@database WormWars.guide @author James Jacobs @(c) © Jaemol Software, Inc. 1993-1996. Freely distributable. @node Main "Worm Wars V3.0" =============================== | W O R M W A R S |\ |for the Commodore/Escom Amiga|| | Version 3.0 || | Thu 18 Jan 1996 || | || | by Jaemol Software, Inc. || ==============================\| \-----------------------------\ @{" Overview " link Overview} @{" Usage " link Usage} @{" Other Information " link Info} @{" Known Bugs " link Bugs} @{" How to Play " link Play} @{" Field Editor " link Editor} @endnode @node Overview "Overview" Worm Wars is a game reminiscent of Tron/Snake type games but has advanced features. It is an attempt to combine the simple playability of the basic concept with interesting objects and opponents, for more diverse and strategic gameplay. One to four worms travel around a rectangular maze leaving a deadly trail behind them. Each must attempt to outscore and outlast the others and also Amiga-controlled creatures. The Field Editor allows you to load, edit and save your own fields to play on, for greater lasting attraction. It is enjoyable either for the one player, where your objective is to survive and amass huge scores, or for competitive multiplayer games. Computer controlled worms are also available for demo games with zero humans; to provide practise against a single human; and for greater challenge and opportunities for cooperation when playing with two or three humans. Doubled keyboard play, one joystick and mouse are supported. MED files can be loaded as theme music, and also an individual tune for each field. The game is an example of an Intuition-friendly game, with menus, gadgets and so on, and of course it fully multitasks. And it is free. @endnode @node Usage "Usage" @{" System Requirements " link Requirements} @{" Archive Contents " link Archive} @{" Installation " link Installation} @{" Startup Behaviour " link Startup} @{" CLI Arguments " link CLI} @endnode @node Requirements "System Requirements" Hardware... Required: 256K free RAM Recommended: PAL capability a PAL 640*256 screen is used. Joystick for blue worm Mouse for yellow worm and for Field Editor Firmware... Required: Kickstart R2.04+ Software... Required: asl.library Recommended: medplayer.library for music support MultiView to view this file @endnode @node Archive "Archive Contents" WormWars/WormWars WormWars/Default WormWars/WormWars.info WormWars/Default.MED WormWars/WormWars.guide WormWars/Australia WormWars/WormWars.guide.info WormWars/Australia.MED WormWars/Source/WormWars.c WormWars/Death WormWars/Source/WormWars.h WormWars/Original WormWars/WormWars.MED WormWars/Maze medplayer.library @endnode @node Installation "Installation" Move the medplayer.library to your LIBS: directory if you need it. Everything else can go anywhere, but it should all be on the same directory level (we suggest inside the WormWars directory). The game expects the following files: Default default board Default.MED in-game music WormWars.MED theme music LIBS: asl.library required LIBS: medplayer.library music support If the joyport cannot be allocated on startup, the blue worm cannot be selected as human. If the audio cannot be set up properly then it is disabled. MED files must be in MED, as opposed to OctaMED, format. @endnode @node Startup "Startup Behaviour" If the joyport cannot be allocated on startup, the blue worm cannot be selected as human. If the audio cannot be set up properly then it is disabled. // Worm Wars pseudocode for file initialization. // Open field If CLI argument is found Then Attempt to OpenField("") If opened Then Attempt to LoadModule("filename.MED") for game music Else Attempt to OpenField("Default") If no field opened successfully Then Use a blank field End If Attempt to LoadModule("Default.MED) for game music End If Else Attempt to OpenField("Default") If no field opened successfully Then Use a blank field Attempt to LoadModule("Default.MED) for game music End If End If OpenLibrary("MEDPlayer.library") If opened Then Attempt to LoadModule("WormWars.MED") for theme music If not opened And game music already loaded Then Use game music also as theme music End If End If @endnode @node CLI "CLI Arguments" Format: WormWars [] Template: WormWars "FILENAME/F" is the the field you wish to open on startup. Music will be loaded as .MED. The ? argument will of course give the template. @endnode @node Bugs "Known Bugs" A few bugs have recently come to light: a) it is unstable under Workbench. I recommend it be run under CLI. b) it loses 176 bytes per exit. c) it can lose heaps of memory per exit if using the MED tunes. d) you can't run multiple instances of it simultaneously. These should all be fixed by V3.1, but I do not intend