- Moving about is done with the keypad keys. The little window on
- the right, under the one with your name in, shows how many moves
- you have left.
-
- The mouse is for looking around. Click on a map square to centre
- the map on that square, and to get a description in the bottom
- right window of what's in the square.
-
- Press any key to recentre the map on your wizard.
-
- Capital 'Q' quits.
- '!' quits fast and displays some text. Useful where I am, since a
- guy comes and shoots me if he thinks I'm doing anything other than
- word-processing or email. Pretty strange, huh?
-
-
- 2.3--Casting Spells
-
- If you want to cast a spell, assuming you have some moves left,
- press 's' to bring up a menu of spells.
-
- Clicking on a spell casts it. Pressing a key gives you a bit of
- help on the highlighted spell.
-
- Those spells that begin with 'Call' behave differently according
- to whether you right or left click on them. If left-clicked, they
- attempt to bring into the arena a certain monster or soldier;
- the more powerful the monster the less likely it is to work. If
- right-clicked, they always bring the monster -- but it is illusory
- and thus can be destroyed any time by the 'True Sight' spell.
-
- 'Call' spells ask for a keypad key to determine where to put the
- monster; other spells generally require the mouse.
-
- 2.4--Firing
-
- Called a dragon? Don't just let it get rusty, use it to BURN
- things with! Press 'f' to fire!
-
- Use the usual method of selecting squares in this game, i.e. click
- on a square to place it at the middle of the visible map and to
- get information on it, and then press space to finally select it.
-
- If you press space while a square is out of range or not in sight
- of the firer is highlighted, an X will appear on it and you'll have
- to choose another one.
-
- Hey, I'm sorry if I'm insulting your intelligence here, but for
- one thing nobody reads this stuff really, and for another thing
- a couple of the dumber beta-testers really did find this confusing.
-
- Salamanders resist fireballs; zombies and skeletons resist psychic
- rays.
-
- 2.5--Flying
-
- INCOMING! You got a flying monster? Press 't' for 'Take off'
- (ahem) and the cursor will change to a little picture of the
- monster. Cute, hmm? Select a square just as with firing and
- spells. If there's something on it, your flying monster will
- attack it. If after the attack the square is free, your monster will
- go there. If not, it'll return to base. Pretty damn useful,
- that.
-
- 'Course, if you DONT press 't' you can move further, since a diagonal
- counts as one move on the ground but as the square root of 2 in the
- air. Such is life.
-
- 2.6--Messages
-
- On your right you have 5 little windows:
-
- Name: Your name. I didn't really need to say that actually :I
- Mode: Flying, aiming, moving, or waiting for you to press space
- and go on tto the next monster.
-
- This monster: Info on this here monster that you're moving right
- now. If the word 'Range' appears, it implies that the thing
- can fire.
-
- Combat: Tells you the results of shots, hand to hand fights, and
- attacks on trees.
-
- Looking at: Tells you what's in the highlighted square.
-
- You can press '?' for a rather brief help summary during the
- game.
-
- 3.0--Terrain
-
- 3.1-- Trees
- Belong to one side or another, never neutral. You always
- start with some. Enemy trees have to be felled before you
- can go through them. Your own trees will protect you from
- all projectiles and melee attacks, until they fall.
-
- Fireballs destroy trees.
-
- 3.2-- Mirkwoods.
- Mirkwoods attack whatever is adjacent to them, regardless
- of what side it's on. The only safe way to get rid of them
- is to use a flying monster that need never be adjacent to
- them, or burn them up with fireballs.
- Mirkwoods cannot attack in the first turn after they are
- created.
-
- 3.3-- Walls
- You cant shoot through them, you can't walk through them.
- Just like in real life.
-
- 3.4-- Grass
- You can see through grass, but it takes 2 moves to walk
- through. Grass gradually spreads until eventually it
- would fill the whole arena.
- However, grass is very inflammable...
-
- 3.5-- Fire
- Throw a fireball and you might start one. Fires spread
- through grass, but don't burn trees or mirkwoods. Fires
- will leap onto ALL monsters that are left sitting next
- to them, except salamanders, which are immune.
-
- 3.6-- Orbs
- Only a wizard can be in an orb. When in an orb he is prot-
- ected from all attacks, but not entirely immune.
