home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Fritz: All Fritz
/
All Fritz.zip
/
All Fritz
/
FILES
/
GAME_CGA
/
RUSHOUR.LZH
/
RUSHHR.DOC
< prev
Wrap
Text File
|
1987-09-09
|
13KB
|
285 lines
RUSH HOUR DOCUMENTATION ... SEPTEMBER 1987
------------------------------------------
"RUSH HOUR" is offered as SHAREWARE, meaning that it may be freely
distributed, as long as no fee is charged and this notice is
retained.
"RUSH HOUR" was written on a part time basis over the last year, in
Turbo Pascal.
It is still being enhanced; please feel free to suggest any
changes;
At first glance, it may not look like much, but please try it out.
It really is fun. I have been unable to make some enhancements
lately, because every time I fire it up to test the latest change,
I get caught up in playing it over and over - sort of hooked on my
own game.
┌───────────────────────────────────────────────────────────┐
│ THE REST OF THIS NOTICE CONTINUES WITH... │
└───────────────────────────────────────────────────────────┘
██████████████████ ██████████████████ ██████████████████
█ █ █ █ █ SOME POSSIBLE █
█ A BRIEF PLEA █ █ G A M E █ █ FUTURE █
█ for █ █ INSTRUCTIONS █ █ ENHANCEMENTS █
█ DONATIONS █ █ █ █ TO THE PROGRAM █
█ █ █ █ █ █
██████████████████ ██████████████████ ██████████████████
A BRIEF PLEA FOR DONATIONS:
---------------------------
SHAREWARE, or USER-SUPPORTED software, is a concept of distributing
software free of charge, in the hope that anyone who likes and uses
the product will make a voluntary donation to the author, to
support further development of SHAREWARE products.
I cannot say how well this "honor system" works, as this program is
being distributed for the first time in September, 1987.
To anyone sending a requested $5 donation, I will be happy to share
with you how many donations have been received thus far.
Even if you do not care to make a contribution, I would be curious
to get a postcard identifying where you are located, and any
comments or suggestions you have about the program.
I am wondering how far away from Rochester, NY this program
gets circulated.
For your information, this program was uploaded to a couple of
BBS's in Rochester, NY, as well as to COMPUSERVE, on SEPT 9, 1987.
Anyone who has written a SHAREWARE program or tried to publish
their own software is encouraged to write and share any nightmares
uh, I mean, experiences in trying to program for profit.
Send your comments, suggestions, and contributions HA HA to:
STEVE LEONARD
P.O. BOX 913
HILTON, NY 14468
RUSH HOUR GAME INSTRUCTIONS
---------------------------
REQUIRED: - IBM PC or Compatible. So far only tested on IBM and
-------- Olivetti PC;
- At least 128 KB of memory;
- Running under PC or MS-DOS 2.X (NOT TESTED UNDER DOS
3.X, BUT SHOULD RUN OK).
- Monochrome or Color/Graphics Adapter;
(Runs a little slower under CGA, due to a problem with
"SNOW", or rather, the extra routines needed to
eliminate "SNOW").
Archive file should contain three files:
---------------------------------------
- RUSHHR.COM - the RUSH HOUR game;
- RUSHHR.DAT - a data file containing the top 15 scores;
- RUSHHR.DOC - this file
Before Starting: have the NUM and SCROLL LOCK off (in the
--------------- future the program will handle this).
To START: Put the disk in the default drive and type "RUSHHR".
--------
Within about 7 seconds of seeing the game title and version
number, the "main screen" should appear, displaying a small map of
a city with five intersections and five businesses.
Letters representing cars should whizz across the screen; the
letter indicates the destination: "K" goes to Kodak, "I" goes to
IBM, "X" goes to Xerox, etc, with "N", "S", "E", and "W" indicating
cars passing through going North, South, East, and West.
You are now in Practice or Simulation mode; rather than explain the
purpose or options available here, let us go directly into "GAME"
mode.
Hit the Space Bar. This will give you the main control panel.
From the Control Panel, type the letter "G".
The Program will re-initialize itself into game mode.
A "G" followed by the time 7:00 AM and counting will appear in the
upper right hand corner. The game duration is from 7:00 to 9:01 AM,
where a game minute is the time it takes to move all cars on the
screen 25 "places". It takes about 15 minutes real time to get
through the two hour rush hour.
Your Objective:
-------------- Get through the rush hour, by managing the flow of
traffic by controlling the 5 traffic lights. Try to get the lowest
possible score. Top 15 scores are displayed by hitting F3.
The SCORE is calculated as the sum of two things:
1) the total number of cars waiting each game minute divided by
10 (no remainders or fractional parts considered) PLUS
2) the penaly from using the Tow Truck (explained below).
The keys you may use are:
------------------------
F1 = Help
F2 = Show Present score and Density Graph
F3 = Show TOP 15 Scores
F4 = Redirection Control
ESC = Pause game until another key is hit;
SPACE BAR = Enter the CONTROL PANEL
Number 1 through 5 keys = toggle traffic lights
(on ALPHA Keyboard)
Numeric Kbd Arrow keys = move Tow Truck up, down, left, right
"A", "S", "W", "Z" keys = delete the car that is left, right,
above or below the Tow Truck.
