Document line selector color config file settings (FS#8880 by Justin Hannigan).
[Rockbox.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 {\bfseries
16 Menu controls:}
18 \begin{table}
19 \begin{btnmap}{}{}
20 \ButtonLeft\ / \ButtonRight & Controls number of worms in the game\\
21 \opt{RECORDER_PAD}{
22 \opt{RECORDER_PAD,ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD}
23 {\ButtonUp\ / \ButtonDown}
24 \opt{IPOD_4G_PAD,IPOD_3G_PAD}{\ButtonMenu\ / \ButtonPlay} & Selects number of players\\
25 \ButtonFOne & Selects game mode.\\}
26 \end{btnmap}
27 \end{table}
29 %The following table is only for the recorder version of the game, since the
30 %other versions do not support either multi player or different control modes.
31 %It is however prepared for the other targets should they ever support these
32 %features. Also some other parts of the text is "opted" out for these targets.
34 {\bfseries
35 Game controls:}
37 \opt{RECORDER_PAD}{
38 \renewcommand{\arraystretch}{1.8}
39 \begin{tabularx}{\textwidth}{c X p{3cm} p{3cm} p{3cm}}\toprule
40 \textbf{Players} & \textbf{Modes} & \textbf{Player 1} & \textbf{Player 2}
41 & \textbf{Player 3}\\\midrule
43 0 & Out of control & \multicolumn{3}{p{9cm}}{With no player taking part in the
44 game all worms are out of control and steered by artificial stupidity.}\\
46 \multirow{2}{*}{1} & 2 key control & on \dap\ \ButtonLeft: turn left
47 \ButtonRight: turn right & {}- & {}-\\
48 & 4 key control & on \dap\ \ButtonLeft: turn left
49 \opt{RECORDER_PAD,ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD}
50 {\ButtonUp}\opt{IPOD_4G_PAD}{\ButtonMenu}: turn up
51 \ButtonRight: turn right
52 \opt{RECORDER_PAD,ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD}
53 {\ButtonDown}\opt{IPOD_4G_PAD}{\ButtonPlay}: turn down & {}- & {}- \\
55 \multirow{2}{*}{2} & Remote control & on \dap\ \ButtonLeft: turn left
56 \ButtonRight: turn right & on remote control VOL DOWN:
57 turn left VOL UP: turn right & {}- \\
58 & No remote control & on \dap\ \ButtonLeft: turn left
59 \ButtonRight: turn right & on \dap\ \ButtonFTwo: turn
60 left \ButtonFThree: turn right & {}- \\
61 3 & Remote control & on \dap\ \ButtonLeft: turn left \ButtonRight: turn right
62 & on remote control VOL DOWN: turn left VOL UP: turn
63 right & on \dap\ \ButtonFTwo: turn left \ButtonFThree:
64 turn right \\
65 \end{tabularx}
66 \renewcommand{\arraystretch}{1.0}
69 \opt{ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD,IPOD_4G_PAD,IRIVER_H10_PAD,SANSA_E200_PAD,GIGABEAT_PAD,MROBE100_PAD}{
70 \begin{table}
71 \begin{btnmap}{}{}
72 \opt{ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IPOD_4G_PAD,IAUDIO_X5_PAD,IRIVER_H10_PAD,SANSA_E200_PAD,GIGABEAT_PAD,MROBE100_PAD}
73 {\ButtonLeft} & Turn left\\
74 \opt{ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IPOD_4G_PAD,IAUDIO_X5_PAD,IRIVER_H10_PAD,SANSA_E200_PAD,GIGABEAT_PAD,MROBE100_PAD}
75 {\ButtonRight} & Turn right\\
76 \opt{ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD,SANSA_E200_PAD,GIGABEAT_PAD,MROBE100_PAD}{\ButtonUp}
77 \opt{IPOD_4G_PAD}{\ButtonMenu}
78 \opt{IRIVER_H10_PAD}{\ButtonScrollUp} & Turn Up\\
79 \opt{ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD,SANSA_E200_PAD,GIGABEAT_PAD,MROBE100_PAD}{\ButtonDown}
80 \opt{IPOD_4G_PAD}{\ButtonPlay}
81 \opt{IRIVER_H10_PAD}{\ButtonScrollDown} & Turn Down\\
82 \end{btnmap}
83 \end{table}
86 \subsubsection{The game}
87 Use the control keys of your worm to navigate around obstacles and find
88 food. Worms do not stop moving except when dead. Dead worms are no fun.
89 Be careful as your worm will try to eat anything that you steer it
90 across. It won't distinguish whether it is edible or not.
92 \begin{description}
93 \item[Food.]
94 The small square hollow pieces are food. Move the worm over a food tile
95 to eat it. After eating the worm grows. Each time a piece of food has
96 been eaten a new piece of food will pop up somewhere. Unfortunately for
97 each new piece of food that appears two new ``argh'' pieces will
98 appear, too.
99 \item[Argh.]
100 An ``argh'' is a black square poisoned piece {}- slightly bigger than
101 food {}- that makes a worm say ``Argh!'' when
102 run into. A worm that eats an ``argh'' is dead. Thus eating an
103 ``argh'' must be avoided under any circumstances. ``Arghs'' have the
104 annoying tendency to accumulate.
105 \item[Worms.]
106 Thou shall not eat worms. Neither other worms nor thyself. Eating worms
107 is blasphemous cannibalism, not healthy and causes instant
108 death. And it doesn't help anyway: the other worm
109 isn't hurt by the bite. It will go on creeping happily
110 and eat all the food you left on the table.
