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- ============
- Language War
- ============
-
- Object of the Game
- ------------------
- It is the year 2394. The galaxy is dominated by the evil forces of the
- C empire. Programmers' minds are being enslaved to the C language.
- Your objective as commander of the Euphoria is to rid the galaxy of the 50
- C ships and spread euphoria throughout the galaxy. 40 of these evil ships are
- regular (K&R) C ships, 9 are the more powerful ANSI C ships, and a
- single ship, lurking somewhere in the galaxy is the extremely powerful and
- terrifying C++.
-
- You will encounter other ships in the Galaxy as well. These are the BASIC
- ships and the Fortran ships, remnants of previous empires. While it is not
- your prime objective to destroy these ships, they will at times attack you
- and you will want to eliminate them. This is particularly true when they
- threaten friendly bases and planets.
-
- Start at the novice level -- type 'n' Enter to start the game. When you are
- able to win at the novice level, move up to the expert level. If you try the
- expert level right away you will be "blown out", and will be very frustrated.
- This game has pushed grown men to the edge of tears! It can be more fun
- to watch someone else play than to play yourself.
-
- Moving the Euphoria through space
- ---------------------------------
- The galaxy consists of 49 quadrants arranged in a 7x7 grid. Due to the
- curvature of space, when you travel off the edge of the galaxy you will
- arrive in the quadrant on the opposite side. At any one time you can only
- see the action taking place in the current quadrant that you are located in.
- When you move past the edge of the screen you enter an adjacent quadrant.
-
- The ship moves at a certain warp speed from 0 to 5, and a certain direction
- from 1 to 8 as shown below.
-
- directions
-
- 3
- 4 | 2
- |
- 5------+------1
- |
- 6 | 8
- 7
-
- To move at warp 3 in direction 2 you would type
-
- w 3
- 2
- (or 2 w 3)
-
- i.e. entering a number from 1 to 8 by itself will set your direction.
- You cannot move in a fractional direction. Your current direction is
- displayed in the navigation box in the lower left of the screen. This box
- also serves to remind you of the directions for firing weapons.
-
- Weapon Systems (in General)
- ---------------------------
- Ships fire phasors with a certain amount of input energy. The impact of the
- phasor diminishes with distance to the target but the enemy always loses more
- energy than was put into the phasor. A ship loses energy when it fires a
- phasor, whether the phasor hits or not. Torpedos pack a 4000 unit impact
- regardless of the distance to the target. A torpedo will be neutralized
- by a torpedo deflector, if one exists on the target ship.
-
- Weapons on board the Euphoria
- -----------------------------
- The Euphoria comes equipped with conventional phasors and torpedos. It can
- also fire an extremely powerful antimatter pod. The Euphoria stores a maximum
- of 30000 units of energy, and must be refueled at either a base or a planet.
- It carries up to 5 torpedos and 3 torpedo deflectors. Weapons and deflectors
- can only be replenished at a base. They appear on your screen as *****, DDD
- and @. You can fire a phasor with any amount of input energy from 000 to 900
- units. This input energy is deducted from the amount that the Euphoria has
- left.
-
- To fire a 900-unit phasor in direction 1.0 type:
- p 9 1 0
-
- To fire a torpedo (*) in direction 3.4 type:
- t 3 4
-
- To fire an antimatter pod (@) in direction 2.1 type:
- a 2 1 (... then press Enter)
-
- Exactly 1 decimal place is required on directions for weapons.
-
- The antimatter pod will head out from the Euphoria in the direction
- you have chosen. It will pass through any matter in its path. At the precise
- moment that you want it to detonate, press Enter. A powerful explosion,
- equivalent to a 1000-unit phasor blast in all directions, will spread out
- from the point of detonation. As with a phasor, the damage inflicted will
- decline with distance from the epicenter. All objects in the quadrant,
- including the Euphoria and any bases or planets, will be affected.
-
- The pod is clearly a double-edged sword in your arsenal. You should try to
- detonate it in the middle of a large number of C ships and other enemy ships,
- as far away as possible from the Euphoria and any planets or bases.
