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SKYDUEL_SKYDUEL.TXT
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1989-12-31
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=======================================
Apache's
--------------
-= S K Y D U E L =-
--------------
(c)1993-5 Apache of VRC
=======================================
The ultimate single or multi player air
combat game, combining ballistic
missile warfare with dogfighting and
ground attack.
--------
Features
--------
o Up to 3 simultaneous players.
o 4 different craft. (Plane,
Helicopter, Cannon and Balloon)
o STE enhanced sound and graphics.
o Many specials. (UFO, Bomber, Cloud,
Warper, Zeppelin, Tunnel, Canyon,
Lightning, SAMS, Parachutists etc.)
o 5 different landscape types.
o On-line help feature.
o A wide variety of game options.
-------------
The First Bit
-------------
SkyDuel is the third ST game I have
written so far, and (as we PD/Shareware
authors continually say) represents the
results of over 2 years hard work. The
game is designed to be as flexible as
possible with one, two and three player
modes, and two screens full of
different options to customise the
game's features and difficulty level.
These instructions are in two parts - a
quick start section, followed by a full
explanation of the [many] features of
the game. It is recommended that you
read the quick start guide first, play
the game to get an idea of what it is
like, and then read the remainder of
these instructions to fill in the rest
of the details. (This is beginning to
sound a bit like a PC manual)
If you are one of those people who
doesn't read the DOC files then I will
take this brief opportunity to say that
SkyDuel is Shareware. (Remember this
concept? People get the game for free,
don't register and the authors stop
writing any more software...) For the 5
pounds sterling shareware fee you will
greatly influence us to release more
Shareware software for the Atari ST.
(see proper credits for more details)
-----------------
Quick Start Guide
-----------------
The game takes the form of a battle
between two forces (red and green), and
optionally a third neutral player. To
load SkyDuel, simply double click on
the program icon from the GEM desktop
in Low Resolution. The game will now
load, and the main menu will appear.
Select 'Options' from the menu to alter
the game set up. For a fuller
description of each option see the main
guide below, otherwise you will have to
try to guess what each option does!
(Although most are fairly self
explanatory.) Select 'Done' to end
option selection.
Next select 'Play' from the main menu.
A landscape will be generated, and an
information box will appear describing
the conditions for the forthcoming
sortie. Click any joystick button to
continue. The game proper will now
begin, with each player landed on their
respective runway. If you need to do
so, pressing <HELP> at any time will
bring up a screen detailing the
controls of the current craft etc.
At the top of the screen is a status
bar. This shows the wind direction and
strength, along with each player's Base
population, Fuel level, Damage level,
Craft left, Bullets left and Bombs
left. To win you must damage the other
player such that they have no people
left in their base, and then bomb the
base once more to destroy it. This is
accomplished by the use of the plane,
helicopter, cannon or balloon (or more
accurately, their weapons!). In Arcade
mode the objective is to score more
points than the opponent, within a time
limit.
When on the landing pad use up and
down, or F1-F3, to select the required
craft, and press fire to begin using
it. The helicopter and plane can then
be flown over to the other base to drop
bombs (down+fire) or shoot missiles
(up+fire) at it, or the gun can be used
to fire projectiles directly from the
pad. The other player's job is to stop
you by destroying your craft and your
base first.
When a plane or helicopter is shot
down, a parachutist is released. Points
are scored, or the base population is
increased, if the parachutist is landed
on a base before the other player
shoots it down.
A third player may join as the balloon
by using the '8' key on the keypad. The
balloon is blown by the wind (which
changes at different heights), but can
be controlled by it's burner. (See Help
screen) The balloonist may take either
(or both) sides, and drops bombs on the
landscape.
After the round has ended, the result
is displayed and either the next round
is played, or the overall battle result
is shown. The game is either best of 3,
5 or 7, as set on the options screen.
For a more detailed description of the
games features see below.
---------------------------------------
In-depth Instruction Guide
---------------------------------------
---------
Main Menu
---------
When SkyDuel has loaded the main menu
is displayed. The menu contains four
options: Credits, Options, Play and
Exit. These are described individually
below. This, and all other menus in
SkyDuel are controlled by joystick
in port 1 (not the mouse one!).
