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1 | \subsection{Wormlet} | ||
2 | {\centering\itshape | ||
3 | [Warning: Image ignored] % Unhandled or unsupported graphics: | ||
4 | %\includegraphics[width=4.15cm,height=2.35cm]{images/rockbox-manual-img47.png} | ||
5 | \newline | ||
6 | Wormlet game | ||
7 | \par} | ||
8 | |||
9 | Wormlet is a multi{}-user multi{}-worm game on a multi{}-threaded | ||
10 | multi{}-functional Rockbox console. You navigate a hungry little worm. | ||
11 | Help your worm to find food and to avoid poisoned argh{}-tiles. The | ||
12 | goal is to turn your tiny worm into a big worm for as long as possible. | ||
13 | |||
14 | For 2{}-player games a remote control is not necessary but recommended. | ||
15 | If you try to hold the Jukebox in the four hands of two players | ||
16 | you'll find out why. Games with three players are only | ||
17 | possible using a remote control. | ||
18 | |||
19 | {\bfseries | ||
20 | Wormlet main menu controls:} | ||
21 | |||
22 | \begin{center}\begin{tabular}{|p{2.55cm}|p{9.958cm}|} | ||
23 | \hline | ||
24 | {\centering\bfseries\itshape | ||
25 | KEY | ||
26 | \par} | ||
27 | & | ||
28 | {\centering\bfseries\itshape | ||
29 | ACTION | ||
30 | \par} | ||
31 | \\\hline | ||
32 | {\centering | ||
33 | UP/DOWN | ||
34 | \par} | ||
35 | & | ||
36 | Selects number of players | ||
37 | \\\hline | ||
38 | {\centering | ||
39 | LEFT/RIGHT | ||
40 | \par} | ||
41 | & | ||
42 | Controls number of worms on the game | ||
43 | \\\hline | ||
44 | {\centering | ||
45 | F1 | ||
46 | \par} | ||
47 | & | ||
48 | Selects game mode. | ||
49 | \\\hline | ||
50 | \end{tabular}\end{center} | ||
51 | {\bfseries | ||
52 | Game controls:} | ||
53 | |||
54 | \begin{center}\begin{tabular}{|p{2.162cm}|p{1.67cm}|p{3.813cm}p{4.256cm}p{4.1000004cm}|} | ||
55 | \hline | ||
56 | {\centering\bfseries\itshape | ||
57 | Players | ||
58 | \par} | ||
59 | & | ||
60 | {\centering\bfseries\itshape | ||
61 | MODES | ||
62 | \par} | ||
63 | & | ||
64 | \multicolumn{1}{p{3.813cm}|}{{\centering\bfseries\itshape | ||
65 | PLAYER 1 | ||
66 | \par} | ||
67 | }& | ||
68 | \multicolumn{1}{p{4.256cm}|}{{\centering\bfseries\itshape | ||
69 | PLAYER 2 | ||
70 | \par} | ||
71 | }& | ||
72 | {\centering\bfseries\itshape | ||
73 | PLAYER 3 | ||
74 | \par} | ||
75 | \\\hline | ||
76 | {\centering | ||
77 | 0 | ||
78 | \par} | ||
79 | & | ||
80 | {\centering | ||
81 | Out of control | ||
82 | \par} | ||
83 | & | ||
84 | \multicolumn{3}{p{12.569cm}|}{With no player taking part in the game all | ||
85 | worms are out of control and steered by artificial stupidity. | ||
86 | }\\\hline | ||
87 | \multicolumn{1}{|p{2.162cm}}{{\centering | ||
88 | 1 | ||
89 | \par} | ||
90 | }& | ||
91 | \multicolumn{4}{p{14.439cm}}{\hspace*{-\tabcolsep}\begin{tabular}{|p{1.67cm}|p{3.813cm}|p{4.256cm}|p{4.1000004cm}|} | ||
92 | |||
93 | {\centering | ||
94 | 2 key control | ||
95 | \par} | ||
96 | & | ||
97 | on Jukebox\newline | ||
98 | LEFT: turn left\newline | ||
99 | RIGHT: turn right | ||
100 | & | ||
101 | {}- | ||
102 | & | ||
103 | {}- | ||
104 | \\\hline | ||
105 | {\centering | ||
106 | 4 key control | ||
107 | \par} | ||
108 | & | ||
109 | on Jukebox\newline | ||
110 | LEFT: turn left\newline | ||
111 | UP: turn up\newline | ||
112 | RIGHT: turn right\newline | ||
113 | DOWN: turn down | ||
114 | & | ||
115 | {}- | ||
116 | & | ||
117 | {}- | ||
118 | \\\hline | ||
119 | \end{tabular}\hspace*{-\tabcolsep} | ||
120 | }\\\cline{1-1} | ||
121 | \multicolumn{1}{|p{2.162cm}}{{\centering | ||
122 | 2 | ||
123 | \par} | ||
124 | }& | ||
125 | \multicolumn{4}{p{14.439cm}}{\hspace*{-\tabcolsep}\begin{tabular}{|p{1.67cm}|p{3.813cm}|p{4.256cm}|p{4.1000004cm}|} | ||