to fix them for this release, as it would delay it even further. We hope they do not hinder your enjoyment of the game. @endnode @node Play "How to Play" Worm Wars is an arcade game for one to four players. Each player controls a worm. The worms move around a rectangular playfield, leaving their tails behind them. Each worm begins with 50 lives and aims to amass the most possible points and to stay alive longer than the other worms. @{" Worms " link Worm} @{" Protectors " link Protector} @{" Orbs " link Orb} @{" Killers " link Killer} @{" Title Screen " link TitleScreen} @{" The Playfield " link Playfield} @{" Status Display " link Status} @{" Controls " link Controls} @{" Objects " link Objects} @{" Scoring " link Scoring} @{" Strategy " link Strategy} @endnode @node TitleScreen "Title Screen" Esc F1 F2 F3 F4 1 2 3 4 . . . . . . . . . . . . . . . . . . . . . Ret . . . . . . . . . . . . . . . ur . 4 . . Shift . . . . . . M . . . . Shift . . . 1 2 3 E -----Spacebar---- -.- . n The keys 1-4, or F1-F4, will toggle the worm controls through NONE, HUMAN and AMIGA. They will do likewise when shifted but in the other direction. Esc will exit to Workbench immediately. RETURN (or ENTER on the numeric keypad) will begin the game. The spacebar will enter the @{" Field Editor " link Editor}. Project|Open: Amiga-O Opens a field (and its music). Project|Quit: Amiga-Q As Esc. Module|Field Editor: As spacebar. There are four worms to choose from: Colour Human Controls Status Info Toggle Key @{" Green Left Keyboard Top left 1 " link Controls} @{" Red Right Keyboard Top right 2 " link Controls} @{" Blue Joystick Bottom left 3 " link Controls} @{" Yellow Mouse Bottom right 4 " link Controls} Any combinations of human and Amiga control are acceptable, but at least one worm must exist. Each worm can be: Human: Select the worm which supports your desired @{" controls " link Controls}. Amiga: The worm will be controlled by the Amiga, but in every other respect is a normal worm. None: The worm will not be used. @endnode @node Playfield "The Playfield" The playing field measures 50*39 squares. The edges of the field are mostly toroidal. Worms, orbs and protectors can cross sides. Killers, bullets, missiles and bombs will respect the field edges. Wall: These are indestructable, except when killers die on them. Brick: These are roughly equivalent to worms' tails, except that they cannot be destroyed by bombblasts. Empty: 1 point. Silver: 100 points. Gold: 500 points. @endnode @node Status "Status Display" In the text area will be a timer reporting the total time for this game so far (including paused time). Near the edges of the field will be a square showing your most recent cause of damage. Score: Highlighted if you have any multipliers. Lives: Highlighted if above original (50). Bias: Your current @{" bias " link Bias} level. Ammo: Remaining @{" ammo " link Ammo}. Power: Your current @{" power " link Power}. 'Quint.' and 'Sept.' are for quintuple (5x) and septuple (7x) power. Armour: @{" Armour " link Armour} strength. Tongue: @{" Tongue " link Tongue} strength. Eater: @{" Eater " link Eater} strength. Speed: Current speed. Capitalized if you have a @{" nitro " link Nitro}. Diagonal: 'On' if you have it, 'Off' otherwise. @endnode @node Controls "Controls" Esc . . . . . . . . . . . . . Q W E . . . . . . P . . 7 8 9 A S D . . . . . . . . . U 4 5 6 Shift . Z X C . . . . . . . Shift L D R 1 2 3 -----Spacebar---- -0- . Player 1 Player 2 Esc will exit to the main menu. Shift-Esc exits to Workbench immediately. P will pause until it is pressed again. Keyboard [Red and Green]: 2 players may use the keyboard, playing at each end. X and C are both down-right for the green worm. 5 and 2 are both down for the red worm. Spacebar fires for the green worm; 0 on the keypad fires for the red worm. If only one human is on the keyboard, both sets of keyboard controls are available for that player, whether it is the green or red worm. Joystick [Blue]: The blue worm can use a joystick plugged into port 2. If the joystick could not be set up during initialization then the Human option will not be available. Mouse [Yellow]: The yellow worm can use a mouse plugged into port 1. Using the mouse is slightly different from the other controls: Turning is relative rather than absolute. Use the left button to turn left from your current heading, and the right to turn right from it. This is done when the cursor is within the playfield. Firing is accomplished by pressing either button with the cursor over the green or red worm areas. Speed changes are done in the blue or yellow areas. The left button will speed you up and the right button will slow you down. ...................------------------------------................... . .