To select the menu choices, use up,
down, left and right to move the red
box, and press fire to select the
currently highlighted choice.
-------
Credits
-------
This is simply a number of consecutive
pages containing the credits, greetings
and shareware information associated
with SkyDuel. Press fire to move to the
next page.
------------
Game Options
------------
The options are accessed via the
'Options' selection on the main menu,
and fill two screens. The second screen
is accessed via the 'More...' option on
screen 1. Options are changed by
moving the highlight over the required
selection, and clicking the fire button
until the correct choice appears.
Options Page 1
--------------
Game Type
---------
There are three game types - Single
Player, Arcade and Strategy. Single
Player is single player (no, really?!)
against an Artificially Intelligent
computer opponent, with the objective
being to eliminate the population of
the opponents base before they do the
same to you. Strategy is the same as
Single Player, but with two players
against each other. Arcade mode also
pits two players against one another,
but the winner is the one who scores
most points. Points are scored thus:
Opponent dies 3
Bomber plane shot 2
Parachutist landed 1
Enemy parachutist dies 1
Balloon shot down 1
Zeppelin shot down 1
Canyon flown through 1
This means it is possible to win arcade
mode games without actually killing the
opponent, and that there is no need to
shoot their base. This leads to a more
'dogfighting' style of gameplay.
An extra player may join any of these
game types by using the balloon. (see
below)
Best of...
----------
Each battle is made up of a number of
rounds, 3, 5 or 7, as set by this
option. The winner of the battle is the
player who wins more than half of the
rounds that are played. eg. 3 rounds to
win in the Best of 5 mode. It is
possible to draw a battle under certain
circumstances, such as when both
players simultaneously destroy each
other.
Attack Level
------------
It is possible to set the 'attack
level' of each of the players to either
Weak, Normal or Strong. The attack
level influences the amount of damage
that bullets and bombs do, the
resiliance of the vehicles used etc. By
suitable selections of this option it
is possible to set the game so that
experienced players are handicapped
(ie. weak) so that they can play
against bad players on equal terms.
This option also provides a way of
making the Single Player game harder or
easier by adjusting the player's and
computer's attack levels accordingly.
Scenario
--------
SkyDuel features a semi-intelligent
landscape generator. There are five
scenario's: Day, Night, Fog, Snow and
Lightning Storm.
Day The 'standard' scenario. Bright
daylight, sun and clouds.
Night Obviously set at night, so some
things are hard to see. Stars.
Fog No sun or clouds, just grey fog
making everything hazy.
Snow A very glarey level due to the
snow everywhere.
Storm Midway between day and night,
but with no sun, darker clouds
and the risk of being hit by a
random lightning strike.
It is also possible to choose 'Random
Scenario', and the computer will select
a different one for each round.
Wind
----
In SkyDuel many things are affected by
the wind. (eg. bombs, projectiles, the
cloud, planes, helicopters, the balloon
etc.) The wind has two characteristics:
speed and direction (pedantic physics
teachers (JS!) would say velocity...)
and this is shown at the top centre of
the screen during gameplay. The number
represents the wind strength (0 to 100)
and the arrow indicates the direction.
During the game the wind will
constantly fluctuate in strength, and
even in direction. What the wind option
does therefore is to set the maximum
value which the wind can reach. No wind
obviously keeps the wind strength
always at 0. Gale Force allows any wind
value from 0 to 100. This has the side
effect that even on gale force mode the
wind may end up just fluctuating around
zero, although that is unlikely. When
the wind is very strong is possible to
perform some great stunts when flying
the plane!
'Random Wind' lets the computer choose
the wind randomly for each round.
Note: Before each round is played the
Scenario and Wind Strength settings
that will be used are shown on the
screen.
Done
----
This option allows the user to return
to the main menu without having to go
through the second page of options.
More...
-------
Select this to display the second page
of options.
Options Page 2
--------------
Vehicles Active
---------------
There are a lot different settings for
this option - one for each combination
of vehicles that can be active. eg. All
vehicles (standard), Heli & Plane, Heli
& Gun, Gun only etc. The purpose of
this option is twofold. Firstly it
simply gives a more varied number of
games that can be played, such as air
battles only (plane and heli),
dogfights (arcade mode and plane only)
or ballistic missile fights (gun only).
