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- Sprite Fight 2000 - Blood Version 1.0
- ©1996 All Rights Reserved.
- by Stefan & John Sinclair
-
- What is SF2K?
- Sprite Fight 2000 (SF2K) is a new, high speed action arcade game for the Macintosh/Power Macintosh/Compatible
- computers. It is very similar in design to such arcade games as Street Fighter, Mortal Kombat, etc...
- In SF2K, there can be either 1, 2, or 0 players! ( Human vs. Computer, Human vs. Human, Computer vs. Computer)
- The object of the game is to control your character and defeat the enemy character during a round of combat,
- using an assortment of offensive and defensive moves. The specifics of the game are discussed below.
-
- SF2K is different than most any other game available for the Macintosh. First of all, it is fast. Screaming fast.
- SF2K was programmed using extremely high speed sprite animation techniques (specifically, the SpriteWorld 1.0b4
- C Library by Tony Myles). On top of that, it was accelerated to take advantage of the new Power Macintosh
- computers with the PowerPC processor. It will make a Mac LCII look like a PowerMac, and make a PowerMac look
- like an arcade machine on steroids. In addition, the color graphics are smooth and highly detailed.
- But the game doesn't just stop with lightning fast and smooth graphics. It has sound, but not just plain old sound.
- There is a hidden option in the game which allows you to overdrive the Mac's sound system, cranking the volume
- to either 3 or 5 times the regular maximum amount!!! There is also built-in QuickTime™ video†, as well as
- computer-synthesized speech*!!! It's a virtual multimedia blitzkrieg!
-
- † You will need QuickTime™ installed for this feature to work
- * You will need Speech Manager installed for this feature to work
-
- What is Included
- In addition to the Sprite Fight 2000 application, some other files are included:
- -"Opening" and "Credits" - these are QuickTime™ movie file used by the game when QuickTime™ is enabled.
- These files must be in the same folder as the Sprite Fight 2000 game.
- - Halls of Despair - this is the only Combat Zone file included with the upload. Others are available online,
- and more will be released in the future by ourselves and any others who wish to make and distribute them.
- - Yokozono & Guy Farari - these are the only 2 Sprite files included with the initial upload. Again, others are
- available online, and more will be released in the future by ourselves and any others who wish to make and
- distribute them.
- - Backgound Stories
- - The Instruction Manual - but obviously, you already figured that one out.
-
- System Requirements
- - Mac II or better, as well as the Mac SE/30 (any Macintosh w/ Color QuickDraw)
- - Accelerated for Power Macintosh
- - System 7.0 or higher
- - Sound Manager 3.0 or higher
- - 5 MB free RAM, 4-5 MB free disk space
-
- Additional features will magically appear if you have any or all of the following system extensions installed:
- - QuickTime™
- - Speech Manager
-
- If your Mac is missing some or all of these system extensions, they are available free for downloading
- from Apple via ftp, or from various online sites such as AOL, eWorld, etc.
-
- How to Play
- The rules to Sprite Fight 2000 are quite simple: anihilate your opponent as fast as possible, and you win!
- But there is a bit more to it than that, which will now be discussed.
-
- The Sprite Warriors
- The various characters that you can control while playing SF2K are each stored in their own separate
- files, referred to as Sprite Files from here on. In addition to Sprite Files, there are two other file types
- utilized by SF2K: Combat Zone files, and QuickTime™ movie files. The Combat Zone files each store a
- unique combat location in which combat for a specific round of battle is waged. As for the movie files,
- there are currently only 2 movie files required for the game. These are titled "Opening" and "Credits",
- and must be located in the same folder as the Sprite Fight 2000 game if QuickTime™ features are being
- utilized.
-
- There are two basic playing modes: single-round and tournament combat. In single-round combat, player 1
- (either human or computer controlled) fights against player 2 (either human or computer controlled) for
- one 2-minute round. The winner is whoever kills the enemy first, or whoever has the most energy after
- the 2-minutes. In tournament mode, player 1 will be human controlled, and fights against the computer as
- player 2 for as many rounds as player 1 selects opponents, in as many combat zones as player 1 selects.
