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Inside Mac Games Volume 4 #1 & #2
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IMG 34 JanFeb 1996.iso
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Shareware
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Sprite Fight 2000 ƒ
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Instruction Manual
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1996-01-15
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Sprite Fight 2000 - Blood Version 1.0
©1996 All Rights Reserved.
by Stefan & John Sinclair
What is SF2K?
Sprite Fight 2000 (SF2K) is a new, high speed action arcade game for the Macintosh/Power Macintosh/Compatible
computers. It is very similar in design to such arcade games as Street Fighter, Mortal Kombat, etc...
In SF2K, there can be either 1, 2, or 0 players! ( Human vs. Computer, Human vs. Human, Computer vs. Computer)
The object of the game is to control your character and defeat the enemy character during a round of combat,
using an assortment of offensive and defensive moves. The specifics of the game are discussed below.
SF2K is different than most any other game available for the Macintosh. First of all, it is fast. Screaming fast.
SF2K was programmed using extremely high speed sprite animation techniques (specifically, the SpriteWorld 1.0b4
C Library by Tony Myles). On top of that, it was accelerated to take advantage of the new Power Macintosh
computers with the PowerPC processor. It will make a Mac LCII look like a PowerMac, and make a PowerMac look
like an arcade machine on steroids. In addition, the color graphics are smooth and highly detailed.
But the game doesn't just stop with lightning fast and smooth graphics. It has sound, but not just plain old sound.
There is a hidden option in the game which allows you to overdrive the Mac's sound system, cranking the volume
to either 3 or 5 times the regular maximum amount!!! There is also built-in QuickTime™ video†, as well as
computer-synthesized speech*!!! It's a virtual multimedia blitzkrieg!
† You will need QuickTime™ installed for this feature to work
* You will need Speech Manager installed for this feature to work
What is Included
In addition to the Sprite Fight 2000 application, some other files are included:
-"Opening" and "Credits" - these are QuickTime™ movie file used by the game when QuickTime™ is enabled.
These files must be in the same folder as the Sprite Fight 2000 game.
- Halls of Despair - this is the only Combat Zone file included with the upload. Others are available online,
and more will be released in the future by ourselves and any others who wish to make and distribute them.
- Yokozono & Guy Farari - these are the only 2 Sprite files included with the initial upload. Again, others are
available online, and more will be released in the future by ourselves and any others who wish to make and
distribute them.
- Backgound Stories
- The Instruction Manual - but obviously, you already figured that one out.
System Requirements
- Mac II or better, as well as the Mac SE/30 (any Macintosh w/ Color QuickDraw)
- Accelerated for Power Macintosh
- System 7.0 or higher
- Sound Manager 3.0 or higher
- 5 MB free RAM, 4-5 MB free disk space
Additional features will magically appear if you have any or all of the following system extensions installed:
- QuickTime™
- Speech Manager
If your Mac is missing some or all of these system extensions, they are available free for downloading
from Apple via ftp, or from various online sites such as AOL, eWorld, etc.
How to Play
The rules to Sprite Fight 2000 are quite simple: anihilate your opponent as fast as possible, and you win!
But there is a bit more to it than that, which will now be discussed.
The Sprite Warriors
The various characters that you can control while playing SF2K are each stored in their own separate
files, referred to as Sprite Files from here on. In addition to Sprite Files, there are two other file types
utilized by SF2K: Combat Zone files, and QuickTime™ movie files. The Combat Zone files each store a
unique combat location in which combat for a specific round of battle is waged. As for the movie files,
there are currently only 2 movie files required for the game. These are titled "Opening" and "Credits",
and must be located in the same folder as the Sprite Fight 2000 game if QuickTime™ features are being
utilized.
There are two basic playing modes: single-round and tournament combat. In single-round combat, player 1
(either human or computer controlled) fights against player 2 (either human or computer controlled) for
one 2-minute round. The winner is whoever kills the enemy first, or whoever has the most energy after
the 2-minutes. In tournament mode, player 1 will be human controlled, and fights against the computer as
player 2 for as many rounds as player 1 selects opponents, in as many combat zones as player 1 selects.
The tournament is over when either
a) player 1 defeats all of the oponents that were selected
b) player 1 gets defeated by an opponent in the tournament
c) player 1 runs out of opponents to fight in the tournament before all combat zones are used
d) player 1 runs out of combat zones to fight in before all opponents are fought
Single Round Combat
To play a single round of combat, first decide if a human or the computer will be controlling players 1 & 2.
The default setting is for player 1 to be human controlled and player 2 to be computer controlled, but you
can alter these by chosing the appropriate selection in the Combat menu of the game menu. Also, you can adjust
the game speed via the Adjust Speed sub-menu in the Combat game menu. The default setting is 50%.
Finally, you will need to select the following, via the File menu of the game menu bar:
1) Player 1 Sprite File (files have icons resembling a suitcase w/ a guy's head on the front)
2) Player 2 Sprite File
3) Combat Zone File for the combat zone in which you want to fight (files have icons w/ a smiley face on them)
Once that is done, you can now select Begin! in the Combat menu to begin the combat round.
Tournament Combat
To fight in tournament mode, only player 1 gets to participate; player 2 is automatically computer controlled.
First, select Begin Tournament... fron the File menu. Again, there are three things that you will need to do.
1) Select all combat zones in which you want to fight in the tournament. You can select the same one as
many times as you like. When you have selected all that you want, hit the Cancel button in the file selection box.
2) Next, select the Sprite File for the warrior that you will control throughout the tournament - you will use
the same sprite warrior throughout the tournament.
