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- SpaceWar: The Next Generation
-
- Copyright 1992 H.Jones,Derivative Design Syndicate
- "One of our games is both the same"
-
- This is a modernised, colourful version of the classic (some say the first)
- computer game, SpaceWar! for the Atari ST. It should work on any ST, although
- it has only been tested on two TOS 1.62 STe's. It works fine on a Hard Disk,
- as it was developed on one. Needs a COLOUR screen and two joysticks. It will
- run from Medium res okay, and restores res/palette on exit.
- A Roboshift, MoJo or other Mouse/Joystick switchbox is also very handy!
-
- The on-line hacker Jargon File, version 2.9.9, 01 APR 1992 has this
- to say about Spacewar:
-
- ":SPACEWAR: n. A space-combat simulation game, inspired by
- E. E. "Doc" Smith's "Lensman" books, in which two spaceships
- duel around a central sun, shooting torpedoes at each other and
- jumping through hyperspace. This game was first implemented on the
- PDP-1 at MIT in 1960--61. SPACEWAR aficionados formed the core of
- the early hacker culture at MIT. Nine years later, a descendant
- of the game motivated Ken Thompson to build, in his spare time on a
- scavenged PDP-7, the operating system that became {{UNIX}}. Less
- than nine years after that, SPACEWAR was commercialized as one of
- the first video games; descendants are still {feep}ing in video
- arcades everywhere. "
-
- From this it is obvious that this game is an integral part of computing
- history. It is also a fun two-player game. This version features a range
- of gadgets for the ships, not just hyperspace, variable gravity,
- lightsource shaded ships, a gravitating particle system, real inverse-square
- gravity (rather than some lesser non-newtonian gravity),sampled sound
- and a Duel mode.
-
- How To Play:
-
- As it says above, Spacewar involves two spaceships orbitting a lonely star.
- They each have a supply of torpedoes (photon ones, if you're a trekkie), and
- basic rotate/thrust controls à la Asteroids. The ships are controlled by
- joysticks in ports 0 and 1 (under the keyboard on STFM/E's). The 'stick in
- the mouse port is for the red player, t'other is for blue.
- At the main menu it is the blue player that can move the cursor to select
- game options, or the cursor keys and space-bar can be used. See later for a
- full discussion of the options here. Selecting 'Normal' on the right of the
- menu starts a standard no-tricks game.
- The game consists of 15 rounds (shown in the bottom centre of the screen),
- each lasting until a ship dies. The score works as follows: if a ship is shot,
- the opponent scores a point; if a ship hits the sun, they lose a point and the
- opponent gains one; if the ships collide, no-one scores. After one of the
- ships dies, the game runs on for a while. This is to make sure that the killer
- didn't just get lucky, and really *is* in control of their craft. If not, then
- any damage (hitting shots/sun) counts as usual.
- At the end of 15 rounds, if the game is a draw then 3 more rounds are played.
- This goes on until a winner is found. There is no draw in SpaceWar.
-
- When the game is running, the space-bar will pause it. Also, when the game
- is running (not paused), Undo will get you back to the menu, ending your
- game.
- The ship controls (nearly forgot!) are left/right to rotate the ship, and
- forward to thrust. Fire fires. This used to be called an 'action' or 'red'
- button on some computers/software. I guess this reflects the war-like nature
- of computer games. Pulling back on the stick triggers a Mystic Special Feature
- - see below for more info.
-
- The Menu Options:
-
- The Menu lets you setup the way the SpaceWar universe works. Firstly, in the
- middle column, you can set how strong the gravity is. None is rather boring.
- Strong is very hard to manuevre in.
- Recoil, in the top-right, sets whether the ships recoil on firing a shot. Off
- for SpaceWar Classic, on for a bit of a twist.
- The Features column (left) sets what happens when the Joystick is pulled
- back. For SpaceWar Classic, this should be Hyper (as in Hyperspace). From the
- top these are:
-
- None: Does Nothing (what did you expect?)
-
- Flip: Turns the ship through 180 degrees instantly. This is a handy
- for some nifty swerves, and for firing on a pursuer.
-
- Hyper(space):Drops the ship into another dimension briefly. It reappears
- somewhere else, a split-second later. This may dump you in the
- sun, or the other ship or a torpedo. It is also worth knowing
- that your original speed and direction are retained. If you
- are moving fast, Hyperspace can be *very* dangerous!. Use with
- caution.
-
- Shield: Casts a glassy shield around the ship. This repels torpedoes.
