194 lines
10 KiB
Plaintext
194 lines
10 KiB
Plaintext
|
Warp is a real-time space war game. This means that the enemies will keep
|
|||
|
playing even when you sit still. Another peculiarity is that things which
|
|||
|
blow up can damage other things around them. Universes above a critical
|
|||
|
density may chain react.
|
|||
|
|
|||
|
The game starts at difficulty 1, and gets more difficult with each
|
|||
|
succeeding wave, up to difficulty 99. You're not likely to get that far.
|
|||
|
(Invoking warp with a -b switch causes the difficulty to increase more
|
|||
|
slowly, but games count only a tenth as much.) The game starts with
|
|||
|
5 Enterprises and 3 Bases, and you get more for surviving long enough.
|
|||
|
The game is over when you run out of Enterprises and Bases.
|
|||
|
|
|||
|
The object of the game is to get as many points as possible. This is done
|
|||
|
by destroying as many enemies as possible. This is not a trivial task.
|
|||
|
Each wave starts with one Enterprise and one Base, and continues until
|
|||
|
either both the Enterprise and Base are destroyed, or all the enemies
|
|||
|
(including any homing torpedoes) are destroyed. It is possible to abort a
|
|||
|
wave, but you will be penalized for it. The game may be saved between waves.
|
|||
|
|
|||
|
A -x switch causes any saved game to be ignored, and causes the new game
|
|||
|
not to be saveable. Hence it is possible to run test games without
|
|||
|
invalidating a currently saved game.
|
|||
|
|
|||
|
The game is played in a 23 x 40 double wrap-around universe. Everybody
|
|||
|
(both you and the enemies) gets the chance to move once every second,
|
|||
|
unless a -l (low-speed) switch was given or you are under 2400 baud, in
|
|||
|
which case it's every two seconds. The following symbols are displayed:
|
|||
|
|
|||
|
FRIENDS
|
|||
|
E Enterprise with shields e Enterprise without shields
|
|||
|
C Cloaked E with shields c Cloaked E without shields
|
|||
|
B Base with shields b Base without shields
|
|||
|
+ Friendly torpedo M Harry Mudd
|
|||
|
|
|||
|
ENEMIES
|
|||
|
K Klingon G Gorn
|
|||
|
R Romulan A Apollo
|
|||
|
Romulan with cloaking device! & Space Amoeba Nucleus
|
|||
|
T Tholian >,< Planet crusher
|
|||
|
x,X Hostile torpedo o,O Homing torpedo
|
|||
|
P Pirate M Harry Mudd
|
|||
|
|
|||
|
MISCELLANEOUS
|
|||
|
* Star @ Inhabited star
|
|||
|
|,-,/,\ Web ~ Protoplasm
|
|||
|
other Friendly Freighter, for now...
|
|||
|
|
|||
|
The following keys control the DIRECTION of your various actions:
|
|||
|
|
|||
|
h or 4 left
|
|||
|
j or 2 down
|
|||
|
k or 8 up
|
|||
|
l or 6 right
|
|||
|
b or 1 down and left
|
|||
|
n or 3 down and right
|
|||
|
y or 7 up and left
|
|||
|
u or 9 up and right
|
|||
|
|
|||
|
(You will note that the letters are the same as other visual games, and the
|
|||
|
numbers are for use with a keypad.) By themselves, these keys move either
|
|||
|
the Enterprise or the Base, whichever is the current vessel. When shifted,
|
|||
|
they fire photon torpedoes in the specified direction from the current
|
|||
|
vessel. When used with either the CTRL key or the FUNCT key, phasers
|
|||
|
(turbo-lasers for the Base) are fired in the specified direction. (CTRL
|
|||
|
won't work with numbers, and FUNCT probably doesn't exist on non-TVI
|
|||
|
terminals.) When preceded by an 'a', an attractor beam is fired in the
|
|||
|
specified direction, and when preceded by an 'r', a repulsor beam is fired.
