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- TrainBall tm
-
- Shareware Version
-
-
- Start The Program
-
- Copy all of the files on the distribution disk to your hard
- disk or to a working floppy disk. TBALL must be run from the
- directory in which it is located. You cannot put that directory
- in the PATH command and run the program from other directories.
-
- Type TBALL [enter] to start the program.
-
- Set Up
-
- Press "C" (without the quotes) at the Main Menu for Color
- setup. If you have a color interface card then so indicate when
- asked and select foreground and background colors for the track
- and for each of three trains.
-
- If you have a monochrome system, then so indicate when
- asked. If you have a monochrome system you will be allowed to
- set "colors" as either bright white and black or black and bright
- white as the foreground and background colors for the track and
- the trains. Because you may move this program from computer to
- computer, the first time you want to set colors in a session the
- program will ask you what kind of a machine you have.
-
- I suggest you use light foreground on dark background for
- the tracks and dark foreground on light background for the
- trains. For some unknown (to me) reason you cannot set a dark
- foreground color on a light background. Dark Blue on Yellow does
- not seem to work.
-
- Screen Layouts
-
- A file called TBALL.TRK is included with the program. You
- can select it with "S" for Screen on the Main Menu and edit it or
- you can press "S" and start your own pinball screen layout under
- any name you choose. The program MUST find a file called
- TBALL.TRK on the disk in order to run properly. It must also
- find the files: TBALL.SW1, TBALL.SW2, TBALL.RT, TBALLA.CAR,
- TBALLB.CAR and TBALLC.CAR. All are provided with the disk.
-
- More on editing in a minute.
-
- Car Selection
-
- To change the order of your trains or to design new trains,
- you select "E" -- Edit Trains from the Main Menu.
-
- You can select "C" on the Car submenu and Create more .CAR
- files. The program will crash if the files: TBALLA.CAR,
- TBALLB.CAR and TBALLC.CAR are not found on the logged disk/direc
- tory. These files are provided with the program.
-
- To select the order of the trains, that is to make a dif
- ferent train the first train, you press "S" on the Car submenu to
- order the trains. The program comes with three trains:
- TBALLA.CAR, TBALLB.CAR and TBALLC.CAR which by default are the
- first, second and third trains.
-
- If you edit the cars on a train, you must next re-select
- the order of the trains to load the edited train from disk to
- memory.
-
- Play The Game
-
- Press "P" on the Main Menu to Play the game. You will be
- asked for the screen layout you want to use. Enter the file
- name from the list displayed WITHOUT the .TRK part, and press
- ENTER. Train 1 or "A" will immediately begin running.
-
- Train Controls
-
- "2" starts train B running
- "3" starts train C running
-
- No more than three trains will run at any one time.
-
- F3 speeds up ALL trains
- F4 slows down ALL train
-
- F (Faster) Speeds up only the selected train
- S (Slower) Slows down only the selected train
-
- D (Display) Turns the selected train letter Display on and off
-
- N (Noise) Turns Sound off and on
-
- R (Reverse) Reverses the direction of the selected train
-
- L (Loose) Turns one of the trains "loose". The loose
- train will randomly change direction. These
- random changes will occur about once every 30
- movements for that train.
-
- SPACE BAR Fires a missle from the selected train
-
- Train Controls
-
- The arrow keys affect only the selected train. The letter
- of the selected train is shown on the lower left hand cor
- ner of the screen.
-
- The A train is the initially selected train. If you want
- to change the direction of the B train, then press "B"
- before pressing the arrow keys. The same for the C train,
- i.e. press "C" first. Any selected train will remain
- active as the selected train until a different letter is
- pressed. F(ast) and S(low) work on the selected train as
- does R(everse). SPACE BAR fires a missle from the selected
- train. The missile will travel 40 spaces before dying.
- You can only have one missile active at a time.
-
- The display in the lower left corner of the screen shows
- two things: which train is the selected train and if
- there is a "Loose" train. If train B is selected and there
- is no loose train, you will see: B . If train C is the
- selected train and there is a loose train, then you will
- see: C L.
-
- Pressing "R" "reverses" the direction of the selected
- train. Warning: R works like the "stopper" track charac
- ter. It will only work when the train is moving up or down
- or right or left. It won't work if the train is on a diag
- onal.
-
- If a non-selected train hits your selected train, you
- will see an "explosion". Any key will clear the screen and
- restart the game. If your selected train hits the cars,
- not the engine, of one of the other trains, then you will
- blow up that train and will gain 50 points.