-
- Only an Earthquake spell can destroy an Orb.
-
- If a wizard finds an enemy Orb unoccupied -- when its
- owner is dead or away -- he can convert it to one of his
- own by attempting to enter it.
-
- 4.0-- Pieces
-
- There are about 30 sorts of monster. All monsters have the following
- characteristics:
-
- Attack strength
- Defend strength
- Movement points
-
- They might also fly, shoot and cast spells.
-
- They might be undead. If they are, they can't be hit by non-undead
- hand-to-hand attacks, which is pretty damn useful. Some things, like
- zombies, are always undead. But you can make anything undead if
- you work at it...
-
- They might be illusions. These are EXACTLY like real monsters except
- that the True Sight spell destroys them.
-
- They have an alignment, which is shown by the colour of the spell
- with which you call them.
-
- They might be shades. When real, non-undead monsters are killed,
- their shades remain behind. You cannot move over a shade. You
- CAN see through a shade and therefore shoot through it, if it is
- the shade of something that was on your own side.
-
- 5.0-- Spells
-
- Help on individual spells is obtainable at the Spells menu by
- pressing a key. Help on individual monsters is available as help
- on the appropriate 'Call' spell.
-
- The big Yin-Yang symbol at the top of the menu indicates your
- alignment, a measure of how good or evil you are. Calling evil
- things successfully makes you more evil. The more evil you are,
- the more evil things will want to come to you, and the easier it
- gets to call evil things. And the harder it gets to call good
- things. And vice versa. And so on.
-
- The colour of your Orb also indicates your alignment.
-
- Anything which appears as '(magical)' in the little windows
- can cast spells; some monsters come with spells and some are
- given them.
-
- All spells except True Sight are used up when fired; True Sight
- you have an infinite supply of.
-
- To the right of the spell names are little codes:
-
- NUMBERS: The difficulty of the spell. 0 means it will always succeed.
-
- 'L': You have to have a line of sight to the target.
- 'R': The spell has a certain maximum range.
- 'S': The spell centres on the caster and does not need aiming.
-
- 6.0-- Strategies
-
- I have to admit, it isn't easy to explore the full depth of this
- game all at once. It probably isn't worthwhile either. Whoops,
- forget I said that. Ya see, ya gotta realize that:
-
- Knowing when to make illusory monsters and when to use up a turn
- true-sighting the enemies' monsters is half the game.
-
- Making good use of trees to put archers, beholders and other firing
- pieces in, is the other half.
-
- It ain't all about dragons. Even a dragon can die of a single arrow.
- Use strength, heroism and other such spells to bring all your
- creatures up to strength. No one monster is all that useful.
-
- Certain spells such as 'Gift' and 'Clone' can be comboed; that is,
- you can arrange things so that by getting different monsters to
- fire them all in the same turn, you can wind up with a gold dragon
- next to the enemy's Orb before he has time to move. Heh heh heh.
-
- 7.0-- Registering
-
- Ever wanted to be one of the elite? Well you can be if you
- register Arena. Actually, you can't, but in addition to the
- warm feeling of having done a good deed, you'll get the editor
- with which monster graphics and abilities are set, and the
- single-player version in which any of the 4 wizards can be
- played by the computer.
-
- To register, just send either 10 English pounds or 15 US dollars
- to me:
-
- Benjamin Peterson
- 4, West Hill Place,
- Brighton,
- Sussex
- BN1 3RU
- England
-
- Tell me whether you want the stuff uuencoded and sent by internet
- mail, or posted on a physical disk. If you want a physical
- disk, add 2 pounds or 5 dollars.
-
- If you just want to talk, discuss AI algorithms, tell me a better
- way to spend my time or something like that, I'm:
-
- azathoth@zippy.spods.dcs.kcl.ac.uk
-
- and
-
- zdle058@bay.cc.kcl.ac.uk
-
- Drop me a line. It's lonely when you've just finished a program.
-
-
-
- 8.0-- Command line options
-
- For some reason I included the following:
-
- If the first argument after 'ar256' is -nocentre the mouse will
- not go to the centre of the screen after being clicked. I like
- it this way.
-
- Otherwise, enter the names of the players you want and there
- will be that number of players with that number of names when
- the options screen comes up.
-
- ******************************************************************************
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