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1992-09-02
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W R I G G L E v2.1
Made by Jesper Wilhelmsson 1996-98
A note for you who have an older version of Wriggle installed.
New for v2.1:
A rather massive change of the scoresystem will make it hard
to achieve the same high score as in v2. The best thing is
probably to erase the highscorefile (Wriggle.hi) before
playing this new version.
The Teleport has been moved in the gfx-file. If you have made
your own levels with teleports, these will not occur as teleports
in future versions. The problem is easy to adjust though: just
replace the piece with a new teleport and save the level again.
From v2:
The file Wriggle.hi in your S: won't be used anymore, a new
file will be created in the same dir where the game is
installed.
If you want to use the old hiscore-file just copy it to the
gamedir. This will work for v1.5 hiscore files - not v1.3.
At the moment the the hiscore table will look quite uggly
if you use a old hiscorelist, but it will work.
If you registred before .......
If you have already registred Wriggle I can understand
your frustration over finding this new release elsewhere
than in your mailbox. But the HDD-crash that caused the
rewrite (v2ß) also erased my YAM-addressbook. So please,
if you are interested in getting information about new
releases, just send me an eMail and re-register.
/Jesper W.
----------
The file Wriggle.hi can be deleted if you want to
erase the hiscore. A new file will be created next
time you run the game.
REQUIREMENTS
The game will run smoothly and errorfree on any
Amiga using OS 2.0 or higher.
If it doesn't work on your machine it probably
is the result of a not entierly systemfriendly
commodity you have in the background. If you
find out what program that causes the problem,
please let me know so I can name the program
in this documentation.
How to contact me
THE WRIGGLY TALE
Once uppon a time there was a worm. He were looking
for food. He happily found that there were quite a
lot of apples and pears lying around on the ground.
As he ate a couple of the apples he noticed that
there were a spell casted on them, once one were
eaten a rock turned up... This was a bad thing since
rocks blocked his way. To remove these rocks he had
to find the S, which gave him strength enough to
remove five rocks. There were one apple that wasn't
bewitched. Our little worm noticed that once the
lightred apple were eaten the spell on another apple
was broken.
There were other things to be found too, a diamond
gave the worm extra length but the ruby took it away
again. He found a magic potion that made him invisible,
and a mirror that took the worm to the mirrorworld for
a moment.
There were walls that trapped some of the apples, our
worm had to find a key that matched the door in the
wall. There were allso a teleport that took the worm
to another room. A pair of scissors cut the worm into
halves and gave him a friend that was willing to help
him in his quest for food. But the friend weren't
carefull enough, he accidentally ate some poison and
a grave were raised to his memory.
Our wriggling friend wriggled on in his quest and if
nothing unexpected happened he's still wriggling around.
HOW TO PLAY
It is almost the standard worm-game except for
the controls. You control the worm with the
mouse, which can be tricky at first, but after
a few rounds you'll se the advantages with a
'non square' worm. Move freely around the
board and pick up food. There is, ofcourse,
no danger involved in crossing your own tail.
Have you ever seen a worm that dies just
because he stumbles on his own tail?
When you start the game for the first time you
will be able to select the first three levels,
(if the leveldatafile contains three levels).
To get to the rest of the levels you have to
play and get there. After playing to a later
level you will be able to select this level in
the menu.
Hint: Since the lid apple don't give any rocks
or other bad things, but may give all the
good things like x-tra life etc. It might
be a good thing to take the apples in
that special order.
Tool types if Started from WB
In the games icon there are two tool types:
WINDOW - Open the game in a WB-window
Default: FALSE - (TRUE/FALSE)
NOFADE - Don't change the colours in the WB-palette
All colours are restored when the game
exits, but if you want to work on the
WB while the game is runing you might
want to have your standard colours.
Observe the function of the 'c' hotkey!!
Default: FALSE - (TRUE/FALSE)
DEFDATAFILE - Name of file with leveldata to be loaded
Only datafiles created in Wriggle LevelEd
are guarantied to work!
Default: 'PROGDIR:Wriggle.dat'
MSENS - Mouse sensitivity. How much to drag the
mouse before something happens.
Default: 5 - (1-9)
-----------------------------------------------
Arguments if Started from CLI
From CLI you can only alter the two first options:
WINDOW and NOFADE. Just type them after Wriggle.
Eg: Wriggle window nofade - This will give you
Wriggle in a window and the WB-palette will
not be altered.
-----------------------------------------------
Hotkeys
S -> Start game
E -> Go to the LevelEd
Q -> Quit game
ESC -> Quit game
1,2 -> Change Human/Amiga player
+,- -> Change Level
T -> Change Gametype
C -> Swap between the game colors and the
standard WB-palette (not active when
NOFADE is used, and ONLY active in WB-play)
In the game..
