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- _____________________________________________________________
- __W_______E_______L_______L_______T_______R_______I_______X__
-
- © Copyright 1990
- by
- Gary W. Milliorn
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- WellTrix is an Amiga® version of the Spectrum Holobyte© program
- WellTris©. It has most of the features of the original except for the
- pictures and the copy-protection quiz. It is also perhaps not quite as
- pretty, but the game itself is fairly playable. Additionally, a number
- of features of WellTrix are user-programmable, for example, the colors and
- sounds.
-
- WellTrix, for those who have not seen the original, is a quasi-
- three-dimensional version of Tetris©. The game is played in a well (thus,
- the name). Playing pieces are formed by combining two, three, four (or more)
- squares into a shape.
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- _________________________________
- __O___V___E___R___V___I___E___W__
-
- WellTrix is a game. Play it and you might enjoy yourself. More
- than that, you're on your own. Here's what follows:
-
- Copyright
- Starting Out
- Pieces
- Moving Pieces
- Keys
- Filling Rows
- Sides
- Corners
- Scoring
- CLI
- WorkBench
- THE END
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-
- _____________________________________
- __C___O___P___Y___R___I___G___H___T__
-
- This program is © Copyright 1990, by Gary W. Milliorn. It may be
- freely redistributed as long as the copyright notice remains intact, and
- documentation remains together with the program. This program is NOT
- public domain; no fee may be charged for it other than a reasonable
- duplication fee.
-
- There is no charge for this program, unless you feel it is worth
- anything. Mostly, just drop me a note on bix ("gmill") if you like it
- or otherwise.
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- _________________________________________________
- __S___T___A___R___T___I___N___G_______O___U___T__
-
- When started, WellTrix displays the title screen. You can select
- various options from the menus, or can begin playing immediately by selecting
- the "Start" menu item (you can also begin by just clicking the left mouse
- button or pressing the space bar). When the games starts, WellTrix creates
- an empty well and places a playing piece on one of the walls.
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- _________________________
- __P___I___E___C___E___S__
-
- The game is played with tiles constructed of 2..5 squares, attached
- in regular formations. The following list shows, in a way, the pieces which
- are used, where "[]" represents a filled-in square.
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- 2: [][]
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- 3: [][][] [][] [][]
- [] []
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- 4: [][] [][][][] [][][] [][] [][] [][][] [][][]
- [][] [] [][] [][] [] []
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- 5: [][][][][] ..etc (there are lots)
-
- The level the game is played at determines which pieces will be used:
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- Level 1 only uses pieces with 2..4 squares.
- Level 2 uses only pieces with 4
- Level 3 uses pieces with 2..5 squares.
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- _____________________________________________________
- __M___O___V___I___N___G_______P___I___E___C___E___S__
-
- When a piece is in play, use can use the keyboard to move it
- from side to side on one of the four walls, and you can spin it around
- a rotation point. After a predefined interval, the piece is dropped one step
- lower towards the bottom of the well. When the piece hits the bottom of the
- well-side, it wraps on to the bottom of the well and continues progressing
- to the opposite side of the bottom, or until it hits another piece (think
- of it as momentum).
-
- Naturally, as the game progresses, the interval between steps becomes
- shorter and shorter. When a piece is obstructed from moving, a new piece
- is placed at the top of the well and the next cycle begins.
-
- How you move a piece depends upon the NORMAL or CLOCK MODE setting.
- In "NORMAL" mode, the arrows cause the piece to move up, down, left or right
- as indicated. When the central point of the piece (the point around which it
- rotates) reaches the end of the side, you have to change arrow keys. Some
- people find this confusing, so we have:
-
- "CLOCK" mode, in which the right arrow key moves the piece clockwise,
- regardless of which wall it is on, and the left arrow key moves the piece
- counter-clockwise. Note that this means that the piece will move opposite
- the arrow directions when it is on the bottom of the well. This probably
- sounds more confusing than it really is.