| |. . . Click any .| Click LEFT in playfield |. Click any . . button here .| to turn left |. button here . . to fire .| |. to fire . . .| |. . ...................| |................... @@@@@@@@@@@@@@@@@@@| |@@@@@@@@@@@@@@@@@@@ @ @| |@ @ @ Click LEFT @| |@ Click LEFT @ @here to speed up @| |@here to speed up @ @ @| Click RIGHT in playfield |@ @ @ Click RIGHT @| to turn right |@ Click RIGHT @ @here to slow down@| |@here to slow down@ @@@@@@@@@@@@@@@@@@@------------------------------@@@@@@@@@@@@@@@@@@@ @endnode @node Worm "Worms" Worms are obviously the primary focus of Worm Wars and can be controlled by humans or the Amiga. A worm consists of a head, 1 square in size, and a tail, which is formed in the wake of the head's passing. As the worm moves, the tail stretches out behind its head. The head's appearance indicates the 'mode' the worm is in, and also the direction it is currently travelling. It will flash when the current mode is at low power. Worms begin with 50 lives. 1 life is lost every time the worm takes damage, which can be by various calamities. @{" Lives " link Life} will increase your lives by 1-5. Whenever you are taking damage your head will change to a skull *temporarily*. When 0 lives is reached, the worm is dead and the skull is permanent. Any @{" orb " link Orb}, worm, @{" protector " link Protector} or @{" worm bullet " link Ammo} which hits the skull of a dead worm will receive 1000 points. The cool part is that if a worm's head or protector hits it, as well as the 1000 points you will get everything the worm had at the time of death (@{" multi " link Multiplier}, @{" bias " link Bias}, @{" power " link Power}, @{" ammo " link Ammo}, @{" armour " link Armour}, @{" tongue " link Tongue}, @{" eater " link Eater}, @{" nitro " link Nitro}, @{" diagonal " link Diagonal}), in addition to what you already had. The skull will absorb any @{" missiles " link Missile}, @{" killer bullets " link Killer} or @{" fragments " link Fragment} which collide with it. It is immune to @{" bombblasts " link Bomb}. Collision with any part of a worm by the head results in the loss of a life, unless a @{" tongue " link Tongue} or @{" eater " link Eater} is in use. A worm with no @{" ammo " link Ammo} can jump instead. If the destination is a wall or killer you will not jump. The distance varies according to speed, and is shown below. @{" Eaters " link Eater} will also temporarily prevent more tail from being created. Instead, empty spaces are left behind, except when passing over tails, in which case points are received and silver or gold is created. Worms can move in the 4 orthagonal directions; diagonal movement is also allowed if a @{" diagonal " link Diagonal} is collected. There are normally 3 available, although this may be increased to 5 with a @{" nitro" link Nitro}. Tongue, armour and eater are 'modes' and only 1 at a time can be used. The current selection will be whatever was most recently collected. When the power of one of these runs out you will instantly switch to another type, if possible. Each time you cause another worm to lose a life, it is worth 1000 points for you. If you are the last worm remaining (in a multiplayer game) you will get a grand prize of 5000 points. Despite this is still possible, of course, to lose even if you were last remaining, as the other worms could have been very successful points-wise except took too much damage. Speeds available are: * Very Slow quarter speed 1 square . Slow half speed 3 . Normal normal 5 . Fast double speed 7 * Very Fast quadruple speed 10 * The speeds 'Very Slow' and 'Very Fast' are only available to worms with @{" nitros " link Nitro}. If you press a direction you are already going in, you will double your speed. You can also slow down by pressing against your direction. Worm can die by collision with: wall always killer always brick except with tongue or eater worm head except with tongue or eater worm tail except with tongue or eater orb fragment except with armour worm bullet except with armour killer bullet except with armour enemy missile except with armour enemy protector except with armour @endnode @node Orb "Orbs" Orbs are controlled by the computer. They bounce whenever they hit a solid object, so their motion can be predicted by the skilled player. There can be up to 9 orbs at a time. Normally, they are yellow, although their colour can change according to their 'mode'. Orbs have their own points. Each begins with 200 (so that even a new orb is worth something) and racks them up similarly to how a worm would. Their points are always yielded to those that kill them. Orbs can be slain in these ways: 1. * Orb collects @{" ammo " link Ammo} or @{" slayer " link Slayer}, when @{" unarmoured " link Armour}. 