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1992-03-26
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5KB
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100 lines
+-----------------------------------------------------------------------------+
PLANET v1.00
Copyright (c) 1992 Bruce Guthrie
Original program by: Michael McCown
DEC PDP/11 (GiGi BASIC) version 2.003 by: Adam Mellis
IBM PC (Power C) version by: Bruce Guthrie
+--------------------------------------+--------------------------------------+
|
Write email to Bruce Guthrie at: | Or call our board:
|
WWIVnet - #28 @2900 | Maxie's Toy @2900
or | Modesto, California
Internet - bruce@altair.csustan.edu | (209) 526-5899
|
+--------------------------------------+--------------------------------------+
This game requires a standard VGA monitor. It uses VGA 640x480 pixel,
16-color mode.
Play this on as fast a computer as you can get:
A 20 mhz 386 runs ok with 15 planets.
A 20 mhz 386sx runs ok with 11 planets.
A 16 mhz 286 runs ok with 9 planets.
An 8 mhz 286 runs ok with 4 planets.
An XT? I don't have one on which to try.
+-----------------------------------------------------------------------------+
Here are a few hints and rules:
1. When entering the angle and velocity you can use fractional numbers,
(numbers with a decimal point,) to fine-tune your shot.
2. The angle must be between 0 and 360 270
degrees, inclusive. |
180 ---+--- 0
3. The velocity must be between 0 and 100, |
inclusive. 90
4. Use high speed to shoot straight. Use Sample shot:
planets and black holes to turn "45,30"
your shot for you at lower speeds. angle,velocity
5. Sometimes the only way to get at the enemy is to shoot away from
the planets, have your shot orbit halfway around the system, and
come back onto the screen near his ship.
6. At velocities of about 40 and higher it is possible for a shot to go
right through a ship without hitting it, if the shot is moving right.
It is especially likely for shot accelerated by a black hole to go
right through obstacles. If this happens with a relatively slow shot,
shoot again with a very slightly different speed or angle.
7. When entering the number of black holes, you are specifying that a
number of the planets that you selected be turned into black holes.
8. If you select visible black holes but can't see them, turn up the
brightness on your monitor; they're dark gray.
9. Black holes can affect shots in
unpredictable ways when they get too close. Density Color
1 Blue
10. Planet colors denote their density, from 2 Green
1 (low) to 7 (high). The effective gravity 3 Cyan
of a planet is determined by its density 4 Red
and its size. 5 Magenta
6 Yellow
11. Planets have an atmosphere, but 7 White
it won't affect your shot.
12. Due to the compiler, a shot in flight can't be aborted, but if it
never hits anything, it eventually dies. It can make approximately ten
full-screen orbits before dying, but this can vary quite a bit
depending on the size of the orbit and how much of the orbit is
offscreen.
13. The universe offscreen is pretty big. Fast shots will be stopped when
they go too far offscreen, but slow shots will turn around and come
back to the planetary area.
14. You can hit break anytime the program is waiting for user input. If
you abort while in graphic mode you might want to run PLANET again,
and then hit ^C right away, to get back into normal text mode.
15. The players' ships are in opposite quarters of the screen.
Remember which is your area when deciding whether it's safe to
Hyperspace.
16. Be careful how you shoot. If your shot comes back it CAN kill you.
17. Oh, yeah, the object of the game: "Shoot the other guy!"
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