.. You can pause the game with 'p'
.. Abort the current game with 'esc'
.. Still change colors with 'c'
The bricks that will turn up on the board are:
the Apple: Eat these to complete level. There are
some advantages in taking them in the
right order...
the Pear: Moore food to complete levels
the Worm: Gives you another chance
the Diamond: Increase worm length and gives you
1000 points. A longer worm gives more points.
the Ruby: Decreases worm length and gives you
1000 points
the S: Gives you superpowers - eat rocks to
get to trapped pieces (only five
though..)
the Clock: Increase time left to finish level
the Mirror: Oops.. how do you turn now..?
the Magic potion: This magic potion makes you invissible...!
the Scissors:Cut your worm into halves, gives the other half
a life of its own
the Coin: Gives you some cache (1g) and 50 points
the Moneybag:Gives you a little extra cache (10g) and 500 points
the Questionmark: Can be any of the above...
the Teleport:Run into one of them and come out thru
the other.
the Door: Find the matching Key...
the Key: Open the matching Door
the Rock: Just there to annoy you
the Skull: Instant death...
the Water: Stay out of the water!
the Wall: Exciting levels with different walls
the Grave: A memorial over lost worms
the Exit: Enter when ready...
WRIGGLE LEVELED
In v2 of Wriggle a new door opened as the
Wriggle LevelEd was introduced.
To make your own levels in Wriggle there are just
a few things to remember:
* Don't fill the screen with pieces.
The game randomly places the food pieces and
some rocks on your level, there has to be enough
room for them!!
... You can ofcourse prevent random pieces from
appearing by setting theese to 0 in the
LevelData editor...
If you fill the screen and the game can't find a
place to put a random piece, the game will hang!
I don't know if this is a bug or not, but keep
it in mind.
* Don't leave closed rooms empty.
If you make a closed room, fill it with empty
pieces. Othervise the random food might end up
inside the room and be out of reach for the worm.
* If you set a value of diamonds, rubys or money to
finish the level, make sure there are enough of them
on the field, or the level can never be finished.
The hotkeys
C -> Exit LevelEd - Cancel changes
E -> Exit LevelEd - Keep changes
S -> Save World data - Don't forget!
+,- -> Change levels
G -> Goto Level
A -> Add new level (after this one)
I -> Insert new level (before this one)
D -> Delete level
T -> Edit LevelData
The pieces
You can't place Food or Graves, but the rest is
up to you.
The foodpieces (Apple and Pear) are allways placed
randomly - Keep that in mind!
The Diamond, Ruby, S, Worm, Teleport, Rock, Water,
Door, Key, Skull, Clock, Mirror, Scissors,
Questionmark, Exit, Money and Wall are explained in
How to play.
There are one more piece though: The Empty piece.
The empty piece is placed where you want to assure
that no random piece is placed, i.e. in doorways or
corridors.
A good thing is to place some empty pieces by the
start point so that the players don't run into a
rock directly at the start. All new levels are
initialized with these empty pieces.
It is also a good thing to place
an empty piece by the teleport so that no random
rock make it impossible to use it.
the LevelData Editor
This is where you deside what to do on your level.
You can edit the folowing data for each level:
Repeat -> How many times the level should be played.
Random Rocks and Poison will increase in
number at each repetition.
Apples -> How many apples to take
Pears -> How many pears to take
* The apples and pears are randomly placed
on each level, remember to leave place
for them!
Diamonds -> How many diamonds to take
Rubies -> How many rubies to take
Money -> How much money to take
* You place theese pieces in the LevelEd.
If you enter a higher number than the
number of pieces on the level, a number
of pieces will be added at random to fill
the gap.
Observe that theese pieces may occur as
a random piece when an apple is taken.
This means that there may be pieces left
when the level is finished.
Time -> The number of seconds you have to finish
the level
Random -> Check theese boxes if you want rocks and
dangers poison to randomly occur on this level.
When you're finished
When the tracks are finished, tested and saved and
you have checked that all levels are playable,
send the datafile to me and I'll
include it in the next release.
INFORMATION ABOUT THE GAME / BUGS
Wriggle were my first program written in E.
After v1.5 was released my harddrive crached
and I lost the source. But since I liked the
game, and several other users asked me to update
the game, I decided to rewrite the entire thing.
While doing this, with the help of a printout of
v1.2, I improved and optimized almost every
single part of the program so it became a faster
game with a smaller bin-file.
After adding some new functions like the
computerplayer, keyboardshortcuts and the option
to start the game in a WB-window, I decided to
release the game as v2 ß.
I then made the biggest update ever made to this
game: Real graphix and a Level Editor. A few
other new features were added too. I've tried to
make all the changes that were sent to me by
eMail, except a NTSC version. But I hope that the
window-option will give the NTSC-users a chanse.
So don't hessitate, if you have any ideas
let me know!
KNOWN BUGS (iiiiih...)
I have killed all the bugs around. So I hope I
tell the truth when I say:
- There are no bugs in Wriggle! (only worms..)