-
- The Space Bar fires a missile from the selected train.
- Each missile fired costs you 20 points. A train blown up
- with a gains you 50 points. If the missile hits the
- engine, the whole screen blows up.
-
- ESC will freeze the screen and allow you to quit.
-
- Edit A Track Layout
-
- The arrow keys, backspace and delete keys work in the track
- layout edit mode. The editing screen is always in overtype mode.
- Be careful of the backspace and DEL keys. They will move the
- line to the left and may skew the layout to the right of the
- cursor. You can easily erase a character by putting the cursor
- to the left of the character and pressing the space bar.
-
- Control Y deletes an entire line.
-
- F10 Saves and Exits when you are done editing
-
- ESC Abandons changes without saving
-
- Track Keys:
-
- Key Pressed Symbol Created
-
- áááá | ║
- áááá = ═
- áááá + ╬
- áááá ( ╔
- áááá ) ╗
-
- áááá [ ╚
- áááá ] ╝
- áááá { ╣ switcΦ track
-
- áááá } ╠ switcΦ track
- áááá T ╦ switcΦ track
- áááá
- áááá J ╩ switcΦ track
- áááá ! ╞ reversσ traiε direction
-
- áááá I ╡ reversσ traiε direction
- áááá ^ ╥ reversσ traiε direction
-
- áááá _ ╨ reversσ traiε direction
-
- áááá , = horizonta∞ overpass
- áááá . !! vertica∞ overpass
- áááá / /
- áááá \ \
- áááá X ╪ DeatΦ Buttoε -¡ Hi⌠ i⌠ anΣ traiε
- áááá explodes
- áááá └ └ Blacδ Holσ -¡ Eat≤ thσ train
- áááá ╝ áá ╝ áá switcΦ tracδ ¡¡ randoml∙ controlled
- áááá > > switcΦ tracδ -¡ randoml∙ controlled
- áááá A A switcΦ track -¡ randoml∙ controlled
- áááá V V switcΦ track -¡ randoml∙ controlled
- áááá ╧ ╧ traiε bounce≤ ofµ a⌠ acutσ angle
- áááá ¬ ¬ traiε bounce≤ ofµ a⌠ acutσ angle
- áááá ú ú traiε directioε change≤ a⌠ oblique
- áááá angle
-
-
- Switches are controlled by random settings. One moment a
- train entering a < may go up, the next, it may go down.
- You cannot predict what will happen when a train hits a
- switch.
-
- Use care when designing with slashes and back slashes:
-
- \═ will let the train follow the track right to left but
- will go off the track left to right. To work properly in
- both directions you will need: \ This will keep the
- ╚═
- train on the track both left to right and right to left.
-
- In vertical situations, use something like this:
-
- ║
- ╚\
-
- You can build tunnels with strings of overpass characters.
- For example: ═!!!!!!!!!!═ is a tunnel. Trains in a tunnel
- cannot be hit from the side either by another train or by a
- missle. A missile fired into the tunnel will blow up a train
- inside. You get 5 points each time a train goes over or under and
- overpass or underpass.
- When a train hits a reverse train direction character
- (Stoppers, e.g. FM), it will reverse its direction by 180
- degrees. Note that these characters may only be used on horizon
- tal and vertical tracks, not on diagonal tracks.
-
- The above discussion also applies to the use of "R".
-
- ERROR MESSAGE: If the train runs through a switch or get
- stuck at a switch that means that your .SW1 and/or .SW2 files
- have been trashed and filled with zeros. If there are no numbers
- in the files telling the engine the correct direction for the
- train to travel when the switch is encountered, the train will
- run through the switch or stop at the switch. SOLUTION: Edit the
- track file and change at least one character. The program will
- note that the file has been changed and will rewrite new .SW1 and
- .SW2 files automatically.
-
- Editing Train Cars
-
- You can have from one to seven cars on a train. You can
- use either alpha-numeric characters or you can use ALT NUMBER ALT
- to add high order graphics characters as cars. ALT 254 ALR is
- nice. So is ALT 15 ALT. The shorter the train the faster it
- runs and the harder it is to hit. The longer the train, the
- higher the score. Note: to get the 254 character, hold down the
- ALT key, while holding it down press 254 on the numeric keypad,
- after you have pressed 254, THEN release the ALT key.
