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rushhour_1.5.doc
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1992-09-02
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(c) "Copyright © 1997 Andreas Spreen"
Welcome to the game
RushHour v1.4!
by
Andreas Spreen
http://www.amigaworld.com/support/rushhour
About RushHour Why a crummy C64-game?
Features What's it got?
Your Mission Go for it!
Configurations Confused? So are we.
History Makes history lessons interesting
Credits I salute these people... NOT!
Author Give. Me. E-Mail!
AmigaGuide® version by Juhana Uuttu
About RushHour
The game is based on the old C64 game Traffic. It was (is) so much fun to
play it on the C64. But each time I did, I was yearning for a real
two-player mode in order to make it through to the 5th level. So I wrote
this amiga-version.
It took me about two month and was much fun. So I hope you enjoy playing
it as well.
Features
- The whole thing is FREEWARE!
- It multitasks!
- Up to 3 players simultaneously!
- 7 cities, 47 levels!
- 3 skill-levels to test your skills!
- Tested on A2000 and A1200
- Compatible with OS1.3 to OS3.1
History
New in V1.4:
* BltBitMapRastPort for gfxboards
* Hidden screentitlebar
* External levels more easy in blue mode
* Additional numbers to display
* NTSC-Option to slow down
* Mousecontrol in hiscoretable
* Bugfix (error requester on black screen)
* Bugfix (external hiscores)
* Urgent cars
* 3 directories for music-modules
* Leveleditor
New in V1.3:
* TrafficLightRobots
* InGame-Music
* MergeHiscore Program
* New City Atlanta
* New City Denver
* Bugfix
New in V1.2:
* Mousecontrol, Controls improved
* 8 new levels (Boston)
* Cars turn off more smoothly
* More fair jamcounter
* Little bug-fixing
* 10 new extralong levels (Dallas)
* Levelhiscores
New in V1.1:
* Fixed little bug in HiscorePos calculating
* 6 new levels (Chicago)
* Improved InGameDisplay
* ScreenToBack function in pause-mode
* Cursor-movement while displaying Hiscores
Objective:
You have to switch the traffic-lights in order to keep the cars (objects)
running. The level ends, if too many cars are waiting outside the visible
screen (more than 25 in total or more than 9 in one street). For every car
that is leaving the screen you get 1 point.
If the To-Do number (displayed on the right) has reached 0, you are
allowed to enter the next level (otherwise the game is over).
When the To-Do number is 0 you enter a sort of bonus-mode. The background
becomes blue and the skill starts increasing. Try to make as much points as
you can before it simply becomes impossible to go any further.
TrafficLightRobots:
In OnePlayerMode some levels offer you one or more so called TrafficLight-
Robots. These are automats who will try to automatically control one
crossing. So you can place them with the mouse on one crossing. They will
switch the trafficlight after 4 sec and when there are more than 3 waiting
cars. After 10 sec it will switch even if not enough cars are waiting. But
you still can overwrite them and switch the trafficlight on your own if you
think that this is nessecary.
Urgent Cars:
Sometimes in the external levels, some blinking cars appear that carry a
number. This number starts at 9 and counts down to zero if the car is
waiting. When the urgent car is leaving, the remaining number is multiplied
with 5 and added as bonus points to the players score. So make sure, those
urgent cars get through without too much waiting.
Merging Hiscorefiles
There is an additional little program called MergeHiscores. With this
program you can merge some hiscorefiles. The hiscorefiles are the main
file for internal citys (from V1.2)
'data/his'
and the file for each external city
'data/Atlanta/his'
'data/Denver/his'
and so on...
Music-Directories:
Now there are 3 different directories for the music-modules:
titlemodules/ for titlemusic
modules3/ for InGameMusic with 3 channels
modules4/ for InGameMusic with 4 channels
If you want to hear something else during the game then simply copy new
unpacked protracker-mods into the appropriate directory. If there is more
than one mod in one dir, the program selects the modules randomly. The
modules in the directory modules3/ should be special 3-channel-mods,
allocating only channel 0 to 2, leaving channel 3 free for SFX. These
modules are used if option InGameAudio=MUSIC&SFX.
Credits
music by Keith Baylis (kb-zip) (I love his chipmusic)
thanks to the following people:
Mattias Karlsson and Andreas Palsson for ptreplay.library v6.6
Bodo Thevissen for suggestions and WWW-Support
Juergen Urbanek for those nice MagicWB-Icons and suggestions
Andreas Neumann for bug-report
Tim Favro, Klaus Stengel, Ken Tinsley, Hartmut Westphal, Ragnar Ouchterlony
for suggestions
Oliver Petry for GfxBoardTesting and suggestions
special thanks to Juhana Uuttu for this wonderful AmigaGuide-File!
Your every-day-genious Andreas Spreen
If you have some suggestions, comments or requests, then please email me
(I love to receive mails)
EMail : andi@c-lab.de
Homepage : http://www.c-lab.de/~andi