1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334
|
.\" Automatically generated by Pod::Man 2.22 (Pod::Simple 3.07)
.\"
.\" Standard preamble:
.\" ========================================================================
.de Sp \" Vertical space (when we can't use .PP)
.if t .sp .5v
.if n .sp
..
.de Vb \" Begin verbatim text
.ft CW
.nf
.ne \\$1
..
.de Ve \" End verbatim text
.ft R
.fi
..
.\" Set up some character translations and predefined strings. \*(-- will
.\" give an unbreakable dash, \*(PI will give pi, \*(L" will give a left
.\" double quote, and \*(R" will give a right double quote. \*(C+ will
.\" give a nicer C++. Capital omega is used to do unbreakable dashes and
.\" therefore won't be available. \*(C` and \*(C' expand to `' in nroff,
.\" nothing in troff, for use with C<>.
.tr \(*W-
.ds C+ C\v'-.1v'\h'-1p'\s-2+\h'-1p'+\s0\v'.1v'\h'-1p'
.ie n \{\
. ds -- \(*W-
. ds PI pi
. if (\n(.H=4u)&(1m=24u) .ds -- \(*W\h'-12u'\(*W\h'-12u'-\" diablo 10 pitch
. if (\n(.H=4u)&(1m=20u) .ds -- \(*W\h'-12u'\(*W\h'-8u'-\" diablo 12 pitch
. ds L" ""
. ds R" ""
. ds C` ""
. ds C' ""
'br\}
.el\{\
. ds -- \|\(em\|
. ds PI \(*p
. ds L" ``
. ds R" ''
'br\}
.\"
.\" Escape single quotes in literal strings from groff's Unicode transform.
.ie \n(.g .ds Aq \(aq
.el .ds Aq '
.\"
.\" If the F register is turned on, we'll generate index entries on stderr for
.\" titles (.TH), headers (.SH), subsections (.SS), items (.Ip), and index
.\" entries marked with X<> in POD. Of course, you'll have to process the
.\" output yourself in some meaningful fashion.
.ie \nF \{\
. de IX
. tm Index:\\$1\t\\n%\t"\\$2"
..
. nr % 0
. rr F
.\}
.el \{\
. de IX
..
.\}
.\"
.\" Accent mark definitions (@(#)ms.acc 1.5 88/02/08 SMI; from UCB 4.2).
.\" Fear. Run. Save yourself. No user-serviceable parts.
. \" fudge factors for nroff and troff
.if n \{\
. ds #H 0
. ds #V .8m
. ds #F .3m
. ds #[ \f1
. ds #] \fP
.\}
.if t \{\
. ds #H ((1u-(\\\\n(.fu%2u))*.13m)
. ds #V .6m
. ds #F 0
. ds #[ \&
. ds #] \&
.\}
. \" simple accents for nroff and troff
.if n \{\
. ds ' \&
. ds ` \&
. ds ^ \&
. ds , \&
. ds ~ ~
. ds /
.\}
.if t \{\
. ds ' \\k:\h'-(\\n(.wu*8/10-\*(#H)'\'\h"|\\n:u"
. ds ` \\k:\h'-(\\n(.wu*8/10-\*(#H)'\`\h'|\\n:u'
. ds ^ \\k:\h'-(\\n(.wu*10/11-\*(#H)'^\h'|\\n:u'
. ds , \\k:\h'-(\\n(.wu*8/10)',\h'|\\n:u'
. ds ~ \\k:\h'-(\\n(.wu-\*(#H-.1m)'~\h'|\\n:u'
. ds / \\k:\h'-(\\n(.wu*8/10-\*(#H)'\z\(sl\h'|\\n:u'
.\}
. \" troff and (daisy-wheel) nroff accents
.ds : \\k:\h'-(\\n(.wu*8/10-\*(#H+.1m+\*(#F)'\v'-\*(#V'\z.\h'.2m+\*(#F'.\h'|\\n:u'\v'\*(#V'
.ds 8 \h'\*(#H'\(*b\h'-\*(#H'
.ds o \\k:\h'-(\\n(.wu+\w'\(de'u-\*(#H)/2u'\v'-.3n'\*(#[\z\(de\v'.3n'\h'|\\n:u'\*(#]
.ds d- \h'\*(#H'\(pd\h'-\w'~'u'\v'-.25m'\f2\(hy\fP\v'.25m'\h'-\*(#H'
.ds D- D\\k:\h'-\w'D'u'\v'-.11m'\z\(hy\v'.11m'\h'|\\n:u'
.ds th \*(#[\v'.3m'\s+1I\s-1\v'-.3m'\h'-(\w'I'u*2/3)'\s-1o\s+1\*(#]
.ds Th \*(#[\s+2I\s-2\h'-\w'I'u*3/5'\v'-.3m'o\v'.3m'\*(#]
.ds ae a\h'-(\w'a'u*4/10)'e
.ds Ae A\h'-(\w'A'u*4/10)'E
. \" corrections for vroff
.if v .ds ~ \\k:\h'-(\\n(.wu*9/10-\*(#H)'\s-2\u~\d\s+2\h'|\\n:u'
.if v .ds ^ \\k:\h'-(\\n(.wu*10/11-\*(#H)'\v'-.4m'^\v'.4m'\h'|\\n:u'
. \" for low resolution devices (crt and lpr)
.if \n(.H>23 .if \n(.V>19 \
\{\
. ds : e
. ds 8 ss
. ds o a
. ds d- d\h'-1'\(ga
. ds D- D\h'-1'\(hy
. ds th \o'bp'
. ds Th \o'LP'
. ds ae ae
. ds Ae AE
.\}
.rm #[ #] #H #V #F C
.\" ========================================================================
.\"
.IX Title "THRUST 6"
.TH THRUST 6 "2010-04-22" "perl v5.10.1" "User Contributed Perl Documentation"
.\" For nroff, turn off justification. Always turn off hyphenation; it makes
.\" way too many mistakes in technical documents.