You could just sit there and watch, but by 7:30 the traffic density
will be higher, and increase the odds that a "gridlock" situation
occurs in one of the intersections. To prevent this, turn on the 5
traffic lights by hitting the "1", "2", "3", "4", and "5" keys on
the alpha keyboard.
When a light is turned on, it will beep, and a set of small double
lines will appear in the intersection, preventing cars from going
through in one direction. As cars are stopped waiting, they will
be displayed in reverse video, and after three are waiting, they
will start to honk. To change any of the lights, hit the "1"
through "5" keys again. The lights will now allow cars to pass in
the other direction.
If you have not turned all the lights on by 7:41, the computer will
turn them on for you. They cannot be turned off before 8:46.
But even after 8:46, the automatic light change mechanism will not
work. You must go through the last 15 minutes "manually".
Access the Control Panel by hitting the Space Bar.
You might want to hit the "O" key to turn off the honking noise.
Then type the letter "C" (for automatic light change).
then type 5 <ENTER> 6 <ENTER> 7 <ENTER> 8 <ENTER>
9 <ENTER>
This will cause light 1 to automatically change every 5 game
seconds, light 2 to change every 6 seconds, light 3 every 7, etc.
Hit <ENTER> again to get back to the main screen.
Now the lights will change automatically depending on how you just
set them.
Once again, you could just sit there and watch, but at 8:01, the
automatic light change mechanism fails. From here on in, you have
to manually keep changing the lights. And that is where the true
challenge begins.
By 8:01 you will not be able to sit and watch. You must constantly
be changing lights in an intellient pattern, or traffic will jam up
and the program will blow you out of the water. As a round figure,
you can expect to be doing from 1 to 2 maual light changes per
(real time) second.
If traffic gets too backed up, it will hit a point where cars
"outside" the screen are unable to get in. When more than 10 cars
get backed up at any of the 8 "entry ports", the number waiting
will blink near that port and a warning tone will sound. This
number waiting is only updated once per game minute. If more than
45 cars are waiting, the game is immediately ended - you have
"lost".
At 5 minute intervals, the bar graph of traffic density is updated;
This graph is shown when hitting F2. The Y-Scale adjusts itself
automatically.
Traffic Density is regulated by "probability vectors". Hit the
space bar to bring up the Control Panel, then type "P" to show the
current probability vectors. Every game second, the number of cars
that are added to the screen is determined by a probability vector.
The computer randomly picks one of the 10 vectos each second. So,
for example, 10 % of the time the computer adds the number of cars
in probability vector 1 to the screen, 10 % of the time it uses
vector 2, etc. These vectors are automatically kept by the computer
in Game mode, and may be displayed at any time by hitting "P" from
the Control Panel.
At some point in the game, you may have a situation where traffic
is so backup up that no one can move until someone moves first -
this stalemate or "gridlock" can only be resolved by deleting a car
with the Tow Truck. By using the arrow keys on the numeric
keyboard, the letter "T" (Tow Truck) can be made to move left,
right, up, or down anywhere there is an open space. A car is
deleted by getting the Tow Truck adjacent to it, then "eating" the
car with the "A", "S", "W", or "Z" keys. (The "A" key eats the car
to the left of the Tow truck, "S" eats the car to the right, and
"W" and "Z" eat the top and bottom car repectively.
There is a heavy point penalty for using the Tow Truck, so its use
is discouraged. It is possible, but difficult, to get through a
whole game without using the Tow Truck.
Another last resort feature is Redirection, accessed by hitting the
F4 key. The choices on this screen allow you to redirect all cars
that would normally enter by a certain port to some other port; the
choices are made by using the up and down arrow keys. the desired
choice is then selected by hitting the "R" key.
Once a redirection choice is made, however, it remains in effect
for the rest of the game. So while it may be a temporary answer to
a "backed up" entry port, the net effect is that it will cause the
new entry port to get congested quickly.
After 8:46, you may turn off traffic lights by hitting "L" on the
control panel, and then typing in the number(s) of the Light(s) to
turn off. If you turn off a light too soon, you run the risk of
gridlock in that intersection.
At 9:01 the simulation ends. If there are more than 4 cars waiting,
or more than 20 cars on the screen, you have failed, and the
computer will advise you of this. This is why it is important to
turn off the lights as soon as possible after 8:46.
If you have fewer than 20 cars on the screen and less than 4
waiting at 9:01, you have succeeded. The computer will check the
Stats file and enter you in the top 15 scores if your score is low
enough.
Other options on the Control Panel are valid only in Simulation
Mode. They allow you to alter the probability vectors that control
traffic density, disable certain access paths, and basically just
mess around and see what happens to traffic, when you configure the
density and light changes.
LOGICAL FUTURE ENHANCEMENTS
---------------------------
Version 2.0 is envisioned to have different map layouts (almost
like LODERUNNER), but not necessarily a progressively harder set of
screens. It is also possible to have the user configure his own
streets, traffic lights, access paths, etc.
Version 3.0 has been concieved to have adjacent maps, so that you
could scroll right or left or up or down, and see the continuation
of the roads; As a car goes from East to West, you could scroll
left and see the same car on the next map. Another screen would
give a ZOOM view of all maps, and where the current screen is
relative to the map.
Whether these future verions ever get written is dependent upon
whether any contributions are received.