ztrack man page on DragonFly

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ZTRACK(6)			     Games			     ZTRACK(6)

NAME
       ztrack - simple curses-based pseudo-3D driving game

SYNOPSIS
       ztrack

DESCRIPTION
       Ztrack  is  a  simple curses-based pseudo-3D driving game. It's loosely
       based on an old LCD game, I think it was Casio's "Turbo Drive", that  I
       used  to	 spend	far too long playing. As such, the graphics are fairly
       simplistic, but what do you expect from a curses-based driving game!?

GAMEPLAY
       You have to get as far as you can down an infinitely  long  three-track
       road  populated	with  stupid, but dangerous, computer-controlled cars.
       You score most for doing it at your top speed of 150 MPH, but  you  can
       do it more slowly if you enjoy doing pointless boring things.

       Cars can't crash into you from behind, but you can crash into them from
       behind, and you can also crash by moving into a lane already  occupied.
       Though  you can't directly see cars level with you (that thing down the
       bottom is your bonnet/hood in case you  hadn't  figured	it  out),  the
       things  which happen to look like square brackets are in fact the edges
       of your wing mirrors, and a blob appears in these when a car  is	 level
       with you in the relevant lane.

       You  get three lives/cars, so when you've crashed three times it's game
       over.

KEYS
       Rather than holding a button to accelerate etc. which is clearly rather
       impractical,  you  instead set an acceleration mode. This can be any of
       'accel', 'decel', or 'const'. The latter is basically a perfect	cruise
       control.	 Q  sets  accel	 mode, A sets decel mode, and Space or Tab set
       const mode. O moves left a lane, P moves right a lane.

BUGS
       Ztrack needs at least an 80x24 screen. It doesn't  bother  aborting  if
       the  screen  is smaller, and doesn't use any more if the screen is big‐
       ger.

       There's no sensation of speed apart from the cars. This is a bit tricky
       to do much about.

       The  computer car logic is virtually non-existent. It gets sufficiently
       fast that this isn't too much of a problem, I think. :-)

       Computer cars don't crash into each other, and even move	 through  each
       other.

       You can be really dull and not floor it if you want. I can't think of a
       reasonable way to fix this. Possibly remove const mode?

       There should probably be a persistent high-score table based on average
       speed, then as a tie-breaker, on distance travelled.

       There  aren't  any police cars, but I can't remember what they actually
       did anyway. :-(

       The high score is only for the current 'session' -  quit	 the  program,
       and  bang  goes	the high score. This reflects how meaningful the score
       is. :-)

AUTHOR
       Russell Marks

SEE ALSO
       xtank(1x)

Version 1.0		      27rd October, 1995		     ZTRACK(6)
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