|
|||
|
|
|||
|
These keys have special functions:
|
|||
|
|
|||
|
del or % fire photon torpedoes in every (reasonable) direction
|
|||
|
s stop all friendly torpedoes
|
|||
|
S or 0 stop the Enterprise when in warp mode
|
|||
|
d destruct all friendly torpedoes (quite useful)
|
|||
|
D destruct the current vessel (commit suicide)
|
|||
|
i/w switch to Enterprise and put into impulse/warp mode
|
|||
|
c/v switch to Enterprise and put into cloaking/visible mode
|
|||
|
p switch to Base (not very mnemonic, but 'b' is taken)
|
|||
|
o switch from Enterprise to Base, or vice versa
|
|||
|
z zap explosions (multiple zaps extend further) (E only)
|
|||
|
|
|||
|
^R refresh the screen
|
|||
|
^Z suspend the game (on a bsd system)
|
|||
|
q asks if you want to exit this wave (will not work
|
|||
|
within 10 cycles of previous q command)
|
|||
|
Q exit this game (not wave)
|
|||
|
? display a summary of these commands
|
|||
|
|
|||
|
There may be additional commands listed in your terminal's keymap file.
|
|||
|
Unrecognized keystrokes are ignored. IF YOU FORGET ALL THE OTHER COMMANDS,
|
|||
|
REMEMBER "?", which gives you help.
|
|||
|
|
|||
|
Commands for moving the Enterprise may operate in one of two ways. If it
|
|||
|
is in impulse mode, movement commands affect the position of the ship;
|
|||
|
if it is in warp mode, movement commands affect the velocity instead.
|
|||
|
The Base always moves in impulse mode. Since multiple commands may be
|
|||
|
entered in one turn (if you can type fast enough), it is possible to jump
|
|||
|
over things even in impulse mode. In a crowded universe this may be the
|
|||
|
only way to go.
|
|||
|
|
|||
|
(Actually, motion commands always change the velocity--the actual motion
|
|||
|
does not occur until the next turn. Impulse mode simply causes the
|
|||
|
velocity to be zeroed out at the end of every turn. Phaser commands, on
|
|||
|
the other hand, are executed immediately. If you want to move and fire a
|
|||
|
phaser, you must wait for the motion to actually occur before typing the
|
|||
|
phaser command, or the phaser fires from your old position. This is a
|
|||
|
feature, not a bug, and is intended to reflect reality. Really.)
|
|||
|
|
|||
|
If multiple torpedo launching commands are given in a turn, a single torpedo
|
|||
|
is launched with extra velocity. You can thus launch photon torpedoes over
|
|||
|
objects in the way, and get them where you want them quickly. This feature
|
|||
|
works well with the destruct button. Variations on this may be useful
|
|||
|
against the Space Amoeba.
|
|||
|
|
|||
|
NOTE: Phasers destroy the target by blasting the projected next location of
|
|||
|
the object hit. This means that if the object hit, be it Klingon, Romulan or
|
|||
|
Enterprise, changes velocity in the same turn, it can elude the effect of
|
|||
|
the phaser! (Note that this also means that if you phaser a Klingon or
|
|||
|
torpedo that is about to ram you, you will be phasered as well as he/she/it.
|
|||
|
This can be embarrassing, not to mention deadly.) Smart players move
|
|||
|
immediately upon phasering something at short range, or whenever they
|
|||
|
think they might get phasered (in other words, most of the time).
|
|||
|
|
|||
|
Objects with larger mass can bounce objects with smaller mass out of the way.
|
|||
|
In a crowded universe the bouncee can bounce quite a way before finding an
|
|||
|
empty place to land. If you let the Tholians fill up the universe with web,
|
|||
|
so that there is no place to bounce to, the Tholians win that wave.
|
|||
|
|
|||
|
The status line across the top gives the current mode, the number of
|
|||
|
points accumulated this wave, the Enterprise's energy and torpedoes, the
|
|||
|
Base's energy and torpedoes, the number of stars, the number of enemies,
|
|||
|
and the stardate. You will note that nice things happen to your energy levels
|
|||
|
when you put the Enterprise next to the Base, or the Base next to some stars.
|
|||
|
Bad things happen inside an Amoeba.
