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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 be-
     hind, 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  hap-
     pen  to  look  like square brackets are in fact the edges of your wing mir-
     rors, and a blob appears in these when a car is level with you in the rele-
     vant 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 im-
     practical,  you  instead  set an acceleration mode. This can be any of 'ac-
     cel', 'decel', or 'const'. The latter is basically a  perfect  cruise  con-
     trol.  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 bigger.

     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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