home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Source Code 1992 March
/
Source_Code_CD-ROM_Walnut_Creek_March_1992.iso
/
usenet
/
altsrcs
/
1
/
1996
/
ski.man
< prev
Wrap
Text File
|
1990-12-28
|
6KB
|
199 lines
SKI(6) GAMES AND DEMOS SKI(6)
NAME
ski - an unusual skiing simulation game
SYNOPSIS
ski
DESCRIPTION
This document describes Ski! Version 6.0 of October 14,
1990.
Imagine you are skiing down an infinite slope, facing such
hazards as trees, ice, bare ground, and the Snoman! -- a
horrible monster! Each turn moves you one screen row
downhill. Unfortunately, you have to put your jet-powered
skis on backwards, so you can't see ahead where you are
going; only behind where you have been.
However, you can turn to either side, jump or hop through
the air, teleport through hyperspace, launch nuclear ICBMs,
and cast spells to call the Fire Demon. And since the
hazards occur in patches, you can skillfully out-maneuver
them.
You ski until something bad happens to you. Your final
score is based on how far you have skiied, how many jumps
you made, how many Snomen have melted during your run, and
how healthy you are when are finished.
These characters represent the things that you see on the
slope behind you:
I This is where you are.
. This is normal snow -- always completely safe to ski
on.
Y These are trees. If you try to ski through trees, you
might hit one and get hurt!
' ' A space represents bare ground with no snow on it. If
you try to ski on dirt, you could fall down....
# This is ice. When you are on ice, you can't turn, and
you might slip and fall down.
A This is the Snoman! As soon as he crawls out of a
Snobank, he will lumber directly towards you at one
space per turn, and if he gets within one space of you,
he will grab you and beat you up! However, he has
trouble moving through trees. Steer clear from the
Snoman, and he will melt after a while, since it is a
sunny day. If you jump over him, your jet-powered skis
Sun Release 4.1 Last change: 14 October 1990 1
SKI(6) GAMES AND DEMOS SKI(6)
will help melt him. You can also melt him with nuclear
ICBMs, or call the Fire Demon who will cook him, but
once a Snoman melts, another one always shows up after
a while. The Snoman doesn't understand about the edges
of the slope either, so you can just cross them to get
away from him! And since he is slower than you, you
can try to ski right past him before he can grab you!
* This represents a nuclear ICBM that you launched. You
launch them from your backpack, and they zoom right at
the Snoman.
D This is the Fire Demon, who is always your friend
unless you call him a bad name and he gets mad at you.
These are your commands. You can type any one of these
letters when you have the "?" prompt on the end of the slope
line, or just hit a return to do nothing this turn.
R Turn to the right. If you were going straight down,
this will make you go one space to the right every
turn. If you type "R" again, then you will go two
spaces to the right every turn. If you type "L" the
next turn, you will again be going one space to the
right every turn. Remember that you can't turn when
you are on ice, and if you go off the edge of the slope
you come back into the other edge. You travel farther
while you are going sideways, so you get a better score
if you slalom to the side a lot, but you can never go
sideways more than five spaces per turn.
L Turn left. Exactly the same as turning right, but
totally opposite.
J Jump. When jumping, you don't have the "?" on the
right for each line you jump over, so you can't enter a
command for it. You can't fall, hit trees, or get
grabbed by the Snoman while jumping, but you might land
badly and get hurt. Since the Snoman moves one space
toward you each turn, you have to be going at least two
spaces per turn sideways to jump over him without get-
ting grabbed when you land, but your jet-powered skis
may melt the Snoman while you're jumping over him.
H Hop. A hop is half a jump.
T Teleport through hyperspace. This transports you to
somewhere else on the slope, but you might materialize
way up in the air and fall down.
I Launch ICBM with nuclear warhead. If your backpack is
working well, an ICBM will be launched from it towards
Sun Release 4.1 Last change: 14 October 1990 2
SKI(6) GAMES AND DEMOS SKI(6)
the Snoman, travelling at three spaces per turn.
Launching ICBMs is dangerous, but once one is going, it
can't hurt you. If it is launched and loses its
negative-infrared lock on the Snoman, it self-
destructs.
D Cast spell to bring the Fire Demon to this material
plane. If the alternate universes are in a synchronous
phase, the Fire Demon will appear somewhere on the
slope, and move to attack the Snoman at one space per
turn, but if something goes wrong while casting this
spell, the Fire Demon might get mad and decide to go
for you instead of the Snoman! If there is no Snoman
around, the Fire Demon will soon get bored and go home.
If you don't like where the Fire Demon showed up, you
can try to recast this spell, so that he will appear
somewhere else.
Correspondence: resumix!stevans@decwrl.dec.com
Good luck, and happy skiing!
AUTHOR
Mark Stevans, for Roy's Games, Inc.
DIAGNOSTICS
None.
BUGS
None known.
Sun Release 4.1 Last change: 14 October 1990 3