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- HOLLAND GAME DESIGN proudly presents: UFO WAR (c) 1994
-
-
- THE STORY SO FAR....
-
- The year is 1994. Astronomers of the great races living around
- Sirius have discovered a small solar system in which a planet
- capable of supporting life lies. As this is the first time a
- living planet has been discovered, the sworn ennemies, the
- reddracions and the blueians, race each other to get there first.
- At a planet, locally refered to as Jupiter, they meet, and
- there's noway to avoid battle.
-
- As the two great Siriusian races collide, you take over one of
- them, and your 'friend' takes the other. Each of you takes
- control over a fully armed battleship, locally known as a
- unindentified flying object, or for short UFO. Then a great war
- erupts between the two equally armed battleships. Each ship is
- capable of blasting huge energy bolts, but it takes sometime to
- load the weapons, so you can't have constant fire. In the
- hemisphere of Jupiter battle is fought in the y/z dimension, the
- only dimension suited for faster than light travel. The best
- tactic in this battle is to shoot your opponent, not unlike most
- other great tactics. As the designers thought that it was very
- hard not to get hit in battle, they also made an anti-matter
- shield to protect the UFO's from the energy bolts. Unfortunately
- this shield only absorbs about ten shots, after that it's boomy.
- The UFO's are capable of moving in eight directions, and they
- even can shoot in the same number of directions. The energy bolts
- move twice as fast as the UFOs. The race for the living planet
- can only be won by one Siriusian, so please watch out, and give
- the other hell.
-
-
- ABOUT COPYRIGHTS
-
- This program is copyrighted. Therefore you are not allowed to
- copy it, or own a copy of it, unless an exception is being made.
- The following exception is made for every individual: you are
- allowed to make one copy for yourself of the unregistered
- version, and keep it for evaluation purposes for the time of 30
- days. After that you must either destroy your copy, or register
- and use the registered version only. You are allowed to copy this
- program as an individual to anybody you like, as long as each
- file is included and not changed, i.e. UFO_WAR.PRG, MUSIC.DAT,
- GRAPHICS.DAT, UFO_WAR.TXT. See Registration
-
- Companies, libraries, archives and the like, are not entitled to
- distribute, to own or to copy UFO WAR, unless a written agreement
- has been gotten from the publishers, i.e. Holland Game Design.
- See Registration. This does not apply to sites that do not charge
- money.
-
-
- For the following FTP sites copyright rules do not apply:
-
- atari.archive.umich.edu, because this is our prime source of
- Atari stuff, and this is our little way of saying thanks.
-
- ftp.uni-kl.de, because this is our prime source of German Atari
- source, and again this is our little way to say thanks.
-
- ftp.cs.ruu.nl, because we support this small but Dutch site.
- Especially Jules, although I don't know if he does anything with
- the site, but he works at the cs, and helped out somethimes.
-
-
- ABOUT THE DIFFERENT VERSIONS
-
- This is the unregistered version. To incite registration this
- version has three major downers. At three points the program
- stops for about 10 seconds to let you have time to decide wether
- you'll register or not. These moments are: the title screen, the
- game over screen and the escape to GEM. As such game play it self
- is not hindered in anyway, so you can enjoy it as much as
- possible. In the registered version these waiting times are
- replaced by simple key-presses, which makes life a little better.
-
-
- UFO WAR CONTROLS
-
- Each Ufo is controlled by a joystick. Red Ufo by stick no.1, blue
- Ufo by stick no.0. The title screen playes a tune, waits for 10
- seconds, and then automatically loads the game. During game play
- you can abort gameplay and return to GEM by pressing the <q>
- key, but the program waits 10 seconds before quiting. If a Ufo
- has been destroyed, a Game Over messages appears, the program
- waits 10 seconds, and game play is resumed. In the registered
- version the wait times are replaced by keypresses.
-
- REGISTRATION
-
- As Holland Game Design is a commercial company, we would like you
- to register UFO WAR. Please do. At the moment Holland Game Design
- is concentrating to the Atari range of computers, and especially
- the Falcon030. This a nich market, so we are very dependent on
- your reaction. At the moment we're thinking of doing 2 and maybe
- three games for the Falcon030, one being another shareware game,
- the others two commercial games. We're trying to raise money to
- realize these projects by releasing small games as shareware.
- This enables us to continue to develop, while the test routines
- and new library routines are tested out there. So support for the
- Falcon030 shareware authors (us included of course), strengthen
- the Atari nich market, maybe even let it grow.
-
- To register UFO WAR send $15,- or the equivalent of western
- valuta of your country with shipping adress to:
-
- Holland Game Design
- 's Gravelandseweg 127
- 1217 ER, Hilversum
- The Netherlands
-
- e-mail: Joost.vanderleij@phil.ruu.nl
-
- Please use eurocheque when living in Europe, or send banknotes in
- other country by mail. If this is illegal in your country, please
- follow your own morals. You can send a cheque also, although it
- then may take us a while and a lot of money to cash it.
-
-
- To speed up registration, Holland Game Design is looking for
- representives in other countries. Please let us know if you're
- willing.
-
- For Sweden, you can register with the Octalyser team.
-
-
- Companies, Libraries, Archives etc., can obtain a written
- agreement for distribution, owning and copying from Holland Game
- Design by sending $30,- to the above address. This does not hold
- for cover disks, or other distribution that is initiated by the
- above named.
-
-
- TECH NOTES:
-
- This program is Falcon only. It has run on a TV, and a RGB
- monitor, but has not been tested on VGA or Multisync, although
- it is being done right now. Nor has it been tested for NTSC
- tv's. It should work with 1MB ram, but it has been working with
- 4MB ram. It only runs with 256 colour mode. It is supposed to run
- in a 768-240 mode which is, 80 collums with overscan, and no
- interlace. Please contact us if you're unable to get into
- overscan mode.
-
- THANKS:
-
- I would like to thank the following people:
-
- Erik P. van Scheijndel, a great architect who works with autoCAD
- and 3D Studio, on one of those other things, they call computers.
- He did the graphics of course.
-
- BOB, it is not his true name you know, but he's a semi-
- profesional musician, and under contract of a studio, and he's
- not allowed to work for others. Of course it was inspired by
- Twin Peaks.
-
- Jeroen Jonker, he made us make the program, because he wanted a
- two player game, in which you can shoot each other. Of course
- his little play testing was also nice.
-
- Sander Fransen, for wanting so much to make the graphics and get
- famous in Atari land, but actually didn't do anything. Well now
- he is. E-mail him at lois@xs4all.hacktic.nl, or
- splashrun@dds.hacktic.nl
-
- Jeff Minter, for making us want to program a Atari so bad. It was
- Attack of the Mutant Camels on the 800XL, that killed us. Later
- overdone by Llamatron.
-
- BSW, for releasing the DSP replayer
-
- Griff, for the release of the source of Vertical Mayhem
-
- Bullfrog, for their tutorial a few years ago
-
- AEO programmers, for their sprite listing
-
-
- A LAST FEW WORDS
-
- Sorry about the stern point about registration, but else I'll become
- a professional philosopher, which is worse.
-
- Joost.
-
-
-