Secondly, it is also a way of
restricting the vehicles available, so
that, for example, if one player can't
yet fly the plane very well then
neither player is able to use it (this
would be a 'heli & gun' set up).
Blitter Detect
--------------
This is not an option, but indicates
whether or not a Blitter chip has been
detected in your ST. If it is then the
game should run faster. All STE's
should have one...
Sound Mode
----------
There are four sound modes, but any one
computer will only have three to choose
from. They are:
Sound Off Any computer. There is no
sound at all, and the
game therefore runs very
fast.
Soundchip FX Any computer. The ST
Soundchip is used to make
the game sounds. It
sounds pretty bad, but
does give a way to have
both a fast game speed as
well as some sounds.
Sampled FX Pre-STE computers. A
machine code routine
plays the samples, but
this uses up processor
time, slowing down the
game slightly.
This is however the most
realistic sound option
for STFM's.
DMA Samples STE's have a DMA
soundchip which is used
by this option to play
the samples. Since the
DMA chip runs in parallel
with the main processor
there is no loss of game
speed with this option.
If you have an STE - use
this!
Hopefully this table shows that, on an
STFM at least, it is important to
choose the sound mode which best
balances the speed of gameplay you
want. My advice to STFM owners is: if
you have a CD or something to listen to
and want a fast game then turn off the
sound and turn up the CD! If not then
use the Sampled FX mode since the slow
down doesn't notice once you get
playing, and indeed, can even prove
handy!
Gravity
-------
There are three gravity settings: High,
Medium and Low. The effects gravity are
just as you would expect - any airborne
objects (bombs, planes, helicopters
etc.) accelerate towards the ground
faster the higher the gravity. This
option basically adds a bit more
variety into the game, especially when
guns are used a lot, (eg. Gun only
mode), since the projectiles fly
differently under different gravities.
Airship Mode
------------
The Zeppelin can either be 'soft'
(destroyable) or 'hard'
(indestructable). In soft mode the
airship takes one hit to destroy, and
one point is scored in arcade mode for
blowing it up. In hard mode the airship
takes on a 'mobile barrage balloon'
role and it will absorb all shots, thus
forming an obstacle for anything
airborne.
Repair Level
------------
When a vehicle (gun, plane or
helicopter) is destroyed a new one will
reappear, after a time, providing that
there are spare units available. The
Repair level option sets the level of
damage that new vehicles will have. If
it is set to Do Not Repair, then the
new unit which appears will have to
wait for a further time period before
it is repaired to 100% level. Repair
Partly means that some repairs are
already there in the new vehicle.
Repair fully means that the new unit
will be 100% repaired and ready for
immediate take-off. 100% Repair mode is
best for fast arcade game set ups. 0%
Repair level mode is good for games
where more thought is required.
Surface to Air Missiles (SAMs)
------------------------------
In the game, when a base is hit by an
enemy plane or helicopter a SAM may be
let off. The type of SAM is set by
this option.
Off No SAMs are launched
Unguided SAMs are launched and fly
directly upwards.
Guided SAMs are launched and home in
on the enemy vehicle.
If a SAM hits a vehicle it will do a
lot of damage to it. The aim behind
them is to help prevent the opposing
player hovering over your home base
continually dropping bombs unhindered,
although the game can be more fun
without them.
In single player mode, the game can be
made harder by turning SAM's off.
Save Default
------------
This final option allows you to save
your preferred SkyDuel setup to disk.
When SkyDuel is loaded the setup file
is automatically searched for, and if
it exists the new setup is loaded. The
setup file is called SKYDUEL.INF and it
is presumed to be in the same directory
as the SkyDuel program itself. When the
save option is selected the program
will immediately try to write the file
to disk. If there is a problem, eg. the
disk is write-protected, the program
will halt, allowing the problem to be
corrected. Then press any key or click
the joystick to retry. This will
continue until the file is saved
correctly.
Done
----
Select this to return to the main menu
again.
