Starport BBS
VIEWER: readme MODE: TEXT (LATIN1)
	-------------------------------------------------------------
               Wired 97 Special Party Release - 100k Game Compo
	-------------------------------------------------------------

	.sS$$$$Ss.       .sS$$$$Ss.       .sS$$$$Ss.       .sS$$$$Ss.
	S$Sý  S$$S       S$$$  $$$$       S$$$  $$$S       $$$$  $$$S
	      S$$S       $$$$$$$$S.       $$$$  $$$$       $$$$  $$$$
	      S$$S       S$$$  $$$$       S$$$  $$$S       $$$$  $$$$
	      S$$S       S$$$  S$$S       `ýS$$$$Sý'       S$$$  $$$S

	-------------------------------------------------------------
	
	A crappy but tiny two player game written by brioche/aspirine
	This is beta public version 0.4 so don't expect too much! :)

	-------------------------------------------------------------
	
	I have to admit that it was a boring  saturday evening when I
	started to code some kind of nibble game, I'm really not used
	to code games. I still can't figure out why I decided to make
	this one, maybe because it was easy to code in assembler. 
	
	This game requires at least a 80386-SX cpu with some free low
	memory, and a color VGA compatible video hardware.  Sorry, no 
	sound here. :)

	The rules are mainly the same as the famous motorbike race in
	the movie Tron. You only have to spend the more time possible
	on the game area without  touching neither the boundaries nor
	the line drawn by the players. Extremely addictive. We played
	Tron with some school friends during  hours, we just couldn't
	help playing the revenge of the previous game!

	If you have an azerty french-like keyboard as me the hot keys
	are a/q/w/x for the player 1 (who start from the left) but if
	you have a burger-yankee-like :) qwerty keyboard it should be
	something like q/a/z/x (?).  The player 2 must use the arrows
	to move his super hero. Player 1 is the blue one and Player 2
	is the red one.

	The whole stuff is synchronized on the 70 hz vertical retrace
	of the screen but it works well since the whole stuff doesn't
	need 1/70s to be drawned so it runs at the same speed on slow
	computers than on fast pentiums. Maybe you'll experience some
	sync troubles if you run Tron under one of those kinda multi-
	tasking environments as such as Windoze 95/NT.  This game has
	been designed top run under plain MS-DOS compatible systems!
	
	This version fixes a bug in the collision detection when both
	players where crashing themselves at the same time and at the
	same position or on the edges of the game area... So I lost a
	couple of bytes for this f#!@ing case which occurs about once
	each century but I'm sure that some of you knows the famous
	Murphy's law!

	Since some parts of the size-optimized assembly language code
	are unreadable  or  weird feel free to contact me if you want
	further details... btw, if you try rebuilding the source, you
	will have a some bytes more since I used a COM post-processor
	of my own to remove zero data at the end of the file.
	
	I'm pretty sure  it's still possible to  kick  out some bytes
	here and there but my  goal  was to keep a quite cool  design
	with a small size.  I know I could win some  bytes by linking
	my new  keyboard handler  to the old one  but I really want a
	clean and fresh handler! By the way, don't you think that 400
	bytes sounds cool, do you? :)
 
	I'd like to send my best regards to alphatrion, gedeon, trax,
	desnos, pcboy, cassico, droopy, jaycee, black axe, fontex and
	all the very cool freaks I met at Wired96. Cu all at Wired97!

	Thanks to the beta testing crew: droopy, jaycee, gedeon, ...
	
	Yeepee!
	
	Xavier Defrang (brioche/aspirine)  
	106146.1452@compuserve.com
	
	-------------------------------------------------------------
		La Belgique Est Un Plaisir Et Doit Le Rester
	-------------------------------------------------------------


[ RETURN TO DIRECTORY ]