-
- The Euphoria initially carries one pod. Each base will provide one additional
- pod the first time you dock with it.
-
-
- Canceling a Command
- -------------------
- To cancel a command, you can stop, part way through the command, and start
- typing a new one, or you can type 'x' which will clear the command display.
-
- Pausing the Game
- ----------------
- To temporarily suspend the game type '!'. To resume type 'x'.
- Note: This is only allowed to answer a phone call, or go to the bathroom.
- You can also type control-c to abort the game.
-
- Know Your Enemy
- ---------------
- BASIC ships are sometimes at TRUCE (bright blue) and will not fire at you
- unless you fire first and break the TRUCE. Sometimes however they will
- spontaneously change to HOSTILE (dark blue) and start firing. The BASIC
- ships have a deadly cloaking device that can make them invisible. When a
- BASIC ship is attacked, all other BASIC ships in the quadrant will fire back
- on the attacker. BASIC ships have torpedos and conventional phasors. They
- only have 2000 units of energy.
-
- The Fortran ships are very unpredictable and will shoot at anything,
- including other Fortran ships. They can enter a higher dimension that lets
- them travel from any other quadrant in the galaxy and arrive at any point
- in the current quadrant. Their invisible phasors can travel through anything.
- They have 3000 units of energy.
-
- C ships come in 3 different sizes. All have torpedos and conventional phasors.
- The regular ships have 4000 units of energy and 1 torpedo. A single torpedo
- is just enough to destroy them. A 900-unit phasor from not too far way will
- also do the trick. The ANSI C ships have 8000 units of energy and carry 2
- torpedos. C++ has 20000 units of energy and carries 4 torpedos. C++ has
- a distinctive magenta color and a "double-barrel shotgun" look. Watch out!
-
- Enemy ships always put a fixed percentage of their remaining energy into
- each phasor blast. A fresh ANSI C will hit you with twice the impact of a
- regular C ship. C++ will hit you with five (5) times the impact!
-
- Destroying ships
- ----------------
- Any ship, including the Euphoria, is destroyed when its energy reserves reach
- 0. Enemy ships regain their full energy when you leave the quadrant, so be
- sure to finish them off while you can. Bases and planets also regain their
- defensive energy when you leave.
-
- Damage
- ------
- 5 different subsystems of the Euphoria are subject to damage. On your screen,
- you will see an estimate of the time required to repair each subsystem.
- The engines will sometimes sustain partial damage and a recommended maximum
- warp speed will be posted. You may exceed this speed, but only at great risk
- of total engine failure that will take a while to fix.
-
- The Assembly Language space shuttle
- -----------------------------------
- When the Euphoria is in imminent danger of running out of energy and being
- destroyed, you can elect to abandon ship and enter the Assembly Language
- shuttle (press '$'). This small craft carries 5000 units of energy and 1
- torpedo deflector. It can dock at a base or a planet for energy. You will get
- a new Euphoria-class ship if you dock with a base.
-
- Docking
- -------
- The Euphoria must periodically dock at an energy source (base or planet)
- to replenish its supplies. Planets offer energy only. Bases offer energy,
- torpedos, pods, deflectors, and quick repairs to any subsystems of the ship
- that need it. To dock, you must bump the Euphoria into the energy source
- while traveling at WARP 1. Moving once at WARP 1 takes about 20 seconds.
- Typically you will cruise up to the planet or base at warp 4 or so, bump
- into it and then lower your speed to warp 1 and wait for the
- "DOCKING COMPLETED" message. During this time you must be prepared to defend
- yourself and the base or planet from attackers. Bases can fire back at any
- ship that fires upon them, but they only have 6000 units of defensive energy,
- so guard them well. Planets have 5000 units of defensive energy to withstand
- attacks but cannot fire back. To dock again at the same source you must first
- leave the quadrant and come back in later.
-
- Bases and planets have finite reserves of energy to give you. After docking
- a few times at the same energy source, you may notice that it has dried
- up, and has not given you the full amount of energy that you expected. It is
- time to find new sources. A base will always provide repairs and new deflector
- shields, but it has only one pod and a finite supply of energy and torpedos.
