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 icbm3d(1)                                                         icbm3d(1)
                                 Release 0.4



 DESCRIPTION
      ICBM3D ("Inter-Continental Ballistic Missiles, 3D") is a 3D game of
      defense.




        Selecting a Level:

        To start out at a specific level, append "-L", followed (without a
      space)
        by the level number you want, to the end of the command line:

          % ./icbm3d -L5
          % ./icbm3d my.computer.edu:0.0 -l10


      Getting Help:

        If you wish to be reminded of the usage and keyboard controls, use
      the
        "-help" switch:

          % ./icbm3d -help

        Note: the help display shows you the current keyboard mappings, as
      they
        were compiled into the game.


      Version:

        If you want to verify which version of ICBM3D you have, you can use
        the "-version" switch:

          % ./icbm3d -version


      Lyrics (?):

        For some fun (and very appropriate) lyrics to a hilarious Tom Leher
        song, use the "-lyrics" switch (or just "-l").  You'll probably want
        to pipe it through "more" or "less", since it's longer than 24 lines
        (the typical terminal size), or to "lpr" to print it, or redirect it
        to a file with your shell's ">" command.

          % ./icbm3d -lyrics | more
          % ./icbm3d -lyrics > lyrics.txt

      Note: The game does not begin when you ask for "-help", "-version" or
      "-lyrics"...



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 icbm3d(1)                                                         icbm3d(1)
                                 Release 0.4



      TITLE SCREEN ------------

      When the game starts, the ICBM3D window will appear, and the ICBM3D
      title will appear.  Press [Space] to begin the game at the selected
      level, or use [L] and [K] to change the current level.

      (NOTE: Key commands listed in this document represent the default
      keys.  See run "./icbm3d -help" and/or view "keydefs.h" to see what
      keys your copy of the game is set up to use.)


      PLAYING THE GAME ----------------

      The game is played with the mouse and keyboard.  (Their specific
      controls are described below.)

      The main components of the screen are as follows:

        * Cross-hairs

          This is used to aim your defensive "Anti-ICBM" weapons.
          It is a white three-dimesional cross-hair ("+"-shape).
          There is a grey "shadow" of your cross-hair directly below it on
          the ground, as a reference.
          NOTE: Your cross-hair turns red when it's close to a missile.

        * Cities

          You start the game with 16 cities.  They are represented by blue
          clusters of buildings layed out evenly in a 4x4 pattern on the
      ground.
          (If you're in "Simple City" mode, your cities actually look like
          pyramids, not clusters of buildings.)
          (The ground just around your cities is a green square).

        * Defense Bases

          You also start the game with 4 defense bases.  This is where your
          AICBM Bullets are launched from.  They are represented by green
          buildings on the outer edge of your cities (on the corners).
          Each Defense Base starts with a limited number of bullets.
          Once the bullets run out, or if the Defense Base is destroyed,
          no more bullets can come from that position.  YES!  All four of
      your
          Defense Bases can be destroyed and/or run out of bullets, leaving
      you
          defenseless!  But don't worry, if you survive the level, all of
      your
          Bases will be rebuilt and rearmed.  "Empty" bases (without
      bullets)
          appear as a slightly different shape than "active" bases.



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 icbm3d(1)                                                         icbm3d(1)
                                 Release 0.4



        * Missiles (ICBM's)

          "The Enemy" (tm) is attacking your cities by launching ICBM's
          (Inter-Continental Ballistic Missiles).  These appear high in the
          sky and drop down towards your cities.  If one hits a city, the
      city is
          destroyed.  (There is a white flash, the city disappears, and
      rubble
          is left in its place.)  Missiles leave a trail of smoke behind
      them.
          Although unrealistic, when a missile is destroyed or hits the
      ground,
          its smoke-trail disappears.  This is to make the game a little
      easier,
          and is also what happens in the original Missile Command.

          WIND: Wind can blow smoke around, making it harder to determine
          where a missile is actually going.  Be careful!

          SCORE: You get higher points the closer missiles are to the
      ground.

        * Planes

          "The Enemy" (tm) also sends bomber planes which fly over your
      cities,
          launch a missile, and then fly away.

          SCORE: Planes which aren't "making their escape" are worth 200
      points.
          Planes which are (they have already dropped their missile) are
      worth 500.

        * AICBM "Bullets"

          Bullets are launched from your defense bases and fired toward the
          position that the cross-hair was at when you fired.  They explode
          when they reach their destination.  They are represented by purple
          "plasma" balls.  Small "X"'s mark where each bullet is to explode
          (ie, the position where your crosshair was when you fired).

        * Explosions

          While you may think explosions are not very useful to describe,
          they actually are very important.  Like the original "Missile
      Command"
          game, the explosions (which start out small, grow to a certain
      size,
          and then retract) are what actually destroys missiles.