2. * Worm gets a @{" slayer " link Slayer}. All points of the orbs go to the worm responsible. 3. * @{" Fragment " link Fragment} of an @{" exploding " link Fragment} orb, when @{" unarmoured " link Armour}. 4. # Becoming trapped (ie. unable to move). 5. # Collision with an unarmoured orb, unless @{" armoured " link Armour}. 6. @{" Bomb " link Bomb}, when not @{" armoured " link Armour}. All points of the orb go to the worm or orb responsible. 7. Collision with a @{" protector " link Protector}. 8. Collision with an @{" armoured " link Armour} worm. 9. Getting hit by a @{" missile " link Missile} when not @{" armoured " link Armour}. 10. Being @{" shot " link Ammo} by a worm, when not @{" armoured " link Armour}. 11. Collision with an armoured orb. * will cause the orb to @{" explode " link Fragments}. # will leave a @{" bonus " link Bonus} at the site of death. @endnode @node Fragment "Fragments" 8 fragments will be generated by each explosion. They travel outwards at a uniform speed. Fragments will not harm those with @{" armour " link Armour}. @endnode @node Killer "Killers" Killers walk along the top of walls, bricks and tails, firing at worms. Unlike shots fired by worms, killer bullets travel at a finite rate; therefore, they can be evaded. You will die if you hit a killer. Up to 9 killers can exist. Each killer can only have one bullet onscreen at a time. Killers can be slain in 3 ways: 1. @{" Worm bullet " link Ammo}. 2. @{" Slayer " link Slayer}. 3. Orb @{" fragment " link Fragment}. Dead killers turn into @{" bonuses " link Bonus}. This is the only way to destroy walls. @endnode @node Objects "Objects" @{" Ammo " link Ammo} @{" Armour " link Armour} @{" Bias " link Bias} @{" Bomb " link Bomb} @{" Bonus " link Bonus} @{" Diagonal " link Diagonal} @{" Eater " link Eater} @{" Ice " link Ice} @{" Life " link Life} @{" Missile " link Missile} @{" Multiplier " link Multiplier} @{" Nitro " link Nitro} @{" Powerup " link Powerup} @{" Protector " link Protector} @{" Slayer " link Slayer} @{" Tongue " link Tongue} @endnode @node Ammo "Ammo" Frequency: Common Points Value: 200 * WORMS * This will provide 1-6 bullets. If you have @{" powerups " link Powerup}, you will fire a wider shot, but this will still only cost you one bullet, of course. Bullets are fired by pressing your appropriate fire @{" control " link Controls}. If a bullet is available, you will fire. This bullet is virtually instantaneous. If you have no bullets, you may @{" jump " link Controls}. Bullets can freely pass through, without destroying: your own protectors Bullets can freely pass through and destroy: worm tails bricks @{" objects " link Objects} @{" unarmoured " link Armour} @{" orbs " link Orb} @{" chasers " link Chaser} @{" unarmoured " link Armour} worm heads They will destroy, but be stopped by: @{" killers " link Killer} They cannot destroy, and will be stopped by: other worms' protectors walls armoured worm heads armoured orbs A bullet which hits a teleport will be teleported and continue on its way, without harm to the teleport. You will get the teleport bonus, too. Any silver, gold, objects or skulls destroyed by your bullet's journey will be credited to your score. In the absence of obstructions, a bullet continues going until it reaches the edge of the field. * ORBS * The orb will @{" explode " link Fragment}, unless it is @{" armoured " link Armour}. @endnode @node Armour "Armour" Frequency: Common Points Value: 200 * WORMS * Armour will protect worms from getting killed by: 1. Bullets of any type, whether from @{" worms " link Ammo} or @{" killers " link Killer}. 2. @{" bombs " link Bomb}. 3. @{" fragments " link Fragment}. 4. @{" missiles " link Missile}. In fact, the missile will not even hunt the worm. 5. @{" protectors " link Protector}. 6. collisions with @{" orbs " link Orb}. The orb will always die, regardless of whether it itself had armour. 7. unarmoured orbs. Armour is only temporary. Its power will count down at a constant rate, regardless of the worm's speed. While you have armour your head-image will show you wearing a helmet. When your armour is nearly gone your head will flash. Armour power can be extended by the acquisition of more armour. * ORBS * Armour will protect orbs from getting killed by: 1. Bullets, whether from @{" worms " link Ammo} or @{" killers " link Killer}. 2. @{" Bombs " link Bomb}. 3. @{" Fragments " link Fragment}. 