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- ■──────────────────────────────────────────────────────────────────────────────■
- THUNDER ZONE 1.0 Documentation
- ■──────────────────────────────────────────────────────────────────────────────■
-
-
- 1/ Introduction
- 2/ System Requirements
- 3/ Installing
- 4/ Running the game and setting up
- 5/ Playing the game
- 6/ General Comments
-
-
- ■──────────────────────────────────────────────────────────────────────────────■
- 1/ Introduction
- ■──────────────────────────────────────────────────────────────────────────────■
-
- This concept behind this game came from an ancient classic PC game called
- "SpaceWar". The idea behind the 'over the modem' idea was originally thought of
- by Peter Cellik (Sphinx) sometime in 1990. Sphinx's efforts to make a better
- "SpaceWar" culminated in a prototype game called "WarSpace", which was never
- released. A similar type of game to WarSpace which was not an 'over-the-modem'
- game was released by myself called "HarshGame". HarshGame was definitely a
- first-generation game for me, but I think it made it as far as some CD-ROMs that
- are full of PD software, although I'm not sure.
-
- In an effort to enhance "HarshGame", I wrote a next-chapter game called
- "HarshGame II : The second conflict", which was a game modelled after Star
- Control, but where both players had half the screen (left/right) and could fly
- around and shoot at each other. This game was never finished, although I think
- I uploaded it to a programming board somewhere with full source code.
-
- Thunder Zone is an expansion and an enhancement on the original concept, with
- some new ideas added that I thought were cool. I hope you enjoy it. Many hours
- of programming/tweaking/debugging have gone on to get the game to this state.
-
-
-
- ■──────────────────────────────────────────────────────────────────────────────■
- 2/ System Requirements
- ■──────────────────────────────────────────────────────────────────────────────■
-
- DO NOT RUN THE GAME FROM A FLOPPY DISK. Thunder Zone loads data from the disk
- on the fly and running the game from a floppy will slow it down. Also, you MAY
- experience program delays at some points if you use some types of disk
- compression programs. The game seems to run fine with DoubleSpace and Stacker,
- but I haven't tested other programs.
-
- The game requires at least 550k of free base memory at the DOS prompt, less if
- you have a Gravis UltraSound card. If you are not sure of how much memory you
- have available, run the DOS 'MEM' program. The game doesn't care about EMS or
- XMS memory or drivers for them since it doesn't use any memory above 1 meg.
-
- The game will refuse to run under Windows or DesqView, so don't try it.
-
- It is not recommended, but the game WILL run under OS/2 2.0 and above in a full-
- screen DOS session. However, you must give the game EXCLUSIVE COM port access.
- If you don't you'll probably hang the DOS session during the initial load and
- set-up. Make sure that the video settings you use for the dos box (i.e.
- VIDEO_RETRACE_EMULATION) are set appropriately or you'll get major jitters while
- playing the game.
-
- Although you can use a SoundBlaster for low-quality sound effects, Thunder Zone
- was designed to be played with a Gravis UltraSound sound card. The Ultrasound
- provide 16-bit CD-quality sound with 32 digital voices at the same or lower
- price to lower-quality sound cards. Those people not owning an UltraSound will
- also not get the background music since no music at all is better than FM-
- synthesis.
-
- UltraSound users will hear a mix of 8 and 16-bit quality sounds at high sampling
- rates, as well as rockin' digital background music. To hear the accompanying
- music, you probably need to have 512k of RAM on your GUS. (Sorry, I could only
- squeeze so much into the thing!)
-
- You need to have a standard VGA graphics controller to play the game. If you
- don't have a VGA by now you are missing out on life.
-
- The game can be played with a Gravis PC GamePad, although you may find you
- prefer the keyboard. You MAY use another type of joystick, but it is not
- recommended and will be hard to use. The game uses ALL FOUR buttons on the
- GamePad - other joysticks probably don't support this type of functionality.
