5 Tilt the floor to roll a ball through an obstacle course within the
6 given time. If the ball falls or time expires, a ball is lost.
8 Collect coins to unlock the exit and earn extra balls. Red coins are
9 worth 5. Blue coins are worth 10. A free ball is awarded for 100
16 Click Play to begin. Mouse motion tilts the floor. Mouse buttons
17 rotate the viewpoint. The following keyboard controls are defined.
18 See below for details.
20 SPACE Pause and resume / Release mouse grab
22 SHIFT Fast camera rotation
24 F1 Default Camera (configurable)
25 F2 Lazy Camera (configurable)
26 F3 Static Camera (configurable)
30 F9 Toggle frame counter
32 F12 Toggle look-around mode
38 Neverball creates a directory called ".neverball" in which it stores
39 user data files. These files include high scores, replays, and
40 configurations. Under Unix, Linux, and OSX this directory is created
41 in your home directory. Under Windows it is assumed that the user has
42 permission to write to the game data directory, and the user data
43 directory is created within.
49 The top three fastest times through each level, and the top three coin
50 scores for each level are stored in files named neverballhs-* in the
53 The top three fastest times and most coins scores for each set of
54 levels are also stored. To achieve a set score, the player must play
55 through all 25 levels of a set in one attempt.
57 The total set time will include time spent during both successful and
58 unsuccesful level plays, thus time-outs and fall-outs count against
61 The total set coin count will include only coins collected on
62 successful level plays. This prevents unbounded coin scores from
63 being collected on levels with more than 100 coins.
69 Neverball includes a mechanism for recording and replaying levels.
70 The player may enter a name for each replay at the end of the level.
71 By default, the most recent unsaved level will be saved to the replay
74 Replay files are stored in the user data directory. They may be
75 copied freely. To view a replay you have downloaded, simply move it
76 to the user data directory and it will appear in the Replay menu
83 Game settings are stored in the file neverballrc in the user data
84 directory. This file is created when the game exits. It consists of
85 key / value pairs. Some of these values are configurable using the
86 in-game options screen. Other meaningful keys and their default
91 This key controls mouse sensitivity. The value gives the
92 number of screen pixels the mouse pointer must move to rotate
93 the floor through its entire range. A smaller number means
98 This key inverts the vertical mouse axis if set to 1.
106 These keys define keyboard mappings for camera selection and
107 rotation. Key names are specified using SDL's canonical key
108 naming convention. The three camera behaviors are as follows:
110 1 - Strict camera stays behind the ball by cueing off of the
111 velocity of the ball. It is very responsive, but sometimes
114 2 - Lazy camera chases a point a set distance from the ball.
115 It is seldom surprising, but at times it is not sufficiently
118 3 - Locked camera does not rotate except by player command.
125 These keys define the view of the ball. They give the field
126 of view in degrees, the height of the view point, the height
127 of the view center, and the horizontal distance from the ball
128 in centimeters, respectively. (The ball is 50 centimeters in
129 diameter in most levels.)
131 The default values for these keys changed with version 1.2.6.
132 Some players may be interested in using the old values. They
143 These keys control the rate of camera rotation. Roughly, they
144 give the rate of lateral camera motion in centimeters per
145 seconds, so the actual rotation rate depends upon view_dz,
146 above. The fast rate is used when the Shift key is held down.
150 This key enables an on-screen frames-per-second counter. Press
151 F9 to toggle this flag in-game.
155 This key enables a delay function after each frame is
156 rendered, forcing a context switch and ensuring that the game
157 does not utilize 100% of the CPU. 0 is off, 1 is on.
159 If the frame rate is not fast enough for you, or you simply
160 want to test the performance of the game on your hardware,
163 Press F8 to toggle this flag in-game.
168 These keys determine the texture image applied to the coin and
169 ball. If you prefer collecting euros to collecting dollars,
172 coin png/euro_coin.png
176 This key enables quad-buffered stereo viewing for those with
177 the hardware to support it. It gives an angle in degrees that
178 determines the interocular distance. 0 is normal non-stereo
179 viewing. 2 gives a good stereo effect. If the eyes are
180 swapped, give a negative value, like -2.
184 This key enables joystick control. 0 is off, 1 is on. The
185 game may still be controlled with the mouse even while gamepad
186 control is enabled. However, random noise from an analog
187 controller at rest can disrupt normal mouse input.
191 This number selects which joystick to use if more than one
192 joystick is found. 0 is the first joystick, 1 is the second
197 Joystick horizontal axis number
201 Joystick vertical axis number
205 Joystick menu select button
209 Joystick menu cancel button
213 Joystick counter-clockwise camera rotation button
217 Joystick clockwise camera rotation button
219 joystick_button_exit 4
225 Contact: <robert.kooima@gmail.com>