4. @{" Missiles " link Missile}. In fact, the missile will not even hunt the orb. Armour is only temporary. Its power will count down at a constant rate, regardless of the orb's speed. While it has armour the orb will be green. Armour power can be extended by the acquisition of more armour. @endnode @node Bias "Bias" Frequency: Rare Points Value: 500 * WORMS * This item does these: . missiles will not home in on you. . orbs with eater will leave gold in your tail instead of silver. . whenever you acquire armour, tongue, eater, ammo, bias, ice bomb or lives you will get the maximum possible amount. * ORBS * This will remove all bias from all worms. @endnode @node Bomb "Bomb" Frequency: Special Points Value: 300 As soon as you go over one of these the bomb will go off, clearing the area around you. The blast radius is random. The only things that are not destroyed within the radius are: . @{" armoured " link Armour} heads. . @{" armoured " link Armour} @{" orbs " link Orb}. . walls and bricks. . @{" killers " link Killer}. . the triggerer's @{" missile " link Missile}, if any. . @{" teleports " link Teleport}. . @{" protectors " link Protector}. . @{" skulls " link Worm}. . silver and gold. Any @{" orbs " link Orb} or objects that are destroyed yield their points to the triggerer of the blast. The blast is always contained by the edges of the field. The frequency of the bomb is dependant on the number of worms the game began with. This is because of the assumption that the field will fill up quicker with more worms. The basic frequency is 'uncommon', and is multiplied by the number of worms. @endnode @node Bonus "Bonus" Frequency: Common Points Value: 100 These have no purpose other than to increase your score. @endnode @node Diagonal "Diagonal" Frequency: Rare Points Value: 300 * WORMS * Once you have this item, you will be able to move diagonally. * ORBS * Each of these will double the orb's speed, to a maximum of 'very fast'. @endnode @node Eater "Eater" Frequency: Very rare Points Value: 900 * WORMS * This item will provide these benefits: 1. heaps of points. 2. the effects of a @{" tongue " link Tongue}. 3. the worm can clear areas of the field by going over them. It provides points this way: 1. whenever the worm eats a tail square it receives: 50 points if it eats its tail 100 points if it eats another worm's tail 2. you stop leaving a tail behind you, and instead leave: empties or silver if it goes over its tail or gold if it goes over another worm's tail Your @{" protectors " link Protector} will not eat any tails while you are in eater mode, to help you maximise your score. While you have eater your head will change shape. Eater counts down at a constant rate. When it is nearly gone your head will flash. More eater will replenish it. * ORBS * This item provides these benefits: 1. heaps of points. 2. the effects of a @{" tongue " link Tongue}. 3. the orb can clear areas of the field by going over them. It provides points this way: 1. whenever the orb eats a tail square it receives 50 points. 2. it leaves: empties or silver if it goes over a worm without @{" bias " link Bias} or gold if it goes over a worm with @{" bias " link Bias} While eater is in use the orb will be red. @endnode @node Ice "Ice" Frequency: Very rare Points Value: 600 * WORMS * Ice will freeze all @{" orbs " link Orb}, @{" killers " link Killer} and other @{" worms " link Worm} for a short period of time. There is no defence against ice. Additional ice will be added onto your amount remaining. * ORBS * If any orb gets ice it will freeze all worms for a short period. @endnode @node Life "Life" Frequency: Uncommon Points Value: 800 * WORMS * 1-5 extra lives. You can exceed your starting number (50). * ORBS * This will cause the orb to split into up to 4 orbs, depending on the number of orbs already in play. Each orb will be an exact clone of the original in all attributes, except starting direction. @endnode @node Missile "Missile" Frequency: Uncommon Points Value: 400 * WORMS * Missiles are automatically guided and will hunt down the nearest vulnerable worm or orb. They can be destroyed by: 1. a wall. 2. a @{" killer " link Killer}. 3. other @{" worms' " link Worm} heads and tails, if that worm has @{" armour " link Armour}. 4. an enemy @{" protector " link Protectors}. 5. a @{" bombblast " link Bomb} (except yours). 