-
- Thunder Zone can be played over the modem or over a network between two people.
- If you play over the modem, the modem must be able to transmit and receive data
- at least at 2400 baud. If you used a lower baud rate, the game would become
- unbearably slow. There is no significant difference between playing at 9600
- baud and playing at 14.4k, so I didn't bother adding options for faster speeds.
-
-
-
- ■──────────────────────────────────────────────────────────────────────────────■
- 3/ Installing the game
- ■──────────────────────────────────────────────────────────────────────────────■
-
- If you are reading this document, then you have successfully decompressed the
- game files to a directory. The game can coexist with other files in the same
- directory. At least the following two files should be in the directory you
- decompressed the files into:
-
- TZONE.EXE 69,189
- TZONE.MFF 1,191,101
-
- The '.MFF' file is the core data file. TZONE will not run unless this data file
- is in the same directory as the EXE file, and the file is readable AND
- writeable. This means that if you place the game on a network drive, you must
- make sure that you have write access to the directory.
-
-
-
- ■──────────────────────────────────────────────────────────────────────────────■
- 4/ Running the game and setting up
- ■──────────────────────────────────────────────────────────────────────────────■
-
- Running THUNDER ZONE is easy. Just type "TZONE" at the DOS prompt and press
- <ENTER>. If you want to run the game over a network, type "TZONE /network"
- instead - at which point you will be asked some questions in order to set up the
- game.
-
- The game will first initialize itself and check your machine's configuration.
- If you wish to use a Gravis Gamepad, you will be asked whether or not you wish
- to calibrate it. If you want to use the pad, you should choose to calibrate.
- Please note that the game is easiest to play using the keyboard.
-
- As was mentioned above, without an UltraSound with 512k of RAM on it you will
- probably not hear the background music as the game is playing.
-
- Once the brief title screens have been shown, you will be presented with the
- main menu. To select and change options in the game, you use the cursor keypad.
- The main menu has four choices:
-
- i) Options
-
- This choice can be used to change from using the keyboard to using the
- joystick. IF YOU DO NOT HAVE A JOYSTICK INSTALLED, YOU WILL NOT BE ABLE TO
- SELECT THE JOYSTICK OPTION . Also, UltraSound users can change the volume
- level of the background music and the sound effects.
-
- ii) Help and Credits
-
- This choice shows the credits for the game and displays the controls that
- are available to be used. If you are using a Gravis Gamepad instead of the
- keyboard, the following joystick movements and buttons are used instead:
-
-
- _____ ||
- | \____||________
- | __ GRAVIS \
- | / \ GamePad B |
- | \__/ A C|
- |______________ D |
- \_____|
-
- Left : Rotate Left Button A : Fire
- Right : Rotate Right Button B : Special 2
- Down : Brake Button C : Special 1
- Button D : Thrust
-
- iii) Play over the Modem/Network
-
- If you started the game with the "/network" command line parameter, you
- will see a "Play over the Network" option. Otherwise, you will see a "Play
- over the Modem" option.
-
- If you are playing over a modem, you will see a 'modem set-up' screen where
- you can select and modify settings for your modem. At the bottom of the
- screen are three options, "Already Connected"; "Wait for a call"; and "Call
- enemy player". Whichever option you select, make sure that the modem
- settings are correct or unpredictable things can happen.
-
- The "Wait for a call" and "Call enemy player" options are self-
- explainatory. If you call or wait for a call, the modems will attempt to
- connect. If they cannot connect successfully, you will be returned to the
- main menu.
-
- If you wish to use another program like Telix or Procomm to connect with
- the other player, you can do so and then exit that program to DOS before
- running Thunder Zone. Just pick the 'Already connected' option. The only
- requirement is that the terminal program does not hang up the modem or drop
- the DTR signal. Also, make sure that the settings you use in the terminal
- program exactly match the ones you use in Thunder Zone. NOTE: Thunder Zone
- only uses three different baud rates to set up the modem: 2400, 9600, and
- 38400. Using another baud rate externally and then trying to run the game
- will not work.
