home *** CD-ROM | disk | FTP | other *** search
- RULES
-
-
- 1. Introduction
-
- A wide-spread railroad network starts embracing continents in the
- dawn of 19-th century. With the development of infrastructure
- manufacturing of locomotives and railroad cars grows, traffic
- gradualy increases...
-
- You are in charge of railroad traffic controlling on a major
- section of sophisticated network with siding, switches, signals,
- crossings and other means of shunting. You goal is to assure an
- uninterrupted collision-free passage of differrent trains to
- target points through this section.
-
- You success both in traffic dispatching and railroad managing and
- constructing determines your score.
-
-
- 2. History period
-
- simulated is from 1800 to 2000. You will get the oppotunity to
- control the trains specific for every period over these two
- centuries. As you progress in the time scale the technical
- characteristics of the trains are getting better. The power and
- speed increase. You will see all kinds of locomotives from the
- ancient steam locomotive, then electric traction and diesel ones
- to the gas turbine machines.
-
-
- 3. Railnet
-
- is to be constructed from elementary track parcels connecting
- each other in several different ways, switches, signals,
- crossing, dead-ends and other elements.
-
- The railnet on the play screen has from 1 upto 6 entrances
- (outlets). These are the track parcels crossing left and right
- boundary of the game screen. Each entrance parcel is surrounded
- by several houses of the same bright color forming together
- Yellow, Red, Cyan, Blue, Green and White towns. It is only on
- these entrances that the trains enter or leave railnet.
-
- You can construct any railnet by adding any elementary parcel
- provided you have enough money for its building. So the topology
- and geometry of each railnet is under your control. Several
- topology restrictions on it still exist: for instance, you'll
- not be allowed to construct triple switches etc.
-
-
- 4. Trains
-
- enter your railnet from occasional towns (entrances). The color
- of the train determines the color of the town (entrance) where
- this train should be routed to. For example, the yellow train
- (come from Red or any other town) should be routed to Yellow
- town.
-
- You can use switches and signals to control the train. The train
- moving to either closed switch or closed (red) signal will stop
- and then immediately CHANGE ITS DIRECTION FOR OPPOSITE and
- CONTINUE MOVING. So each closed control element provides such a
- reflection. After reflection the train moves backward in usual
- manner and may be routed to the destination town. The train
- itself IS NOT UNDER YOUR CONTROL; you control the means of
- traffic organization and use the railnet topology you'd built
- instead.
-
- Every type of locomotive has its own power characteristics.
- Generally the power gradually grows as you move forward two
- centuries time scale mentioned earlier. The power of locomotive
- determines the maximum speed that the train can move at. Each
- train is moving with its constant linear acceleration that mainly
- depends on its total weight that in turn is proportional to the
- number of the cars in this train. The train then reaches its
- maximum speed and continues moving with it.
-
- For any accident with the trains you'll be charged for the amount
- of money proportional to the number of cars involved in the
- clash. You will pay SEVERAL TIMES MORE FOR EACH PASSENGER CAR
- in comparison with non-passenger car.
-
- Each train routed to its destination town crosses the screen
- boundary and disappears. You'll get your money for each car
- routed. Every train routed to the entrance that is not its
- destination will just be reflected as it occurs at ordinary
- dead-end.
-
- MAD train. At the higher levels of the game you can see the
- blinking train appear. This is the MAD train. The train without
- the operator (as well as with dragged or overdrunk operator),
- with fault control system, with the hostages captured by
- criminals etc. is the MAD train. Mad train does not obey your
- control AT ALL: it will not reverse on red signal and will clash
- at closed switch or dead-end. However it still will disappear at
- any entrance. So the best you can do with mad trains - route them
- to any entrance or at least force it to clash.
-
-
- 5. Entrances (more)
-
- You start the game in 1800 and will have a couple of entrances
- soon in the beginning. The land is still virgin over there and
- you can see several forests around. Then you begin constructing
- your own railnet to provide the routes between each pair of
- towns. As the time passes you'll notice the houses appear once
- in a few years. These are the future towns and every 40 years
- you'll get the new entrance in the new town. So you'll manage 6
- entrances railnet by the end of 20-th century.