6. an @{" orb " link Orb} collecting a missile object. Missiles will not cross field edges. An @{" orb " link Orb} can be destroyed by a missile if it is not @{" armoured " link Armour}. All missiles will be destroyed if any @{" orb " link Orb} collects a missile object. Only 1 missile can be active for each worm at a time. Unlike bullets, missiles do not collect points for their firer on they journey. If you collect a missile: 1. while you already have an active missile; or 2. there are no other worms, orbs or chasers alive then you will receive only points. * ORBS * All missiles currently active will be destroyed. @endnode @node Multiplier "Multiplier" Frequency: Rare Points Value: 500 Each time you get a multiplier, your scoring for the rest of the game will be doubled. Your points bonus for actually getting the multiplier will *not* be affected by the new multiplier itself. If you get more than one it is doubled again. You can collect up to 4 multipliers. Multipliers Scoring 0 *1 1 *2 2 *4 3 *8 4 *16 @endnode @node Nitro "Nitro" Frequency: Uncommon Points Value: 100 * WORMS * A nitro will enable you to obtain five speeds instead of the usual three. The new speeds are 'very slow' and 'very fast', at quarter and quadruple normal speeds respectively. These are used in the same manner as normal speed changes. Once obtained, a nitro is kept until the end of the game and its mere possession is enough to grant the abilities. * ORBS * Each of these will double the orb's speed, to a maximum of 'very fast'. @endnode @node Powerup "Powerup" Frequency: Common Points Value: 300 * WORMS * This is power for your @{" bullets " link Ammo}. Each bullet you fire becomes wider, requiring less accuracy for your firing. | ||| ||||| ||||||| | @{" bullets " link Ammo} | ||| ||||| ||||||| : head : : : : # tail # # # # # # # # Single Triple Quintuple Septuple (no powerups) (one powerup) (two powerups) (three or more) * ORBS * Each of these will double the orb's speed, to a maximum of 'very fast'. @endnode @node Protector "Protector" Frequency: Uncommon Points Value: 500 * WORMS * Acquisition of this item will give you a companion who orbits around you (as best he can) collecting @{" objects " link Objects} for you exactly as if you had moved over them yourself. You can have up to 3 protectors, each orbiting at a greater distance than the last. They can destroy on contact: 1. Bullets of all types, whether fired by @{" worms " link Ammo} or @{" killers " link Killer}. 2. @{" Orbs " link Orbs}. 3. @{" Worm " link Worm} tails, except yours. With @{" eater " link Eater}, no tails are eaten. 4. The other player's head, if @{" unarmoured " link Armour}. 5. Enemy @{" missiles " link Missile}. 6. @{" Fragments " link Fragment}. Protectors can be slain in these ways: 1. If any @{" orb " link Orb} collects a protector object, all protectors will instantly be slain. 2. If protectors collide, they will be slain. * ORBS * This will slay all protectors. @endnode @node Slayer "Slayer" Frequency: Very rare Points Value: 400 * WORMS * Slayers are used immediately upon acquisition. They will destroy all @{" orbs " link Orbs} and @{" killers " link Killer} instantly, and take a life from all @{" unarmoured " link Armour} enemy worms. All @{" orbs " link Orb} will @{" explode " link Fragment} simultaneously, so it must be used with care. * ORBS * The orb will @{" explode " link Fragment}, unless it is using @{" armour " link Armour}. @endnode @node Tongue "Tongue" Frequency: Uncommon Points Value: 200 * WORMS * Tongue allows you to go through bricks and worms (heads or tails) without taking damage. You can kill other @{" worms " link Worm} with tongue by 'crossing heads' (ie. your head and their head are both in the same square). If the other worm also has tongue then neither will die and you will both receive 1000 points every time you cross heads. Tongue is only temporary. Its power will count down at a constant rate, regardless of the worm's speed. While you have tongue your head-image show your tongue poking out. When your tongue is nearly gone your head will flash. Tongue power can be extended by the acquisition of more tongue. * ORBS * This will allow the orb to pass through bricks and tails instead of bouncing off them. While it has tongue the orb will be blue. @endnode @node Teleport "Teleports" You will never get just one of these; there will always be a pair. Going through one will teleport you to the other, and bestow points also. The following are teleported: . @{" worms " link Worm}. . @{" orbs " link Orb}. . bullets (@{" worm " link Ammo} and @{" killer " link Killer}). . @{" fragments " link Fragment}. @{" Protectors " link Protector} are invisible over teleports. You will get points for them being there, though. Two teleports can be defined in the @{" Field Editor " link Editor}; another two may appear randomly during play. @endnode @node Scoring "Scoring" Unless otherwise indicated these apply to both orbs and worms. --OBJECT POINTS-- +100 Bonus +100 Nitro +200 Ammo +200 Armour +200 Tongue +300 Bomb +300 Diagonal +300 Powerup +400 Missile +400 Slayer +500 Bias +500 Life +500 Multiplier +500 Protector +600 Ice +900 Eater --SQUARE POINTS-- +1 Empty +100 Silver +500 Gold --ORB SCORES-- @{" Orbs " link Orb} have points, which are yielded to those that slay them, whether they be worms or other orbs. (They begin at 200, unless 'cloned' by