-
- After successfully connecting via modem or if you are playing over a
- network, you will be placed into a 'chat' mode, where you can talk to your
- enemy before starting each round. When you are ready to play you press
- F10. If you wish to stop playing, press ESC. Note that if you are playing
- over a modem, exiting from the chat screen will hang up the phone.
-
- If either player presses F10 at the chat screen, you will be placed into
- the weapon selection screen. Please see section 5 below for more
- information on this screen and on playing the game in general.
-
- iv) Play against the computer
-
- Selecting this option from the main menu will allow you to play against
- your computer at one of four different levels of difficulty: "Learn",
- "Easy", "Hard", and "Deadly". First time players should use the "Learn"
- option at least once or twice to get the feel of the controls (the enemy
- for this level is VERY stupid). The other levels increase in difficulty,
- with "Deadly" being the hardest I could make him while still allowing you
- to be able to kill him (I have done it, so you can too).
-
-
- ■──────────────────────────────────────────────────────────────────────────────■
- 5/ Playing the game
- ■──────────────────────────────────────────────────────────────────────────────■
-
- Whoever you play against (another person or the computer), before each
- 'round' you will be asked to select two of eight possible 'extra weapons' that
- you can use. Some of the weapons require a keypress to activate, and some are
- active all the time. Here is a breakdown of the possible weapons and their
- specific abilities:
-
- Cloaking Device: This allows you to 'disappear' from your enemy's screen and
- radar; rendering you invisible. Note that your energy
- reserves will not charge up while you are cloaked unless you
- have selected "Turbo Recharge" as your other extra weapon.
- Attempting to fire while cloaked will disengage the cloaking
- device. Note that you are still visible while cloaking and
- decloaking, since the activity takes some time. See also
- the 'Cloak detector' ability below. Pressing the key for
- this ability will toggle the cloak on or off.
-
- Turbo Recharge: If you select this ability, it is active for the entire
- round - you do not need to press a key to activate it. This
- allows you to have your energy reserves charge at twice
- their normal rate.
-
- Power Shield: If you select this ability, it is active for the entire
- round - you do not need to press a key to activate it. This
- allows you to have a double-strength shield without an
- associated energy drain when transferring power to your
- shields.
-
- Mega Blasters: If you select this ability, it is active for the entire
- round - you do not need to press a key to activate it. This
- weapon is formidable, doubling the destructive power of your
- lasers.
-
- Cloak Detector: An anti-cloak device. Activating this weapon has a large
- drain on your energy reserves, but it shows your enemy's
- location on the radar and on your screen (if he is within
- range) for a brief period of time. For easy location, the
- enemy's position on the radar screen is accented with
- crosshairs.
-
- Proton Torpedoes: Hefty, hefty, hefty. These weapons have the highest damage
- yeild, but only fly straight and have a limited range. The
- torpedoes use your ship's computer for guidance, and the
- computer can only handle 7 of them flying at once. As soon
- as a torpedo impacts at it's target or detonates at maximum
- range, you can fire another one.
-
- Homing Missiles: These are the weapon of choice among most serious players.
- Like torpedoes, these are guided by your ship's computer.
- However, they will change their heading to point to your
- enemy's ship and pursue him relentlessly until they hit him.
- There is no maximum range to the missiles, but they will not
- track a cloaked enemy. Since the overhead on your ship's
- computer to calculate and update these missiles is great,
- you can only have 3 of them flying at any one time.
- However, if a missile hit's your enemy when he's not on
- you're screen, you will see a "Missile Hit" message,
- informing you that you can fire another one.
-
- Omni-Laser: If you select this ability, it is active for the entire
- round - you do not need to press a key to activate it. This
- weapons makes your lasers shoot in any direction, not just
- straight. If there is nothing within range, they will shoot
- straight but otherwise they will lock on to the enemy.
