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- **************************************
- >> E X T R E M E V I O L E N C E <<
- **************************************
- version 6.9
-
- - an extremely violent combat game for two players
-
- Code, Graphics, Animation and Sound (c) Simon Green '92
- Written and Compiled using AMOS v1.34
-
- This game is SHAREWARE
-
- Introduction
- ~~~~~~~~~~~~
- Extreme Violence is a nice game about cute bunny rabbits.
- - I don't think so...
-
- Extreme Violence (EV) is a game for two players - you'll need a friend
- and at least one joystick. It has no plot. It's kill - or be killed.
-
- Anybody over the age of 4 should be able to figure out to play EV just
- by messing around with it for a while. In fact, if you're one of those
- bizarre people who actually read the documentation before trying a program,
- go and try it out now. Just plug in two joysticks and shoot to kill. Ten
- points to win. If you don't understand anything you can always come back
- later. See-ya !
-
- For convenience, the game defaults to keyboard control for player 1.
- This means that you don't need to mess about taking the mouse out unless
- you really want to play with two joysticks. To select joystick control for
- player 1, press J at the title screen. To return to keyboard control
- simply press K. Player 2 is always controlled by a joystick in port 2.
-
- The keyboard controls are :
-
- Q - Up
- A - Down
- O - Left
- P - Right
- Space Bar - Fire
-
- (if you don't like these - tough - I do !)
-
- Gameplay
- ~~~~~~~~
- The contest takes place in a large 640 by 512 pixel (4 screen) arena.
- The arena is made up of a grided floor and a number of randomly placed
- rectangular wall sections. Each player has their own scrolling window,
- which shows the area immediately surrounding the player. The idea is to
- concentrate on your own window, only looking at the other player's
- occasionally to see what they're up to.
-
- The aim of the game, in case you haven't guessed yet, is to shoot the
- other player before they shoot you. Each "kill" adds one point to the
- victor's score, and the first player to reach 10 points wins the game. Not
- too complicated, really. Each time somebody wins, the game moves onto the
- next level. On each level, 2 more walls are added to the arena, up to a
- maximum of 50 walls.
-
- Both players start at a random position in the arena. On each level
- there are two weapons power-ups, which have various exciting effects
- described below. You'll soon discover that you lose all your power-ups
- when killed, which can be annoying to say the least. When the game starts
- a scrolling map of the whole arena is displayed. This shows the positions
- of the two power-ups and the walls, but not the starting positions of the
- players. Each player must hunt down their opponent, making use of the
- radar if possible. Player 1 (on the left) is shown on the radar as a red
- dot , whereas player 2 is shown as a blue dot (i.e. the radar dots are the
- same as the colour of the player's hats).
-
- EV has a simple, but fast, weapons system. Each player effectively has
- only one bullet on the screen at a time. Pressing fire again before a
- bullet has hit an obstacle "recalls" the bullet to the gun. This means
- that if you hold down fire, the stream of bullets will only travel a short
- distance. In order to make long distance shots, you need to fire once
- only. It sounds weird, but you'll soon get used to it.
-
- Occasionally, especially on the later levels, it is possible for one or
- both of the players to become surrounded by walls, making it impossible for
- anyone to win (unless one player has magic bullets). I prefer to think of
- this as a feature rather than a bug. Pressing the HELP key will produce a
- new, hopefully more feasible level.
-
- As with all Amos programs, pressing Amiga + A can be used to switch
- between Workbench and the program (it's amazing how many people don't seem
- to know this).
-
- Power Ups
- ~~~~~~~~~
- Funny Map - shows the map of whole arena, in the same way as at the
- beginning of each level, but at a ridiculously fast speed.
- Not very funny, I know, but it looked silly just called "Map".
-
- Bonus point - err.. One extra point. No kiddin'.
-
- ECM - Electronic Counter Measures. Makes the player disappear from the
- radar. This allows you to creep up on the other player without them
- seeing you. It should only be used by experienced players, since it
- can be as much of a disadvantage to you as to the other player.
-
- Speedy Boots - doubles player walking speed. Zoom...
-
- Speedy Bullets - doubles velocity of bullets. Can be used in combination
- with any of the three special weapons:
-
- (note that picking up multiple speedy power-ups has no further effect)
-
- Bouncy Bullets - Boing ! Special bullets that bounce off walls and the edge
- of the arena. Most effective when fired diagonally.
- Bullets stop after 10 bounces.
-
- Magic Bullets - enables bullets to magically travel through walls, although
- at a reduced speed.
-
- Power Lazer - makes it very difficult to miss the other player.
- Especially dangerous when combined with speedy bullets.
- Good sound effect, too.
-
- Well, that's it for the instructions. Hope you enjoy the game...
-
-
- Compatibility
- ~~~~~~~~~~~~~
- NTSC users will be glad to hear that the game should run okay on their
- systems. The program will auto-detect an NTSC system and adjust the
- display to suit. It won't look quite as nice, but at least it's playable.
-
- The bad news is that due to the large virtual screens and sound effects
- used in the program you'll need at least a meg (that's one megabyte) of
- memory. (If there are still any 512k owners out there - wise up and
- upgrade!). If the program quits back to Workbench when you try to start
- the game, it means there wasn't enough free chip ram to allocate the
- playing area screen. Close any windows or other programs that may be lying
- around the Workbench and try again.
-
- As far as I know the game should work fine on A500+ / A600 / A3000 /
- Workbench 2 / ECS machines, but if it doesn't it's probably a bug in Amos.
- So blame Franτois Lionet, not me !
-
-
- Acknowledgements
- ~~~~~~~~~~~~~~~~
- Special hellos and thanks to :
- Martyn "Team17" Brown, Simon Bird, Ian Kavanagh, Dennis "Bucket", Dave, Sue
- and Jane...
-
- Thanks to the following for exhaustively play-testing EV and for their
- usually stupid, but occasionally constructive suggestions :
- Dan Tulett, Mike "DOS" Barnes, Paul "Paul" Lewis, Alex Steven, Gordon
- "Doogie" Kellie.
-
-
- Distribution
- ~~~~~~~~~~~~
- I'm releasing EV as SHAREWARE. This version is freely distributable,
- so feel free to give copies of it to your friends, upload it to your
- favourite BBSs / FTP sites etc., but if you like it, make me happy by
- sending large amounts of cash to the following address. If you send ú5
- (yes, five pounds!) or more, I'll send you the latest exciting version of
- Extreme Violence, which includes multiple bullets and devastating new
- power-ups. I'll even throw in the Amos source code free of charge ! Don't
- forget to include your address ! Even if you can't spare any money, feel
- free to drop me a note saying how great/crap you think the game is.
-
- Snail-mail :
-
- Si Green
- 19 Chequers Park
- Wye
- Ashford
- Kent
- TN25 5BB
- U.K.
-
- E-mail: ssusgree@susssys1.rdg.ac.uk
-
- Look out for the sequel to "Extreme Violence"
- - "Unmitigated Boisterousness" - coming soon... Not !
-
- See-ya !
-