----
Play
----
This is it! You've read the credits,
you've set your desired options and
you're ready to play...
After 'Play' is selected from the main
menu the screen displays the landscape
with a large information box over it.
This box gives a description of the
round about to be played.
At the top it has the current score of
each player (this will be 0-0 if you
have only just clicked on Play!) and
their respective attack levels.
Below this, other round specific
information is displayed- the maximum
wind strength, the scenario, the game
type and the vehicles active (as set up
in the options section). Press fire
when you are ready to proceed.
The whole landscape is now displayed.
The green players base is on the left,
the red player is on the right. Some
landscapes have a large hill, some do
not. Sometimes there will be a deep
canyon with water at the bottom. If
present, it is possible to fly
vertically down this, and the vehicle
will appear randomly at the top of the
screen. As well as being a useful
escape route, in arcade mode this also
scores 1 point! On the down side, it
damages the vehicle slightly. Some
levels have a small hill with a grey
tunnel through it. Again, it is safe to
fly through this short tunnel as an
escape route.
At the top of the screen is the status
bar. It shows the population of each
base ('Men'), the current fuel and
damage levels of each players craft,
the number of units (vehicles), bullets
and bombs that each player has left,
and also the wind velocity. In arcade
mode, the population number and units
left are unneeded and are replaced by
the player's score. Each player's
information is on the same side of the
screen as their base.
Base Population: ('Men')
This number shows the population of the
player's base. The higher it is, the
faster new units are made and bombs and
bullets are replaced. As long as there
are 2 or more people in the base (!),
the number will increase steadily. In
Strategy or Practise mode the player
loses when this number reaches zero
and the base is hit one more time.
Score: ('Score')
This is the number of points amassed so
far during the round in arcade mode.
See the options descriptions for what
actions score points.
Damage: ('Dmg')
This is a bar showing the damage level.
It starts off at a level set in the
options page, and when the vehicle is
on the pad is repaired gradually. When
in the air (or active, in the case of
the gun) the damage doesn't get
repaired - obviously! A fully repaired
vehicle has a full green bar, and can
fly at full speed. When it is 50%
damaged grey smoke is emitted and
flying speed is reduced. At 75% damage
black smoke is emitted and flying speed
is reduced still further. At 100%
damage (ie. destroyed) the bar goes
red, and the vehicle will explode and
fall to the ground. (If it was
airborne!)
Fuel: ('Gas')
This bar behaves as with the damage
bar, regenerating when on the pad. Each
craft is safe until the fuel runs out.
The bar then goes red, and the vehicle
will fall out of the sky and explode on
the landscape. The plane uses the least
fuel, the helicopter the most. The gun
doesn't use any.
Vehicle units left: ('Unt')
The base population continually build
new vehicles to replenish this number.
If it reaches zero, and you crash, then
you will have to wait for more units to
be built before you can take off again.
For this reason it is not advisable to
crash too many times in rapid
succession. (!!!)
Bullets left: ('Bl')
The base population build bullets
(missiles) continually, but if you fire
too rapidly then they could run out,
leaving you without this capability for
a while.
Bombs left: ('Bm')
See Bullets left.
Wind:
See the options section for a
description of the wind meter.
Timer:
In arcade mode there is also a timer at
the base of the screen. This counts
down to zero, at which point the round
ends and both bases blow up!
Right. Now that you know what's what
it's time for take off. Both player's
should at this time be on their pad's,
and presuming all vehicles are
available, be in the 'plane' selection.
At this stage it is possible to select
one of the three vehicles. This is done
either by using up and down with the
joystick and pressing fire when the
correct craft is shown, or by pressing
F1 to F3, (green) or F8 to F10 (red)
and then the fire button.
To display the controls of the
currently selected craft, along with
other available keys, press <Help> at
any time.
Plane
-----
When on the pad, push left and right
until the plane is facing in the
required direction, then, when the fire
button is pressed the plane will take
off. Use up and down to increase and
decrease the speed, and left and right
to rotate anticlockwise and clockwise
respectively. Up and fire shoots a
missile, down and fire drops a bomb,
fire alone fires the machine guns. With
the plane it is possible to achieve
very high speeds in steep dives, and
the vehicle is probably the most useful
of the three. It is also the hardest to
master, although players of games of
this style (eg. Bip on the Ameegar)
shouldn't have too many problems, and
you can't hover. Good forms of attack
are swooping dives at the opponent, or
over the base, followed by a loop the
loop back to dodge any missile
returned, and prepare for another
attack run.
