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- ARASHI Manual.
- --------------
-
- This is a very small overview of the game and options. It is no great piece of
- literature, but hopefully explains the basics of the game. Please do read it
- through entirely. Some options should probably be cross-referenced better
- and/or have their own section, but overall the manual is short, so please read it
- to be sure you understand all of the options. Again, in reference to version 1.0,
- all of the reported bugs were fixed (or in one case mostly fixed...was a cosmetic
- bug on multiple monitors) and *if it seems different than in 1.0*, it probably is.
-
- =======
- General
- =======
- The object of ARASHI is to score points and advance levels. You advance levels by
- killing all of the enemies. 'You' are the crawler. You move around the top edge
- of a tube, or sheet. The player may move by use of the mouse or by use of the keyboard.
- Keys may be defined by pressing the p or P key for Pause during a game. For mouse use,
- the button shoots, and the space bar is superzap.
-
- Currently (barring any unforeseen changes) there are 96 unique levels. There are
- 16 level shapes and 6 level colors. After clearing level 96, play continues on the
- Doomsday levels which are described later.
-
- =======
- Enemies
- =======
- There are several types of enemies:
-
- Flippers, Pulsars, Fuseballs, Spikers, Tankers.
-
- Flippers are your only enemy on the first level. They rotate up at you. If they land
- flat across you, they capture you and you lose a life. You may rotate under them while
- they are changing lanes.
-
- Pulsars start appearing on the red levels. They also rotate around like flippers, but
- after they move into a lane, they also 'pulse' which renders the lane deadly. The end
- segment of a lane will disappear when a pulsar is pulsing. There is a small delay after
- a pulsar moves into a lane before it begins to pulse.
-
- Fuseballs start in the late blue levels. They float between lanes much of the time and
- cannot be shot. They also move up and down, and may come up to the edge of the
- lanes where the player moves. The crawler can only move through a Fuseball that is
- on the edge when the Fuseball is on a lane junction. Even then, this is not easy.
- Shooting fuseballs at different distances will reward different point values.
- This value may optionally be displayed above the destroyed Fuseball by checking the
- Show Fuseball Scores box on the startup game options page.
-
- Tankers carry 2 of either Flippers, Pulsars, or Fuseballs. Tankers for each will have
- different colors. Shooting a Tanker releases the two other enemies it is carrying.
-
- Spikers lay spikes. All Spikers do not have to be killed. Spikers are the only enemy
- that shoots at the crawler. Spikes laid by the Spiker must be avoided in the warp from
- one level to the next.
-
- =======
- Bonuses
- =======
- The player receives a small, but increasing bonus as a level is cleared. This bonus is
- received after the player has successfully navigated the warp to the next level.
- A starting bonus is also received is the player starts on a level higher than level 1.
- This starting bonus is displayed above the level during the Level Selection.
-
- ==========
- Free Lives
- ==========
- A free life is earned every 20,000 pts. There is a mximum limit of 5 extra lives
- at any one time (plus the active life is really 6). This does not mean that you can
- only earn 5 free lives, this means that there may be some multiple of 20,000
- which you will pass without receiving a free life because you already have the
- maximum limit. Also only one free life may be earned from the starting bonus.
- The flash and sound will not occur if a free life is earned as a result of the
- starting bonus.
-
- =========
- SuperZaps
- =========
- A player receives two superzaps per level. The second superzap only hits one thing.
- The order of selection goes Fuseball, Pulsar, Flipper, Tanker.
-
- ============
- Play Options
- ============
- Arcade mode lets the player restart *close* to the last completed level. This level
- will be less than 95. The gaps of legal restart levels become larger as the level
- numbers get higher, so restarting a game at a higher level may put you back
- several levels. The player may restart at the highest *restart* level on the list
- which is at or below the highest level *completed* in the last game. Restarting
- ARASHI will reset this to level 9.
-
- Practice mode lets you start at any legal restart level up to 95 (there are 96
- levels). The count of enemies left, and the count of enemies on edge is displayed
- in the upper right corner.
-
- Separate High score lists are saved for each play mode.
-
- In both play modes, the "high score to beat" is displayed in the upper right corner
- along with the initials of the person who scored it. The score shown is the next
- highest score (above your current score) on the high score list for your play mode.
-
- ============
- Saving games
- ============
- One game for each play mode (Arcade and Practice) may be saved by using the
- Pause dialog. If you save a game during the warp to the next level, you will have
- to repeat the level. You must get TO a level before your game can be saved there.
-
- =============
- Loading Games
- =============
- This saved game may be reloaded during the Level Select section of starting a
- new game. The saved game will appear as the first level, and will be in purple.
- The bonus shown above the saved game is the score from that game.
-
- Play resumes at the start of the saved level. Score and lives are saved. If the saved
- game is on a Doomsday level, the number of superzaps is also saved. Also since
- the Doomsday levels are random, you may re-start on a different shape, but
- it will be the same level number.
-
- ===============
- Doomsday Levels
- ===============
- After level 96, green levels are selected at random. However, if a player dies on a
- Doomsday level, play does not resume on that level shape. Instead play resumes on a
- new random Doomsday level. The number of enemies also resets at this point. In
- addition, the player's superzap is not recharged until the player completes a level
- and flies on to another level.
-
- ===========
- Script File
- ===========
- Arashi now defaults to run from the Arashi Script file which should be in the same
- folder as Arashi. This script can be altered, if you wish, to suit your taste.
- Default scripts are contained within the Arashi application.
-
- ============
- Distribution
- ============
- ARASHI may be freely distributed as long as:
- a) all documents included in this archive are included
- b) it is not for profit
-
- Also I would like to add that the changes from STORM 0.9B1 to ARASHI 1.x were ONLY
- made because the code was made freely available by Juri . I would like to encourage
- other Mac programmers to make as much of their code available via on-line services,
- etc, as possible. Programming the Mac is not that bad, but code examples sure go
- a long way in helping new people along (in my opinion). Thanks :-)
-
-
- Hope you enjoy it,
- Mike
-
-
- ================
- Programmers Note
- ================
- ARASHI disables Superclock by installing a dummy GESTALT selector 'SAVR' with a
- return value of 0x12. This value causes Superclock to think a screen saver is
- active, thus Superclock will not draw to the screen. To insure smooth installation
- and removal of this selector (some screen savers might use it) ARASHI also installs
- its own GESTALT selector, 'ASHI'. ASHI will return 0x01 ARASHI is loaded, and 0x00
- when not. ARASHI limits itself to one active copy to prevent endless nesting
- of pointer to old GESTALT functions. One active copy should not be a limitation
- to most people :-)
-
-
-