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 in which it stores user data files. These
39 files include high scores, replays, and configurations. Under Unix,
40 Linux, and OSX this directory is called ".neverball" and it is created
41 in your home directory (specifically, the directory set in the HOME
42 environment variable). Under Windows it is called "Neverball" and it is
43 created in the user's application data directory or, if the game is
44 unable to determine the location of this directory, it is assumed that
45 the user has permission to write to the game data directory, and the
46 user data directory is created within.
52 The top three fastest times through each level, and the top three coin
53 scores for each level are stored in files named neverballhs-* in the
56 The top three fastest times and most coins scores for each set of
57 levels are also stored. To achieve a set score, the player must play
58 through all 25 levels of a set in one attempt.
60 The total set time will include time spent during both successful and
61 unsuccesful level plays, thus time-outs and fall-outs count against
64 The total set coin count will include only coins collected on
65 successful level plays. This prevents unbounded coin scores from
66 being collected on levels with more than 100 coins.
72 Neverball includes a mechanism for recording and replaying levels.
73 The player may enter a name for each replay at the end of the level.
74 By default, the most recent unsaved level will be saved to the replay
75 file named "Last.nbr".
77 Replay files are stored in the user data directory. They may be
78 copied freely. To view a replay you have downloaded, simply move it
79 to the user data directory and it will appear in the Replay menu
86 Game settings are stored in the file neverballrc in the user data
87 directory. This file is created when the game exits. It consists of
88 key / value pairs. Some of these values are configurable using the
89 in-game options screen. Other meaningful keys and their default
94 This key controls mouse sensitivity. The value gives the
95 number of screen pixels the mouse pointer must move to rotate
96 the floor through its entire range. A smaller number means
101 This key inverts the vertical mouse axis if set to 1.
109 These keys define keyboard mappings for camera selection and
110 rotation. Key names are specified using SDL's canonical key
111 naming convention. The three camera behaviors are as follows:
113 1 - Strict camera stays behind the ball by cueing off of the
114 velocity of the ball. It is very responsive, but sometimes
117 2 - Lazy camera chases a point a set distance from the ball.
118 It is seldom surprising, but at times it is not sufficiently
121 3 - Locked camera does not rotate except by player command.
128 These keys define the view of the ball. They give the field
129 of view in degrees, the height of the view point, the height
130 of the view center, and the horizontal distance from the ball
131 in centimeters, respectively. (The ball is 50 centimeters in
132 diameter in most levels.)
134 The default values for these keys changed with version 1.2.6.
135 Some players may be interested in using the old values. They
146 These keys control the rate of camera rotation. Roughly, they
147 give the rate of lateral camera motion in centimeters per
148 seconds, so the actual rotation rate depends upon view_dz,
149 above. The fast rate is used when the Shift key is held down.
153 This key enables an on-screen frames-per-second counter. Press
154 F9 to toggle this flag in-game.
158 This key enables a delay function after each frame is
159 rendered, forcing a context switch and ensuring that the game
160 does not utilize 100% of the CPU. 0 is off, 1 is on.
162 If the frame rate is not fast enough for you, or you simply
163 want to test the performance of the game on your hardware,
166 Press F8 to toggle this flag in-game.
171 These keys determine the texture image applied to the coin and
172 ball. If you prefer collecting euros to collecting dollars,
175 coin png/euro_coin.png
179 This key enables quad-buffered stereo viewing for those with
180 the hardware to support it. It gives an angle in degrees that
181 determines the interocular distance. 0 is normal non-stereo
182 viewing. 2 gives a good stereo effect. If the eyes are
183 swapped, give a negative value, like -2.
187 This key enables joystick control. 0 is off, 1 is on. The
188 game may still be controlled with the mouse even while gamepad
189 control is enabled. However, random noise from an analog
190 controller at rest can disrupt normal mouse input.
194 This number selects which joystick to use if more than one
195 joystick is found. 0 is the first joystick, 1 is the second
200 Joystick horizontal axis number
204 Joystick vertical axis number
208 Joystick menu select button
212 Joystick menu cancel button
216 Joystick counter-clockwise camera rotation button
220 Joystick clockwise camera rotation button
222 joystick_button_exit 4
228 Contact: <robert.kooima@gmail.com>