... but I've been wrong before ...
There is one thing though... The timer is a 32-bit
number and counts seconds from 1 jan 1978. This
means that the number will turn negative sometime
in dec 2047, and the game will probably not work
properly after that...
HISTORY
I have placed a little (pd) on the features added on public demand.
I did this just to show that I accually do listen to the ideas and
requests made by You.
v1.0 Released: end of october 1996
v1.1 Released: 3:rd of november -96
Bugfix: Iritating miss that alowed the player to
press the setupbuttons while playing,
removed.
New features: Saving hiscore!
v1.2 Never released
A preview of 1.3 only for registered users.
v1.3 Released: 22:nd of december -96
New features: Improved grafix, now the game
can be played without the eyes closed... ;)
v1.4 Never released
A preview of 1.5 only for registered users.
(Maybe i should start call them Beta...)
v1.5 Released: 25:th of february -97
New features: Pause - Just press the right mouse button
Levels - Not only the random blocks!
TopTen HiScore!!
General: The game is now faster (i.e. takes less processor-time)
thanx to the usage of a cirkular list instead of an
array for the wormpossitions. This means that the
worm can be *any* length an still use only two assignments
each frame. (Longer worms will appear in future versions)
Bugfix: No more blocks will pop up in your face!
v2 ß Released: 23:rd june -98
Changes: The 'demo' and 'info' buttons removed
New features: Longer worms
Computerplayer. A very stupid one, but not random
New levels
The highscore-input now accepts any keymap (pd)
Hotkeys added. Both on the menu and in the game
Possible to open the game in a WB-window (pd)
'Special food' added
Some (minor) effort to improve graphics
General: Complete rewrite of the entire game. (pd)
Read more about this in the about section
v2 Released: 29:th of june -98
New features: ** Level Editor!! ** (pd)
Added Teleport, Grave and Ruby (pd)
DEFDATAFILE Tool type
One new level (10) just to use the teleport
New World - WriggleABC.dat
Bugfix: Now using correct, IDCMP-friendly function to read mousebuttons
The tooltypes in the icon are now used if started from WB
No more traces after the worm in pieces placed on the worms tail (pd)
No more Gurus when game is started in a window on a 640*256 WB (pd)
Last level comes again instead of a big bug
Timerbug on infoscreen fixed
Spritebug in game fixed, (I hope)
General: OK, so I did something about the graphics too... (pd)
v2.1 Released: 4:th of August -98
Changes: The teleport is now 'direct', no more waiting for long worms (pd)
Pressing the + arrow on last level gives first level (pd)
The 'freezone' by the outer wall removed (pd)
The Walls are no longer a dangerous item (pd)
Both worms now starts in the same corner
Some minor layout changes
New features: New objects: (some are pd)
Pear, Money, Time, Mirror, Magic potion, Scissors, Water,
Questionmark, Exit, Doors and Keys
Time and Timebonus (pd)
New intriging levels
You can now 'draw' items by holding down mosebutton in LevelEd (pd)
The LevelEd now has a 'goto level' feature (pd)
LevelData lets you deside how much to do to complete a level (pd)
Possible to change datafile within the game (Config window)
MouseSensitivity (Config window) (pd)
Bugfix: The pausefunction fixed (don't reply intuitionmessages that doesn't exist..) (pd)
Speedcorrection - the worm now has the same maxspeed in x and y (pd)
Mean bug that in unfortunate cases could hang the game removed (pd)
Note: The Teleport has been moved in the gfx-file. If you have made your
own levels with teleports, these will not occur as teleports in future
versions. The problem is easy to adjust though: just replace the piece
with a new teleport and save the level again.
REGISTRATION
This game is free of charge, but just to see
where in the world it goes i would appreciate
if you took the time to write an e-mail with
your thougts, it's a small job for you but it
would mean the world to me.
If you register by sending an e-mail, you will
ofcourse get the latest version of this game and,
if you want, future information about new releases.
GREETINGS
I would like to thank theese pepole for their
help with this program. I hope I can help you
in some way some day...
Linus Larsson - For teaching me the basics of
programming, (in the beginning
of time).
Holger Pruss - For testing the game on OS 2.04
and reporting the result to me.
(It worked! :) (v1.1)
Magnus Malm - For betatesting and great new ideas.
Everyone else - For registering and sending ideas
and bugreports!
A WORD FROM THE AUTHOR
Enjoy this game and please, if you find anything
that you like or do not like, let me know.
I made this game for you, and i will ofcourse
alter it if there is something you don't like.
/Jesper Wilhelmsson
Write to: jive@algonet.se
On my homepage you will find sourcecodes to many
small applications and games in several different
languages. For instance E, C++, AMOS, Pascal, Perl,
JAVA, SPIM-assembler and so on...
There are also tips to programmers and some hardware
information about the Amiga and information on how
to rebuild and improve it.
Take a look at: www.algonet.se/~jive