- The tournament is over when either
- a) player 1 defeats all of the oponents that were selected
- b) player 1 gets defeated by an opponent in the tournament
- c) player 1 runs out of opponents to fight in the tournament before all combat zones are used
- d) player 1 runs out of combat zones to fight in before all opponents are fought
-
- Single Round Combat
- To play a single round of combat, first decide if a human or the computer will be controlling players 1 & 2.
- The default setting is for player 1 to be human controlled and player 2 to be computer controlled, but you
- can alter these by chosing the appropriate selection in the Combat menu of the game menu. Also, you can adjust
- the game speed via the Adjust Speed sub-menu in the Combat game menu. The default setting is 50%.
- Finally, you will need to select the following, via the File menu of the game menu bar:
- 1) Player 1 Sprite File (files have icons resembling a suitcase w/ a guy's head on the front)
- 2) Player 2 Sprite File
- 3) Combat Zone File for the combat zone in which you want to fight (files have icons w/ a smiley face on them)
- Once that is done, you can now select Begin! in the Combat menu to begin the combat round.
-
- Tournament Combat
- To fight in tournament mode, only player 1 gets to participate; player 2 is automatically computer controlled.
- First, select Begin Tournament... fron the File menu. Again, there are three things that you will need to do.
- 1) Select all combat zones in which you want to fight in the tournament. You can select the same one as
- many times as you like. When you have selected all that you want, hit the Cancel button in the file selection box.
- 2) Next, select the Sprite File for the warrior that you will control throughout the tournament - you will use
- the same sprite warrior throughout the tournament.
- 3) Finally, select all the Sprite Files for the opponents you wish to battle. When you have selected all that you
- want, just hit the Cancel button in the file selection box. You will now begin the tournament! Remember that
- the tournament is over when either
- a) player 1 defeats all of the oponents that were selected
- b) player 1 gets defeated by an opponent in the tournament
- c) player 1 runs out of opponents to fight in the tournament before all combat zones are used
- d) player 1 runs out of combat zones to fight in before all opponents are fought
-
- Control Keys
- When player 1 is human controlled, these are the keys that control that sprite:
- control key....................................move left
- command key.................................move right
- shift key........................................jump
- option key......................................block
- B......................................................ground attack #1
- N......................................................ground attack #2
- space bar.......................................aerial attack
-
- When player 2 is human controlled, these are the keys that control that sprite:
- left arrow key...............................move left
- right arrow key.............................move right
- up arrow key.................................jump
- down arrow key.............................block
- 1 (on the number pad).................ground attack #1
- 2 (on the number pad).................ground attack #2
- 3 (on the number pad).................aerial attack
-
- You will notice that the keys are geared toward player 1 being on the left side of the computer and player 2
- being on the right side of the computer. However, do not assume that the sprite that appears on each side of
- the screen at the beginning of combat is the sprite that the player on that respective side of the computer
- will control! The sprites drop out of the air in a totally random location on the screen at the beginning of
- combat, so player 1's sprite might appear on the right side of the screen, etc. so remember who you are
- controlling!
-
- While fighting, you will notice that a timer in the upper left hand of the game window shows the time
- remaining in the current round. Also, damage bars for player 1 and 2 sprites are shown in the upper
- left and right hand corners of the window, respectively, as each sprite accumulates damage.
-
- Should you come across an old-style Pong game, just use the mouse to control your paddle...
-
- Strategy Tips
- -You can run and jump at the same time; the faster you run, the farther you will jump
- -Blocking will completely protect you from accumulating damage, but you will still be pushed backwards
- when hit.
- -A sprite can absorb only a certain fixed amount of damage before dying; however, since you have only
- the damage bar to guage the sprite damage, it can be tricky to tell exactly how much more damage you can
- accumulate before dying; therefor, it is best to try not to get hit!
