Theme Editor: Removed some lingering debug code
[kugel-rb.git] / manual / plugins / wormlet.tex
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1 \subsection{Wormlet}
2 \screenshot{plugins/images/ss-wormlet}{Wormlet game}{img:wormlet}
3 Wormlet is a \opt{RECORDER_PAD}{multi{}-user }multi{}-worm game on a multi{}-threaded
4 multi{}-functional Rockbox console. You navigate a hungry little worm.
5 Help your worm to find food and to avoid poisoned argh{}-tiles. The
6 goal is to turn your tiny worm into a big worm for as long as possible.
8 \opt{RECORDER_PAD}{
9 For 2{}-player games a remote control is not necessary but recommended.
10 If you try to hold the \dap\ in the four hands of two players
11 you'll find out why. Games with three players are only
12 possible using a remote control.\\}
15 %The following table is only for the recorder version of the game, since the
16 %other versions do not support either multi player or different control modes.
17 %It is however prepared for the other targets should they ever support these
18 %features. Also some other parts of the text is "opted" out for these targets.
20 {\bfseries
21 Game controls:}
23 \opt{RECORDER_PAD}{
24 \renewcommand{\arraystretch}{1.8}
25 \begin{rbtabular}{\textwidth}{c X p{3cm} p{3cm} p{3cm}}%
26 {\textbf{Players} & \textbf{Modes} & \textbf{Player 1} & \textbf{Player 2}
27 & \textbf{Player 3}}{}{}
29 0 & Out of control & \multicolumn{3}{p{9cm}}{With no player taking part in the
30 game all worms are out of control and steered by artificial stupidity.}\\
32 \multirow{2}{*}{1} & 2 key control & on \dap\ \ButtonLeft: turn left
33 \ButtonRight: turn right & {}- & {}-\\
34 & 4 key control & on \dap\ \ButtonLeft: turn left
35 \opt{RECORDER_PAD,ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD}
36 {\ButtonUp}\opt{IPOD_4G_PAD}{\ButtonMenu}: turn up
37 \ButtonRight: turn right
38 \opt{RECORDER_PAD,ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD}
39 {\ButtonDown}\opt{IPOD_4G_PAD}{\ButtonPlay}: turn down & {}- & {}- \\
41 \multirow{2}{*}{2} & Remote control & on \dap\ \ButtonLeft: turn left
42 \ButtonRight: turn right & on remote control VOL DOWN:
43 turn left VOL UP: turn right & {}- \\
44 & No remote control & on \dap\ \ButtonLeft: turn left
45 \ButtonRight: turn right & on \dap\ \ButtonFTwo: turn
46 left \ButtonFThree: turn right & {}- \\
47 3 & Remote control & on \dap\ \ButtonLeft: turn left \ButtonRight: turn right
48 & on remote control VOL DOWN: turn left VOL UP: turn
49 right & on \dap\ \ButtonFTwo: turn left \ButtonFThree:
50 turn right \\
51 \end{rbtabular}
52 \renewcommand{\arraystretch}{1.0}
55 \nopt{RECORDER_PAD}{
56 \begin{btnmap}
57 \opt{ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD%
58 ,SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_C200_PAD,GIGABEAT_PAD%
59 ,GIGABEAT_S_PAD,MROBE100_PAD,IPOD_3G_PAD,IPOD_4G_PAD%
60 ,IRIVER_H10_PAD,PBELL_VIBE500_PAD}
61 {\ButtonLeft}
62 \opt{COWON_D2_PAD}{\TouchMidLeft}
63 \opt{HAVEREMOTEKEYMAP}{& }
64 & Turn left\\
65 \opt{ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD%
66 ,SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_C200_PAD,GIGABEAT_PAD%
67 ,GIGABEAT_S_PAD,MROBE100_PAD,IPOD_3G_PAD,IPOD_4G_PAD%
68 ,IRIVER_H10_PAD,PBELL_VIBE500_PAD}
69 {\ButtonRight}
70 \opt{COWON_D2_PAD}{\TouchMidRight}
71 \opt{HAVEREMOTEKEYMAP}{& }
72 & Turn right\\
73 \opt{ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD%
74 ,SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_C200_PAD,GIGABEAT_PAD%
75 ,GIGABEAT_S_PAD,MROBE100_PAD,PBELL_VIBE500_PAD}{\ButtonUp}
76 \opt{IPOD_3G_PAD,IPOD_4G_PAD}{\ButtonMenu}
77 \opt{IRIVER_H10_PAD}{\ButtonScrollUp}
78 \opt{COWON_D2_PAD}{\TouchTopMiddle}
79 \opt{HAVEREMOTEKEYMAP}{& }
80 & Turn Up\\
81 \opt{ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD%
82 ,SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_C200_PAD,GIGABEAT_PAD%
83 ,GIGABEAT_S_PAD,MROBE100_PAD,PBELL_VIBE500_PAD}{\ButtonDown}
84 \opt{IPOD_3G_PAD,IPOD_4G_PAD}{\ButtonPlay}
85 \opt{IRIVER_H10_PAD}{\ButtonScrollDown}
86 \opt{COWON_D2_PAD}{\TouchBottomMiddle}
87 \opt{HAVEREMOTEKEYMAP}{& }
88 & Turn Down\\
89 \end{btnmap}
92 \subsubsection{The game}
93 Use the control keys of your worm to navigate around obstacles and find
94 food. Worms do not stop moving except when dead. Dead worms are no fun.
