The AROS Archives(anonymous IP: 54.159.51.118,118) 
 HomeRecentStatsSearchSubmitUploadsMirrorsContactInfoDisclaimerConfigAdmin
 Menu


 Categories

   o Audio (57)
   o Datatype (13)
   o Demo (26)
   o Development (198)
   o Document (18)
   o Driver (18)
   o Emulation (55)
   o Game (341)
   o Graphics (126)
   o Library (18)
   o Network (43)
   o Office (9)
   o Utility (173)
   o Video (20)

Total files: 1115

Full index file
Recent index file

Hosted by
aros-exec.org
 Readme for:  Game » Puzzle » wand.i386-aros.zip

wanderer

Description: At last, a Wanderer u may like ;-) Ascii maze game
Download: wand.i386-aros.zip       (TIPS: Use the right click menu if your browser takes you back here all the time)
Size: 231kb
Version: 3.2
Date: 20 Nov 18
Author: Steven Shipway
Submitter: cavemann
Homepage: http://www.steveshipway.org/software/wanderer/f_wanderer.htm
Category: game/puzzle
License: Other
Distribute: yes
FileID: 1759
 
Comments: 0
Snapshots: 0
Videos: 0
Downloads: 10  (Current version)
10  (Accumulated)
Votes: 0 (0/0)  (30 days/7 days)

[Show comments] [Show snapshots] [Show videos] [Show content] [Replace file] 
NAME
   wand - Runs the game "Wanderer".

SYNOPSIS
   wand [ -s | -e file | -m | -c | [ -f ] [ -r file ] | -v | -t file ]

DESCRIPTION
   Wanderer  is  a  game similar to Boulderdash, Repton, XOR and others. A
   full description of how to play the game is given upon  execution.  The
   hiscore  table  holds  only  15 scores, and the name displayed is taken
   from the environment variable NAME. If you wish  to  have  a  different
   alias  without changing this variable, you can set the variable NEWNAME
   before playing by putting the command

   setenv NEWNAME "My name"

   and then typing update. Also, the keys may be redefined by setting  the
   variable NEWKEYS in the same way - eg

   setenv NEWKEYS 'aznm'

   in  your  .cshrc to get the keys a,z,n,m. Note that the order is impor-
   tant.  As well as these keys, '!' will show the  whole  map,  '~'  will
   jump levels, and '?' will provide help.

   By using the -r option you can record the moves you make in a game. Use
   this facility to make solution files to mail to me with any screens you
   send.

   The  hiscore table editor is RESTRICTED under a password to prevent you
   all deleting each others hiscores. If you can get  into  it,  type  the
   number of the entry to delete it, and 0 to exit.

   You  can save games with the 'S' key, and restore with 'R'. If you want
   to put the files in a specific place, you can set the environment vari-
   able SAVENAME to the file - eg

   setenv SAVENAME ~/.wanderersave

   The help screen can be accessed by pressing '?'.

THE GAME
   The  game  consists of a number of screens which must be solved in suc-
   cession unless the password for a later screen is known. Passwords  for
   the  screens  are  given  on completion. To complete a screen, you must
   collect all the 'treasure', including all  'baby  monsters',  and  then
   walk  into the 'exit'. A full description of the objects in the game is
   available on the help screen, by pressing '?' during the game.

   Also in the game are arrows, boulders and balloons, which move in  dif-
   ferent directions, off of one another and slopes, and sometimes through
   each other. These can sometimes be pushed, but more often than not they
   block your way to the treasures.  By careful manipulation you should be
   able to make it to the exit after collecting all of the treasure.

   The 'thingys' can be pushed in any direction by either you  or  by  the
   boulders,  arrows,  and  balloons.  They  will remain stationary if not
   pushed.

   Points are awarded for collecting treasure or earth or for caging  baby
   monsters  or  killing  big  monsters. Also for using the teleport and a
   bonus for completing the screen. If you use the password to  jump  lev-
   els, you do not recieve the bonus.

   By  pressing 'W' you can redraw the screen, and '#' will switch between
   the icon style and single character. '!' wil display the  map  in  icon
   mode,  and  '?'  will display the help screen. Finally, '~' will prompt
   for a password to jump levels. The masterpassword will  give  a  prompt
   for  the required level number, and then respond with the correct pass-
   word before jumping.  If the file  'no_pws'  is readable in the screens
   directory, then pressing '~' will just cause a request for the required
   screen  number.  On no account may anyone who has not given the master-
   password jump back a level.

THE EDITOR
   The argument is the file name used for editing. If this cannot be read,
   it  is  created. If it cannot be created, a file in /tmp is used. Also,
   if the file can be read but not written, a file in  /tmp  of  the  form
   '/tmp/screen.XXXX' is used where 'XXXX' is the current process id.

   The wanderer keys move the cursor about the edit window,  where you can
   add any symbols required to the map. Pressing '"' will  take  the  next
   keypress  literally,  so  this  method may be used to add certain lower
   case letters. A list of active characters is displayed down the  right-
   hand side of the screen with their meanings.

   To  play  the game, press either 'p' to play with the iconic screen, or
   'n' to play with the full screen. When you are in the  game,  you  will
   recieve  an  extra 'memory' option on the righthand side of the screen.
   This  allows you to 'record' moves in a solution to be  replayed  after
   changes to the screen.

   Pressing '(' will start recording from the beginning of the memory, and
   ')'  will stop recording. At any point during recording, '-' will add a
   'checkpoint'. This will cause the program to return control to the user
   during playback  when it reaches this point,  without moving the memory
   pointer. Pressing  '+'  will  then continue playing,  or '&' will start
   recording from this point, leaving the previous data unaffected.

   The play key is '*'. This will cause the recorded moves  to  be  played
   back until either (1) you reach a checkpoint ( press '+' to continue ),
   (2) you reach the end of the recording, or (3) you die.  To extend  the
   recording in memory, play through to the end and then press '&'.

   When  in the editor, C-W will save the moves memory and C-R will load a
   file into the memory. The number of moves available can be changed with
   'm', and the name of the screen with 'c'.

   Pressing  L  will  run a check on the screen file to find any errors or
   possible mistakes. Error messages starting '****' are fatal, and should
   certainly be fixed. Errors starting '++++' are only warnings about non-
   standard design.  After each message press any key  to  see  the  next.
   This test facility can be used directly via the -t option.

   When  editing is finished, you can exit with 'q' to save the screen, or
   'x' to leave without a save. This will prompt for confirmation.

AUTHOR
   Steven Shipway. maujp()uk.ac.warwick.cu

   Later  additions:  editor  added  by  play()nl.cwi,  help   command   by
   jason()uucp.aeras

FLAGS
   -s flag lists high-score chart.

   -e flag enters editor.

   -m flag enters hiscore table editor.

   -c flag reads credits.

   -f flag starts game with full screen play.

   -v flag prints version.

   -t flag tests screen.

   -r flag records keypresses into given file.


Copyright (c) 2005 The AROS Archives All Rights Reserved
Contact us at: archives@aros-exec.org