collecting @{" life " link Life}, in which case they will have the score of the parent.) --SKILL POINTS-- * WORMS * +500 Kill a @{" killer " link Killer}. +500 You shoot an orb, killer or worm's head. +1000 @{" Cross heads " link Tongue}. +5000 You are the last surviving worm. * ALL * +400 Each time you @{" teleport " link Teleport}. +1000 Damage a worm. +1000 Collect a @{" skull " link Worm}. There are also the bonuses for going over tails with @{" eater " link Eater}. @endnode @node Strategy "Strategy" @{" Killers " link Killer} can only shoot at an edge (ie. they are adjacent to a free space). You will get more points by actually @{" shooting " link Ammo} something than killing it by other methods. @{" Protectors " link Protector} are, at any given time, in only 1 of the possible areas they can occupy. This does not give good odds of them being exactly where required, especially the outermost protectors. Therefore you should not rely on them too much. Remember that @{" bullets " link Ammo}, @{" bombs " link Bombs}, @{" missiles " link Missile} and @{" fragments " link Fragment} will *not* wrap around through wall gaps. Therefore you will be safer if you cross over. If you have @{" bullets " link Ammo}, save them until you have a few @{" powerups " link Powerup}, to use the bullets to maximum effect. The best way to avoid a @{" missile " link Missile} is to try and get it to follow another creature. Going quickly between @{" teleports " link Teleport} (usually done while you have tongue or eater) will yield many points. Crossing heads while you have @{" tongue " link Tongue} or @{" eater " link Eater} is a good maneuver. The only way to destroy a wall is to kill a killer which is on it. If you are moving fast you will be getting more points, but slower speeds are required for fine maneouvering. @endnode @node Editor "Field Editor" The Field Editor allows you to load, edit and/or save the playfields which the worms compete on. You can create any pattern you desire, subject to a few minor rules, and therefore the onus is on the creator to ensure that the field is well-designed. The format of V3.0 field files is unlikely to be compatible with later versions (or vice versa). The 5 gadgets to the left of the field will change your current 'brush' to the appropriate type, as would be expected. The 3 gadgets to the right are slightly special: Teleports: 2 teleports may be defined in the Field Editor. The gadget to the left of the skull is for teleport #1 and the gadget to the right of the skull is for teleport #2. These teleports will teleport to each other during game play. They are completely independent of any teleports that may be created randomly as the game progresses. It is illegal to have only 1 teleport as it would lead to nowhere. Therefore, whenever the field is saved or you return to the Title Screen, any lonely teleport is removed. Skull: In the context of the Field Editor, the skull is used to represent the starting location of all the worms. This is invisible during gameplay. It is important to leave some empty squares in the four cardinal directions from this square so that worms are not injured as they begin play. ^ | | Blue <--- Green SKULL Red ---> Yellow | | v Hints for Field Creation One location is specified for the all worms. It must be a considerable distance from all barriers as worms may emerge from it in any direction. Also, try not to make any starting configuration give an unfair advantage. (The easiest way to insure this is through the use of symmetry.) Avoid the temptation to make mazes which have their corridors only 1 tile wide, unless you realize that it will be very difficult to play. 3-5 tiles width is usually more appropriate for less skilled players. Point-squares should be used with restraint, and generally only as a reward for difficult maneouvering. The average field should give have only about 5% point-square density. Richer fields can be made for experienced players, but they should be as a reward for tricky maneuvering. The more walls there are, the more prevalent killers will be. Killers only fire when they are on the edge of the wall, but they move randomly. Therefore some wall configurations will be more deadly than others. For example, thin lines provide maximum contact between worms and killers, and thick square areas will quickly generate them. The field is not as large as I would like it to be, and as a result you need to consciously give the players some room when you are designing your fields. @endnode @node Info "Other Information" @{" Contact Details " link Contact} @{" Development System " link Development} @{" History " link History} @{" Catalogue " link Catalogue} Jaemol Software are an attempt to create