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- Gladiator version 3 Readme.txt file.
-
- [0] Installation information
-
- Gladiator has a simple 'glad.cfg' file which it references for
- the location of graphics and other files. If you wish to use
- it, rename 'old.cfg' to 'glad.cfg.' Then, if you install
- everything into one directory, edit glad.cfg with a text editor
- or simply delete the .cfg file completely. If you wanted to
- put the pix (graphics) files in a subdirectory called graphics,
- for example, change that line in glad.cfg to
- graphics=c:\glad\graphics\ (or whatever yours is) Don't put
- spaces around the "=" character, please :) (we're not good
- at parsing)
-
- IMPORTANT NOTE: At the last minute, we were unable to compile
- our sound code correctly in real mode. This means that this
- version of Gladiator is running in protected mode, and without
- sound. We're working to get our sound code working again, and
- hopefully we'll release a quick-fix update very soon.
-
- [1] Keyboard Controls
-
- GENERIC CONTROLS
- ----------------
-
- P : Pause game
-
- F9 : Reset color palette for windows users
-
- F10 : Toggle color cycling on or off
-
- Numeric +/- : Increase or decrease game speed up to max for
- your machine
-
- ESC : Exit Gladiator or picker
-
-
- ONE PLAYER MODE
- ---------------
-
- Arrows : Cardinal movement
- Numeric keypad : All movement, including diagaonals
- Insert / Numeric 0 : Attack with ranged or melee weapon
-
- 7890 : Select special if more than one is availible
- Enter / Return : Invoke special
-
- Numeric 5 : Call your team to organize around you
-
- Backspace : Switch control to next team member
-
- Right-Shift+Backspace: Switch control to next TYPE of team member
-
-
- TWO PLAYER MODE
- ---------------
-
- RIGHT PLAYER:
- SAME AS ONE PLAYER CONTROLS
-
- LEFT PLAYER:
-
- Q-W-E : All movement, including diagonals
- A-*-D
- Z-X-C
-
- 1234 : Select special, when more than one
- is availible
-
- Insert / Numeric 0 : Attack with ranged or melee weapon
-
- Alt : Invoke special ability
-
- 1234 : Select special if more than one is availible
-
- S : Call your team to organize around you
-
- Tab : Switch control to next team member
-
- Left-Shift+Tab : Switch control to next TYPE of team member
-
- [2] Overview
- Gladiator is a gauntlet style real-time arcade game where you (red team) must
- set out to destroy all other teams in a variety of scenarios. Use the picker
- (picker.exe) to select a scenario to play. Each scenario gives you access to
- a variety of character classes, some with interesting special abilities.
- Your goal in each case, destroy all your opponents with as few team losses
- as possible. Gladiator features 320*200 256 color graphics, soundblaster
- compatible sound, independent AI control of over 100 characters, and high
- speed animation :).
-
- [3] How to play
-
- A) The Picker
- When you first start a game of Gladiator, you actually run the 'picker'
- (short for "Team Picker") instead of glad(iator) itself. The picker's
- main menu gives you several choices: Begin a new game, continue with
- your current or saved game, or exit. For now, select New Game.
-
- The next screen of the picker allows you to save or load games (not too
- useful yet), edit your current team, view your team, or, finally, buy
- new members for your squad. Since you don't have any team members yet,
- the first thing to do is "Buy Guys".
-
- Choosing the "Buy Guys" menu takes you to a screen which will display
- the name/type of a new recruit, his statistics, and the cost to
- purchase him, along with your current cash, which for a new game
- begins at 5000. From this point you may buy this character, raise
- his stats (and cost) in various amounts, or, using the "NEXT" and
- "PREV" buttons near the top, see what other characters are availible.
-
- In the unregistered version of Gladiator, the availible troops are:
- * Soldier: Your basic grunt, can absorb and deal damage and moves
- moderately fast. A good all-around fighter.
- * Elf: Elves are small and weaker, but are harder to hit.
- Elves throw stones, sometimes more than one.
- * Archer: Archers are fleet of foot, and their arrows have a
- long range. Although they're not as strong or healthy
- as fighters, they can also be a good squad backbone.
- * Mage: Mages are slow, nearly defenseless, and horrible at
- hand-to-hand combat, but their magical energy balls
- pack a big punch. All mages, regardless of level,
- posess the ability to teleport out of (or into!) danger,
- providing they've saved enough magic.
- * Cleric: Clerics, also, are slow, but have a stronger hand-
- to-hand than mages. Clerics have the unique ability to
- plant trees which their teammates can pass through, but
- which foes must hack down to pass. Clerics also posess
- the ability to heal teammates who are standing next to
- them.
