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Whiteline: Transmission
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whiteline CD Series - Transmission.iso
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ufowar
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ufo_war.txt
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Text File
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1995-06-07
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8KB
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190 lines
HOLLAND GAME DESIGN proudly presents: UFO WAR (c) 1994
THE STORY SO FAR....
The year is 1994. Astronomers of the great races living around
Sirius have discovered a small solar system in which a planet
capable of supporting life lies. As this is the first time a
living planet has been discovered, the sworn ennemies, the
reddracions and the blueians, race each other to get there first.
At a planet, locally refered to as Jupiter, they meet, and
there's noway to avoid battle.
As the two great Siriusian races collide, you take over one of
them, and your 'friend' takes the other. Each of you takes
control over a fully armed battleship, locally known as a
unindentified flying object, or for short UFO. Then a great war
erupts between the two equally armed battleships. Each ship is
capable of blasting huge energy bolts, but it takes sometime to
load the weapons, so you can't have constant fire. In the
hemisphere of Jupiter battle is fought in the y/z dimension, the
only dimension suited for faster than light travel. The best
tactic in this battle is to shoot your opponent, not unlike most
other great tactics. As the designers thought that it was very
hard not to get hit in battle, they also made an anti-matter
shield to protect the UFO's from the energy bolts. Unfortunately
this shield only absorbs about ten shots, after that it's boomy.
The UFO's are capable of moving in eight directions, and they
even can shoot in the same number of directions. The energy bolts
move twice as fast as the UFOs. The race for the living planet
can only be won by one Siriusian, so please watch out, and give
the other hell.
ABOUT COPYRIGHTS
This program is copyrighted. Therefore you are not allowed to
copy it, or own a copy of it, unless an exception is being made.
The following exception is made for every individual: you are
allowed to make one copy for yourself of the unregistered
version, and keep it for evaluation purposes for the time of 30
days. After that you must either destroy your copy, or register
and use the registered version only. You are allowed to copy this
program as an individual to anybody you like, as long as each
file is included and not changed, i.e. UFO_WAR.PRG, MUSIC.DAT,
GRAPHICS.DAT, UFO_WAR.TXT. See Registration
Companies, libraries, archives and the like, are not entitled to
distribute, to own or to copy UFO WAR, unless a written agreement
has been gotten from the publishers, i.e. Holland Game Design.
See Registration. This does not apply to sites that do not charge
money.
For the following FTP sites copyright rules do not apply:
atari.archive.umich.edu, because this is our prime source of
Atari stuff, and this is our little way of saying thanks.
ftp.uni-kl.de, because this is our prime source of German Atari
source, and again this is our little way to say thanks.
ftp.cs.ruu.nl, because we support this small but Dutch site.
Especially Jules, although I don't know if he does anything with
the site, but he works at the cs, and helped out somethimes.
ABOUT THE DIFFERENT VERSIONS
This is the unregistered version. To incite registration this
version has three major downers. At three points the program
stops for about 10 seconds to let you have time to decide wether
you'll register or not. These moments are: the title screen, the
game over screen and the escape to GEM. As such game play it self
is not hindered in anyway, so you can enjoy it as much as
possible. In the registered version these waiting times are
replaced by simple key-presses, which makes life a little better.
UFO WAR CONTROLS
Each Ufo is controlled by a joystick. Red Ufo by stick no.1, blue
Ufo by stick no.0. The title screen playes a tune, waits for 10
seconds, and then automatically loads the game. During game play
you can abort gameplay and return to GEM by pressing the <q>
key, but the program waits 10 seconds before quiting. If a Ufo
has been destroyed, a Game Over messages appears, the program
waits 10 seconds, and game play is resumed. In the registered
version the wait times are replaced by keypresses.
REGISTRATION
As Holland Game Design is a commercial company, we would like you
to register UFO WAR. Please do. At the moment Holland Game Design
is concentrating to the Atari range of computers, and especially
the Falcon030. This a nich market, so we are very dependent on
your reaction. At the moment we're thinking of doing 2 and maybe
three games for the Falcon030, one being another shareware game,
the others two commercial games. We're trying to raise money to
realize these projects by releasing small games as shareware.
This enables us to continue to develop, while the test routines
and new library routines are tested out there. So support for the
Falcon030 shareware authors (us included of course), strengthen
the Atari nich market, maybe even let it grow.
To register UFO WAR send $15,- or the equivalent of western
valuta of your country with shipping adress to:
Holland Game Design
's Gravelandseweg 127
1217 ER, Hilversum
The Netherlands
e-mail: Joost.vanderleij@phil.ruu.nl
Please use eurocheque when living in Europe, or send banknotes in
other country by mail. If this is illegal in your country, please
follow your own morals. You can send a cheque also, although it
then may take us a while and a lot of money to cash it.
To speed up registration, Holland Game Design is looking for
representives in other countries. Please let us know if you're
willing.
For Sweden, you can register with the Octalyser team.
Companies, Libraries, Archives etc., can obtain a written
agreement for distribution, owning and copying from Holland Game
Design by sending $30,- to the above address. This does not hold
for cover disks, or other distribution that is initiated by the
above named.
TECH NOTES:
This program is Falcon only. It has run on a TV, and a RGB
monitor, but has not been tested on VGA or Multisync, although
it is being done right now. Nor has it been tested for NTSC
tv's. It should work with 1MB ram, but it has been working with
4MB ram. It only runs with 256 colour mode. It is supposed to run
in a 768-240 mode which is, 80 collums with overscan, and no
interlace. Please contact us if you're unable to get into
overscan mode.
THANKS:
I would like to thank the following people:
Erik P. van Scheijndel, a great architect who works with autoCAD
and 3D Studio, on one of those other things, they call computers.
He did the graphics of course.
BOB, it is not his true name you know, but he's a semi-
profesional musician, and under contract of a studio, and he's
not allowed to work for others. Of course it was inspired by
Twin Peaks.
Jeroen Jonker, he made us make the program, because he wanted a
two player game, in which you can shoot each other. Of course
his little play testing was also nice.
Sander Fransen, for wanting so much to make the graphics and get
famous in Atari land, but actually didn't do anything. Well now
he is. E-mail him at lois@xs4all.hacktic.nl, or
splashrun@dds.hacktic.nl
Jeff Minter, for making us want to program a Atari so bad. It was
Attack of the Mutant Camels on the 800XL, that killed us. Later
overdone by Llamatron.
BSW, for releasing the DSP replayer
Griff, for the release of the source of Vertical Mayhem
Bullfrog, for their tutorial a few years ago
AEO programmers, for their sprite listing
A LAST FEW WORDS
Sorry about the stern point about registration, but else I'll become
a professional philosopher, which is worse.
Joost.