744051bd65
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@8868 a1c6a512-1295-4272-9138-f99709370657
271 lines
7.7 KiB
TeX
271 lines
7.7 KiB
TeX
\subsection{Wormlet}
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{\centering\itshape
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[Warning: Image ignored] % Unhandled or unsupported graphics:
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%\includegraphics[width=4.15cm,height=2.35cm]{images/rockbox-manual-img47.png}
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\newline
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Wormlet game
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\par}
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Wormlet is a multi{}-user multi{}-worm game on a multi{}-threaded
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multi{}-functional Rockbox console. You navigate a hungry little worm.
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Help your worm to find food and to avoid poisoned argh{}-tiles. The
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goal is to turn your tiny worm into a big worm for as long as possible.
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For 2{}-player games a remote control is not necessary but recommended.
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If you try to hold the Jukebox in the four hands of two players
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you'll find out why. Games with three players are only
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possible using a remote control.
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{\bfseries
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Wormlet main menu controls:}
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\begin{table}[h!]
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\begin{center}
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\begin{tabular}{|c|c|}
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\hline
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KEY & ACTION \\\hline
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UP/DOWN & Selects number of players \\\hline
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LEFT/RIGHT & Controls number of worms on the game \\\hline
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F1 & Selects game mode. \\\hline
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\end{tabular}
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\end{center}
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\end{table}
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{\bfseries
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Game controls:}
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\begin{center}
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\begin{tabular}{|p{2.162cm}|p{1.67cm}|p{3.813cm}p{4.256cm}p{4.1000004cm}|}
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\hline
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{\centering\bfseries\itshape
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Players
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\par}
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&
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{\centering\bfseries\itshape
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MODES
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\par}
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&
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\multicolumn{1}{p{3.813cm}|}{{\centering\bfseries\itshape
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PLAYER 1
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\par}
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}&
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\multicolumn{1}{p{4.256cm}|}{{\centering\bfseries\itshape
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PLAYER 2
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\par}
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}&
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{\centering\bfseries\itshape
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PLAYER 3
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\par}
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\\\hline
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{\centering
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0
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\par}
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&
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{\centering
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Out of control
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\par}
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&
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\multicolumn{3}{p{12.569cm}|}{With no player taking part in the game all
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worms are out of control and steered by artificial stupidity.
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}\\\hline
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\multicolumn{1}{|p{2.162cm}}{{\centering
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1
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\par}
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}&
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\multicolumn{4}{p{14.439cm}}{\hspace*{-\tabcolsep}\begin{tabular}{|p{1.67cm}|p{3.813cm}|p{4.256cm}|p{4.1000004cm}|}
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{\centering
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2 key control
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\par}
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&
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on Jukebox\newline
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LEFT: turn left\newline
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RIGHT: turn right
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&
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{}-
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&
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{}-
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\\\hline
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{\centering
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4 key control
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\par}
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&
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on Jukebox\newline
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LEFT: turn left\newline
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UP: turn up\newline
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RIGHT: turn right\newline
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DOWN: turn down
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&
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{}-
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&
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{}-
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\\\hline
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\end{tabular}\hspace*{-\tabcolsep}
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}\\\cline{1-1}
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\multicolumn{1}{|p{2.162cm}}{{\centering
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2
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\par}
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}&
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\multicolumn{4}{p{14.439cm}}{\hspace*{-\tabcolsep}\begin{tabular}{|p{1.67cm}|p{3.813cm}|p{4.256cm}|p{4.1000004cm}|}
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{\centering
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Remote control
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\par}
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&
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on Jukebox\newline
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LEFT: turn left\newline
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RIGHT: turn right
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&
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on remote control\newline
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VOL DOWN: turn left\newline
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VOL UP: turn right
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&
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{}-
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\\\hline
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{\centering
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No remote control
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\par}
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&
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on Jukebox\newline
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LEFT: turn left\newline
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RIGHT: turn right
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&
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on Jukebox\newline
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F2: turn left\newline
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F3: turn right
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&
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{}-
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\\\hline
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\end{tabular}\hspace*{-\tabcolsep}
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}\\\cline{1-1}
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{\centering
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3
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\par}
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&
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{\centering
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Remote control
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\par}
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&
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\multicolumn{1}{p{3.813cm}|}{on Jukebox\newline
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LEFT: turn left\newline
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RIGHT: turn right
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}&
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\multicolumn{1}{p{4.256cm}|}{on remote control\newline
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VOL DOWN: turn left\newline
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VOL UP: turn right
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}&
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on Jukebox\newline
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F2: turn left\newline
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F3: turn right
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\\\hline
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\end{tabular}\end{center}
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\subsubsection{The game}
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Use the control keys of your worm to navigate around obstacles and find
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food. Worms do not stop moving except when dead. Dead worms are no fun.
