Background color indicates type of walls.
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@@ -14,11 +14,12 @@ On the first screen, you can configure gameplay options:
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* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
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* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
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* the way the walls (edges of the screen) work:
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1. none - projectiles that flew off the screen do not return
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2. wrap - the screen "wraps" and projectiles that flew to the right appear on the left side (and vice versa)
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3. bump - the right and left walls deflect projectiles that want to fly through them
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4. boxy - just like bump, except that the "ceiling" also reflects projectiles
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5. rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
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* none - projectiles that flew off the screen do not return
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* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side (and vice versa)
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* bump - the right and left walls deflect projectiles that want to fly through them
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* boxy - just like bump, except that the "ceiling" also reflects projectiles
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* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
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During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - blue, boxy - green.
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Translated with www.DeepL.com/Translator (free version)
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Select options with cursor keys or joystick.
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@@ -71,9 +72,9 @@ And here's a rundown of the description of how each weapon works, scoring rules,
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### First, what we know about tank energy
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- Tanks have energy (and Ogres have layers - like an onion) - 99 units at the start of a round.
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- Energy of tanks is depleted in 3 ways:
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1. one unit after firing each shot,
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2. while falling (one pixel down takes 2 units of energy),
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3. when a projectile hits a tank or its proximity. The amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
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* one unit after firing each shot,
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* while falling (one pixel down takes 2 units of energy),
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* when a projectile hits a tank or its proximity. The amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
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### How energy subtraction works (and makes money!)
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