95 Be careful as your worm will try to eat anything that you steer it
96 across. It won't distinguish whether it is edible or not.
98 \begin{description}
99 \item[Food.]
100 The small square hollow pieces are food. Move the worm over a food tile
101 to eat it. After eating the worm grows. Each time a piece of food has
102 been eaten a new piece of food will pop up somewhere. Unfortunately for
103 each new piece of food that appears two new ``argh'' pieces will
104 appear, too.
105 \item[Argh.]
106 An ``argh'' is a black square poisoned piece {}- slightly bigger than
107 food {}- that makes a worm say ``Argh!'' when
108 run into. A worm that eats an ``argh'' is dead. Thus eating an
109 ``argh'' must be avoided under any circumstances. ``Arghs'' have the
110 annoying tendency to accumulate.
111 \item[Worms.]
112 Thou shall not eat worms. Neither other worms nor thyself. Eating worms
113 is blasphemous cannibalism, not healthy and causes instant
114 death. And it doesn't help anyway: the other worm
115 isn't hurt by the bite. It will go on creeping happily
116 and eat all the food you left on the table.
117 \item[Walls.]
118 Don't crash into the walls. Walls are not edible.
119 Crashing a worm against a wall causes it a headache it
120 doesn't survive.
121 \item[Game over.]
122 The game is over when all worms are dead. The longest worm wins the
123 game.
124 \item [Pause the game.]
125 Press
126 \opt{RECORDER_PAD,IAUDIO_X5_PAD,PBELL_VIBE500_PAD}{\ButtonPlay}%
127 \opt{ONDIO_PAD}{\ButtonMenu}%
128 \opt{IRIVER_H100_PAD,IRIVER_H300_PAD,IPOD_4G_PAD,SANSA_E200_PAD,SANSA_FUZE_PAD%
129 ,GIGABEAT_PAD,GIGABEAT_S_PAD}{\ButtonSelect}
130 \opt{COWON_D2_PAD}{\TouchCenter}
131 to pause the game. Press it again to resume the game.
133 \item[Stop the game.]
134 There are two ways to stop a running game.
136 \begin{itemize}
137 \item If you want to quit Wormlet entirely simply hit
138 \opt{RECORDER_PAD,ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOff}%
139 \opt{IPOD_4G_PAD}{\ButtonMenu+\ButtonSelect}%
140 \opt{IAUDIO_X5_PAD,SANSA_E200_PAD,GIGABEAT_PAD}{\ButtonPower}%
141 \opt{SANSA_FUZE_PAD}{Long \ButtonHome}
142 \opt{PBELL_VIBE500_PAD}{\ButtonRec}%
143 \opt{GIGABEAT_S_PAD}{\ButtonBack}.
144 The game will stop immediately and you will return to the game menu.
145 \item If you want to stop the game and still see the screen hit
146 \opt{RECORDER_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOn}%
147 \opt{ONDIO_PAD}{\ButtonOff+\ButtonMenu}%
148 \opt{IPOD_4G_PAD}{\ButtonSelect+\ButtonPlay}%
149 \opt{IAUDIO_X5_PAD,SANSA_E200_PAD}{\ButtonRec}%
150 \opt{SANSA_FUZE_PAD}{\ButtonSelect+\ButtonUp}%
151 \opt{GIGABEAT_PAD}{\ButtonA}%
152 \opt{PBELL_VIBE500_PAD}{\ButtonCancel}%
153 \opt{GIGABEAT_S_PAD}{\ButtonMenu}.