- Combined with mega-blasters (see above), this weapon is an
- extremely good short-range choice.
-
- Thunder Zone is easy to play. Basically, your ship is always shown at the
- center of your screen, with a 'radar map' of the area shown in the bottom right,
- and your ship's status shown at the bottom left. In the radar map, you will see
- two circles, representing the earth (blue) and the moon (grey). Your ship is
- shown as a white dot, and the enemy's ship is shown as a red dot. You can fly
- around the zone, and when you come to the edge, it 'wraps around' to the other
- side.
- The status display at the bottom left is simple: there are two bars - one
- indicating your energy reserves and one indicating your shield strength. As you
- can get from the discriptions of the extra weapons above, your energy reserves
- charge up as you play, but are drained by the usage of your lasers or your
- engines. Also, you can transfer power from your energy reserves to your
- shields. However, once you have transferred energy to the shields, you cannot
- transfer it back again. To transfer power, press the down arrow key.
- Thunder Zone can handle more than one key on the keyboard being pressed at
- once - so you can do more than one action at the same time. Also, in firing
- your lasers you don't have to release the fire button - you can hold it down for
- rapid-fire.
-
- If you haven't figured it out by now, the main idea of the game is to
- choose weapons to counter your enemy's choices, and then to destroy him if you
- can. In real life, the whole game is done in hyper-virtual-reality simulation,
- so nobody gets killed. :)
-
-
-
- ■──────────────────────────────────────────────────────────────────────────────■
- 6/ General Comments
- ■──────────────────────────────────────────────────────────────────────────────■
-
- I hope this game gives you and your friends hours of fun and excitement - that's
- what I made it for. Given that the game is quite playable at 2400 baud and can
- run in a machine with just a small amount of memory, I don't see too many people
- not being able to play it.
-
- The game was written with some general goals in mind:
-
- 1. Make it fun.
- 2. Make it easy.
- 3. Make it look cool.
- 4. Make it sound cool.
- 5. Make it in ANY high-level language to demonstrate that with the languages
- and tools available these days, it doesn't matter which language you use.
-
- To satisfy #5, I chose to implement the game in Borland Pascal. Yes, Thunder
- Zone was written entirely in Borland Pascal 7 - 29,000 lines of it! I could
- have chosen to do it in C or Modula-2 just as easily, but I thought a type-
- checking fast compiler which produced quick code was better than giving myself a
- headache. The resulting EXE file has been compressed to avoid tampering.
-
- The network routines were all done by Bill Kloubek, who goes by a number of
- names. Bill's quite possibly the best network guy I've ever known.
-
- I used several programs in development, including GoldWave 2.0 (the absolute
- BEST sound editor for windows), DeluxePaint IIe, and a PD screen capture utility
- written by Sphinx called GRAB. All the other stuff for development I wrote
- myself, including the pascal version of the Gravis UltraSound SDK and the
- background MOD file player used by the game.
-
- I used a PD graphics library for the MODE-X graphics called XLIB, in a pascal
- implementation - although I had to fix it myself (Tristan Tarrant, the guy that
- did the port wasn't interested in answering my email -ppppphhhhhttt!!!). XLIB
- was originally written by Themie Gouthas and it totally rocks - many programmers
- use it for their graphics.
-
- A big high-ho goes to all the good european demo groups: you guys sure know your
- stuff! (I wish I had a 486 in high school - man, I could have made some great
- stuff all those weeknights I had nothing to do :( now I'm too busy): FUTURE
- CREW/RENAISSANCE/INFINITY/DELUSION/DUST/VLA
-
- Anybody who wants to send me email can do so at my Simon Fraser University
- address or my Advanced Gravis address:
-
- kurtt@sfu.ca
- kurt_kennett@gravis.com
-
-
- Have fun with the game!
-