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-
- PLANET v1.00
- Copyright (c) 1992 Bruce Guthrie
-
-
- Original program by: Michael McCown
- DEC PDP/11 (GiGi BASIC) version 2.003 by: Adam Mellis
- IBM PC (Power C) version by: Bruce Guthrie
-
-
- +--------------------------------------+--------------------------------------+
- |
- Write email to Bruce Guthrie at: | Or call our board:
- |
- WWIVnet - #28 @2900 | Maxie's Toy @2900
- or | Modesto, California
- Internet - bruce@altair.csustan.edu | (209) 526-5899
- |
- +--------------------------------------+--------------------------------------+
-
- This game requires a standard VGA monitor. It uses VGA 640x480 pixel,
- 16-color mode.
-
- Play this on as fast a computer as you can get:
- A 20 mhz 386 runs ok with 15 planets.
- A 20 mhz 386sx runs ok with 11 planets.
- A 16 mhz 286 runs ok with 9 planets.
- An 8 mhz 286 runs ok with 4 planets.
- An XT? I don't have one on which to try.
-
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-
- Here are a few hints and rules:
-
- 1. When entering the angle and velocity you can use fractional numbers,
- (numbers with a decimal point,) to fine-tune your shot.
-
- 2. The angle must be between 0 and 360 270
- degrees, inclusive. |
- 180 ---+--- 0
- 3. The velocity must be between 0 and 100, |
- inclusive. 90
-
- 4. Use high speed to shoot straight. Use Sample shot:
- planets and black holes to turn "45,30"
- your shot for you at lower speeds. angle,velocity
-
- 5. Sometimes the only way to get at the enemy is to shoot away from
- the planets, have your shot orbit halfway around the system, and
- come back onto the screen near his ship.
-
- 6. At velocities of about 40 and higher it is possible for a shot to go
- right through a ship without hitting it, if the shot is moving right.
- It is especially likely for shot accelerated by a black hole to go
- right through obstacles. If this happens with a relatively slow shot,
- shoot again with a very slightly different speed or angle.
-
- 7. When entering the number of black holes, you are specifying that a
- number of the planets that you selected be turned into black holes.
-
- 8. If you select visible black holes but can't see them, turn up the
- brightness on your monitor; they're dark gray.
-
- 9. Black holes can affect shots in
- unpredictable ways when they get too close. Density Color
- 1 Blue
- 10. Planet colors denote their density, from 2 Green
- 1 (low) to 7 (high). The effective gravity 3 Cyan
- of a planet is determined by its density 4 Red
- and its size. 5 Magenta
- 6 Yellow
- 11. Planets have an atmosphere, but 7 White
- it won't affect your shot.
-
- 12. Due to the compiler, a shot in flight can't be aborted, but if it
- never hits anything, it eventually dies. It can make approximately ten
- full-screen orbits before dying, but this can vary quite a bit
- depending on the size of the orbit and how much of the orbit is
- offscreen.
-
- 13. The universe offscreen is pretty big. Fast shots will be stopped when
- they go too far offscreen, but slow shots will turn around and come
- back to the planetary area.
-
- 14. You can hit break anytime the program is waiting for user input. If
- you abort while in graphic mode you might want to run PLANET again,
- and then hit ^C right away, to get back into normal text mode.
-
- 15. The players' ships are in opposite quarters of the screen.
- Remember which is your area when deciding whether it's safe to
- Hyperspace.
-
- 16. Be careful how you shoot. If your shot comes back it CAN kill you.
-
- 17. Oh, yeah, the object of the game: "Shoot the other guy!"
-
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