Index of /mmcd/GAMES/TZONE

      Name                    Last modified       Size  Description

[DIR] Parent Directory 03-May-2005 19:14 - [TXT] PLAY.BAT 08-Sep-1994 12:10 1k [   ] TZONE.EXE 30-Apr-1994 20:00 68k [TXT] TZONE.MFF 30-Apr-1994 20:00 1.1M [IMG] TZONE01.GIF 08-Sep-1994 12:10 17k

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þÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄþ
                         THUNDER ZONE 1.0 Documentation
þÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄþ


1/ Introduction
2/ System Requirements
3/ Installing
4/ Running the game and setting up
5/ Playing the game
6/ General Comments


þÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄþ
1/ Introduction
þÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄþ

This concept  behind this  game came  from  an ancient  classic PC  game  called
"SpaceWar".  The idea behind the 'over the modem' idea was originally thought of
by Peter Cellik  (Sphinx) sometime in  1990. Sphinx's efforts  to make a  better
"SpaceWar" culminated in  a prototype game  called "WarSpace",  which was  never
released.  A similar type of game to WarSpace which was not an  'over-the-modem'
game was released  by myself  called "HarshGame".   HarshGame  was definitely  a
first-generation game for me, but I think it made it as far as some CD-ROMs that
are full of PD software, although I'm not sure.

In an  effort  to  enhance  "HarshGame", I  wrote  a  next-chapter  game  called
"HarshGame II  : The  second conflict",  which was  a game  modelled after  Star
Control, but where both players had  half the screen (left/right) and could  fly
around and shoot at each other.  This game was never finished, although I  think
I uploaded it to a programming board somewhere with full source code.

Thunder Zone is an  expansion and an enhancement  on the original concept,  with
some new ideas added that I thought were cool.  I hope you enjoy it.  Many hours
of programming/tweaking/debugging have gone on to get the game to this state.



þÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄþ
2/ System Requirements
þÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄþ

DO NOT RUN THE GAME FROM A FLOPPY DISK.   Thunder Zone loads data from the  disk
on the fly and running the game from a floppy will slow it down.  Also, you  MAY
experience program  delays  at  some  points  if you  use  some  types  of  disk
compression programs.  The game seems to run fine with DoubleSpace and  Stacker,
but I haven't tested other programs.

The game requires at least 550k of free base  memory at the DOS prompt, less  if
you have a Gravis UltraSound card.  If you are  not sure of how much memory  you
have available, run the DOS 'MEM' program.   The game doesn't care about EMS  or
XMS memory or drivers for them since it doesn't use any memory above 1 meg.

The game will refuse to run under Windows or DesqView, so don't try it.

It is not recommended, but the game WILL run under OS/2 2.0 and above in a full-
screen DOS session.  However, you must give the game EXCLUSIVE COM port  access.
If you don't you'll probably  hang the DOS session  during the initial load  and
set-up.   Make sure  that the  video settings  you  use for  the dos  box  (i.e.
VIDEO_RETRACE_EMULATION) are set appropriately or you'll get major jitters while
playing the game.

Although you can use a SoundBlaster for low-quality sound effects, Thunder  Zone
was designed to be played with a  Gravis UltraSound sound card.  The  Ultrasound
provide 16-bit CD-quality  sound with  32 digital voices  at the  same or  lower
price to lower-quality sound cards.  Those people not owning an UltraSound  will
also not get  the background  music since no  music at  all is  better than  FM-
synthesis.

UltraSound users will hear a mix of 8 and 16-bit quality sounds at high sampling
rates, as well as  rockin' digital background music.   To hear the  accompanying
music, you probably need to have 512k of RAM  on your GUS. (Sorry, I could  only
squeeze so much into the thing!)

You need to have a standard  VGA graphics controller to play  the game.  If  you
don't have a VGA by now you are missing out on life.

The game can  be played  with a Gravis  PC GamePad,  although you  may find  you
prefer the  keyboard.   You MAY  use another  type of  joystick, but  it is  not
recommended and will  be hard to  use.  The  game uses ALL  FOUR buttons on  the
GamePad - other joysticks probably don't support this type of functionality.