- If you hit the other ship with it's shields down, then you kill
- it! If you both have shields on, then you emerge unharmed. The
- shields offer NO protection against the sun. You also lose
- control of the craft while the shield is on. Obviously,
- thrusters and guns can't operate from inside an impermeable
- shell. The shield has a limited lifetime. Use with caution.
-
- Retro: Gives an instant backwards blast of thrust. Handy for fast
- escapes and avoiding the sun. Could also blast you into
- the other ship/sun/torpedoes etc. Not altogether a safe option.
-
- As you can see, all the gadgets have a plus *and* a minus side. The more
- powerful the gadget, the easier it is to be burned by it.
-
- In 'Normal play', both ships have the same feature, decided by the menu
- selection. In 'Duel play', a special screen appears before the game itself
- begins, allowing each player to choose a feature, *without the other player
- knowing what it is*. The tactical non-use of your 'secret weapon' until
- strictly necessary is an interesting addition to the game.
-
- Also, pressing Undo on the Menu screen will quit back to the GEM desktop - or
- whoever's desktop you use (Neo,Kaos,GEMINI(yay!) or whatever).
-
- Special Thanks and Without Whom:
- Bob Mellish for Playtesting, Stars, and a friendly HD!
- HiSoft (Devpac ST - The Best - Looking forward to v3.0)
- JayBee and Roy (CrackArt - Nice one - No Brushes/Brush Size ?!?)
- Dave Staugas and The Delta Force (NeoChrome/NeoMaster)-why didn't Atari
- take the Master on board?
- GFA Data-Media (GFA-BASIC - ta ST Format !)
- Tangerine Dream and The Orb for calming sounds.
- The Prodigy, Skinny Puppy, Slayer and Motown for exhilarating sounds.
- Warren Long, for using up so much of my valuable programming time with
- *his* Spacewar last year.
- The PDP-1 Hackers for a Classic Game Idea.
- Axe of Superior for Pack-Ice. It has saved me at least 100k
- of graphic and table space in this game.
-
- Don't know what to do next, possibly a multi-player Elite-clone, or
- Multi-paradroid (One of the best games ever, Paradroid 85/90).
- I am very much in favour of two/multi player games, with MIDI links etc. I
- think the best opponent in a game is usually another person. This gives a lot
- of games a real competitive/malicious edge, and improves them no end. Expect
- more DDS multi-player games. If you haven't yet, try and find at least 4 of
- your closest friends, and play MidiMazeII. This really shows the potential of
- such things. It was 16-player MidiMaze on the Atari stand of the '87 PCW show
- that turned me onto multi-player stuff.Brill.
-
- Any suggestions for either welcome.
-
- Howdy to Penguin and his mate Guy (who may well read this).
- And to Xyvark, Knightman, AH, D_Gently, Hackbear, Spoil, Haq, Goemon,
- Donald_d and all on #atari.
-
- This game is not shareware. It is *free*. No charge should be made for it other
- than for the copying and media it is stored on. I have heard bad things about
- German PD libraries but leave this game to travel the four winds and the great
- tendrils of the Internet unchallenged. Would some net.friend please upload this
- to atari.archive (terminator) for me? I have trouble with FTP to them. Ta.
- Although this isn't shareware, if it gives you some enjoyment, I'd
- be interested to hear from you anyway. Send me some interesting software and
- I'll return your disk with something else on it. Probably half-done bits,
- other PD/Shareware stuff or... MolSys !!!
-
- Bob Mellish and Howard Jones (mostly Bob) are also the developers of MolSys ST.
- Probably the best Molecular Modelling system for the ST. At the moment it is
- shareware with a £10 registation fee to get you full source (for personal use
- only) and the printed manual (when I've finished it). The program is highly
- intuitive, interactive and nice-looking. It will allow very fast building and
- manipulation/measurement on a large variety of organic molecules.
-
- This has been sent to various PD libraries in the past. SouthWest did always
- have a current version, but they've been badgered into packing up now by a
- rather strange and localized copyright raid. Write to us (with a disk) for a
- copy. Mono Only (for now). Not nearly so good with an emulator.
-
- I (HJ) am currently porting it to the PC where I have half of both a DOS/VGA
- and MS Windows 3 version. I'm looking at doing an OSF/Motif one too.
- Write now for more info!
-
- Howard Jones, 1/11/92
-
- 12 Fountains Garth, Bracknell, Berkshire RG12 7RH, United Kingdom
- [this is my home address, during college time, replies may take longer]
-
- Email: c/o rm03@cc.ic.ac.uk (mark 'for howie', not my acct.)
- IRC: you'll find me in #atari most days :) I'm 'howie' there.
-