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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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