.if n .ad l
.nh
.SH "NAME"
Thrust \- a port of the C64 classic
.SH "SYNOPSIS"
.IX Header "SYNOPSIS"
\&\fBthrust\fR [\-\-help] [\-\-version] [\-\-nodemo] [\-\-nosoundeffects] [\-\-gamma=Value]
[\-\-step] [\-\-svgamode=MODE]
.PP
\&\fBxthrust\fR [\-\-help] [\-\-version] [\-\-nodemo] [\-\-nosoundeffects] [\-\-gamma=Value]
[\-\-step] [\-\-noshm] [\-\-double] [\-display display\-name] [\-geometry=geometry\-spec]
.SH "DESCRIPTION"
.IX Header "DESCRIPTION"
This is a port of Thrust, the classic Commodore 64 game, to un*x and \s-1MSDOG\s0.
.PP
The object of the game is to lift the \fBKlystron Pod\fR from the bottom
of a cave and return it safely to space. The \fBPod\fR is very heavy
(compared to the ship) and this makes it tougher than it may seem.
.PP
You must be careful not to run out of fuel, crash into the cave
walls, or let the enemy artillary outposts shoot you down.
.SH "BACKGOUND STORY"
.IX Header "BACKGOUND STORY"
The resistance is about to launch a major offensive against the Intergalactic
Empire. In preparation for this, they have captured several battle-grade
starships, but they lack the essential power sources for these formidable
craft; \fBKlystron Pods\fR.
.PP
You have been commissioned by resistance to steal these pods from the Empire's
storage planets. Each planet is defended by a battery of \fBLimpet Guns\fR,
powered by a \fBNuclear Power Plant\fR. By firing shots at the power plant,
the guns can be temporarily disabled; the more shots fired at the nuclear
reactor, the longer the guns will take to recharge.
.PP
\&\fB\s-1BUT\s0 \s-1BEWARE\s0!!\fR If you fire too many shots at the reactor, it will become
critical, giving you just ten seconds to clear the plantet before it is
destroyed. If you have not already retrieved the pod stored at the planet,
then you will have failed the mission. If you have retrieved the pod, and you
manage to send the reactor into its critical phase, and leave the planet
safely, you will receive a hefty bonus.
.SH "OPTIONS"
.IX Header "OPTIONS"
.IP "\fI\-h, \-\-help\fR" 5
.IX Item "-h, --help"
Print a usage message and exit with a non-zero status.
.IP "\fI\-v, \-\-version\fR" 5
.IX Item "-v, --version"
Print version information on standard output, then exit.
.IP "\fI\-d, \-\-nodemo\fR" 5
.IX Item "-d, --nodemo"
Do not run the demo which is otherwise displayed if the game is left
untouched.
.IP "\fI\-e, \-\-nosoundeffects\fR" 5
.IX Item "-e, --nosoundeffects"
If sound is compiled in, be silent anyway.
.IP "\fI\-c, \-\-gamma=Value\fR" 5
.IX Item "-c, --gamma=Value"
Change the brightness of the colors. 1.0 is the default. Higher values
give brighter colors. The value must be positive.
.IP "\fI\-j, \-\-jump\fR" 5
.IX Item "-j, --jump"
Only draw every third frame. This makes the game a lot faster.
.IP "\fI\-s, \-\-svgamode=MODE\fR" 5
.IX Item "-s, --svgamode=MODE"
This option is only applicable to the SVGAlib version of Thrust.
.Sp
The format of svgamode is G<width>x<height>x<colors> where
<width>x<height> is at least 320x200 and <colors> has to be 256. Also,
the mode cannot be \fIplanar\fR. See the SVGAlib documentation for details
on this. The default is G320x200x256. There has been success with modes
G320x200x256, G640x480x256, G800x600x256 and G1024x768x256.
.IP "\fI\-display display-name\fR" 5
.IX Item "-display display-name"
.PD 0
.IP "\fI\-geometry geometry-spec\fR" 5
.IX Item "-geometry geometry-spec"
.PD
These options (\-display and \-geometry) are only applicable to the X version
of Thrust. Se the man page of X for details.