- * Thief: Theives are fast and stronger of constitution than the
- magic-wielders, though not so potent as the soldier.
- A thief, in addition to throwing daggers, can plant
- a bomb which can take out even the strongest opponent.
- Beware, however -- unlike an archer's arrows, bombs
- do not discriminate in who they destroy!
-
- In general, each character has at least one 'special ability,' and
- some have more than one, although it sometimes requires gaining
- several levels before these other special abilities become
- availible.
-
- You will also come up against other foes -- undead such as skeletons
- and ghosts, magical beings such as elementals and faeries, and others,
- but these types are not availble for purchase in this version, although
- some may join your team at certain times.
-
- The statistics from which you can choose to modify here are:
-
- * Strength: Strength affects your melee (hand-to-hand) combat,
- as well as things like your weapon range.
-
- * Constitution: Constitution increases your hitpoints and rate of
- healing, and also affects other combat-related
- skills.
-
- * Dexterity: Dexterity helps improve your ability to dodge,
- your weapon's accuracy, your speed, and other
- related skills.
-
- * Intelligence: Intelligence controls the amount of 'magic' power
- you have, how fast this power regenerates, and
- the success of your special abilities.
-
- * Armor: Armor is like shielding; the more you have, the
- less damage you will take from a given blow.
-
- * Level: Your character's level is determined by his
- experience (currently 0), visible on the right
- of the screen. Level affects all stats, and
- affects what special abilities your character can
- perform. While it may look very expensive to buy
- a level for your character, it can be useful when
- you're "almost there" and want the increase, as the
- cost decreases the closer you are to the next level.
-
-
- So, from the "Buy" menu you may purchase whatever type(s) of men you
- choose. You can edit their stats before you buy them, or, if you
- prefer, switch to the "Edit" menu instead. The edit menu appears
- similar to the purchasing menu, but the NEXT and PREV buttons will
- take you through your already purchased men. When you use the "LESS"
- and "MORE" buttons for changing their stats, notice that you do not
- actually pay (and thus make your changes permanent) until you click
- the "ACCEPT" button; this will purchase the changes, provided you have
- the funds, and record your character's stats.
-
- When picking a team, only about the first 25, at most, will appear in
- a scenario; the others are not lost, but will show up on the next level.
- Thus, it is generally best to limit your team to 10 to 20 characters,
- which is normally quite sufficient.
-
- After you have purchased and edited your team, or any time during
- this phase, you can choose to "VIEW TEAM." This will display a
- screen listing the number of each type of character you have, and
- what "scenario" number you will be attempting next (currently 1).
- This screen also contains a "GO" button: this will start that
- scenario.
-
- Before hitting go, this time, press (or click) "ESC" several times
- until you get to a point where you can save the game. Don't worry if
- you go out to the main menu; simply press "continue game" from there;
- all your team members will still be there. When saving a game, you
- have a choice of 5 slots. Your current game is always saved by the
- computer as game number 0, and is loaded each time you enter the
- picker.
-
- After saving your game, you're ready to go! Find the "GO" button
- (such as from the "VIEW TEAM" menu), click it, and you're off!
-
- B) The Scenarios
-
- You've just hit the "GO" button from the picker. After Gladiator
- loads, you'll see the main screen, which consists of a viewport
- area, where the action takes place, and a grey score panel, which
- lists various important information.
-
- When the level first begins, another button with introduction text
- should appear in the center of the screen. This text will often
- tell you about the current level, and may list any special goals or
- hints. You can use the arrow keys or the page up/down keys to
- scroll through the text. When you are done reading it, hit ESC to
- continue.
-
- The score panel lists several important items. At the top should
- be listed the name or designation of your current character, such
- as "COMMANDER." Below that are numbers and bar graphs indicating
- your current hitpoints and spellpoints. Be careful -- when your
- hitpoints go to zero, you're dead!
-
- Below these numbers should appear "SC: 123." This is your score
- for the current level, which will start at zero and go up as you
- wreak havok. The word "CHARGE" which appears beneath this simply
- tells you that you're in normal combat mode; GUARD would imply
- you were just hanging out.
-
- The numbers following "TEAM" and "FOES" are the number of members
- left alive on your team, and the number of foes left, respectively.
-
- Finally, "EXP" or "LEVEL" will list your current experience or level.
-
- After hitting ESC to exit the introductory text, the game will begin.
- Gladiator uses an angled, mostly overhead view. You will see your
- character standing on a field of grass or dirt, perhaps with some
- trees, cobblestone, or water nearby. Everybody on your team is
- wearing red; the bad guys will wear a variety of colors depending on
- their team (the blue team, the yellow team, etc.). Normally, when
- you fire, your shots will pass over your teammates and hit your
- enemies; use this to your advantage!