-
- Other Important Stuff
- Note to RAMDoubler users:
- If you have RAMDoubler installed on your Macintosh, an alert box will pop up asking you if you want to
- disable the QuickTime™ features, or leave them on, due to a possible problem. The reason this was put
- in is because there were one or two instances during beta testing of the game on Macs w/ RAMDoubler
- where the game would "hang" the computer, but only when RAMDoubler was installed. However, the
- rest of the time, the game ran just fine on Macs w/ RAMDoubler installed. We have no idea why this problem
- cropped up! Therefor, I would suggest that you just leave the QuickTime™ features on, as there is only
- a very, very slim chance that you will experience a problem. The alert only comes up to handle the remote
- possibility that a conflict might arise.
-
- SF2K is available as freeware, and you are free to copy and distribute copies of this software to other
- people, BBSs, on-line systems, or internet sites, provided you include all files included in the original release of
- this program, including this document.
- ________________________________________________
- If you like this game, you are encouraged to register with us. Registration is FREE - just send an e-mail to one
- of the e-mail addresses below with the following information:
- • Your name
- • What kind of computer you play the game on
- • Any commments you have on it
- When you register, you will receive a vital tip sheet with information on secret features of the game!
- We can be reached at:
- e-mail: TrickyS@aol.com
- e-mail: TrickyS@eworld.com
- WWW: http://users.aol.com/trickys/trickys.html
-
- Even if you hate this game, have a bug report (gasp!), or if you have any questions about it, you are
- encouraged to contact us at one of the above e-mail addresses.
- ________________________________________________
- If you enjoy this game, perhaps you would like to make you own sprite warriors or combat zones!
- If you like to draw, and have a minimal amount of experience with Mac drawing programs and / or
- resource editors, then you have what it takes to create your own sprite warrior and/or combat zone!
- If you would like detailed instructions on exactly how to go about creating your own sprite game files, you can
- purchase an 800K diskette containing:
- -detailed step-by-step instructions on how to create a sprite warrior and a combat zone
- -pointers to internet and on-line locations where the necessary software can be downloaded FREE
- -additional custom software used specifically for completing the construction of a sprite warrior
- Just send $10.00 to the address below, with a note saying you want the Sprite Warrior Construction package:
- John & Stefan Sinclair
- 1318 Three Pines Ct.
- Lincoln, NE 68510
- ... and the disk will be mailed to the address you specify.
- If you do create your own sprite file, let us know, we would love to see them!!!
- ________________________________________________
- Those of you who are interested in the art of Macintosh Game programming may wish to purchase the complete
- C source code for SF2K. This includes all C source and header files, and Symantec project files
- for both the v7 and v8 development environments (code is identical for both!), which should also compile with
- little or no effort on other Macintosh C/C++ compilers, such as CodeWarrior. The SpriteWorld package is not
- included, but information on where to download it is included. This package will also include the complete
- Sprite Warrior Construction package as well.
- Just send $20.00 to the address below, with a note saying you want the SF2K C Source package:
- Stefan & John Sinclair
- 1318 Three Pines Ct.
- Lincoln, NE 68510
- ... and the disk(s) will be mailed to the address you specify.
- ________________________________________________
- Sprite Fight 2000 was created using the following hardware and software:
- - Apple Power Macintosh 6100/66
- - Apple Macintosh LCII
- - Symantec C/C++, version 7 used for 680x0 Macintosh code development
- - Symantec C/C++, version 8.0.4 w/ MrC compiler for PowerPC code development
- - Red Baron Breakfast Pizza
- - SpriteWorld 1.0b4, by Tony Myles
- - Deneba's Canvas, version 3.0 & 3.5, for graphics & QuickTime™ movies
- - Dr. Pepper
- - Apple's ResEdit 2.1.3
- - 5 hours of sleep a week for 3 months
- - Just kidding. It was only 4 hours.
- - Apple's MoviePlayer 2.0
- - Apple's MacsBug 6.5.2
-
-
-