.IP "\fI\-m, \-\-noshm\fR" 5
.IX Item "-m, --noshm"
This option is only applicable to the X version of Thrust.
.Sp
Do not try to share memory between Thrust and the X server.
.IP "\fI\-2, \-\-double\fR" 5
.IX Item "-2, --double"
This option is only applicable to the X version of Thrust.
.Sp
Double the size of the window. This makes the game slow.
.SH "CONTROLS"
.IX Header "CONTROLS"
Note that the following keys are the default configuration. This can be
changed by the user by creating a file named .thrustrc in the users home
directory.
.IP "\fIA\fR" 5
.IX Item "A"
Turn counterclockwise
.IP "\fIS\fR" 5
.IX Item "S"
Turn clockwise
.IP "\fIEnter\fR" 5
.IX Item "Enter"
Fire
.Sp
Shoots a bullet. Different targets have different effect:
.Sp
The \fBFuel Tank\fR explodes for 150 points.
.Sp
The \fBLimpet guns\fR expolde for 750 points.
.Sp
The \fBNuclear Power Plant\fR can take a number of hits. When they are
destroyed you are given a short period of time to clear out before
the whole neighbourhood is nuked. If a \fBPower Plant\fR is hit \- but
not destoyed \- it will recover after a period of time. During this
recovery period, the \fBLimpet guns\fR are not able to fire. 2000 extra
points are scored if the \fBPower Plant\fR is destroyed when the level
is finished. There is exactly one \fBPower Plant\fR in every level.
.Sp
In the more advanced levels you will find other things to shoot at.
.IP "\fIRight-Ctrl\fR (\fIRight-Shift\fR on \s-1MSDOG\s0)" 5
.IX Item "Right-Ctrl (Right-Shift on MSDOG)"
Thrust
.Sp
Gives the ship a forward push at the cost of some fuel.
.IP "\fISpacebar\fR" 5
.IX Item "Spacebar"
Pick up and shield.
.Sp
If the ship is above a \fBFuel Tank\fR the ship is refueled, i.e the fuel
is picked up. Two vertical bars are drawn to indicate that fuel is
picked up. When there is no more fuel left in the tank, it disappears
and 300 points are scored.
.Sp
If the ship is close to the \fBKlystron Pod\fR a connecting wire is drawn. The
Pod is picked up when the connecting wire is of the right
length. If \fIspacebar\fR is released before the correct distance is reached
the Pod is not picked up.
.Sp
When the shield is activated, a circle is drawn around the ship. If
the ship is carrying the Pod, the Pod and the wire are also
protected by the shield. The shield costs fuel to power.
.IP "\fI\s-1ESC\s0\fR/\fIQ\fR" 5
.IX Item "ESC/Q"
Quit the game
.IP "\fIP\fR" 5
.IX Item "P"
Pause
.IP "\fIC\fR" 5
.IX Item "C"
Continue a paused game
.SH "CONFIGURATION"
.IX Header "CONFIGURATION"
The .thrustrc file
.PP
Each command can be customized for either X11 or the SVGAlib (console)
versions by specifying the appropriate prefix, X11\- or \s-1SVGA\-\s0, followed
by the command, and the key to be assigned. Numpad keys can be assigned
using KP_[number], and control, shift and alt keys can be assigned
using [key]_[direction].
.PP
Valid commands:
.IP "counterclockwise" 5
.IX Item "counterclockwise"
.PD 0
.IP "clockwise" 5
.IX Item "clockwise"
.IP "thrust" 5
.IX Item "thrust"
.IP "fire" 5
.IX Item "fire"
.IP "pickup" 5
.IX Item "pickup"
.PD
.PP
Examples:
.IP "X11\-counterclockwise a" 5
.IX Item "X11-counterclockwise a"
.PD 0
.IP "X11\-clockwise \s-1KP_6\s0" 5
.IX Item "X11-clockwise KP_6"
.IP "SVGA-thrust Shift_L" 5
.IX Item "SVGA-thrust Shift_L"
.IP "SVGA-fire space" 5
.IX Item "SVGA-fire space"
.IP "SVGA-pickup \s-1KP_0\s0" 5
.IX Item "SVGA-pickup KP_0"
.PD
.SH "FILES"
.IX Header "FILES"
\&\fI/var/games/thrust.highscore\fR
.PP
\&\fI${\s-1HOME\s0}/.thrustrc\fR
.SH "AUTHORS"
.IX Header "AUTHORS"
Game by Peter Ekberg \fIpeda@lysator.liu.se\fR.
.PP
Original man page by Joey Hess \fIjoey@kitenet.net\fR.
.PP
Thanks go out to the authors of the original for the C64.
.SH "DISTRIBUTION"
.IX Header "DISTRIBUTION"
Thrust may be copied under the term of the Gnu General Public Licence.
.SH "BUGS"
.IX Header "BUGS"
Who knows?
|