126 | |||
127 | {\centering | ||
128 | Remote control | ||
129 | \par} | ||
130 | & | ||
131 | on Jukebox\newline | ||
132 | LEFT: turn left\newline | ||
133 | RIGHT: turn right | ||
134 | & | ||
135 | on remote control\newline | ||
136 | VOL DOWN: turn left\newline | ||
137 | VOL UP: turn right | ||
138 | & | ||
139 | {}- | ||
140 | \\\hline | ||
141 | {\centering | ||
142 | No remote control | ||
143 | \par} | ||
144 | & | ||
145 | on Jukebox\newline | ||
146 | LEFT: turn left\newline | ||
147 | RIGHT: turn right | ||
148 | & | ||
149 | on Jukebox\newline | ||
150 | F2: turn left\newline | ||
151 | F3: turn right | ||
152 | & | ||
153 | {}- | ||
154 | \\\hline | ||
155 | \end{tabular}\hspace*{-\tabcolsep} | ||
156 | }\\\cline{1-1} | ||
157 | {\centering | ||
158 | 3 | ||
159 | \par} | ||
160 | & | ||
161 | {\centering | ||
162 | Remote control | ||
163 | \par} | ||
164 | & | ||
165 | \multicolumn{1}{p{3.813cm}|}{on Jukebox\newline | ||
166 | LEFT: turn left\newline | ||
167 | RIGHT: turn right | ||
168 | }& | ||
169 | \multicolumn{1}{p{4.256cm}|}{on remote control\newline | ||
170 | VOL DOWN: turn left\newline | ||
171 | VOL UP: turn right | ||
172 | }& | ||
173 | on Jukebox\newline | ||
174 | F2: turn left\newline | ||
175 | F3: turn right | ||
176 | \\\hline | ||
177 | \end{tabular}\end{center} | ||
178 | |||
179 | \subsubsection{The game} | ||
180 | Use the control keys of your worm to navigate around obstacles and find | ||
181 | food. Worms do not stop moving except when dead. Dead worms are no fun. | ||
182 | Be careful as your worm will try to eat anything that you steer it | ||
183 | across. It won't distinguish whether it's edible or not. | ||
184 | |||
185 | \begin{itemize} | ||
186 | \item \textbf{Food} | ||
187 | The small square hollow pieces are food. Move the worm over a food tile | ||
188 | to eat it. After eating the worm grows. Each time a piece of food has | ||
189 | been eaten a new piece of food will pop up somewhere. Unfortunately for | ||
190 | each new piece of food that appears two new ``argh'' pieces will | ||
191 | appear, too. | ||
192 | \item \textbf{Argh} | ||
193 | An ``argh'' is a black square poisoned piece {}- slightly bigger than | ||
194 | food {}- that makes a worm say ``Argh!'' when | ||
195 | run into. A worm that eats an ``argh'' is dead. Thus eating an | ||
196 | ``argh'' must be avoided under any circumstances. ``Arghs'' have the | ||
197 | annoying tendency to accumulate. | ||
198 | \item \textbf{Worms} | ||
199 | Thou shall not eat worms. Neither other worms nor thyself. Eating worms | ||
200 | is blasphemous cannibalism, not healthy and causes instant | ||
201 | death. And it doesn't help anyway: the other worm | ||
202 | isn't hurt by the bite. It will go on creeping happily | ||
203 | and eat all the food you left on the table. | ||
204 | \item \textbf{Walls} | ||
205 | Don't crash into the walls. Walls are not edible. | ||
206 | Crashing a worm against a wall causes it a headache it | ||
207 | doesn't survive. | ||
208 | \item \textbf{Game over} | ||
209 | |||
210 | The game is over when all worms are dead. The longest worm wins the | ||
211 | game. | ||
212 | \item \textbf{Pause the game} | ||
213 | Press the PLAY key to pause the game. Hit PLAY again to resume the game. | ||
214 | |||
215 | \item \textbf{Stop the game} | ||
216 | There are two ways to stop a running game. | ||
217 | |||
218 | \begin{itemize} | ||
219 | \item If you want to quit Wormlet entirely simply hit the OFF button. | ||
220 | The game will stop immediately and you will return to the game menu. | ||
221 | \item If you want to stop the game and still see the screen hit the ON | ||