Thunder Zone can be played over the modem or over a network between two  people.
If you play over the modem, the modem must be able to transmit and receive  data
at least at 2400  baud.  If you  used a lower baud  rate, the game would  become
unbearably slow.   There is no  significant difference between  playing at  9600
baud and playing at 14.4k, so I didn't bother adding options for faster speeds.



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3/ Installing the game
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If you are reading  this document, then you  have successfully decompressed  the
game files to a directory.   The game can coexist with  other files in the  same
directory.  At  least the following  two files should  be in  the directory  you
decompressed the files into:

                            TZONE.EXE        69,189
                            TZONE.MFF     1,191,101

The '.MFF' file is the core data file.  TZONE will not run unless this data file
is in  the  same directory  as  the EXE  file,  and  the file  is  readable  AND
writeable.  This means that if you place the  game on a network drive, you  must
make sure that you have write access to the directory.



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4/ Running the game and setting up
þÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄþ

Running THUNDER ZONE is  easy.  Just type  "TZONE" at the  DOS prompt and  press
<ENTER>.  If  you want to  run the game  over a network,  type "TZONE  /network"
instead - at which point you will be asked some questions in order to set up the
game.

The game will first  initialize itself and  check your machine's  configuration.
If you wish to use a Gravis Gamepad, you will  be asked whether or not you  wish
to calibrate it.  If you  want to use the pad,  you should choose to  calibrate.
Please note that the game is easiest to play using the keyboard.

As was mentioned above, without an  UltraSound with 512k of  RAM on it you  will
probably not hear the background music as the game is playing.

Once the brief title  screens have been  shown, you will  be presented with  the
main menu.  To select and change options in the game, you use the cursor keypad.
The main menu has four choices:

i) Options

  This choice can  be used to  change from using  the keyboard  to using  the
  joystick.  IF YOU DO NOT HAVE A JOYSTICK INSTALLED, YOU WILL NOT BE ABLE TO
  SELECT THE JOYSTICK OPTION .  Also, UltraSound users can  change the volume
  level of the background music and the sound effects.

ii) Help and Credits

  This choice shows the credits for  the game and displays the controls  that
  are available to be used.  If you are using a Gravis Gamepad instead of the
  keyboard, the following joystick movements and buttons are used instead:


                     _____     ||
                    |     \____||________
                    |  __    GRAVIS      \
                    | /  \  GamePad   B  |
                    | \__/          A   C|
                    |______________   D  |
                                   \_____|

     Left     : Rotate Left        Button A : Fire
     Right    : Rotate Right       Button B : Special 2
     Down     : Brake              Button C : Special 1
                                   Button D : Thrust

iii) Play over the Modem/Network

  If you started  the game with  the "/network" command  line parameter,  you
  will see a "Play over the Network" option.  Otherwise, you will see a "Play
  over the Modem" option.

  If you are playing over a modem, you will see a 'modem set-up' screen where
  you can select and modify settings  for your modem.   At the bottom of  the
  screen are three options, "Already Connected"; "Wait for a call"; and "Call
  enemy player".   Whichever  option you  select, make  sure that  the  modem
  settings are correct or unpredictable things can happen.

  The  "Wait  for  a  call"  and  "Call  enemy  player"  options  are   self-
  explainatory.  If you call or wait for  a call, the modems will attempt  to
  connect.  If they cannot connect successfully, you will be returned to  the
  main menu.

  If you wish to use  another program like Telix  or Procomm to connect  with
  the other player, you can do  so and then exit  that program to DOS  before
  running Thunder Zone.  Just pick the 'Already connected' option.  The  only
  requirement is that the terminal program does not hang up the modem or drop
  the DTR signal.  Also, make sure that the settings you use in the  terminal
  program exactly match the ones you use in Thunder Zone.  NOTE: Thunder Zone
  only uses three different baud rates to  set up the modem: 2400, 9600,  and
  38400.  Using another baud rate externally and then trying to run the  game
  will not work.

