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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 Gxx where x is at least 320x200 and 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?