222 | button. This freezes the game. If you hit the ON button again a new | ||
223 | game starts with the same configuration. To return to the games menu | ||
224 | you can hit the OFF button. A stopped game can not be resumed. | ||
225 | \end{itemize} | ||
226 | \end{itemize} | ||
227 | |||
228 | \subsubsection{The scoreboard} | ||
229 | On the right side of the game field is the score board. For each worm it | ||
230 | displays its status and its length. The top most entry displays the | ||
231 | state of worm 1, the second worm 2 and the third worm 3. When a worm | ||
232 | dies it's entry on the score board turns black. | ||
233 | |||
234 | \begin{itemize} | ||
235 | \item \textbf{Len:} | ||
236 | Here the current length of the worm is displayed. When a worm is eating | ||
237 | food it grows by one pixel for each step it moves. | ||
238 | |||
239 | \item \textbf{Hungry:} | ||
240 | That's the normal state of a worm. Worms are always | ||
241 | hungry and want to eat. It's good to have a hungry | ||
242 | worm since it means that your worm is alive. But it's | ||
243 | better to get your worm growing. | ||
244 | |||
245 | \item \textbf{Growing:} | ||
246 | When a worm has eaten a piece of food it starts growing. For each step | ||
247 | it moves over food it can grow by one pixel. One piece of food lasts | ||
248 | for 7 steps. After your worm has moved 7 steps the food is used up. If | ||
249 | another piece of food is eaten while growing it will increase the size | ||
250 | of the worm for another 7 steps. | ||
251 | |||
252 | \item \textbf{Crashed:} | ||
253 | This indicates that a worm has crashed against a wall. | ||
254 | |||
255 | \item \textbf{Argh:} | ||
256 | If the score board entry displays ``Argh!'' it | ||
257 | means the worm is dead because it tried to eat an ``argh''. Until we | ||
258 | can make the worm say ``Argh!'' it's your job to say ``Argh!'' aloud. | ||
259 | |||
260 | \item \textbf{Wormed:} | ||
261 | The worm tried to eat another worm or even itself. | ||
262 | That's why it's dead now. Making traps for other players with a worm is a good way to get them out of the game. | ||
263 | \end{itemize} | ||
264 | |||
265 | |||
266 | \subsubsection{Hints} | ||
267 | |||
268 | \begin{itemize} | ||
269 | |||
270 | \item Initially you will be busy with controlling your worm. Try to | ||
271 | avoid other worms and crawl far away from them. Wait until they curl up | ||
272 | themselves and collect the food afterwards. Don't worry if the other worms grow longer than yours {}- you can catch up after they've died. | ||
273 | |||
274 | \item When you are more experienced watch the tactics of other worms. | ||
275 | Those worms controlled by artificial stupidity head straight for the | ||
276 | nearest piece of food. Let the other worm have its next piece of food | ||
277 | and head for the food it would probably want next. Try to put yourself | ||
278 | between the opponent and that food. From now on you can 'control' the other worm by blocking it. You could trap it by making a 1 pixel wide U{}-turn. You also could move from food to food and make sure you keep between your opponent and | ||
279 | the food. So you can always reach it before your opponent. | ||
280 | |||
281 | \item While playing the game the Jukebox can still play music. For | ||
282 | single player game use any music you like. For berserk games with 2 players use hard rock and for 3 player games use heavy metal or X{}-Phobie | ||
283 | (\url{http://www.x-phobie.de/}). | ||
284 | Play fair and don't kick your opponent in the toe or | ||
285 | poke him in the eye. That would be bad manners. | ||
286 | \end{itemize} | ||
287 | |||