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PSYCHO.DOC
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Text File
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1995-07-23
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5KB
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121 lines
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┌
│
Psycho Pong (C) 1995 Scott Emerle & Jason Pimble │
┌──────────────────────────────────────────────────┘
│
│ Beta Release Documentation
┘
│
In The .ZIP File │
──────────────────────┘
This .ZIP should only contain the following files:
PSYCHO.EXE 40,301 bytes
PSYCHO.DOC
Anything else is not our responsibility. Of course, someone could
edit this text and insert their own crap, but I'll give it a try anyway.
│
System Requirements │
─────────────────────────┘
A fast CPU. The game runs in conventional memory. If you get any
memory errors, then your really in trouble. Any VGA that does 320x200x256
mode very quickly will work fine.
│
Instructions │
─────────────────┘
As if you really need instructions to play pong. This variation
is quite simple. The gameplay is exactly the same, but the screen rotates!
The rotational speed will increase as someone keeps losing the ball. Pretty
ingenious, ay? Game play is for one round, whoever reaches 10 points first
wins. Score by punching out your opponent so he misses the ball.
Controls are as follows:
┬
Left Player │ Right Player
┌────────────────────┼───────────────────────────── ─── ─
Move Up │ A │ Up-Arrow
│ │
Move Down │ Z │ Down-Arrow
│ │
Hitting the ESC key any time while playing will bring you to
the title selection-screen.
Sorry, there is no pause feature, you really don't need one. Just
as you don't need a computer player. Try playing against yourself, it's
quite fun. Really.
│
Miscellaneous │
────────────────┘
This game was written entirely in Assembly in less than a week,
using some routines that were left on my hard drive from Jason. Since I
have no clue as to how those routines work, I won't optimize them to run
smoothly on a slower machine. Besides, everyone should own a Pentium by
now...
The original concept of the game includes music, and 3 phases or
stages. The first stage is what you have in this release, a rotating
playfield. The second screen consists of an effect closely resembling a
bad LSD-trip, or maybe it's just a really lame use of sine-tables. Anyway,
it's really cool. The third screen would be a combination of the two, but
since those routines are even slower than the rotation routine, it's not
going to happen at this point in time.
To make things more interesting, I, Scott, the main programmer
of this monstrosity, sold my PC for several dum reasons, and until I get
another one, you'll have to live with this. The game is very playable,
and a lot of people enjoyed it so I decided to let out this version while
I still had the code on working disks.
If you want to contact us to swap or get any of our demos, or maybe
even an optimized version of this game, send us some mail to:
Psycho Pong
P.O. Box 1037
Merchantville, NJ
08109-0537