@database RushHour.guide @author "Juhana Uuttu" @(c) "Copyright © 1997 Andreas Spreen" @$VER: RushHour.guide 1.0 (28.4.97) @node Main "RushHour v1.4" Welcome to the game @{U}@{B}RushHour v1.4!@{UB}@{UU} by Andreas Spreen @{B}http://www.amigaworld.com/support/rushhour@{UB} @{" About RushHour " link About} Why a crummy C64-game? @{" Features " link Features} What's it got? @{" Your Mission " link Game} Go for it! @{" Configurations " link Special} Confused? So are we. @{" History " link History} Makes history lessons interesting @{" Credits " link Credits} I salute these people... NOT! @{" Author " link Author} Give. Me. E-Mail! @{B}AmigaGuide® version by Juhana Uuttu@{UB} @endnode @node About "About RushHour" About RushHour ============== The game is based on the old C64 game Traffic. It was (is) so much fun to play it on the C64. But each time I did, I was yearning for a real two-player mode in order to make it through to the 5th level. So I wrote this amiga-version. It took me about two month and was much fun. So I hope you enjoy playing it as well. @endnode @node Features "Features" Features ======== - The whole thing is FREEWARE! - It multitasks! - Up to 3 players simultaneously! - 7 cities, 47 levels! - 3 skill-levels to test your skills! - Tested on A2000 and A1200 - Compatible with OS1.3 to OS3.1 @endnode @node History "History" History ======= @{U}New in V1.4:@{UU} * BltBitMapRastPort for gfxboards * Hidden screentitlebar * External levels more easy in blue mode * Additional numbers to display * NTSC-Option to slow down * Mousecontrol in hiscoretable * Bugfix (error requester on black screen) * Bugfix (external hiscores) * Urgent cars * 3 directories for music-modules * Leveleditor @{U}New in V1.3:@{UU} * TrafficLightRobots * InGame-Music * MergeHiscore Program * New City Atlanta * New City Denver * Bugfix @{U}New in V1.2:@{UU} * Mousecontrol, Controls improved * 8 new levels (Boston) * Cars turn off more smoothly * More fair jamcounter * Little bug-fixing * 10 new extralong levels (Dallas) * Levelhiscores @{U}New in V1.1:@{UU} * Fixed little bug in HiscorePos calculating * 6 new levels (Chicago) * Improved InGameDisplay * ScreenToBack function in pause-mode * Cursor-movement while displaying Hiscores @endnode @node Game "Mission" Objective: ========== You have to switch the traffic-lights in order to keep the cars (objects) running. The level ends, if too many cars are waiting outside the visible screen (more than 25 in total or more than 9 in one street). For every car that is leaving the screen you get 1 point. If the To-Do number (displayed on the right) has reached 0, you are allowed to enter the next level (otherwise the game is over). When the To-Do number is 0 you enter a sort of bonus-mode. The background becomes blue and the skill starts increasing. Try to make as much points as you can before it simply becomes impossible to go any further. TrafficLightRobots: =================== In OnePlayerMode some levels offer you one or more so called TrafficLight- Robots. These are automats who will try to automatically control one crossing. So you can place them with the mouse on one crossing. They will switch the trafficlight after 4 sec and when there are more than 3 waiting cars. After 10 sec it will switch even if not enough cars are waiting. But you still can overwrite them and switch the trafficlight on your own if you think that this is nessecary. Urgent Cars: ============ Sometimes in the external levels, some blinking cars appear that carry a number. This number starts at 9 and counts down to zero if the car is waiting. When the urgent car is leaving, the remaining number is multiplied with 5 and added as bonus points to the players score. So make sure, those urgent cars get through without too much waiting. @endnode @node Special "Configurations" Merging Hiscorefiles ==================== There is an additional little program called MergeHiscores. With this program you can merge some hiscorefiles. The hiscorefiles are the main file for internal citys (from V1.2) 'data/his' and the file for each external city 'data/Atlanta/his' 'data/Denver/his' and so on... Music-Directories: ================== Now there are 3 different directories for the music-modules: titlemodules/ for titlemusic modules3/ for InGameMusic with 3 channels modules4/ for InGameMusic with 4 channels If you want to hear something else during the game then simply copy new unpacked protracker-mods into the appropriate directory. If there is more than one mod in one dir, the program selects the modules randomly. The modules in the directory modules3/ should be special 3-channel-mods, allocating only channel 0 to 2, leaving channel 3 free for SFX. These modules are used if option InGameAudio=MUSIC&SFX. @endnode @node Credits "Credits" Credits ======= music by @{B}Keith Baylis@{UB} (kb-zip) (I love his chipmusic) thanks to the following people: @{B}Mattias Karlsson@{UB} and @{B}Andreas Palsson@{UB} for ptreplay.library v6.6 @{B}Bodo Thevissen@{UB} for suggestions and WWW-Support @{B}Juergen Urbanek@{UB} for those nice MagicWB-Icons and suggestions @{B}Andreas Neumann@{UB} for bug-report @{B}Tim Favro@{UB}, @{B}Klaus Stengel@{UB}, @{B}Ken Tinsley@{UB}, @{B}Hartmut Westphal@{UB}, @{B}Ragnar Ouchterlony@{UB} for suggestions @{B}Oliver Petry@{UB} for GfxBoardTesting and suggestions special thanks to @{B}Juhana Uuttu@{UB} for this wonderful AmigaGuide-File! @endnode @node Author "Your author, Andreas" Your every-day-genious Andreas Spreen ===================================== If you have some suggestions, comments or requests, then please email me (I love to receive mails) EMail : andi@c-lab.de Homepage : http://www.c-lab.de/~andi @endnode