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1999-01-01
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PIPELINE by Peter the H
~~~~~~~~~~~~~~~~~~~~~~~
Version 1.0.1
Original idea from `Rainbow' magazine for the TRS-80 Color Computer
The deal
~~~~~~~~
This is the first release version of Pipeline (after pre-release versions to
Bits and Russell). Unlike the pre-releases this version may be distributed
freely, indeed I encourage it, on the condition that it is unaltered and that
an unaltered copy of this document is distributed with it. The only restriction
on the use of Pipeline is that if you use it for more than two months you are
obliged to register your copy. Now don't think, "Oh no, more begging, how much
does he want?" All I ask is that you send me a nice picture postcard with your
name and address on it. If you live in England that should cost you less than
50p, so you can't call it expensive. I would also appreciate receiving
comments, suggestions and bug reports, so write me a letter if it won't fit on
a postcard. I hate to mention money, but if you want to send me a contribution
to support further software, it will be much appreciated.
The set-up
~~~~~~~~~~
Pipeline should work in any ST resolution. It uses the A-line routines to draw
its graphics, which Atari have said they have stopped supporting. However, I am
informed that the routines as they stand are still in all versions of the ROMs,
and should work in ST resolutions. The graphics in version 2 will be output via
the VDI for full compatibility with any ST/STE/TT/Falcon/whatever Atari come up
with next using any output device with an installed VDI driver (or however it
works) and may work in a window for MultiTOS friendliness. Anyway, this isn't
one of those annoying programs that tells you to change resolution (on a
standard ST anyway), or worse still, crashes your machine if you're using the
wrong sort of monitor. Also, the screen looks pretty much the same in any
resolution (except for the colours, of course), giving the same game whatever
your screen size.
Pipeline is timed by the 200Hz interrupt counter which is documented in `ST
Internals', so hopefully that will stay where it is. This means that the speed
of Pipeline is not dependent on vertical blanks, so you get the same game
whatever speed your monitor goes at.
When Pipeline is executed, it first draws its title screen (which may be
interrupted by a keypress), then waits for a keypress before showing a menu.
The menu has five options: Play Pipeline, Start level, Redefine keys, Show
info, and Quit. The menu is operated using the up/down keys and the space bar
although this behaviour is affected by the redefine keys option. The keys used
are always shown on the menu.
The keys
~~~~~~~~
By default the keys to use are the cursors and the space bar. When the redefine
keys option is selected you are prompted for the key to use for each function.
You may use any of the keys on the keyboard except for meta-keys (shift,
alternate, control) and the caps-lock key. The keys on the numeric keypad are
displayed in square brackets to distinguish them from those on the main
keyboard. The keys selected affect all of the program's controls, ie those used
in the game and for the menu and the info screen.
The start level
~~~~~~~~~~~~~~~
Thanks to just about everyone who playtested Pipeline, it is now possible to
start playing on any level upto 100 (if you can manage to complete level 100
I'll be very surprised). When the start level option on the menu is selected,
the number shown on the screen is surrounded by angle brackets, and may be
altered with the left/right keys. Up, down or flood return to the menu.
The object
~~~~~~~~~~
The object of Pipeline is to supply water to a number of drought stricken
cities by connecting them with a pipe.
The play
~~~~~~~~
The cities to be connected are shown as bold squares in an array of lighter
squares (we're talking absolute realism here). The player starts each level in
one of the cities, indicated by a flashing solid square. An information bar at
the top of the screen indicates: time left to complete the level (measured in
fifthieths of seconds), the current level, and the score so far. The timer does
not start until the player presses a key (any key) at which time the square
marking his position stops flashing. The player may move about using the
keyboard (see above for which keys to use). Moving the player causes a pipe to
be built along the path he moves, thus connecting the squares. When the player
has connected all of the cities he may flood the pipe by pressing the flood key
(see above). If the flood key is pressed when the cities are not all connected,
the game is over. If the cities are successfully supplied with water, the game
progresses to the next level.
The nasties
~~~~~~~~~~~
Pipeline presents other difficulties to the player than a mere time limit.
Of course, the number of cities on each level increases, but that's not all:
Obstacles - in some positions on the screen, squares are replaced by
crosses which are impassable. The crosses don't move, and are only
placed at the beginning of each level, but there are more of them on
each level. [It is possible that due to the placing of obstacles in
random places, the player may be blocked from some of the cities. This
hasn't happened to me yet, but tell me if you want this changed.]
Obstacles weren't in the Rainbow version. Thanks to Spike for the
suggestion.
Earthquakes - From about level 4 earthquakes start appearing on the
scene. These are shown by a small square which marks the `epicentre',
and lines which show the path of the epicentre. Each earthquake should
move about once every second on average. If an earthquake crosses an
existing pipe, the pipe will be blocked. However, building pipes over
earthquakes is okay (until the epicentre moves back again).
The acknowledgements
~~~~~~~~~~~~~~~~~~~~
Thanks to `Rainbow' magazine for the original idea
Thanks to Spike and Russell for playtesting and suggestions
Thanks to Stevy for being such a lovely snuggly person
The other stuff
~~~~~~~~~~~~~~~
This program comes without warranty of any kind, even the implied warranty of
fitness for stated purpose. The author accepts no responsibility for any damage
to hardware or software caused by this program. However, the author believes it
to be safe. In any case, if you do not trust or accept these conditions, do not
use this program.
This document and the program it accompanies are copyright 1993 by Peter the H
Please send any comments, suggestions, bug reports, money (oh go on) to:
Flat 2, 1 Manilla Road,
Clifton,
Bristol, BS8 4ED,
England.
or telephone +44 272 744333 or email Bits on bits-admin@bristol.ac.uk who may
pass them on if I'm lucky, or you can comment `the_h' on Monochrome if I manage
to keep that account. Failing any of these avenues, just enjoy the program!
Please tell me which version of the program you have when writing to me (from
the top of this document or from the menu of the program).