-
- When you begin Scenario 1, you are a young recruit in a small band
- of warriors. You, personally (at the keyboard) however, will be
- controlling "Commander." Commander is an NPC (Non-Player-Character),
- which in this case means that although he is on your team, you are
- not able to buy stats for him or examine him when you are in the
- picker, and he may choose to leave at any time. There are pro's and
- con's to having NPCs in your group: they are often somewhat
- stronger than your men, and can help keep you alive against the odds,
- but they DO NOT EARN EXPERIENCE, and will not go up levels, nor can
- you buy their stats up. For this reason, it is often good to let
- the NPCs control themselves, and go off hunting experience with your
- own men. You can tell you are controlling an NPC rather than a
- normal character because the score panel will display his level
- rather than his experience.
-
- For this scenario, switch characters (press BACKSPACE) several times
- until you get out of the officers and into the enlisted ranks --
- your personally bought men. Try out your ranged attack, if you
- have one, by pressing the fire key (INSERT), while staying away from
- enemies. Try hitting your special key (ENTER) and see what happens.
- Later, when you have more special abilities, you can select them
- with the number keys (7,8,9,0). Finally, if you've mastered the
- art of moving around and firing, head up north and look for the
- nasty elves who have been killing the local travelers.
-
- Don't be too upset if all your men are slaughtered and you lose the
- scenario. There's NO penalty; all that will happen is that you will
- be returned to the picker. From here, choose "CONTINUE GAME," and
- then just hit the "GO" button to try it again.
-
- Assuming you're able to overcome the odds and kill all the bad guys
- (the "FOE" count will drop to zero), it's time to look for the exit
- to the next level, which in this scenario is near the top. Exits
- look like four glowing arrows pointing at each other. Stepping on
- an exit while there are still enemies left won't help you, but if
- you've completed the scenario, a small window should appear asking
- if you'd like to go on to the next level. Hitting "Y" will save
- your game and take you to the picker, where you can spend some more
- hard-earned cash before continuing to the next level. A "N" response
- will let you stay on the level. It's often good to check a completed
- scenario level to see if there are any hidden treasures -- such as
- gold bars or food -- left around.
-
- On the first scenario, you might notice another exit in the lower
- left corner of the map; taking this exit will jump you to level 10,
- in case you know all about the game and don't need the introductory
- levels to get you started, but it's NOT a good idea to take it when
- you've just started out!
-
- C) Continuing the cycle
-
- That's it! Every time you complete a scenario successfully, your
- current game will be saved and you'll head back to the picker.
- Sometimes there will be places you can pass back through levels you
- have already completed. There won't be any enemies or treasure here,
- but they can serve as passages and rest-stops between areas you've
- been and areas you're going.
-
- Once you've learned the basics of Gladiator, try two player! To
- toggle the number of players, just click the appropriate button
- on the main screen. It won't look like it does anything, but it
- really will, trust us :)
-
- The Gladiator two-player system is cooperative (you're both on the
- same team), although racing for experience is fun. Score is
- shared between the team, while experience goes to the character
- who earned it.
-
- The unregistered version has 15 scenarios to try out; if you'd like
- more scenarios, plus the other benefits, check out the section on
- registering below.
-
- [4] Hints and Tips
-
- A) Two-player mode can really help make things easier. Frozen by
- a faerie? Get your friend to fry him from the side.
-
- B) Clerics may feel weak at first, but they're great for healing
- wounded team members. They're also great for building a 'wall'
- of trees to block onrushing foes; call your teammates to you
- while you build a fortress!
-
- C) Don't forget to use your special! If you've got the magic to
- burn, it's almost always worth it.
-
- [5] Registering Gladiator (do it do it do it do it)
-
- We don't want to beg, but .. please, please PLEASE!! If you think
- our game was at all interesting, at least send us mail with your
- comments and feedback! You can send email to:
-
- tricket@ucsd.edu
- or
- mikes@ictv.com
-
- Of course, if you have any shred of mercy for the four poor starving
- college students who have slaved away over hot computers making
- Gladiator, we'd REALLY be your bestest friends, and for just $10.00,
- you get:
- * Lots more scenarios (take your guys to incredible levels!)
- * More special abilities (up to four for each character)
- * More types of characters, and the ability to purchase all of
- them for your team, including:
- FIRE ELEMENTALS (you see a couple on the last castle level)
- DRUIDS (with cool lightning bolts, and summoning of tree golems)
- FAERIES (freeze your foes!)