-
- Locking. The entrance formally is the track parcel crossing the
- screen boundary. Any time you should expect the new train coming
- in you railnet from any entrance. There is the only exception and
- it is reffered to as ENTRANCE LOCKING. Once the entrance is
- occupied by at least one car of any train the entrance becomes
- LOCKED. Any new train(s) that is to come in your railnet from
- this LOCKED entrance has to wait till this entrance becomes
- UNLOCK. Once there is such a train(s) you can see the entrance
- man rise the hand with a flag on the display panel.
-
-
- 6. Contructing the railnet
-
- you should know that 1) every parcel cost you 2) there is a few
- topology restriction 2) you will be charged for any tree in the
- forests you will cut down or any house destroyed.
-
-
- 7. Destruction
-
- The rails get older and sometimes you railnet will have
- destructions on it. You can see them as the small blinking
- red-border white triangle with a bang in the center (traffic
- danger sign). The destruction also appears at the location of the
- accident. The train meeting the track damage on its way will have
- an accident in turn so you need to repair the track. The longer
- is total railnet the more destructions occur on it.
-
-
- 8. Repair
-
- To repair the track you should use the special platform named
- server. Server is called from any entrance and may be routed to
- any entrance then or kept in the railnet. You pay just for its
- call not for using. The server meeting the destruction of the
- track on its way makes a short stop and repairs the track. Any
- number of servers can operate simultaneously over you railnet.
-
-
- 9. Levels
-
- The game has potentially infinite number of levels. Any new
- level introduces the higher flow of incoming trains, the higher
- intensity of destruction and adds one or more new events.
-
- When you succesfully reach 2000 year in the game you just have
- the same initial situation in 1800 but your money and routed
- trains counters are from previous level.
-
-
- 10. Pausing, saving and restoring the game
-
- Any time in the simulation you can just strike any keyboard
- button and you'll get in PAUSE mode. The menu appearing on the
- screen offers either to go on or save or quit.
-
- Save the game when you have to return to current point of
- simulation later or keep it for somebody else or investigate
- another 'realization' in the future. All the saved games reside
- in the working directory on your disk and may be restored later.
- Each save takes about 4K of disk space.
-
- To restore the game you choose "LOAD GAME" option in the main
- menu. You can see ARCHIVE menu then. It provides the
- opportunity to look through all the saved games showing you the
- full saved game screen and current characteristics of that
- session and the file. Here you can also delete the old games.
- Having chosen the saved game you just use menu "GO" option to
- start simulation.
-
- Currently there is a 'pause toll' introduced in the game. When
- you go on playing either after pause or after the previously
- saved game one extra train will immediately come into your
- railnet from occasional entrance. This might prevent the
- real-time game to become step-by-step game.
-
-
- 11. Person profiling
-
- All your achivements, records and saved games are profiled by
- users (players) names. Once you run SHORTLINE from DOS command
- line using you name as the argument the system registrates you
- and will keep track of your sessions later. Now you name may be
- shown in the record table. Also you can identify the saved files
- by your name. Finally, the system will follow your current play
- level and if you start new game you'll be proposed to play at the
- level you have already reached before.
-
- Running SHORTLINE without player names will cause profiling with
- the name "Unknown".
-
- You can load and play somebody's game with no restrictions but
- all the best results will belong to the owner of the saved game.
-
-
- 12. Controls
-
- You use 2-button mouse to control the simulation and keyboard to
- work with menus. There are only 5 mouse actions that control all
- the simulation.
-
- MOUSE ACTION
- --------------------------------------------------------------------
- click 2 buttons together - toggle between ROUTE and BUILD modes
- left button (ROUTE mode) - toggle the nearest switch or signal
- right button (ROUTE mode) - call the server from nearest entrance
- left button (BUILD mode) - choose the track parcels to be build
- right button (BUILD mode) - build the track parcel shown
- --------------------------------------------------------------------
-
-
- 13. 'Inside SHORTLINE'
-
- This manual is to be supplied. It'll contain the detailed
- description of the model geometry and topology, math formulas and
- constant using in simulation, provides the better understanding
- of different aspects of the game and give strategy tips.
-
- * * *