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- SKI(6) GAMES AND DEMOS SKI(6)
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- NAME
- ski - an unusual skiing simulation game
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- SYNOPSIS
- ski
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- DESCRIPTION
- This document describes Ski! Version 6.0 of October 14,
- 1990.
-
- Imagine you are skiing down an infinite slope, facing such
- hazards as trees, ice, bare ground, and the Snoman! -- a
- horrible monster! Each turn moves you one screen row
- downhill. Unfortunately, you have to put your jet-powered
- skis on backwards, so you can't see ahead where you are
- going; only behind where you have been.
-
- However, you can turn to either side, jump or hop through
- the air, teleport through hyperspace, launch nuclear ICBMs,
- and cast spells to call the Fire Demon. And since the
- hazards occur in patches, you can skillfully out-maneuver
- them.
-
- You ski until something bad happens to you. Your final
- score is based on how far you have skiied, how many jumps
- you made, how many Snomen have melted during your run, and
- how healthy you are when are finished.
-
- These characters represent the things that you see on the
- slope behind you:
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- I This is where you are.
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- . This is normal snow -- always completely safe to ski
- on.
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- Y These are trees. If you try to ski through trees, you
- might hit one and get hurt!
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- ' ' A space represents bare ground with no snow on it. If
- you try to ski on dirt, you could fall down....
-
- # This is ice. When you are on ice, you can't turn, and
- you might slip and fall down.
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- A This is the Snoman! As soon as he crawls out of a
- Snobank, he will lumber directly towards you at one
- space per turn, and if he gets within one space of you,
- he will grab you and beat you up! However, he has
- trouble moving through trees. Steer clear from the
- Snoman, and he will melt after a while, since it is a
- sunny day. If you jump over him, your jet-powered skis
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- SKI(6) GAMES AND DEMOS SKI(6)
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- will help melt him. You can also melt him with nuclear
- ICBMs, or call the Fire Demon who will cook him, but
- once a Snoman melts, another one always shows up after
- a while. The Snoman doesn't understand about the edges
- of the slope either, so you can just cross them to get
- away from him! And since he is slower than you, you
- can try to ski right past him before he can grab you!
-
- * This represents a nuclear ICBM that you launched. You
- launch them from your backpack, and they zoom right at
- the Snoman.
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- D This is the Fire Demon, who is always your friend
- unless you call him a bad name and he gets mad at you.
-
- These are your commands. You can type any one of these
- letters when you have the "?" prompt on the end of the slope
- line, or just hit a return to do nothing this turn.
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- R Turn to the right. If you were going straight down,
- this will make you go one space to the right every
- turn. If you type "R" again, then you will go two
- spaces to the right every turn. If you type "L" the
- next turn, you will again be going one space to the
- right every turn. Remember that you can't turn when
- you are on ice, and if you go off the edge of the slope
- you come back into the other edge. You travel farther
- while you are going sideways, so you get a better score
- if you slalom to the side a lot, but you can never go
- sideways more than five spaces per turn.
-
- L Turn left. Exactly the same as turning right, but
- totally opposite.
-
- J Jump. When jumping, you don't have the "?" on the
- right for each line you jump over, so you can't enter a
- command for it. You can't fall, hit trees, or get
- grabbed by the Snoman while jumping, but you might land
- badly and get hurt. Since the Snoman moves one space
- toward you each turn, you have to be going at least two
- spaces per turn sideways to jump over him without get-
- ting grabbed when you land, but your jet-powered skis
- may melt the Snoman while you're jumping over him.
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- H Hop. A hop is half a jump.
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- T Teleport through hyperspace. This transports you to
- somewhere else on the slope, but you might materialize
- way up in the air and fall down.
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- I Launch ICBM with nuclear warhead. If your backpack is
- working well, an ICBM will be launched from it towards
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- SKI(6) GAMES AND DEMOS SKI(6)
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- the Snoman, travelling at three spaces per turn.
- Launching ICBMs is dangerous, but once one is going, it
- can't hurt you. If it is launched and loses its
- negative-infrared lock on the Snoman, it self-
- destructs.
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- D Cast spell to bring the Fire Demon to this material
- plane. If the alternate universes are in a synchronous
- phase, the Fire Demon will appear somewhere on the
- slope, and move to attack the Snoman at one space per
- turn, but if something goes wrong while casting this
- spell, the Fire Demon might get mad and decide to go
- for you instead of the Snoman! If there is no Snoman
- around, the Fire Demon will soon get bored and go home.
- If you don't like where the Fire Demon showed up, you
- can try to recast this spell, so that he will appear
- somewhere else.
-
- Correspondence: resumix!stevans@decwrl.dec.com
-
- Good luck, and happy skiing!
-
- AUTHOR
- Mark Stevans, for Roy's Games, Inc.
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- DIAGNOSTICS
- None.
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- BUGS
- None known.
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