          When you launch an AICBM bullet, if its explosion makes contact



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 icbm3d(1)                                                         icbm3d(1)
                                 Release 0.4



      with
          a missile, that missile is destroyed in mid-air.  (This is of
      course
          the object of the game.)  The missile then explodes, which may in
      turn
          cause another incoming missile to be destroyed.  In "ICBM3D",
      explosions
          are represented with red diamond-like shapes.

        * Level

          The level you're currently on is displayed on the upper left
      corner.

        * Score

          Your score is displayed in the center of the top of the window.
          You gain score by destroying missiles with AICBM's.  The closer
      the
          ICBM is to the ground when you destroy it, the more points you
      get.
          If you pass a 10000-point mark during the current level, and don't
          have all 16 of your cities, you gain a new city.  This means that
          even if all of your cities are destroyed in the middle of a level,
          you may still "make a comeback" by destroying enough ICBM's or
      getting
          enough bonus points at the end of the level!

        * Anti-ICBM Bullet Counts

          As stated above, each of your Defense Bases has a limited number
      of
          AICBM bullets.  The number of bullets each base has appears in the
          center of the base.

        * Other Debris

          When cities or defense bases blow up, large "chunks" of them go
      flying
          and then disappear.  It's mean not only to look cool, and as extra
          visual feedback, but also to make the game harder. >:^)

          When cities explode, small red bits of debris fly up for a while
      from
          where the city was.  Note that, like with smoke, wind can affect
      the
          direction these bits go.


      Controlling the cross-hair (and view)... with the mouse:




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 icbm3d(1)                                                         icbm3d(1)
                                 Release 0.4



        ICBM3D has a relatively steep learning curve when it comes to
      getting
        used to the controls.  Don't be discouraged... it IS kind of
      difficult
        to control until you've played the game a few times!  Eventually,
      you'll
        be able to play without thinking about the controls.

        The following controls are available with the mouse:

                     Left-Clicking       Middle-Clicking    Right-Clicking
        ----------
      -+--------------------------------------------------------------
        Left/Right | Move Left/Right     Move Left/Right    Rotate View
      Left/Right
        Up/Down    | Move Up/Down        Move Away/Towards  Rotate View
      Up/Down

        So in other words, you click the left-button and drag left/right and
        up/down to move the cross-hair left/right and up/down...

        you click the middle-button and drag left/right and up/down to move
        the cross-hair left/right and away/towards...

        and you click the right-button and drag to change the viewpoint.


      Controlling the cross-hair... with the keyboard:

        If you wish instead to use the keyboard to control the cross-hair,
        use the following keys:

        [Left]/[Right] - Move Left/Right
        [A]/[Z]        - Move Up/Down
        [Up]/[Down]    - Move Away/Towards


      Firing AICBM Bullets:

        [Space] - When you want to launch an AICBM, you press the [Space]
      key.

                  A bullet will be launched towards the cross-hair's
      position at
                  the time you pressed space.  A small "X" will appear where
                  you fired, reminding you where the bullet's destination
      is.

        When you're trying to aim for a missile, take into consideration the
        fact that the bullet takes a moment to get from the defense base, so
        you may need to aim just "ahead of" (below and in front of) the



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 icbm3d(1)                                                         icbm3d(1)
                                 Release 0.4



      missile
        you wish to destroy.


      Game-play Controls:

        There are also other commands available in ICBM3D:

        [P] - Pause and unpause the game.  ([Space] also unpauses.)
              When you pause, the word "PAUSED" will fly onto the screen
              (in the same way "LEVEL 1" does when you start out).

              Note that you can still affect certain things in the game
              (change your viewpoint for example), but all bullets, missiles
              and explosions, and your cross-hair are "frozen" until the
      game
              is unpaused.

        [X] - Abort.  This aborts your game, as if you lost the game.  (Game
      over.)

        [Q] - Quit.  This quits the program completely.  The window closes.

        [L] - Select Next Level.  The game must be over to select the level.
              (If you haven't died yet, use the [X]-Abort command.)
              The next level will be selected.  Press [Space] to start a new
      game
              at the selected level.

        [K] - Select Previous Level.  This is identical to [L], except it
      selects
              the previous level instead of the next one.


      Other Viewing Controls:

        [I]   - Zoom In.

        [O]   - Zoom Out.

        [T]   - Targetting Lines On/Off.
                By default, a dotted line is drawn between each missile and
                the spot on the ground directly below it.  The purpose of
      this
                is to let you more easily determine whether your cross-hair
      is
                actually lined up with a missile (or if it just looks like
      it
                is, due to perspective and foreshortening).

