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-
- WingLord
-
- by
-
- Victor Bruhn
-
- Copyright 1994
-
-
- Guardian Castle, which sits high above the villages in the valley below,
- has come under attack by the minions of the evil wizards of the Northlands.
- They have found a way into the tunnels under the mountain atop which it sits.
- The enemy has gained control of most of the caverns and passages that run
- through the ground underneath the castle, as well as a very large portion of
- the castle itself. Sinister beings roam through these areas at will, and are
- crushing all resistance offered by the castle's contingent of soldiers. Evil
- creatures, some mounted by riders and some not, continue to advance into the
- halls of the castle and through the caverns in a seemingly unstoppable march,
- leaving the peaceful valley residents at risk against invasion.
- Now, however, hope has come to the valley...Teleporting into the air
- above the castle, WingLords arrive from the forests to the south to do battle
- with the invaders. Mounted upon winged unicorns whose beauty is matched only
- by their quickness and power, they descend into the depths of Guardian Castle
- and drop into a room through the ceiling to intercept the group of creatures
- which has been sent to occupy it...
- As the WingLords watch, two Apprentice riders enter the room, also
- through the ceiling. Battle is joined, and a jousting battle begins between
- the adversaries. The powerful Fire Lances carried by the WingLords easily
- destroy the enemy riders upon superior contact, while providing their wielders
- with a shield against the enemy that will absorb one blow and allow the
- magnificent unicorn steeds time to use their natural teleportation ability to
- temporarily leave the battlefield. These weapons will also put forth a burst
- of energy that will destroy those enemies who also use missile weapons.
- The WingLords wait for the onslaught that is sure to come, ready to
- battle the fire spitting Yellow Jackets, the Dark Riders that are also armed
- with fire spitting lances, and the dreaded Wing Masters, deadly flyers who are
- immune to missile weapons and must be jousted against...
-
-
- System Requirements and Stuff
- -----------------------------
-
- WingLord has been tested on and runs on all Atari 680x0 systems. It can
- be run with Warp 9 in residence (no effect), though it doesn't get along with
- MultiTOS very well, and on the TT it was tested on GDOS had to be disabled.
- WingLord was intended to be run on STe/post STe Ataris, and as a
- consequence machines without DMA sample playback capability will have minimal
- sound. Also, regular ST machines (no blitter at 8 MHz) may run into a small
- amount of flicker in two player games when the screen gets crowded (due to the
- 50 Hz screen update rate).
-
-
- WingLord: Overview
- ------------------
-
- WingLord is a fast action game with a shoot-em-up element thrown in for
- variety. Each player controls a warrior who is mounted upon a winged unicorn,
- and battle is joined in the air with a number of different enemy types through
- direct contact and the use of missile weapons.
- The arena consists of a ground level, a ceiling, and different
- combinations and layouts of ledges in between. Combatants enter the arena by
- dropping through sliding doors located in the ceiling. Collisions with ledges,
- the ceiling, or the ground cause no direct harm. The screen wraps in the
- horizontal direction (that is, flying/walking through the side of the screen
- simply transports the player to the other side.) Players control their mounts
- using joysticks.
-
-
- Title Screen
- ------------
-
- Various options are set and game play initiated from the title screen.
- Periods without any user input lead to other displays, such as a
- demonstration, credits, and enemy descriptions.
- Each player has two settings that can be manipulated: flap power and
- control. Flap power defaults to medium, and can be changed by moving the
- joystick up or down. This is simply a measure of how much vertical force
- accompanies each wing flap; high power allows the player to climb faster,
- while low power gives the player better control. The control option refers to
- who is controlling the player: a human, the computer, or nothing. This is set
- using the appropriate function key, as indicated on the screen. It is
- possible to set both players to computer control and have the game play
- itself, which gives a nice demonstration of game play and potential strategies.
- In this, the registered version, the player may begin the game at wave 1,
- wave 21, or wave 41. This option is displayed along the right hand side of
- the title screen, and is controlled with the arrow keys.
- Pressing the space bar starts the game.
- Pressing the escape key from the title screen will end the program.
-
-
- Control
- -------
-
- The game is joystick controlled.
- The joystick button controls the wings. If the button is up
- (un-pressed), the wings are up. Pushing the button down brings the wings
- down. Flapping the wings causes flight. Gravity pulls down constantly on the
- player/mount, and the mount can land safely at any speed.
- The stick provides horizontal control. Moving the joystick to the side
- always causes the player to face that direction. If the player is not in
- flight, it will also affect the movement of the player; it will either
- increase the speed of walking (running?) or cause the mount to skid to a halt.