  After successfully  connecting via  modem  or if  you  are playing  over  a
  network, you will be placed into a 'chat' mode, where you can talk to  your
  enemy before starting each  round.  When  you are ready  to play you  press
  F10.  If you wish to stop playing, press ESC.  Note that if you are playing
  over a modem, exiting from the chat screen will hang up the phone.

  If either player presses F10  at the chat screen,  you will be placed  into
  the weapon  selection  screen.    Please  see  section  5  below  for  more
  information on this screen and on playing the game in general.

iv) Play against the computer

  Selecting this option  from the main  menu will allow  you to play  against
  your computer  at one  of four  different  levels of  difficulty:  "Learn",
  "Easy", "Hard", and "Deadly".   First time players  should use the  "Learn"
  option at least once or twice  to get the feel  of the controls (the  enemy
  for this level is VERY stupid).   The other levels increase in  difficulty,
  with "Deadly" being the hardest I  could make him while still allowing  you
  to be able to kill him (I have done it, so you can too).


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5/ Playing the game
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     Whoever you  play against  (another person  or the  computer), before  each
'round' you will be asked to select  two of eight possible 'extra weapons'  that
you can use.  Some of the weapons require  a keypress to activate, and some  are
active all the  time.  Here  is a breakdown  of the possible  weapons and  their
specific abilities:

Cloaking Device:    This allows you to 'disappear' from your enemy's screen  and
                    radar; rendering  you  invisible.   Note  that  your  energy
                    reserves will not charge up while you are cloaked unless you
                    have selected "Turbo Recharge"  as your other extra  weapon.
                    Attempting to fire while cloaked will disengage the cloaking
                    device.  Note that you are still visible while cloaking  and
                    decloaking, since the  activity takes some  time.  See  also
                    the 'Cloak detector'  ability below.   Pressing the key  for
                    this ability will toggle the cloak on or off.

Turbo Recharge:     If you  select this  ability, it  is active  for the  entire
                    round - you do not need to press a key to activate it.  This
                    allows you  to have  your energy  reserves charge  at  twice
                    their normal rate.

Power Shield:       If you  select this  ability, it  is active  for the  entire
                    round - you do not need to press a key to activate it.  This
                    allows you  to  have  a double-strength  shield  without  an
                    associated energy  drain  when transferring  power  to  your
                    shields.

Mega Blasters:      If you  select this  ability, it  is active  for the  entire
                    round - you do not need to press a key to activate it.  This
                    weapon is formidable, doubling the destructive power of your
                    lasers.

Cloak Detector:     An anti-cloak device.   Activating this  weapon has a  large
                    drain on your  energy reserves,  but it  shows your  enemy's
                    location on the radar  and on your screen  (if he is  within
                    range) for a brief period of  time.  For easy location,  the
                    enemy's position  on  the  radar  screen  is  accented  with
                    crosshairs.

Proton Torpedoes:   Hefty, hefty, hefty.  These weapons have the highest  damage
                    yeild, but only fly straight and have a limited range.   The
                    torpedoes use  your ship's  computer for  guidance, and  the
                    computer can only handle 7 of them flying at once.  As  soon
                    as a torpedo impacts at it's target or detonates at  maximum
                    range, you can fire another one.

Homing Missiles:    These are the weapon of  choice among most serious  players.
                    Like torpedoes, these  are guided by  your ship's  computer.
                    However, they will  change their  heading to  point to  your
                    enemy's ship and pursue him relentlessly until they hit him.
                    There is no maximum range to the missiles, but they will not
                    track a cloaked enemy.   Since the  overhead on your  ship's
                    computer to calculate  and update these  missiles is  great,
                    you can  only  have  3  of them  flying  at  any  one  time.
                    However, if  a missile  hit's your  enemy when  he's not  on
                    you're  screen,  you  will  see  a  "Missile  Hit"  message,
                    informing you that you can fire another one.