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- _________________
- __K___E___Y___S__
-
- =================================================================
- | KEY | NORMAL MODE | CLOCK MODE |
- =================================================================
- | <- | Moves piece left on | Moves piece clockwise. |
- | KP4 | upper or lower well side. | |
- | J | | |
- +-------+---------------------------+---------------------------+
- | -> | Moves piece right on | Moves piece counter- |
- | KP6 | upper or lower well side. | clockwise. |
- | L | | |
- +-------+---------------------------+---------------------------+
- | ^ | Moves piece up on left | Spins piece clockwise. |
- | KP8 | or right side wall. | |
- | I | | |
- +-------+---------------------------+---------------------------+
- | v | Moves piece down on left | Drops piece to bottom of |
- | KP2 | or right side wall. | well. |
- | M | | |
- +-------+---------------------------+---------------------------+
- | KP5 | Spins piece clockwise. |
- | K | |
- +-------+---------------------------+---------------------------+
- | ' ' | Drop piece to bottom of well. |
- | Enter | |
- +-------+---------------------------+---------------------------+
- | ESC | Terminates current game, returns to main screen. |
- +-------+---------------------------+---------------------------+
- | HELP | Brings up help window. |
- +-------+---------------------------+---------------------------+
- | F1 | Dumps well contents. |
- +-------+---------------------------+---------------------------+
- | F10 | Increase speed level. |
- +-------+---------------------------+---------------------------+
- | DEL | If SHIFT held, clears all side walls and resets score.|
- +-------+---------------------------+---------------------------+
- | N | Toggle 'Next' display. |
- +-------+---------------------------+---------------------------+
- | P | Pause program. |
- +-------+---------------------------+---------------------------+
- _________________________________________________
- __F___I___L___L___I___N___G_______R___O___W___S__
-
- When the piece is placed at the bottom of the well, if any of its
- component squares completely fill in a line (a row and/or a column) at the
- bottom of the well, that line is removed and the adjacent rows or columns
- move inward toward the center. Think of the bottom as being divided into
- quadrants, like so:
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- A | B
- OOOO|OOOO
- OOOO|OOOO
- OOOO|OOOO
- OOOO|OOOO
- ------+------
- OOOO|OOOO
- OOOO|OOOO
- OOOO|OOOO
- OOOO|OOOO
- D | C
-
- As rows and columns are deleted, rows and columns furthest from the center
- of the well are moved in, extending on the "momentum" concept used when
- individual pieces are in motion. For example:
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- Before After
-
- A | B A | B
- ....|.... ....|....
- ....|..OO ....|....
- ....|...O ....|..OO
- OOOO|OOOO ....|...O
- ------+------ ------+------
- OOOO|OOOO ....|...O
- ....|...O ....|..O.
- ....|..O. ....|.OOO
- ....|.OOO ....|....
- D | C D | C
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- In this case, the horizontal lines near the center were deleted, so the
- horizontal lines in quadrants AB and CD are moved towards the center. A
- similar case can be shown for vertical lines. Note that it is possible
- to fill horizontal and vertical lines at the same time.
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- _____________________
- __S___I___D___E___S__
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- When a piece as moved as far as is possible, if any of its component
- squares are still on the side walls, that wall is "locked" for the next
- three pieces. A locked wall is drawn in red, and you cannot move a piece
- on that side. As long as you manage to place at least one of the next three
- pieces completely on the bottom, you can keep playing. If you don't, and
- lock up all four walls, the game is over.
-
- This is the usual way games end, although they will also end if you
- stack pieces all the way up to the top of a side, much like in Tetris ©.
-
- When pieces are trapped on locked sides, they remain there until the
- side is unlocked. When that happens, the squares that comprised the original
- piece are separated, and are dropped to the bottom of the well, but ONLY if
- there is room. Otherwise, they remain frozen on the wall until room is made
- for them on the bottom. A piece fragment on one of the sides does not cause
- it to lock up, but it will interfere with the motion of the piece you are
- currently moving. If your piece rests on a fragment, it will cause the side
- wall to lock up as usual.
- _____________________________
- __C___O___R___N___E___R___S__
-
- When a pieces drops to the bottom of the well with parts of the piece
- on two side walls, the piece will be broken up into two separate pieces when
- it hits the bottom, and each separate piece will travel towards the opposite
- side of the bottom as usual.
-
- The author of the original program calls this a "feature", although
- one might suspect it was discovered after writing the program, not before.
- It does make it possible to place a piece that you could not otherwise add
- to the bottom without locking a side.
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- _____________________________
- __S___C___O___R___I___N___G__
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- You get points for each piece placed, and more if it causes a row or
- column to be filled. Scoring increases with the play level you select and
- with the speed. Deleting multiple rows and columns scores higher than doing
- each one individually. Every ten lines deleted advances to the next speed
- level, and may optionally bring up a bonus piece (bonus pieces are not subject
- to the normal geometric restrictions -- you'll see). If a bonus piece is
- placed on the bottom of the well without locking any of the sides, you get
- the bonus points. And so on.