quality Canberran software for the Amiga's loyal users. This software is completely free. Versions 1.0-2.1 were named Jaemol Tron. @endnode @node Catalogue "Catalogue" ---XTRON--- XTron is a game by Jaemol Software on the X-Windows platform with a similar theme to Worm Wars but is much simpler and less advanced. It has achieved much recognition, and is distributed as standard as part of the GNU/FSF DEBIAN LINUX, Red Hat Commercial LINUX, and S.u.S.E. SlackWare LINUX distributions. The current version is V1.1a. ---CODE WARS--- In the works is a new game from Jaemol Software...Code Wars. Have you played Core Wars or CRobots? You code a robot as a program which controls its behaviour, and then you simulate a battlefield and run several such robots, each running different programs, into warfare. It is a game to test coding skill. It will be more advanced than CRobots but similar in concept. Programs are actually written in your own compiler and you just link the Code Wars library. It should be released on the Amiga and X-Windows formats. Don't expect anything until later in the year, though. @endnode @node Contact "Contact Details" Please tell us your comments, criticisms, suggestions and any bug reports. If you create a field that you wish to share with others, you can send it to us and it will most likely be included as a sample board with the next update of JTron. Snail mail: James Jacobs Jaemol Software 11 Yate Gardens Rivett ACT 2611 Australia Voice: Australia (06) 288 2278 EMail: rhett@ise.canberra.edu.au @endnode @node Development "Development System" Hardware... Commodore Amiga 1200HD/40 too slow 40Mb 2.5" IDE hard disk too small 2Mb chip RAM too little 2400 baud modem too slow Firmware... Kickstart 3.0 And a lovely chip it is! Software... Workbench 3.0 The world's best operating system, by far. SAS/C 6.3 What a compiler! (and debugger :-) ) CygnusEd Professional Old and cranky but I'm used to it. Deluxe Paint 4 Not the AGA version! :-( MultiView Hypertext. GadToolsBox OK, I needed it! OctaMED 5.0 The brilliant sequencer. MEDPlayer Programmer's Sources The excellent play routines. Thanks to all those whose software was used to create Worm Wars, and also to the composers. @endnode @node History "History" Note: 'Miscellaneous bugfixes' and 'Rule changes' are not explicitly mentioned, as they generally occur with every new release. 1.0 [MS-DOS]: 1993. Not released. 1.1 [MS-DOS]: 1993. Not released. . Colour. . Selectable gamespeed. . Scoring. . EGA textmode. 1.2 beta [MS-DOS]: Oct 1993. . Guns. 1.2 [MS-DOS]: Thu 4 Nov 1993. . Helmets. . Bombs. . Remaining helmets shown on worm heads. 1.3 beta [MS-DOS]: Nov 1993. . New colour scheme. . More sound routines. 1.3 [MS-DOS]: Fri 11 Feb 1994. . Speedups/slowdowns. . Improved blast routines. 1.4 [MS-DOS]: Wed 9 Mar 1994. . Shields. . More sound routines. . Improved scoring system. . The ability to enter the speed selector whenever desired. 1.5 [Amiga]: Sun 10 Jul 1994. . Bonuses, nitros and cannons. . Improved scoring system. . Orbs. 1.5a [Amiga]: Thu 25 Aug 1994. (Maintenance release.) 1.6 [Amiga]: Sun 9 Oct 1994. . 1-player mode. . Wall gaps. . Shadowing and other graphics changes. . Killers. . Slayers. . Monochrome support. . More keyboard support. 1.7 [Amiga]: Wed 26 Oct 1994. . Orb explosions. . Revised scoring. . Objects can use helmets and nitros. . Shields now used immediately. . High scores. . Field sizes can be set. . Reorganised status window. 2.0 [Amiga]: Sat 3 Dec 1994. . Opens its own screen. . New 16-colour graphics. . Games are now played in rounds. . Cause of death. . Symbols of objects on status bar. . Protectors. . Power-ups. . Optimized code. . Improved multitasking. . Improved keyboard routines. . Joystick support. . Number of players can be reselected for each game. 2.1 [Amiga]: Tue 27 Dec 1994. . Title logo. . Missiles. . Colour alterations. 3.0 [Amiga]: Thu 18 Jan 1996. . Amiga-controlled worms. . Music. . New graphics. . Field editor. . Mouse control. . Menus. . Up to 4 worms are now supported. . Name change. . CLI arguments. . Lives. . Multipliers. . Ice. . Gadgets. 3.1 [Amiga]. Possibly 1996. . Chasers chase you around the field and grab things. . Altering pointer, according to tile in use in Field Editor, and less obtrusive pointer in game. . Growers enlarge all silver and gold. . Icons created for field files. . Field Editor to support right mouse button; also possibly keyboard and joystick. . High scores. . Comments for field files. . Letters to collect, which form words to allow level completion, etc. Whether or not I actually decide to create V3.1 is dependant upon user demand. @{" Suggestions " link Contact} for more features are of course welcome. @endnode Must have blank line at EOF.