3) Finally, select all the Sprite Files for the opponents you wish to battle. When you have selected all that you
want, just hit the Cancel button in the file selection box. You will now begin the tournament! Remember that
the tournament is over when either
a) player 1 defeats all of the oponents that were selected
b) player 1 gets defeated by an opponent in the tournament
c) player 1 runs out of opponents to fight in the tournament before all combat zones are used
d) player 1 runs out of combat zones to fight in before all opponents are fought
Control Keys
When player 1 is human controlled, these are the keys that control that sprite:
control key....................................move left
command key.................................move right
shift key........................................jump
option key......................................block
B......................................................ground attack #1
N......................................................ground attack #2
space bar.......................................aerial attack
When player 2 is human controlled, these are the keys that control that sprite:
left arrow key...............................move left
right arrow key.............................move right
up arrow key.................................jump
down arrow key.............................block
1 (on the number pad).................ground attack #1
2 (on the number pad).................ground attack #2
3 (on the number pad).................aerial attack
You will notice that the keys are geared toward player 1 being on the left side of the computer and player 2
being on the right side of the computer. However, do not assume that the sprite that appears on each side of
the screen at the beginning of combat is the sprite that the player on that respective side of the computer
will control! The sprites drop out of the air in a totally random location on the screen at the beginning of
combat, so player 1's sprite might appear on the right side of the screen, etc. so remember who you are
controlling!
While fighting, you will notice that a timer in the upper left hand of the game window shows the time
remaining in the current round. Also, damage bars for player 1 and 2 sprites are shown in the upper
left and right hand corners of the window, respectively, as each sprite accumulates damage.
Should you come across an old-style Pong game, just use the mouse to control your paddle...
Strategy Tips
-You can run and jump at the same time; the faster you run, the farther you will jump
-Blocking will completely protect you from accumulating damage, but you will still be pushed backwards
when hit.
-A sprite can absorb only a certain fixed amount of damage before dying; however, since you have only
the damage bar to guage the sprite damage, it can be tricky to tell exactly how much more damage you can
accumulate before dying; therefor, it is best to try not to get hit!
Other Important Stuff
Note to RAMDoubler users:
If you have RAMDoubler installed on your Macintosh, an alert box will pop up asking you if you want to
disable the QuickTime™ features, or leave them on, due to a possible problem. The reason this was put
in is because there were one or two instances during beta testing of the game on Macs w/ RAMDoubler
where the game would "hang" the computer, but only when RAMDoubler was installed. However, the
rest of the time, the game ran just fine on Macs w/ RAMDoubler installed. We have no idea why this problem
cropped up! Therefor, I would suggest that you just leave the QuickTime™ features on, as there is only
a very, very slim chance that you will experience a problem. The alert only comes up to handle the remote
possibility that a conflict might arise.
SF2K is available as freeware, and you are free to copy and distribute copies of this software to other
people, BBSs, on-line systems, or internet sites, provided you include all files included in the original release of
this program, including this document.
________________________________________________
If you like this game, you are encouraged to register with us. Registration is FREE - just send an e-mail to one
of the e-mail addresses below with the following information:
• Your name
• What kind of computer you play the game on
• Any commments you have on it
When you register, you will receive a vital tip sheet with information on secret features of the game!
We can be reached at:
e-mail: TrickyS@aol.com
e-mail: TrickyS@eworld.com
WWW: http://users.aol.com/trickys/trickys.html
Even if you hate this game, have a bug report (gasp!), or if you have any questions about it, you are
encouraged to contact us at one of the above e-mail addresses.
________________________________________________
If you enjoy this game, perhaps you would like to make you own sprite warriors or combat zones!
If you like to draw, and have a minimal amount of experience with Mac drawing programs and / or
resource editors, then you have what it takes to create your own sprite warrior and/or combat zone!
If you would like detailed instructions on exactly how to go about creating your own sprite game files, you can
purchase an 800K diskette containing:
-detailed step-by-step instructions on how to create a sprite warrior and a combat zone
-pointers to internet and on-line locations where the necessary software can be downloaded FREE
-additional custom software used specifically for completing the construction of a sprite warrior
Just send $10.00 to the address below, with a note saying you want the Sprite Warrior Construction package:
John & Stefan Sinclair
1318 Three Pines Ct.
Lincoln, NE 68510
... and the disk will be mailed to the address you specify.
If you do create your own sprite file, let us know, we would love to see them!!!
________________________________________________
Those of you who are interested in the art of Macintosh Game programming may wish to purchase the complete
C source code for SF2K. This includes all C source and header files, and Symantec project files
for both the v7 and v8 development environments (code is identical for both!), which should also compile with
little or no effort on other Macintosh C/C++ compilers, such as CodeWarrior. The SpriteWorld package is not
included, but information on where to download it is included. This package will also include the complete
Sprite Warrior Construction package as well.
Just send $20.00 to the address below, with a note saying you want the SF2K C Source package:
Stefan & John Sinclair
1318 Three Pines Ct.
Lincoln, NE 68510
... and the disk(s) will be mailed to the address you specify.
________________________________________________
Sprite Fight 2000 was created using the following hardware and software:
- Apple Power Macintosh 6100/66
- Apple Macintosh LCII
- Symantec C/C++, version 7 used for 680x0 Macintosh code development
- Symantec C/C++, version 8.0.4 w/ MrC compiler for PowerPC code development
- Red Baron Breakfast Pizza
- SpriteWorld 1.0b4, by Tony Myles
- Deneba's Canvas, version 3.0 & 3.5, for graphics & QuickTime™ movies
- Dr. Pepper
- Apple's ResEdit 2.1.3
- 5 hours of sleep a week for 3 months
- Just kidding. It was only 4 hours.
- Apple's MoviePlayer 2.0
- Apple's MacsBug 6.5.2