- SLIMES (reproduce over and over, and overwhelm your enemies)
- ORCS (an even more powerful grunt)
- GHOSTS (FEAR, fly through walls)
- SKELETONS (really fast!)
- * Access to the nifty cheat codes. (unlimited money!)
- Feel FREE to send cash in the mail; we don't care!
- (But the post office doesn't reccommend it) Heck, we'd
- even take Visa if we knew how. Send your payment to:
-
- Tom Ricket (heh heh, I'm typing this, so I get the address)
- Gladiator v 3.0
- 12645 Cambridge Drive
- Saratoga, CA 95070
-
- Regardless of whether or not you register, PLEASE take the time
- to let us know what you think. Our best ideas so far have come
- from our testers (radar, diagonal movement, lots of cool stuff),
- and it's a pretty sure bet that whatever you suggest will be
- implemented. In fact, if you send us money, we can practically
- guarantee it! (unless it's really, really lame!)
-
- So now that we've made our plea, you can read on for the credits
- and revision history of glad ...
-
-
- [6] Credits
- Programmed in Borland C++ 4.02 with Powerpack for Dos by:
- (In alphabetical order, and not in any way implying order of importance)
- -- Chad Lawrence
- -- Doug McCreary
- -- Tom Ricket
- -- Mike Scandizzo
- Testing by:
- -- Lara Kirkendall
- -- Lee Martin
- -- Karyn McCreary
- -- Doug Ricket
- -- Stefan Scandizzo
- -- Loki, Ishara, and Mootz (well ... they tested the keyboard, anyway) :)
-
-
- [7] Revision history
-
- Since release 2v: (04/20/95)
- * Implemented 'exit' objects into the picker, scenario editor,
- and Gladiator :)
- * Modified Save game format to allow NPC's to have names
- * Made the 'XXX KILLED' display use an NPC's name, if appropriate
- * Re-coded radar::draw for better speed & readability
- * Improved the smoothing in the scenario editor, and added final
- tree edges
-
- Since relase 2u: (04/18/95)
- * Added 'myself' pointer to walkers to help trace down GPFs
- * Fixed walker::transform_to() to correctly remove itself from
- the object map before changing size; apparently helped fix
- bugs :)
- * Added screen::damage_tile() to give ability for tiles to
- be broken. Tested by having thief bomb damage grass.
- * Added virtualized weap::animate() to weap to allow for faster
- weapon animations, and to fix GPF when ani_type was somehow
- getting set to non-zero (2, in this case)
- * Fixed stats::hit_response() to stop weapons (any non-livings)
- from responding ..
- * Added druid as real character
- * Added magic and invulnerability potions
- * Added walker::center_on(target) to center us on target ..
- * Added screen::find_foes_in_range(), and used it to improve
- the AI..
- * Fixed display bug in magic-point display bar
- * Added 'level' display to non-guy walkers
- * Added living::set_difficulty(whatlevel) to more intelligently
- set the difficulty of non-guy walkers
- * Adjust damage weapons inflict based on their owner's level
- * Set walker's damage to an int instead of a char
-
- Since release 2t: (04/17/95)
- * Fixed bug with eating treasures
- * Added 4th level cleric spell: resurrect team members
- * Added 'effect' object for special effects..
- * Added 'scare' effect for ghosts
- * Added 'bomb' effect for thieves + explosion effect
- * Overloaded screen::add_ob() to take a ,1 as the last argument,
- specifying add to TOP of the list (so object displays below
- everything else on the oblist layer)
-
- Since release 2s: (04/15/95)
- * Added help system and added glad.glp
- * Modified scenarios to version 3, which includes scenario text
- (edit with T), and display at the start of glad
- * Guys now automatically attack when you bump an enemy
- * Removed bloodspots for ghosts and skeletons, and made the
- cleric summon ghosts or undead based on special level
-
- Since release 2r: (04/13/95)
- * Added help system with 'h' (reads glad.hlp)
- * Glad takes parameter ("1" or "2") to determine number of players
- * Added number of players selection to picker.
- * Added 'current_special' and made specials level-dependent
- * Added experience to guys and made levels dependent on this
-
- Since release 2q: (04/10/95)
- * Added death() function to walker
- * Made slimes die to smaller slimes, removed blood spot for fire elem.
- * Modified dying (generate_bloodspot) to move walkers to the
- fx layer, and mark them as bloodspots
- * Used new system to allow clerics to 'raise dead' from any bloodspot
- (temporarily removed healing option)
- * Added new terrain types (paths, cobblestones, etc.)