                (Use your cross-hair's grey "shadow" on the ground to



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 icbm3d(1)                                                         icbm3d(1)
                                 Release 0.4



      determine if
                you're at the right spot, then move up or down to get to the
                right altitude... and FIRE!)

                Unfortunately, having lots of dotted lines on the screen can
                become confusing.  To overcome this, you can turn the
                targetting lines off with the [T] key.

                Note, however, that targetting lines DO still appear for any
                missiles that are close to your crosshair.  This lets you
                retain the advantage of the targetting lines without
      cluttering
                your screen.  (Note: Your height and the missile's height
      are
                irrelavent in this determination of "closeness.")

        [F]   - Toggle Fast-Draw Mode.
                If you'd like the program to run a little faster, you can
      switch
                into "fast-draw" mode, where every other line that is
      supposed
                to be drawn in the window is not, every other frame.  This
      makes
                for some potentially annoying flickering, but the program is
                doing 1/2 as many 3D->2D calculations, and is drawing 1/2 as
      many
                lines in the window.  This may make the game more playable
      on
                some slower machines.

                Note: If you'd like this mode to be on by default whenever
      you
                start the game, set the value of the "#define" named
                "FASTDRAW_BY_DEFAULT" to "1" in the "icbm3d.c" source code
      file,
                and recompile with "make".  Set it to "0" if you don't want
      the
                game to start out in "fast-draw" mode...

        [H]   - Toggle Half-Frame Mode.
                Similar to Fast-Draw mode, this mode draws 1/2 as often.
                The frame-update-rate is cut in half (although the game is
                still going the same speed).

        [C]   - Toggle Simple/Complex Cities.
                This toggles the drawing of complex cities (the default),
      which
                are clusters of rectangular solids and pyramids, and simple
                cities (which are drawn much more quickly), which are single
                pyramids.  Simple mode also has less clutter on the screen.




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 icbm3d(1)                                                         icbm3d(1)
                                 Release 0.4



        Many of the above commands can have their defaults set in
      "icbm3d.c".
        Look for "#define"'s which contain the text "_BY_DEFAULT".  Set the
        values to "0" to have them off, or "1" to have them on by default,
        and recompile.  You can of course still use the keyboard commands to
        toggle these options during a game.

        The standard viewing mode is "freeview" (similar to "freeview" mode
      in
        my "3D Pong" game for X-Window).  You can also select other viewing
      modes.
        I don't suggest using these much to play, as it's not as easy to
        see what's going on, but they are interesting and fun to look at!

        [M]   - Missile View.
                You are looking down at the city from just behind a missle.

        [Tab] - Select Missile.
                This selects which missile you're looking from.  It rotates
                through all active missiles.


      END-OF-LEVEL BONUS ------------------

      At the end of each level (after the wave of missiles has ended), you
      gain bonus points for each of the following:

        * Bullets - One point each.
                    Each Defense Base's bullet-count is counted down as
                    your score increases.
                    The Defense Base being tallied "pops" to a large size
                    while the score is being totalled.

        * Cities -  100 points each.
                    Each city that's not destroyed counts for 100 points at
                    the end of the level.
                    Each city "flattens" (a la the Atari 2600 Missile
      Command)
                    when it's score is totalled.  All cities "pop" back into
                    shape at the beginning of the next level.

      As stated earlier, if you pass the 10,000-mark at the end of the
      level, and don't have all 16 of your cities, you gain one extra city.
      (For example, if you started the level with 5000 points and ended it
      with 11000 points, you get a city.)

      Cities are randomly placed and appear when the next level begins.


      GAME VARIATIONS ---------------




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 icbm3d(1)                                                         icbm3d(1)
                                 Release 0.4



      Different levels of ICBM3D present different variations of the game.

      * There are two variations on missiles (meaning there are a total of
      four
        types of missiles):

        * Splitters

          Some missiles split into three at a certain altitude.  This means
          that it's extra-important to destroy them quickly before they
      become
          three times as dangerous.

        * Spirallers

          Spirallers don't travel in straight lines.  As the name suggests,
          they spin around as they move downwards, which makes aiming much
          harder.

        Splitters occur more and more often throughout the game.
        Spirallers occur more often on even-numbered levels.

      * Each level of the game has more missiles to destroy.

      * Missiles go faster on higher levels.

      * Wind is introduced in levels 50 and beyond.  This blows the
      missiles'
        smoke (and destroyed cities' debris) around randomly, confusing you!


      CREDITS -------

      ICBM3D was written by Bill Kendrick, (c) copyright "New Breed
      Software," March 1998 - July 1998.

      ICBM3D was based on Missile Command, by Dave Theurer, (c) copyright
      Atari, 1981.

      Ideas for and comments about ICBM3D were obtained from many folks, all
      listed at the top of "icbm3d.c".













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