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- ***************************************************************************
- * STARDUEL *
- * Copyright (C) Tom Lentz, 1991 *
- * Shareware version, last version update 03/27/1991 *
- ***************************************************************************
-
- First, for some legal technicalities :
-
- This program may be distributed freely provided the following
- conditions are met:
- 1) It is distributed in unmodified form.
- 2) All files are included: The executable code, 5 data files,
- This file, the registration form, and the *.FON files.
- 3) No other files or additions to these files are made, this includes,
- but is not limited to: BBS advertisements, and other programs.
- 4) No charge is requested or accepted for exchange of this program.
-
- No warranties on this shareware product are expressed or implied.
-
- If you enjoy this game, please register and you will receive the full version
- in addition to having a much cleaner concience. See registration notes near
- the end of this document.
-
- SYSTEM REQUIREMENTS :
-
- This game requires an IBM AT compatible computer with an 80286 processor
- or better, an enhanced keyboard (preferably 101 key), and VGA video.
-
-
- INSTRUCTIONS :
-
- Welcome to the game of STARDUEL! This game is inspired by an old arcade
- style game which some of you might remember. It was always one of my
- favorites, and discovering that nothing like it was available for a PC,
- I proceeded to create it myself. I hope you enjoy it as much as I enjoyed
- writing it.
-
- This is a two player game in a space setting. You and your opponent are
- each piloting a warship, pitted in mortal combat with each other. The
- object of the game is to destroy the other players ship (really original,
- huh?). Each ship is armed with a finite amount of ammunition, fired from
- a weapon in the front of the ship, and with a finite amount of fuel, used
- to move the ship around.
-
- There is one obstacle during game play: A small star in the center of
- the screen. It cannot be destroyed by firing at it, and a collision with
- it would most certainly be fatal, so watch your step!
-
- The bottom of the screen shows game statistics, including the time left
- in the game, each players scores, and remaining fuel and ammo for each
- player in a bar graph form. When the timer reaches zero, the game is over.
- At that point the player with the highest score wins. A point is scored
- for the destruction of the other player. If the ships collide, each player
- receives a point.
-
-
- CONTROLS :
-
- At the start of the game, and in between rounds, the choices available
- are displayed on the bottom of the screen. During play, the controls
- are as follows:
-
- Left player :
- Rotate left: Left Control key.
- Hold this key down to rotate your ship counterclockwise.
- Rotate right: Right Alt key.
- Hold this key down to rotate your ship clockwise.
- Fire: D key.
- Tap this key to fire your weapon.
- Thrust: F key.
- Tap this key to give yourself a burst of speed forward.
-
- Right player :
- Rotate left: Right Alt key.
- Hold this key down to rotate your ship counterclockwise.
- Rotate right: Right Control key.
- Hold this key down to rotate your ship clockwise.
- Fire: F11 key.
- Tap this key to fire your weapon.
- Thrust: F12 key.
- Tap this key to give yourself a burst of speed forward.
-
- To abort the current round (useful if both ships are hopelessly crippled,
- out of ammo, or if your boss walks in) press the ESCAPE key. No other
- keys may be held down when pressing ESCAPE (like control or alt), sort
- of a safety measure to keep a desperate player from cheating on the other.
-
- I apologize if the keyboard layout seems a little awkward, but due
- to circumstances beyond my control (hardware limitations), there are
- VERY few keys which register different codes for left and right control
- and alt sequences.
-
- CAPS LOCK AND NUM LOCK MUST BE OFF DURING GAME PLAY!
-
-
- CHANGING GAME PLAY OPTIONS:
-
- At the start of each game you are given the option to change any or all
- of the game play options. These are variables used by the program which
- specify speed, time, fuel available, and many other neat items. They all
- may be changed to your liking to create a different game "feel", and make
- the game play the way you want! Be warned that EXTREME changes to some
- of the variables may produce erratic game play, so experiment to find
- what works best for you.
-
- Here is a description of each variable and it's effect on game play:
-
- Game time : This specifies the length of a game (approximately in seconds).
- A larger value will result in a longer game.
-
- Ammo : The number of rounds of ammunition each player starts out with, for
- a really challenging game, make this small, for a bullet-flying
- free-for-all, make this large.
-
- Fuel : The number of "bursts" of fuel each player starts with on each
- round. When you're out of fuel, you can no longer change your speed,
- but you may still rotate.
-
- Acceleration : How fast the ships accelerate with each "burst" of the
- engines. A larger value makes you reach your top speed faster, a
- smaller value and you feel like you're driving a 2-cylinder uphill.
-
- Maximum speed : The maximum speed of the ships, a larger number indicates
- a higher maximum speed. No matter how much you accelerate, your
- speed relative to the star in the center of the screen may not be
- more than this.
-
- Shot speed : How fast the bullets go in relation to your ship's speed.
- A higher value and they will move faster. Be warned, that if this
- value is too large, the bullets will move in increments of more than
- 1 pixel at a time and could "skip" over the ship with a little luck.