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Be careful as your worm will try to eat anything that you steer it
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across. It won't distinguish whether it's edible or not.
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\begin{itemize}
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\item \textbf{Food}
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The small square hollow pieces are food. Move the worm over a food tile
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to eat it. After eating the worm grows. Each time a piece of food has
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been eaten a new piece of food will pop up somewhere. Unfortunately for
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each new piece of food that appears two new ``argh'' pieces will
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appear, too.
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\item \textbf{Argh}
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An ``argh'' is a black square poisoned piece {}- slightly bigger than
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food {}- that makes a worm say ``Argh!'' when
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run into. A worm that eats an ``argh'' is dead. Thus eating an
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``argh'' must be avoided under any circumstances. ``Arghs'' have the
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annoying tendency to accumulate.
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\item \textbf{Worms}
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Thou shall not eat worms. Neither other worms nor thyself. Eating worms
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is blasphemous cannibalism, not healthy and causes instant
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death. And it doesn't help anyway: the other worm
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isn't hurt by the bite. It will go on creeping happily
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and eat all the food you left on the table.
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\item \textbf{Walls}
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Don't crash into the walls. Walls are not edible.
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Crashing a worm against a wall causes it a headache it
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doesn't survive.
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\item \textbf{Game over}
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The game is over when all worms are dead. The longest worm wins the
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game.
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\item \textbf{Pause the game}
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Press the PLAY key to pause the game. Hit PLAY again to resume the game.
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\item \textbf{Stop the game}
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There are two ways to stop a running game.
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\begin{itemize}
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\item If you want to quit Wormlet entirely simply hit the OFF button.
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The game will stop immediately and you will return to the game menu.
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\item If you want to stop the game and still see the screen hit the ON
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button. This freezes the game. If you hit the ON button again a new
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game starts with the same configuration. To return to the games menu
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you can hit the OFF button. A stopped game can not be resumed.
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\end{itemize}
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\end{itemize}
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\subsubsection{The scoreboard}
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On the right side of the game field is the score board. For each worm it
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displays its status and its length. The top most entry displays the
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state of worm 1, the second worm 2 and the third worm 3. When a worm
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dies it's entry on the score board turns black.
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\begin{itemize}
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\item \textbf{Len:}
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Here the current length of the worm is displayed. When a worm is eating
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food it grows by one pixel for each step it moves.
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\item \textbf{Hungry:}
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That's the normal state of a worm. Worms are always
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hungry and want to eat. It's good to have a hungry
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worm since it means that your worm is alive. But it's
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better to get your worm growing.
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\item \textbf{Growing:}
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When a worm has eaten a piece of food it starts growing. For each step
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it moves over food it can grow by one pixel. One piece of food lasts
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for 7 steps. After your worm has moved 7 steps the food is used up. If
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another piece of food is eaten while growing it will increase the size
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of the worm for another 7 steps.
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\item \textbf{Crashed:}
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This indicates that a worm has crashed against a wall.
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\item \textbf{Argh:}
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If the score board entry displays ``Argh!'' it
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means the worm is dead because it tried to eat an ``argh''. Until we
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can make the worm say ``Argh!'' it's your job to say ``Argh!'' aloud.
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\item \textbf{Wormed:}
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The worm tried to eat another worm or even itself.
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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.
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\end{itemize}
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\subsubsection{Hints}
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\begin{itemize}
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\item Initially you will be busy with controlling your worm. Try to
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avoid other worms and crawl far away from them. Wait until they curl up
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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.
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\item When you are more experienced watch the tactics of other worms.
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Those worms controlled by artificial stupidity head straight for the
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nearest piece of food. Let the other worm have its next piece of food
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and head for the food it would probably want next. Try to put yourself
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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
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the food. So you can always reach it before your opponent.
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\item While playing the game the Jukebox can still play music. For
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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
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(\url{http://www.x-phobie.de/}).
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Play fair and don't kick your opponent in the toe or
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poke him in the eye. That would be bad manners.
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\end{itemize}
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