To land the plane you have to fly very
slowly, and low, towards the pad. When
you are above the pad, pull back on the
stick, as if to stall the plane.
If you have done it correctly, instead
of stalling, the plane will land
automatically on the pad,for refueling,
repairing etc. Landing the plane can
take a lot of practice!!!
Helicopter
----------
Up and down control the vertical thrust
of the helicopter. Left and right
control the direction in which it
points directly. (ie. push left to fly
left) If the helicopter is pointing
'out' of the screen, it will fire
directly downwards, else it fires in
the direction that it is pointing in.
The same firing controls apply as with
the plane. The helicopter is slower
than the plane, and uses more fuel. It
is useful though in that it is able to
hover above the enemy, or their base,
dropping bomb after bomb continually.
The helicopter can only fire downwards,
so height is crucial. The helicopter
also has the advantage of being much
easier to control than the plane, but
the higher the speed (ie. the more the
blades are tilted) the less upward
thrust can be obtained.
To land the helicopter simply fly down
onto the base pad. The only condition
is that the helicopter must be level,
else it will crash into the ground.
Gun/Cannon
----------
To control the gun you must use left
and right to point the barrel, and up
and down to control the power of the
shot. The length of the barrel shows
the current shot power. Press fire
alone to launch a projectile. The gun
is probably the simplest craft to use,
and it doesn't require any fast
reactions like the other craft do. It
is easy with the gun to quickly wipe
out the population of the opponents
base, but the danger is that, being
stationary you are an easy target...
There is no need to land the gun,
obviously, but to exit from 'gun mode'
push fire and up toghether, fire and
down together, or press F1 to F3
(green) or F8-F10 (red).
Balloon
-------
The balloon may be brought in at any
time by pressing the '8' key on the
keypad. The balloon is then entirely
controlled with the keypad. '8' to use
the burners, '5' to go down, and the
other numbers to throw a bomb in that
direction. (eg. '9' throws a bomb up
and to the right)
Since the balloon cannot be steered
left and right the wind must be used.
The key to this is that at different
heights the wind blows at different
strengths at in different directions,
so by hovering at the correct height,
the balloon can be made to fly to any
position. The wind works such that the
lower the balloon, the weaker the wind.
It takes a lot of skill to become
a good balloon pilot, but once
mastered it can be quite good fun
acting as a neutral party and dropping
bombs on all and sundry, or siding with
one of the players instead.
The balloon cannot land, and after each
one is released it must fly until shot
down or crashed landed.
In arcade mode, 1 point is gained for
each balloon destroyed. This leads to
the interesting situation of a mini
game within SkyDuel. It is played like
this. 2 player Arcade mode, Guns only
is selected and a balloon is dropped by
pressing '8'. Each player then races
to hit the balloon before it crashes -
a sort of pigeon shoot! This carries on
until the timer runs out,and the player
who hits the balloon most wins the
round! A variation on this is to play
in 'Plane only' or 'Helicopter only'
mode.
Weapons
-------
There are three weapons available,
except with the gun. These are missiles
(bullets), bombs and machine guns.
Missiles, (up+fire), move in straight
lines and are unaffected by gravity.
They cause medium damage and make small
holes in the ground. Only one per
vehicle may be active at one time.
Bombs, (down+fire), are the same as the
projectiles fired by the gun, and the
bombs dropped by the balloon and jet
bomber. They follow a parabolic
ballistic missile type path, due to the
effects of gravity. They are also blown
by the wind, and this must be
compensated for. Only one per vehicle
may be active at one time, but each
bomb causes large amounts of damage,
and makes big holes in the ground.