- * Made fire elementals explode upon death
- * Set shrinking bloodspots to not collide
- * Converted walker class to derived types (living, weapon, treasure)
- * Fixed food-eating problem with treasure objects
- * Made score panel display guy name
- * Added gold and silver bars
- * Added magic potions, ie flight
-
- Since release 2p: (04/07/95)
- * Re-added the floating text to viewscreen(s)
- * Multiplied graphics size by four times ..
- * Improved graphic display window to allow for non-integer
- viewport display width/height
-
- Since release 2n: (04/05/95)
- * Added animation for large slime splitting
- * Fixed HP/SP color bar color problem
-
- Since release 24: (04/01/95 Interim release)
- * Added multiple viewscreens for multi-player mode
- * Added mapped keyboard controls for use in multi-player mode
- * Broke the screen object into a graphics, screen, and viewscreen modules
- * Added 'right-hand-rule' based movement for AI
- * Added transformation function (ie, for slime) and associated cheat-key
- * Reworked slimes and set up full-cycle of growth/replication
-
- Since release 2L: (3/25/95)
- * Added NO_RANGED bit-flag, and used it to make the small
- slimes have no ranged attack (needs to be fixed)
- * Add new bit-flags INVINCIBLE, can't be hurt :) (+ cheat key)
- * Added default and current weapon types, and commands
- set_ and reset_ weapon .. used this to get flaming arrows for
- the archer's special
- * Added 'armor' to the gameplay (subtracts damage done to you)
- * Made magic regeneration based on intelligence
- * Added hitpoint regeneration based on constitution
- * Added treasure 'food' item; can be eaten for hitpoints
- * Added gamma correction (ALT + NUMERIC PLUS, MINUS, & ENTER for default)
- * Integrated with picker better
-
- To do: since 2k (03/23/95)
- * Recompiled in protected mode for bug-fixing
- * Ignore (normal) keyboard input if command-queue exists
- * Find what is crashing glad sometimes (appears to be a NEW, not
- old bug) (apparently was deleting a non-existant radar)
- * Put guy/object display on radar (though not to 'scale')
- * Make the radar bigger (50x50?) (40x40 looked better)
- * Make a nifty graphics border for the radar
- * Add slimes eventually; they have a slime ball ranged attack
- * Make loader use the team list..
- - Now loads a GTL (saved game) file! At last! :)
- * Added colors.h for easy color reference
- * Added Win and Lose cheat keys
- * Winning a level now saves game to savetemp.gtl
- * Put in slime specials: small => medium => large
-
- Since release 2i,j: (3/19/95)
- * Improved movement -- better baby-stepping, diagonals
- * Implemented command 'queue' for better AI
- * Added specials to archer and footman
- * Implemented radar (background only)
- * Implemented full-turning system with single keystroke
- * Implemented fire 'cost' (of MP); can see for mage's fireballs
- * Added diagonal graphics for mage
-
- Since release 2g, h: (3/10/95)
- * Speed enhancements to various graphic routines
- * Code integration of main files with picker, scenario editor
- * Fixed up 'yo' to have delay; deal with foes better
- * Ready for transfer to Mike for now :)
-
- Since release 2f:
- * Made game speed adjustable using numeric PLUS and MINUS
-
- Since release 2e:
- * Faster walkputbuffer
- * Fixed shove bug
- * Optimized auto-walking
- * Cleaned out old error detection code
- * Corrected most warnings
-
- Since release 2d: (3/07/95)
- * Rounded MP/HP display
- * Added slime-type guy (not pictured here)
-
- Since release 2c:
- * HP & Magic point bar display
- * More cheat codes (Flying, Magicpoints, Hitpoints)
- * 'Incremental' movement when blocked
-
- Since release 2b:
- * Can now only push members of same team
- * Implemented slippery walls :)
- * Replaced red flash with fast blood splash
- * Improved speed of screen redraw by about 30%
- * Improved AI on diagonals
- * Added 'yell' command to summon teammates (Y)
-
- Since release 2a:
- * Fixed 'Unknown Blaster Option X' line
- * More 'circular' weapon range
-
- Improvements since Release 2.0:
- * Number of foes remaining display
- * Pause key (P)
- * Red-shifted palette during menus
- * Sped up system (faster horizontal movement)
- * Guys rotate through turns
- * Red flash to indicate damage to controller
-
-
- Improvements since version 1
- * diagonal movement
- * improved keyboard response
- * larger viewport (with faster rendering)
- * floating text for information
- * more opponent teams
- * new character classes
- * improved maps and scenarios
- * blood splots ;) (it's gorier than doom)
- * animated tiles (flowing water, flickering torches)
- * improved AI
- * better scoring system
- * improved stability (we found some bugs ;)
- * nifty cheats (try and find them)
- * more colorful palette
-
-