|
|||
|
|
|||
|
An object is destroyed when its energy goes negative, either from a direct
|
|||
|
hit, or from the blast of the previous turn's explosions. Enemies and
|
|||
|
stars start with random amounts of energy. High energy enemies can go warp
|
|||
|
2. A Romulan with sufficient energy maintains a cloaking device. Tholians
|
|||
|
spin web, Gorns shoot homing torpedoes, and the Planet Crusher munches
|
|||
|
anything in its way, even Apollo. Apollo won't let you go unless you kill
|
|||
|
him, but he loves you very much and beefs up your shields considerably.
|
|||
|
Both Apollo and the Planet Crusher recharge themselves, so you must hit
|
|||
|
them hard in a single turn to do them in. (Yes, the Planet Crusher must be
|
|||
|
shot in the mouth--he can only die of gluttony--and he blasts out of his
|
|||
|
mouth when he dies.) Tholian web may be crossed only by coasting across it
|
|||
|
in warp mode, or by blasting it (but web blasts extend twice as far as
|
|||
|
normal blasts, so keep your distance). The Space Amoeba sucks energy and
|
|||
|
grows, and you must destroy the nucleus. Somehow. There are at least four
|
|||
|
ways. Phasers won't work on the big ones.
|
|||
|
|
|||
|
Pirates turn inhabited star systems into uninhabited ones. Even Friendly
|
|||
|
Freighters will take potshots at you if you get them mad enough.
|
|||
|
|
|||
|
Note that because of the size of the Base's turbo-lasers (the Base does not
|
|||
|
have phasers) they cannot shoot anything next to the Base. (This is why the
|
|||
|
Death Star died!) In part, this is to protect the Enterprise. It also lets
|
|||
|
you shoot over one adjacent star. The Enterprise's phasers will shoot over
|
|||
|
a arbitrary number of adjacent, contiguous stars, including inhabited ones.
|
|||
|
Phasers die away with distance, so don't expect them to kill everything with
|
|||
|
one blow.
|
|||
|
|
|||
|
While the Enterprise's shields are up (when it is displayed as "E" rather
|
|||
|
than "e"), hits on it count only a fifth as much (or even less if you are
|
|||
|
moving in warp mode). The shields are automatically maintained as long as
|
|||
|
there are more than 500 units of energy for the Enterprise. The Base also
|
|||
|
has shields, which stay up as long as it has at least 1000 units of energy.
|
|||
|
|
|||
|
Aside from losing energy, the Enterprise can also take damage, either random
|
|||
|
damage from getting blasted, or specific damage when a system is in use
|
|||
|
and breaks down under the load. In place of the score you will see the
|
|||
|
Estimated Time to Repair. Sometimes docking helps to get things fixed faster.
|
|||
|
If you lose both your warp and impulse engines, try the tractors. The
|
|||
|
Base doesn't take damage because it has much more redundancy than the
|
|||
|
Enterprise.
|
|||
|
|
|||
|
You get points for destroying enemies and hostile torpedoes. At the end of
|
|||
|
a wave, you also get bonus points for saving stars, saving the Enterprise
|
|||
|
and Base, and for having an efficiency rating higher that 0.8. You get
|
|||
|
NEGATIVE bonus points for letting friendly life forms get blown up, and for
|
|||
|
giving up. Bonuses tend to be scaled by the ratio of the number of points
|
|||
|
you got over the number of points you could have got. If you think you are
|
|||
|
done with a wave, but it won't quit, there may be homing torpedoes that you
|
|||
|
haven't destroyed--you must make the universe safe for posterity, you know.
|
|||
|
|
|||
|
When you have used up your Enterprises and Bases (or quit), your score will
|
|||
|
be posted to the scoreboard. You may see the scoreboard outside of the game
|
|||
|
simply by giving the command "warp -s".
|
|||
|
|
|||
|
If you get bored, you can always play with some of the undocumented switches
|
|||
|
that are used to test warp. Such funny games go on their own scoreboard.
|
|||
|
For kicks try "warp -x -d50 -C -\& -G -T -E400 -S5" and then go hide. Quick.
|
|||
|
|