Machine guns, (fire with neither up or
down), are only available to planes and
helicopters. They can be seen as a
flickering in front of the vehicle, and
have a fairly short range but unlimited
number. Although each bullet is weak,
since machine guns can be used
continually enemy vehicles can be
destroyed very rapidly with sustained,
accurate shots. Machine guns don't
damage the ground, balloon or zeppelin
etc., but can be used to shoot an enemy
ground based gun and parachutists.
Parachutists
------------
When an airborne vehicle is destroyed,
or runs out of fuel, the pilots attempt
to parachute out. If they manage this
(they usually do!), a parachutist
appears on screen. This is controlled
with left, right and down, and the
objective is to land it at the home
base. If this is done, the two pilots
removed from the base at take off are
returned (or in arcade mode, a point is
scored). If however the enemy manages
to machine gun down, or fly into the
parachutist, or it lands on the ground
away from the base, the two pilots die,
and no advantage is gained. (except in
arcade mode, where the enemy player
gets a point for killing the
parachutist.) The final possibility is
that the parachutist lands on the enemy
base. In this case, the same happens as
if it landed at the home base, but to
the enemy's advantage instead...
Specials
--------
During the game there are certain semi-
random special events that may occur.
Zeppelin:
This airship flies low over the
landscape, at a fixed speed. Whether or
not it can be destroyed is determined
by the options section. It's main
purpose in life is as an obstacle, but
in arcade mode 1 point is also gained
by shooting the airship.
UFO:
This is perhaps the most annoying (and
my favourite!) special event. It flies
down from the top of the screen, and
always homes in on the nearest active
craft. When it get's near enough it
grabs the vehicle in it's tractor beam
(guns too!) and tries to carry it off
the top of the screen. If this happens
the vehicle is destroyed. The UFO is
invincible, but can sometimes be forced
by a skilled player,to crash land. It
will eventually go away, if dodged for
long enough, or it can be made to go
after the other player.
Jet Bomber:
This speedy jet swoops down from the
top of the screen, drops a super-bomb
or two, and flies away again. Due to
it's speed it is very hard to hit, and
thus 2 points are given in arcade mode
for shooting it.
Cloud:
The cloud has no harmful effects, and
is blown about by the wind. Unlike the
background though, vehicles pass behind
it, and so it can either be used as an
escape method, or to hide behind during
a sneaky attack on the enemy.
Lightning:
Only on the Storm scenario. The
lightning strikes randomly at vehicles,
the balloon or the ground. It does a
lot of damage, and cannot be dodged.
Warp Gate:
Randomly a strange square red and
yellow warp gate may appear in the air.
Anything that enters this (aircraft,
weapons etc.) will be randomly
teleported to another position on the
screen, destroying the warp gate in the
process. The warper can also be used as
a quick escape route from a pursuing
craft.
Winning
-------
Strategy Mode:
To win, the enemy base must be bombed
so that there are no people left in it
and there must be no active craft. Once
this is fulfilled, the base must be hit
once more to win the round. If both
players do this simultaneously the
round is a draw.
Arcade Mode:
To win, your score must simply be
higher than the enemy score when the
time limit runs out. If they are equal,
the round is a draw.
Points:
1 for winning, 0 for losing, 1 each for
a draw.
After the Round
---------------
Once the round is completed, a box
appears showing the result, and then
either the next round is started, or
the final score is given.
The player who has won the majority of
the games played is declared the
overall winner.
General Game Principles
-----------------------
The game can be sped up slightly by
running a screen acceleration program
such as QuickST, Warp 9 or NVDI.
You can only land at your own base.
If you fly off the top of the screen,
you stall and fall back on.
The screen wraps around left to right
and vice versa.
Whenever a vehicle is 'entered', 2
people are required to leave the base
to pilot it. This means that if less
than 2 people are left in the base it
is impossible to take off, or use the
gun - all you can do is wait...
If everyone in the base is killed, but
you are still in a craft then, by
landing or parachuting, the two pilots
return to the base to start reproducing
again.
Flying off the screen provides a short
cut route to the enemy base.
The 'special' aircraft (UFO etc.) can
only be hit with bullets or bombs, not
machine guns. They also damage any
vehicle that flies into them.
The balloon will explode on contact
with anything, except machine guns.
Press 'P' to pause the game.