Omni-Laser:         If you  select this  ability, it  is active  for the  entire
                    round - you do not need to press a key to activate it.  This
                    weapons makes your lasers shoot  in any direction, not  just
                    straight.  If there is nothing within range, they will shoot
                    straight but  otherwise  they will  lock  on to  the  enemy.
                    Combined with mega-blasters (see  above), this weapon is  an
                    extremely good short-range choice.

     Thunder Zone is easy to play.  Basically, your ship is always shown at  the
center of your screen, with a 'radar map' of the area shown in the bottom right,
and your ship's status shown at the bottom left.  In the radar map, you will see
two circles, representing the earth  (blue) and the moon  (grey).  Your ship  is
shown as a white dot, and the enemy's ship is shown as  a red dot.  You can  fly
around the zone, and when you come to the  edge, it 'wraps around' to the  other
side.
     The status display at the bottom left is  simple: there are two bars -  one
indicating your energy reserves and one indicating your shield strength.  As you
can get from the discriptions of  the extra weapons above, your energy  reserves
charge up as  you play, but  are drained  by the usage  of your  lasers or  your
engines.   Also,  you can  transfer  power from  your  energy reserves  to  your
shields.  However, once you have  transferred energy to the shields, you  cannot
transfer it back again.  To transfer power, press the down arrow key.
     Thunder Zone can handle more than one key on the keyboard being pressed  at
once - so you can  do more than one  action at the same  time.  Also, in  firing
your lasers you don't have to release the fire button - you can hold it down for
rapid-fire.

     If you haven't  figured it out  by now,  the main idea  of the  game is  to
choose weapons to counter your enemy's choices,  and then to destroy him if  you
can.  In real life, the whole game is done in hyper-virtual-reality  simulation,
so nobody gets killed. :)



þÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄþ
6/ General Comments
þÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄþ

I hope this game gives you and your friends hours of fun and excitement - that's
what I made it for.  Given that the game is quite playable at 2400 baud and  can
run in a machine with just a small amount of memory, I don't see too many people
not being able to play it.

The game was written with some general goals in mind:

1.   Make it fun.
2.   Make it easy.
3.   Make it look cool.
4.   Make it sound cool.
5.   Make it in ANY high-level language  to demonstrate that with the  languages
     and tools available these days, it doesn't matter which language you use.

To satisfy #5, I chose to  implement the game in  Borland Pascal.  Yes,  Thunder
Zone was written entirely  in Borland Pascal 7  - 29,000 lines of  it!  I  could
have chosen to do  it in C  or Modula-2 just  as easily, but  I thought a  type-
checking fast compiler which produced quick code was better than giving myself a
headache.  The resulting EXE file has been compressed to avoid tampering.

The network routines  were all done  by Bill Kloubek,  who goes by  a number  of
names.  Bill's quite possibly the best network guy I've ever known.

I used several  programs in development,  including GoldWave  2.0 (the  absolute
BEST sound editor for windows), DeluxePaint IIe, and a PD screen capture utility
written by Sphinx  called GRAB.   All the other  stuff for  development I  wrote
myself, including  the pascal  version  of the  Gravis  UltraSound SDK  and  the
background MOD file player used by the game.

I used a PD graphics library  for the MODE-X graphics  called XLIB, in a  pascal
implementation - although I had to fix it myself (Tristan Tarrant, the guy  that
did the port wasn't interested in  answering my email -ppppphhhhhttt!!!).   XLIB
was originally written by Themie Gouthas and it totally rocks - many programmers
use it for their graphics.

A big high-ho goes to all the good european demo groups: you guys sure know your
stuff!  (I wish I had a 486 in high school -  man, I could have made some  great
stuff all those  weeknights I had  nothing to do  :( now I'm  too busy):  FUTURE
CREW/RENAISSANCE/INFINITY/DELUSION/DUST/VLA

Anybody who wants  to send  me email can  do so  at my  Simon Fraser  University
address or my Advanced Gravis address:

          kurtt@sfu.ca
          kurt_kennett@gravis.com


Have fun with the game!