-
- Shot duration : The ranges of the bullets, or how long they last on
- the screen. Be careful, if this is too large they could wrap around
- the screen and hit you in the rear if you don't move.
-
- Game speed : The overall game speed. A larger number gives a slower
- game, a faster number gives a faster game. 0 will give the fastest
- possible game. This is basically a number used in an internal delay
- loop.
-
- CPU speed : A variable which tells the program how fast your computer
- operates. A lower number indicates a slower CPU, a higher number,
- a faster CPU. A number around the clock speed of your computer
- in megahertz is a good place to start. Experiment with this value
- until the timer down below during game play approximates seconds.
-
- Shot power : This tells how powerful each of your bullets are. This is
- used to decide if a shot kills a ship or merely wounds it. A smaller
- value means less powerful guns, thus more of a chance to be wounded
- and not destroyed. A larger value means the shots are pretty darn
- lethal and being hit by one is nearly always fatal. Try a value
- around .1 if you like to run around crippled (sort of fun!), or
- about 2.0 if you want to just hit someone and have it be over with.
-
-
- STRATEGIES :
-
- Here are a few hints which just might enable you to beat that friend of
- yours who is always better than you:
-
- Keep moving, but not too fast. You don't want to be a sitting target, but
- don't move so fast that you can't get out of the way of something.
-
- Whether a ship is wounded and loses it's front end or back end is dependent
- upon two factors. The relative speed of impact between the ship and
- the bullet which hit it, and how long the bullet has been on the screen.
- Thus, if you hit a bullet head-on at a good clip, you're probably dead, but
- if the shot sneaks up from behind and bumps into you, you might just live.
- The age of the shot affects this also. At close ranges bullets are far
- more lethal than at long range. A bullet which hits you at near it's
- maximum range (modified by changing the shot duration) isn't as powerful
- as one fired from someone just a fraction of a second ago. Which part
- of your ship is crippled is dependent upon the relative headings of your
- ship and the bullet. If your ship is pointed (not necessarily moving) the
- same direction as the bullet, you're more likely to lose your engines. If
- you're pointed the opposite way that the bullet is heading, it's more
- likely that you'll lose your weapon.
-
- Remember that suicide is always a possibility. If you're out of ammo, or
- your weapon is destroyed, try to ram the opponent. You'll both die, and
- both get a point, which is better than being shot and giving him a point.
-
- If you're without fuel or engines, you can either wait until the enemy gets
- close and open fire, or try the "spray wildly and hope" approach and fill
- the sky with all your remaining ammo at once. Remember you can still
- rotate your ship, and if timed right, with a little luck you can even
- pivot your ship so that an impending-looking shot misses you.
-
-
- REGISTRATION :
-
- If you enjoy this game, you may receive the full version for a small
- registration fee of $10, or $5 if you also send along a blank disk
- in a self-addressed stamped diskette mailer (any size or density). Checks
- gladly accepted.
-
- In addition to receiving the full version of this program, you will also
- be notified by mail of any changes and new versions released in the
- future. As a registered user, you will have the opportunity to upgrade
- to these new versions for only the cost of the new disk, shipping, and
- handling (probably around $2-$3). Or for free if you send me a disk and
- SAS disk mailer.
-
- Please print out and fill in the enclosed registration form (or if
- you don't have a printer, copy it to a piece of paper), and send it,
- along with your registration fee of $5 to:
-
- Tom Lentz Jr.
- S. 4145 Sundown Dr.
- Spokane, WA 99206
-
- If you have any ideas, questions, comments, or suggestions that might make
- this a better program, or if you find any bugs (God forbid), please send
- them along!
-
-
- IDEAS FOR FUTURE VERSIONS :
-
- This program is still under development, and I have plenty of ideas for it.
- Whether these ideas are implemented depends on what type of response I get
- from the users. Please let me know what you'd like to see on newer
- versions. Some ideas I had in mind are :
-
- 1) Gravity. This was originally an integral part of the program, but
- turned out to be much trickier than estimated. I haven't given up
- completely tho!
- 2) Faster program execution with DMA graphics, or expanded memory overlays,
- eliminating the wait when reloading graphics after someone is crippled.
- 3) More user adjustable variables, such as whether the speed of shots is
- relative to ship speed, or an absolute quantity. Whether hitting the
- sun or each other is lethal, and possibly rebounding walls.
- 4) Other play obstacles, such as a couple of walls sitting in space,
- or the occasional asteroid or even alien ship that floats by.
- 5) Other graphics format support, including 640x350 EGA mode or even
- 1024x768 Super VGA mode!
- 6) A math co-processor version could very easily be made, for those of
- you who live for speed! Likewise, an XT version could be easily made
- for those of you who don't mind it a little slow.
- 7) This could be quite a project, but there's an idea forming in the back
- of my head for a computer opponent. Then you could play this game alone!
-
- Thank you for taking the time to read this! Enjoy your game, and have
- a great day!
-
- Sincerely,
- Tom Lentz..... aka Alien.