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
15 Click Play to begin. Mouse motion tilts the floor. Mouse buttons
16 rotate the viewpoint. The following keyboard controls are defined.
17 See below for details.
19 SPACE Pause and resume / Release mouse grab
21 SHIFT Fast camera rotation
23 F1 Default Camera (configurable)
24 F2 Lazy Camera (configurable)
25 F3 Static Camera (configurable)
29 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 (specifically, the directory set in the HOME
42 environment variable). Under Windows it is assumed that the user has
43 permission to write to the game data directory, and the user data
44 directory is created within.
50 The top three fastest times through each level, and the top three coin
51 scores for each level are stored in files named neverballhs-* in the
54 The top three fastest times and most coins scores for each set of
55 levels are also stored. To achieve a set score, the player must play
56 through all 25 levels of a set in one attempt.
58 The total set time will include time spent during both successful and
59 unsuccesful level plays, thus time-outs and fall-outs count against
62 The total set coin count will include only coins collected on
63 successful level plays. This prevents unbounded coin scores from
64 being collected on levels with more than 100 coins.
70 Neverball includes a mechanism for recording and replaying levels.
71 The player may enter a name for each replay at the end of the level.
72 By default, the most recent unsaved level will be saved to the replay
73 file named "Last.nbr".
75 Replay files are stored in the user data directory. They may be
76 copied freely. To view a replay you have downloaded, simply move it
77 to the user data directory and it will appear in the Replay menu
84 Game settings are stored in the file neverballrc in the user data
85 directory. This file is created when the game exits. It consists of
86 key / value pairs. Some of these values are configurable using the
87 in-game options screen. Other meaningful keys and their default
92 This key controls mouse sensitivity. The value gives the
93 number of screen pixels the mouse pointer must move to rotate
94 the floor through its entire range. A smaller number means
99 This key inverts the vertical mouse axis if set to 1.
107 These keys define keyboard mappings for camera selection and
108 rotation. Key names are specified using SDL's canonical key
109 naming convention. The three camera behaviors are as follows:
111 1 - Strict camera stays behind the ball by cueing off of the
112 velocity of the ball. It is very responsive, but sometimes
115 2 - Lazy camera chases a point a set distance from the ball.
116 It is seldom surprising, but at times it is not sufficiently
119 3 - Locked camera does not rotate except by player command.
126 These keys define the view of the ball. They give the field
127 of view in degrees, the height of the view point, the height
128 of the view center, and the horizontal distance from the ball
129 in centimeters, respectively. (The ball is 50 centimeters in
130 diameter in most levels.)
132 The default values for these keys changed with version 1.2.6.
133 Some players may be interested in using the old values. They
144 These keys control the rate of camera rotation. Roughly, they
145 give the rate of lateral camera motion in centimeters per
146 seconds, so the actual rotation rate depends upon view_dz,
147 above. The fast rate is used when the Shift key is held down.
151 This key enables an on-screen frames-per-second counter. Press
152 F9 to toggle this flag in-game.
156 This key enables a delay function after each frame is
157 rendered, forcing a context switch and ensuring that the game
158 does not utilize 100% of the CPU. 0 is off, 1 is on.
160 If the frame rate is not fast enough for you, or you simply
161 want to test the performance of the game on your hardware,
164 Press F8 to toggle this flag in-game.
169 These keys determine the texture image applied to the coin and
170 ball. If you prefer collecting euros to collecting dollars,
173 coin png/euro_coin.png
177 This key enables quad-buffered stereo viewing for those with
178 the hardware to support it. It gives an angle in degrees that
179 determines the interocular distance. 0 is normal non-stereo
180 viewing. 2 gives a good stereo effect. If the eyes are
181 swapped, give a negative value, like -2.
185 This key enables joystick control. 0 is off, 1 is on. The
186 game may still be controlled with the mouse even while gamepad
187 control is enabled. However, random noise from an analog
188 controller at rest can disrupt normal mouse input.
192 This number selects which joystick to use if more than one
193 joystick is found. 0 is the first joystick, 1 is the second
198 Joystick horizontal axis number
202 Joystick vertical axis number
206 Joystick menu select button
210 Joystick menu cancel button
214 Joystick counter-clockwise camera rotation button
218 Joystick clockwise camera rotation button
220 joystick_button_exit 4
226 Contact: <robert.kooima@gmail.com>