154 This freezes the game. If you hit
155 \opt{RECORDER_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOn}%
156 \opt{ONDIO_PAD}{\ButtonOff+\ButtonMenu}%
157 \opt{IPOD_4G_PAD}{\ButtonSelect+\ButtonPlay}%
158 \opt{IAUDIO_X5_PAD,SANSA_E200_PAD}{\ButtonRec}%
159 \opt{SANSA_FUZE_PAD}{\ButtonSelect+\ButtonUp}%
160 \opt{GIGABEAT_PAD}{\ButtonA}%
161 \opt{PBELL_VIBE500_PAD}{\ButtonCancel}%
162 \opt{GIGABEAT_S_PAD}{\ButtonMenu}
163 button again a new game starts with the same configuration. To return to the
164 games menu you can hit
165 \opt{RECORDER_PAD,ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOff}%
166 \opt{IPOD_4G_PAD}{\ButtonMenu+\ButtonSelect}%
167 \opt{IAUDIO_X5_PAD,SANSA_E200_PAD,GIGABEAT_PAD}{\ButtonPower}%
168 \opt{SANSA_FUZE_PAD}{Long \ButtonHome}
169 \opt{PBELL_VIBE500_PAD}{\ButtonRec}%
170 \opt{GIGABEAT_S_PAD}{\ButtonBack}. A stopped game can not be resumed.
171 \end{itemize}
172 \end{description}
174 \subsubsection{The scoreboard}
175 On the right side of the game field is the score board. For each worm it
176 displays its status and its length. The top most entry displays the
177 state of worm 1, the second worm 2 and the third worm 3. When a worm
178 dies its entry on the score board turns black.
180 \begin{description}
181 \item[Len:]
182 Here the current length of the worm is displayed. When a worm is eating
183 food it grows by one pixel for each step it moves.
185 \item[Hungry:]
186 That's the normal state of a worm. Worms are always
187 hungry and want to eat. It is good to have a hungry
188 worm since it means that your worm is alive. But it is
189 better to get your worm growing.
191 \item[Growing:]
192 When a worm has eaten a piece of food it starts growing. For each step
193 it moves over food it can grow by one pixel. One piece of food lasts
194 for 7 steps. After your worm has moved 7 steps the food is used up. If
195 another piece of food is eaten while growing it will increase the size
196 of the worm for another 7 steps.
198 \item[Crashed:]
199 This indicates that a worm has crashed against a wall.
201 \item[Argh:]
202 If the score board entry displays ``Argh!'' it
203 means the worm is dead because it tried to eat an ``argh''. Until we
204 can make the worm say ``Argh!'' it is your job to say ``Argh!'' aloud.
206 \item[Wormed:]
207 The worm tried to eat another worm or even itself.
208 That's why it is dead now. Making traps for other players with a worm
209 is a good way to get them out of the game.
210 \end{description}
212 \subsubsection{Hints}
214 \begin{itemize}
216 \item Initially you will be busy with controlling your worm. Try to
217 avoid other worms and crawl far away from them. Wait until they curl up
218 themselves and collect the food afterwards. Don't worry if the other
219 worms grow longer than yours {}- you can catch up after they've died.
221 \item When you are more experienced watch the tactics of other worms.
222 Those worms controlled by artificial stupidity head straight for the
223 nearest piece of food. Let the other worm have its next piece of food
224 and head for the food it would probably want next. Try to put yourself
225 between the opponent and that food. From now on you can `control' the
226 other worm by blocking it. You could trap it by making a 1 pixel wide
227 U{}-turn. You also could move from food to food and make sure you keep
228 between your opponent and the food. So you can always reach it before
229 your opponent.
231 \opt{RECORDER_PAD}{
232 \item While playing the game the \dap\ can still play music. For
233 single player game use any music you like. For berserk games with 2 players use
234 hard rock and for 3 player games use heavy metal or X{}-Phobie
235 (\url{http://www.x-phobie.de/}).
236 Play fair and don't kick your opponent in the toe or
237 poke him in the eye. That would be bad manners.
239 \end{itemize}