- If the player is in flight, joystick movement must be accompanied by a flap
- of the wings to change horizontal speed.
- The players also have at their disposal a missile weapon that fires from
- the tip of the lance. This is only useable while the player is flying.
- Pulling back (down) on the joystick fires a bolt of energy from the tip of the
- lance that travels horizontally. Be warned, however, that this bolt will only
- affect Yellow Jackets and Dark Riders; Apprentices and Wing Masters are not
- harmed by it.
- Each player has a door in the ceiling of the arena whose color matches
- the color of their mount, either yellow or white. When the player is not in
- the arena and is in the game (ie the game hasn't ended for that player), the
- appropriate door in the ceiling will slide open. The player then may enter
- the arena by pressing their flap button. The door opens at the beginning of
- the game, whenever the player gets hit (until the game is over), and after a
- new arena has appeared. The player may wait as long as they please to make
- entrance; this can be used tactically, as a pause, or to prolong a game for a
- player (while the other player continues to do battle).
- During game play (any time that the arena is on the screen), pressing the
- escape key will end the game and exit back to the title screen. When the game
- is over for both players, the game will stay in the playing screen for a short
- time before returning to the title screen.
- Pressing the space bar during game play pauses the game.
-
-
- Playing
- -------
-
- The main manifestation of combat occurs through jousting. When enemies
- collide, the combatant with the higher lance (or stinger, in the case of the
- Yellow Jacket) wins. The other either dies (the bad guys) or is teleported
- out of the arena (players). When the player exits, if their game isn't ended,
- their door in the ceiling slides open to allow them to re-enter the arena.
- Battle can also be done (sometimes...) from a distance using the missile
- weapon. Certain enemies are vulnerable to this, and others aren't. Those
- that are vulnerable, however, also posess a missile weapon which they can use
- against you.
- If two shots collide, it is possible that they will intercept each other,
- although this doesn't always happen.
- At the beginning of each wave, the four outer doors slide open, and your
- enemies for that wave will begin dropping through them. When all of that
- wave's enemies have entered the arena, the doors will close.
- Again, during and after a game, pressing the escape key on your keyboard
- will return you to the title screen.
-
-
- Other Stuff
- -----------
-
- The player's score and the number of times you can teleport out of the
- arena during comabat (read: lives) are shown at the bottom of the screen. An
- extra combat teleport (extra life) is awarded for every 10,000 points.
- Also shown at the bottom of the screen are the numbers of each type of
- enemy that you can expect to have to face during the current wave.
- A couple of ways to gain extra points are to hit shootable enemies from
- long range (for an extra 200 points), or to get through the Survival Waves
- without being hit. Beginning with wave four, Survival waves occur every fifth
- wave, and a successful performance on the player's part is accompanied by 3000
- bonus points and a small touch of fanfare at the end of the wave.
- There are four different enemies. Information on them can be accessed
- from the title screen by waiting a bit (shortly after the game's instructions)
- of by pressing the appropriate key, as indicated at the bottom of the display.
- Note that the Apprentice and the Wing Master must be jousted against, and
- cannot be affected by missile weapons, while the Yellow Jacket and Dark Rider
- can be shot (and can shoot back, as well).
- Use the ledges to your advanage! Many of the layouts were specifcally
- designed to allow you some type of advantage, such as divide/conquer
- possibilities or making enemies vulnerable when entering the arena.
- When the computer controls a player, it will usually reach a score of
- around 20-40k, though it many times does much better (I've seen two computer
- controlled players reach beyond wave 34.) They are most vulnerable on waves
- with many ledges, as their thought processes don't take them into account.
- The computer will do a very good job of helping the beginning player out or
- helping the advanced player reach higher levels more easily.
-
-
- TIPS
- ----
-
- Remember that your shots travel farther than the bad guys' shots...
- The manner in which the computer players begin each wave, that is, by
- hovering in the top-middle of the screen, isn't such a good idea after wave 20
- or so...particularly on swarm waves, because the Yellow Jackets are very quick
- by this time and can reach you fast.
- It's tempting to want to shoot it out with them, but when possible, try
- to bounce the Yellow Jackets. Once you learn to keep above them, they are
- pretty easy to take out, at least individually.
- Don't be afraid to run from groups of Yellow Jackets; sometimes it's just
- plain foolish to hang around and try to outshoot them.
- Yellow Jackets are stupid, and will always simply move toward the closest
- player to them, even if it means they try to go up/down through a ledge.