As well as shooting a base or craft to
damage it, kamakazee style divebomb
attacks also sometimes work - a last
means of revenge if a SAM gets you...
Once a vehicle has been selected (by
pressing fire) but is still on the pad,
it is vulnerable to enemy attacks -
beware...
A 'round' and a 'sortie' mean the same
thing.
There is a cheat mode for the champions
at the game...(or is there?!)
----
Exit
----
This self-explanatory option allows you
to quit from SkyDuel. After selecting
exit, the computer asks you to confirm
your decision. Move the joystick left
or right to highlight Yes or No, and
click the button. 'Yes' will exit the
program, 'No' will return to the menu
again.
---------------------------------------
The Final Section
---------------------------------------
--------------
Shareware Info
--------------
SkyDuel is being distributed as
shareware. It is NOT a partially
working version - it is complete.
However, if you register the game for
the fee of 5 pounds sterling (plus
return postage if you don't live in the
UK), you will persuade us to release
more software in this form,perhaps even
Skyduel 3! With the current massive
decline in the ST games market, this
can't be a bad thing.Even if only a few
people register we will consider
further releases --- your contribution
*will* count!
The address to write to is:
Tim Chapman
5 Arrow Drive
Albrighton
Wolverhampton
WV7 3PF
ENGLAND
Please enclose your name and address,
and if overseas, return postage.
Cheques should be payable to
T.P.Chapman.
Even if you don't want to register, feel
free to contact us at the address
above, and let us know what you think of
the game --- we'd love to hear from you!
You can also email us at:
tpc@cs.nott.ac.uk
-------
_ = SkyDuel = _
= Credits =
-------
Design, Programming, Graphics,
Non-STE Sound, Documentation
Apache of VRC
Sound, Much STE Testing, Suggestions
Huffy of VRC
Bug Spotting, Playtesting
Lucky Al
-------------------------
Acknowledgments/Greetings
-------------------------
Personally I am indebted to my stereo
system, and many bands (The Levellers,
The Sea, Led Zeppelin, James, Nirvana,
Crowded House, Pop Will Eat Itself,
Primus, Ten Years After, Rage Against
the Machine etc.) for providing me with
entertainment during the late nights
and uninspired times...
SkyDuel is an original game concept of
mine, but some areas of it bear a
certain resemblance to other games. For
old time's sake (and older computer
user's!), here are a few...Barrage (BBC
Micro), Copter Capers (BBC Micro),
Dogfight (BBC Micro), Ballistic (ST -
my game), Protector (ST), Lunar Lander
(Every computer ever!).
A big hello to:
Helen, Huffy, Al, Meesey, Hobnob, Dan,
Morsey, Bison, Beth, Craig, Lloydy,
etc. etc.
-------------------
Program Information
-------------------
SkyDuel was originally conceived during
my writing of the game 'Ballistic'.
I wanted more of an action game than
Ballistic, along with a dogfighting
section, and thus SkyDuel (then
untitled) was invented. Programming
progressed slowly at first due partly
to numerous other projects, and partly
due to me spending too much time
playing the partially finished sections
of the game! Anyway... eventually I
made a BIG effort (thanks partly to Al
and Huffy for encouragement) and
finished the game off. (Two years
crammed into two sentences there!) Now
I am finally at the writing-the-
documentation stage, and, nearly 6000
(!) words on, I am wondering for the
nth time (as mathematicians say) why
things always take so much longer to do
than you first thought they would!
The game is written entirely in GFA
Basic, except for the STFM interrupt
driven sample routine which is PD as
far as I know. It has been tested (and
works) on both a 520 and 1040 STFM TOS
1.00 and also on a Mega 4 STE TOS 2.?,
so it should work on everything in
between, and perhaps the TT & Falcon
too...
----------
Disclaimer
----------
1. Although I have tested SkyDuel as
much as possible I cannot be held
responsible for any damage or otherwise
caused as a result of it's use or
misuse.
2. Keep all three files (SKYDUEL.TOS,
SKYDUEL.INF and SKYDUEL.TXT) together
when distributing the program about,
and do not alter any of them in any way
without my written permission.
Hope to hear from you soon!
-= Apache of VRC =-
April 1995