home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
CD-ROM User 1995 September
/
cdrom-user-14-1995-09.iso
/
reddrag
/
pileup
/
readme.txt
< prev
next >
Wrap
Text File
|
1995-03-19
|
12KB
|
284 lines
PILE-UP Version 4.0
Written in C by J.R.Mitchell. 1995.
The files that should accompany the pile-up game are :-
pileup-4.exe executable
readme.wri this document (Windows Write version)
readme.txt this document (Notepad version)
pile-up.dat hi-score tables
pu1-4.dat resource files
pu_spr.dat resource file
install.exe installation program (May not be
present on this Ver).
NOTE: The configuration file, 'pile-up.cfg' will probably not be present on
the disk, as it will be added, when the game is initially configured.
IF YOU PASS THIS GAME ON, PLEASE MAKE SURE THAT 'PILE-UP.CFG' DOES NOT GO
WITH IT.
Introduction:
This document should acompany the program file, and gives instructions on
how to play this simple but addictive game. Firstly I would like to mention
that, as many of you will no doubt realise, this game bears a remarkable
similarity to a famous game of years gone by.
This version takes the basic ideas involved and improves them.
Instalation:
If this disk does not include an install program then you should copy all
the files to your hard disk, preferably to a directory called pileup, (or
something similar). If on the other hand there is an install program or
batch file, then please use it.
NOTE: if there is a file called 'pile-up.cfg', please do not copy it to
your Hard Drive, or at least remove from the hard drive before running the
game. To run the install program, type a: or b: at the DOS prompt to log on
to whichever drive the disk is in, then type install and follow the on
screen prompts.
Loading the game:
To run the program from the DOS prompt, make sure you are in the correct
directory, (ie:- the one containging the game), and enter pileup-4 at the
dos prompt.
Configuration:
Upon running the program for the first time, it will set up a configuration
file, called pile-up.cfg. This file will contain data relevent to your
machines speed, and will help the program maintain a standard speed, no
matter how fast or slow the machine.
(the time taken for the configuration will vary depending on the speed of
the machine. Please follow on screen prompts).
NOTE: It is important for the program to be allowed to run the configuration
,especially when the program and its asociated files are transfered to a new
mahine. (If not, the game may act unreliably).
The program will run the configuration routine, providing the file, pile-up.
cfg, is not present. The program can be forced to re-configure, by using the
/c switch. ie:-
pileup /c
WARNING! Pileup is a DOS based game, and as such it may have problems
configuring itself if windows is running. In particular the calibration
may suffer. As a guide you can check to see how long it takes for a block to
drop from the top of the play area to the bottom.
The approximate times are as follows :-
level time (secs)
1 13 - 17
2 8 - 12
3 4 - 6
If the configuration procedure takes upto a minute and beyond, to complete,
then something about the system setup is creating havoc with the program.
If this happens you can hit Ctrl Break a few times to abort the proccess.
In conclusion, it is best to run this game without windows running.
REMEMBER : you can re-calibrate pileup-4 at any time, simply by adding the
/c switch
Other switches:
These are the alternative ways to run Pileup-4 :-
pileup-4 /c - (re-)calibrate game
pileup-4 /jrm - reset hi-score tables
pileup-4 /? - gives switch info
Please only use one switch at a time; if you run the game with the
following command line :-
pileup-4 /c /jrm
only the /c will be activated.
The /c switch provides a way to re-calibrate the game, if moved to another
system, or the current system's hardware is modified.
The /jrm switch allows you to clear the hiscore tables if the current scores
are too high to reach.
Playing the game:
The rules are simple. Use you skill to rotate, move and drop the blocks,
trying to make complete horizontal lines at the bottom of the play area.
Each full line created drops from the play area. The higher they pile the
harder it gets. Play continues untill no more blocks can be placed into the
play area. It pays to create as many full lines at once, (Max 4), as this
will greatly increase you score.
Options:
The main option screen has options that are selected using the arrow keys;
up and down to traverse the list, left and right to alter the changeable
options, and RETURN to select an option
Option Description
------------------------------------------------------
Play Play the game, with the selected settings
Level Speed of play, ( 4 = timer game, and is played
at the same speed as 2 )
Height Selects how many lines to randomly fill with
blocks
Sound Turns the sound on and off
Keys Allows the player to configure the playing keys
Crazy Adds a new element to the game, (Registered
version only)
Hi-Scores Shows the Hi-Score tables, (Only saved with
registered verion)
Quit Quit the game
Level :
The level option has 4 settings, which vary the games speed, and thus
difficulty. 1- slow, 3 fast.
Level four will play the 3 minute time game, and the speed will be the same
as level 2.
The level affects the points scored for lines made during play. So level 3
will give higher scores, but will be harder to play.
The game will gradually speed up as more blocks are used.
Level 4 : (3 minute game)
This game is a race against the clock. The timer will slowly get eaten away
and the game ends when you either run out of time or run out of room for
blocks. This level has a separate Hi-Score table.
Note: the level that is set when the game is quit, will be saved so that
it is the same the next time you play.
Height
The height option has 16 settings 0-15. Each height adds a random line of
blocks to the play area, thus adding a further difficulty setting. A
selection of 0 adds no lines.
There are advantages to adding height lines. For each of these lines that
you successfully remove from the play area, an additional score is added
when the game is complete.
Each height line removed adds 100 more points than the last line. So if you
played at height 10 and managed to remove 5 lines, the score that gets added
at the end of the game is worked out thus :-
1st line = 100
2nd line = 200
3rd line = 300
4th line = 400
5th line = 500
total = 1,500 pts
The maximum score for all 15 lines is 12,000 points.
So you can obviously score alot more, the higher you make the height setting
, but the harder it gets.
Different strategies of level and height, make for slight differences in
obtainable scores, and I will leave you to discover the relationship.
As with the level option, the height is saved to disk.
Sound
This option just selects sound or no sound, whichever you prefer. Some
systems may not be able to reproduce the sounds to a satisfiyng degree,
from the internal speaker, and you may prefer to leave the sound off.
As with the level and height options, the sound setting is saved to disk.
Keys
Use this option to configure the playing keys. some keys are not selectable,
like control keys and function keys, but this should not be a problem. Also
the chosen keys should not be Capital letters and the numeric pad keys
should not be set to arrows. Do not worry about this, as the Num Lock and
Caps Lock keys are forced on and off respectively.
Once you have selected the keys you wish to use, you will be asked if your
choice is correct; choose 'y' to return to the main option screen and 'n'
to reconfigure.
There are 3 special keys that cannot be selected. They are :-
Space - used elswhere in the program
p - used for pausing the game
q - used for quiting a game in progress
As with the level, height and sound options, the keys you choose will be
saved for future games.
If for some reason the abov