- Getting them to 'key in' on one player who is safely under or over a ledge
- from them is a great strategy if there is another player that can pick them
- off from a distance while they're distracted.
- Use the screen warp. Hovering near the edge of the screen and firing
- across the boundary sometimes gives you free shots, as your enemies don't see
- across it.
- Use the ledges to your advantage. Hover underneath them at the start of
- a wave as you try to pick off any Yellow Jackets and Dark Riders as they enter
- the arena.
- The ledge layout with the four short ledges illustrates a great strategy
- if you can hover in the middle of the arena (horizontally speaking) at the
- height of the upper ones...As enemies drop into the arena from the outer
- doors, they hit the ledge and stop for a moment...this is a really good time
- to take a shot, as they are sitting still, and they are too far away to return
- your fire...
- For waves with Wing Masters, try to hang around at the bottom of the
- screen, standing/walking, at the start. Wing Masters will sometimes walk
- slowly until one player has higher altitude than they, at which point they
- begin flapping their wings. This is how they behave at the beginning of a
- wave. If you wait near the point where they will hit the bottom of the
- screen as they walk off a ledge like this, you can flap once or twice and take
- them out, since they will be travelling downward too fast to recover quickly
- and will be vulnerable for a moment; this does take some practice to learn,
- though.
- Dealing with Wing Masters is easiest if you make your move on them while
- they are travelling *down* and you are below them. When you can fly up over
- them while they are coming down, you have a moment in which they are at a
- disadvantage as they try to recover from their downward movement. Bouncing
- off the top of the screen or off the bottom of a ledge and into them is also
- good to try in this situation; Wing Masters are fast, and you need to make
- quick moves on them. If you make a move and 'miss', don't push it; retreat to
- a safe place and try again on your own terms.
-
-
- Vital Statistics
- ----------------
-
- WingLord was written on a 2 meg Atari STe, TOS 1.62, no hard drive system
- with an Atari SC1224 monitor.
- WingLord was written primarily for the Atari STe and is meant to take
- advantage of some of its features not found in the original ST line (DMA
- sample playback and the BLiTTER chip, specifically). It was written using Heat
- 'n Serve C, with Easy-Go by Mountain Software as the environment (thanks,
- Anthony), and edited with ST-Page (the fastest text editor I've seen on the ST
- with the possible exception of Tempus). Icons and text font designed by
- Victor Bruhn using Iconner (by Victor Bruhn). Custom samples taken on a
- Roland S-10 and transferred using S-10 Converter (by Anthony Watson). Sample
- editing performed with SoundLab (WingLord would not have __any__ decent sound
- if not for this program; thanks DMJ!) Text files were edited with Pen Pal and
- SpiritEd. Title screen text/graphics and ledge designs by Victor Bruhn and
- Anthony Watson. All programming code (with the exception of the resolution
- change) by Victor Bruhn.
- All main coding and graphics generation was done in C. All sample
- playback is done using the STe's DMA capability, and is done at at least 12
- kHz to allow for use with the Falcon.
- The program runs in ST low res. All graphics refreshed at 50 Hz on ST's
- and STe's, and 60 Hz on the Falcon030 (and perhaps the TT) when 50 Hz monitor
- refresh isn't available.
-
-
- Thanks to:
- ----------
-
- Anthony Watson for being a faithful tester, week after week, and for
- recording and converting the music and frying samples. Also for all the help
- and prodding where the fixed graphics (title screen, ledges, etc.) are
- concerned. WingLord would have looked/sounded cheap otherwise.
- Jim Dalgleish for coming up with some *really good* suggestions.
- Gary Lee Lentz, Sr., for running a great BBS that I could stay in touch
- with Anthony on.
- My Mom, Bette Bruhn, for drawing me a nice castle (even though I did a
- poor job of transferring it to the computer...)
- Clayton Walnum for C-Manship.
- Ian Lepore for putting out and supporting a great PD C compiler.
- Kelly, for being my wife. I love you.
- Jesus Christ, for being my Savior.
-
- --------------------------------------------------------------------
-
- I hope you enjoy this game. Any questions and comments will be answered
- to the best of my ability, so bring 'em on!
-
- Thanks for buying the SKYLINE CD!
-
- Victor Bruhn
- 7700 NE 63rd St.
- Vancouver, WA 98662
- USA
-
-
- Internet: vicb@clark.edu
- victorb@up.edu
- The Bear Cavern BBS: (206) 944-2002
-
-
- NOTE: After 1994, the area code will be changed to (360).
-
-