-
- Freezing the Display
-
- If you press ESC, the display will "freeze" and you will be
- asked if you wish to abandon the current layout. To freeze the
- display, just press ESC. If you next press "N" for "No", the
- trains will resume where they left off. If you press "Y" for
- "Yes", the screen will clear and you will be returned to the Main
- Menu.
-
- Scoring
-
- Scoring takes several factors into account. They are:
-
- 1. The number of track characters in relation to the size
- of the screen. The higher the ratio, the higher the score.
-
- 2. The number of trains running, two or three. There can
- never be a score when one train is running because that could go
- on forever. More trains, higher score.
-
- 3. The speed of the trains. The higher the speed, the
- higher the score.
-
- 4. The number of times the train's direction is changed.
- Changing direction while multiple trains are running increases
- the chances of a crash. Thus, many switch changes increases the
- score.
-
- 5. How long the trains have been running. There will be
- no score until at least 1000 spaces have been covered by the
- trains.
-
- 6. How many cars are on screen. Longer trains are more
- easily crashed. The more cars, the higher the score.
-
- 7. Is there a Loose Train? If so, the score will be
- higher.
-
- All of the above factors are considered in the scoring
- algorithm.
-
- Note that if you just let the trains run, the score will
- actually decrease. The number of times you change direction is
- considered over time. As time goes on and the number of changes
- does not increase, your score will decline. Also the program
- rates the number of train movements over time. So, if you slow
- down the train, the score may actually decrease. To get a high
- score, you must continue to manipulate the trains and must not
- reduce the speed.
-
- Note that the disk comes with the file: TBALL.RT. This
- file contains data written when the switches are charted. An .RT
- file will be created automatically for every track file you
- create. If the program does not find the .RT file, it will not
- run. What if the file is not found? Solution: edit the track
- layout and thus cause the program to create a new .RT file for
- that edited layout.
-
- Playing The Game
-
- TrainBall
-
- Trainball is similar to pinball. You set up bumpers and
- other characters on screen and then run the train(s). The dif
- ference is that in pinball you cannot control the ball, you can
- only control how it bounces off of certain items. In TrainBall,
- you do not control "flippers"; instead you can change the direc
- tion of the train itself. The object of the game is to run sev
- eral trains as long as possible, as fast a possible without let
-
- ting another train crash into your train and without hitting a
- death button or a black hole.
-
- Maze
-
- A variation on the game is to set up a maze with different
- characters and try to negotiate the maze in the shortest time.
- This becomes more difficult if you put black holes or death
- buttons inside the maze or if you make the maze very narrow or
- complicated. To score a maze, start a train running at the
- right side of the screen where it will be out of the way or just
- ignore the first train. You do this because you need to have at
- least two trains running to get a score. Now start a second
- train. When an initial score other than zero shows at the bottom
- of the screen, start one of the trains into the maze. The player
- who exits the maze with the Lowest score, that is the shortest
- time and the fewest direction changes, wins.
-
- For more action, place O's and/or *'s inside the maze so
- that if the train hits one of them it will bounce off at a sharp
- angle.
-
- Shooting Galery
-
- You can also try a variation of a shooting gallery game.
- Set up a screen layout in which the trains bounce off all of the
- "walls". Start two trains running. Press "F" for "Fast"
- several times to make the selected train run much faster than the
- other train. Now select the slow train. Try to shoot down the
- fast train with missles from the slow train. Each missle costs
- you 20 points. Each hit gains you 50 points. Remember, you
- cannot hit a train in the engine with a missle or it will blow up
- the screen and you will lose your score.
-
- TrainSet
-
- I have another program called TrainSet(tm) which I send to
- registered TrainBall users. TrainSet allows you to set up a
- "Lionel" (tm) train set on screen with switch tracks, tunnels,
- etc. In TrainSet, the arrow keys are used to throw the switchs
- directly in front of the selected train. Loose trains in Train
- Set randomly reset the switches in front of them. In TrainSet,
- trains must run on tracks. If they get off the track, the game
- is over. There are no missiles in TrainSet. They are too easy
- there, but you can ram other trains and gain points.
-
- Registered users also get a version of TrainSet with a
- little customization for EGA/VGA systems. It has additional
- switch tracks and diagonal connectors.
-
- Users who register TrainBall also receive TrainSet and EGA
- TrainSet. Registration fee is $25.00. Please don't call with
- questions about any of these programs. If you need to contact
- me, write to me at:
-
- David Alexander
- 2600 El Camino Real #506
- Palo Alto, CA 94306
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