- The galaxy scan indicates dried up energy sources by printing the planet or
- base count in gray. A base might still give you some torpedos, even though
- it appears in gray on the scan.
-
- The Galaxy Scan
- ---------------
- Command 'g' will display a map of the galaxy, showing the numbers of C ships,
- planets and bases in any quadrant that you have visited. Typing 'g' again will
- restore the normal view. Sometimes your sensors will be damaged and you will
- not be able to view the galaxy scan. It will also show how many enemy ships
- are remaining, and you can find out if the BASIC ships are at TRUCE, are
- HOSTILE, or are CLOAKING (invisible). This scan is particularly important
- when your reserves are getting low and you are searching for an energy source. As you are viewing the scan the action is still taking place!
- As you view the scan, the action continues -- but you can't see it. Your
- ship is still moving and you can be struck by enemy fire - watch out!
-
- Tips
- ----
- To win this game you must get totally involved in it. The game never
- waits for you. You must act quickly and decisively when there is an immediate
- threat to your safety. You must keep an eye on your energy reserves, and plan
- where your next docking will take place. Do not just fly around aimlessly,
- picking fights with whoever comes along. You need a plan!
-
- Be aware when your deflectors have run out and you become vulnerable to
- 4000-unit torpedo blasts.
-
- It is generally a good idea to focus on quadrants that contain energy
- sources. Clear out any enemy ships and make it a safe place to dock.
- Choose a docking position that will let you defend yourself and the energy
- source from attack.
-
- Do not have a showdown with C++ until you are ready. It takes up to 5 torpedo
- hits or several medium-range phasor blasts to kill him. He will hit you
- with phasor blasts that are much stronger than you are used to from other
- enemy craft. You might consider using a pod - but be sure to detonate it
- very close to him.
-
- From a tactical point of view you are safer to travel near the edge of
- quadrants, since you can quickly escape into the adjacent quadrant when
- you are in danger. When entering a new quadrant be prepared to immediately
- back out if you don't like what you see.
-
- Travel at WARP 4 most of the time. It is the most energy-efficient way to
- travel. WARP 5 is faster but burns energy at a very high rate. Only travel at
- WARP 5 when you are in extreme danger. When shooting at an enemy target you
- should first stop at WARP 0 or, if you are docking, move at WARP 1. You can
- shoot on the run, but it gets frustrating when you miss and waste your
- torpedo, or phasor energy.
-
- Enemy ships can enter your quadrant from the 8 neighboring quadrants.
- (Fortrans can enter from any quadrant). They tend to do so when your energy
- is low or you are moving slowly. You should anticipate their sudden arrival,
- especially when you are attempting to dock. Be prepared to act quickly, or
- your energy source may be blown out from under you, just before you dock with
- it.
-
- You will need some practice before you are skilled at typing in commands and
- aiming your weapons. It might be a good idea to print lw.sum and have it
- beside you as you learn. You don't have to wait for a command to finish before
- typing in your next command. Do a trial phasor using 0 units of energy to see
- what the correct direction is before you waste energy on a real phasor. 0-unit
- phasors are also useful for finding cloaking BASIC ships. On rare occasions
- your enemy may be in a "blind spot" where he cannot be hit at any specified
- angle. In this case you must move the Euphoria slightly and try again. Do not
- use 900-unit phasors when something a lot less will finish off your enemy.
- Use torpedos when the enemy ship is far away.
-
- It is quite an achievement to win this game at the expert level.
-
- If you think of a way of improving the game, by all means go ahead!
- The source code is yours. Better still, write your own game from scratch with
- much better graphics.
-
-
- Objects in the Galaxy
- ---------------------
- (facing right)
-
- =-O Euphoria
- :=- Assembly Language Shuttle
-
- >**O C
- >**8- ANSI C
- >**8= C++
-
- :##=- BASIC
- >+- Fortran
-
- OOOO
- OOOOOO Planet
- OOOO
-
- <>-<> Base
- <>-<>
-
-
- Good Luck!
-
-