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- _____________________________
- __O___P___T___I___O___N___S__
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- "All programs should have options. Otherwise, they would be completed
- in advance of schedule and have fewer bugs."
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- _____________
- __C___L___I__
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- WellTrix may be run from the CLI, but it only supports one option.
- When started from the CLI, the argument syntax is as follows:
-
- WellTrix [fontname[(.|/)size]]
-
- where the fontname is the name of the font to use with the program,
- followed by an optional point size (if not 8). Examples:
-
- Welltrix -- use system font.
- Welltrix Helvetica/11 -- use Helvetica font, 11 point.
- Welltrix clean.9 -- use Clean font, 9 point.
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- Font requests are ignored if the height is greater than 11 points.
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- _____________________________________
- __W___O___R___K___B___E___N___C___H__
-
- Welltrix may also be run from WorkBench. It uses the icon tooltype
- array to allow specifying the following (innumerable) options:
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- COLOR0 -- set the background color to the value indicated by the
- supplied 6 hex digits. Ex: COLOR0=000000 (black, the
- default).
- COLOR1 -- same as COLOR0, sets the wire-frame colors.
- COLOR2 -- same as COLOR0, sets the filled-square colors.
- COLOR3 -- same as COLOR0, sets the side-locks.
-
- FONT -- set the program font (otherwise, the system font is used,
- or Topaz/9 or Topaz/11 if the system font is too large).
- Fonts are spec'd as: "fontname[(/|.)size]", eg. "Topaz/9"
- or "Geneva.9".
- LEVEL -- set the initial skill level setting, a value from 1..3.
- MOVE -- set the movement mode, one of two values: "NORMAL" or
- "CLOCK".
- NEXT -- enables the "NextPiece" display when set to "ON".
-
- SCOREFILE -- location to save high-score file, usually the current
- directory, or "S:WellTrix.Scores".
- SOUND -- enables the sound effects when set to "ON". An internal
- default sound is used for each sounds effects file that is
- not supplied or cannot be read.
- SOUND_BONUS -- filename of sound to be played when a the bonus round begins
- or when the bonus points are scored.
- SOUND_DROP -- filename of sound to be played when a piece drops to the
- bottom of the well.
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- SOUND_ERROR -- filename of sound to be played when an error occurs.
- SOUND_FILLED -- filename of sound to be played when one or more rows or
- columns have been filled.
- SOUND_OVER -- filename of sound to be played when the game begins or ends.
- SOUND_SIDES -- filename of sound to be played when any of the side walls
- changes state (when it locks or unlocks).
-
- SOUND_SPEED -- filename of sound to be played when the the next level is
- achieved and the game is speeding up.
- SPEED -- set the initial speed setting, a value from 1..6.
- WINDOW -- window definition for debugging.
- VERBOSE -- enables debugging messages if "ON".
-
- VOLUME -- set the sound amplitude, a value from 0..64. 0 is quietest.
-
-
- There are sensible defaults for all of these options, including sound,
- so most of you will not have to mess with this. However, changing the sound
- effects can be amusing. Be careful that you effects are not too lengthy,
- because the sound server finishes each sound before proceeding -- this can
- cause wierd latencies between an action and its sound effect.
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- _______________________________________________________________________________
-
-
- T H E E N D
-
-
-
- Written, Produced and Directed
- by
- Gary W. Milliorn
-
-
- Original Program Concept........ Alexey Pajitnov
-
- Assistant Director.............. Kristin Hughes
-
- Sound Editor.................... Perfect Sound®
-
- Sound Consultant................ Larry Stell
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- Production Designer............. Gene Muhleysen
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- Production Associates........... Kristin Hughes
- Arnaldo Cruz
- Mark Harris
- Jan Snyder
-
- Key Grip........................ Kristin Hughes
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- Filmed in....................... Amigachrome
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- Edited on....................... Z2.7
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- Stunts.......................... Manx Aztec ANSI C, 5.0a, 16 bit mode.
-
- Special Thanks to............... Leo Schwab for "proc.zoo".
- Richard L. Stockton for "soundc.zoo".
-
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- Any resemblance to actual programs, names, or characters, whether
- living, dead or undead, is purely coincidental. So there.
-
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- _____________________________________________________________
- __W_______E_______L_______L_______T_______R_______I_______X__
-
- © Copyright 1990, Valan Inc.
-
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