111 \item[Walls.]
112 Don't crash into the walls. Walls are not edible.
113 Crashing a worm against a wall causes it a headache it
114 doesn't survive.
115 \item[Game over.]
116 The game is over when all worms are dead. The longest worm wins the
117 game.
118 \item [Pause the game.]
119 Press
120 \opt{RECORDER_PAD,IAUDIO_X5_PAD}{\ButtonPlay}
121 \opt{ONDIO_PAD}{\ButtonMenu}
122 \opt{IRIVER_H100_PAD,IRIVER_H300_PAD,IPOD_4G_PAD,SANSA_E200_PAD}{\ButtonSelect}
123 to pause the game. Press
124 \opt{RECORDER_PAD,IAUDIO_X5_PAD}{\ButtonPlay}
125 \opt{ONDIO_PAD}{\ButtonMenu}
126 \opt{IRIVER_H100_PAD,IRIVER_H300_PAD,IPOD_4G_PAD,SANSA_E200_PAD}{\ButtonSelect}
127 again to resume the game.
129 \item[Stop the game.]
130 There are two ways to stop a running game.
132 \begin{itemize}
133 \item If you want to quit Wormlet entirely simply hit
134 \opt{RECORDER_PAD,ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOff}
135 \opt{IPOD_4G_PAD}{\ButtonMenu+\ButtonSelect}
136 \opt{IAUDIO_X5_PAD,SANSA_E200_PAD}{\ButtonPower}.
137 The game will stop immediately and you will return to the game menu.
138 \item If you want to stop the game and still see the screen hit
139 \opt{RECORDER_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOn}
140 \opt{ONDIO_PAD}{\ButtonOff+\ButtonMenu}
141 \opt{IPOD_4G_PAD}{\ButtonSelect+ButtonPlay}
142 \opt{IAUDIO_X5_PAD,SANSA_E200_PAD}{\ButtonRec}.
143 This freezes the game. If you hit
144 \opt{RECORDER_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOn}
145 \opt{ONDIO_PAD}{\ButtonOff+\ButtonMenu}
146 \opt{IPOD_4G_PAD}{\ButtonSelect+\ButtonPlay}
147 \opt{IAUDIO_X5_PAD,SANSA_E200_PAD}{\ButtonRec}
148 button again a new game starts with the same configuration. To return to the
149 games menu you can hit
150 \opt{RECORDER_PAD,ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOff}
151 \opt{IPOD_4G_PAD}{\ButtonMenu+\ButtonSelect}
152 \opt{IAUDIO_X5_PAD,SANSA_E200_PAD}{\ButtonPower}. A stopped game can not be resumed.
153 \end{itemize}
154 \end{description}
156 \subsubsection{The scoreboard}
157 On the right side of the game field is the score board. For each worm it
158 displays its status and its length. The top most entry displays the
159 state of worm 1, the second worm 2 and the third worm 3. When a worm
160 dies its entry on the score board turns black.
162 \begin{description}
163 \item[Len:]
164 Here the current length of the worm is displayed. When a worm is eating
165 food it grows by one pixel for each step it moves.
167 \item[Hungry:]
168 That's the normal state of a worm. Worms are always
169 hungry and want to eat. It is good to have a hungry
170 worm since it means that your worm is alive. But it is
171 better to get your worm growing.
173 \item[Growing:]
174 When a worm has eaten a piece of food it starts growing. For each step
175 it moves over food it can grow by one pixel. One piece of food lasts
176 for 7 steps. After your worm has moved 7 steps the food is used up. If
177 another piece of food is eaten while growing it will increase the size
178 of the worm for another 7 steps.
180 \item[Crashed:]
181 This indicates that a worm has crashed against a wall.
183 \item[Argh:]
184 If the score board entry displays ``Argh!'' it
185 means the worm is dead because it tried to eat an ``argh''. Until we
186 can make the worm say ``Argh!'' it is your job to say ``Argh!'' aloud.
188 \item[Wormed:]
189 The worm tried to eat another worm or even itself.
190 That's why it is dead now. Making traps for other players with a worm
191 is a good way to get them out of the game.
192 \end{description}
194 \subsubsection{Hints}
196 \begin{itemize}
198 \item Initially you will be busy with controlling your worm. Try to
199 avoid other worms and crawl far away from them. Wait until they curl up
200 themselves and collect the food afterwards. Don't worry if the other
201 worms grow longer than yours {}- you can catch up after they've died.
203 \item When you are more experienced watch the tactics of other worms.
204 Those worms controlled by artificial stupidity head straight for the
205 nearest piece of food. Let the other worm have its next piece of food
206 and head for the food it would probably want next. Try to put yourself
207 between the opponent and that food. From now on you can 'control' the
208 other worm by blocking it. You could trap it by making a 1 pixel wide
209 U{}-turn. You also could move from food to food and make sure you keep
210 between your opponent and the food. So you can always reach it before
211 your opponent.
213 \opt{RECORDER_PAD}{
214 \item While playing the game the \dap\ can still play music. For
215 single player game use any music you like. For berserk games with 2 players use
216 hard rock and for 3 player games use heavy metal or X{}-Phobie
217 (\url{http://www.x-phobie.de/}).
218 Play fair and don't kick your opponent in the toe or
219 poke him in the eye. That would be bad manners.
221 \end{itemize}