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
31 F12 Toggle look-around mode
37 Neverball creates a directory in which it stores user data files. These
38 files include high scores, replays, and configurations. Under Unix,
39 Linux, and OSX this directory is called ".neverball" and it is created
40 in your home directory (specifically, the directory set in the HOME
41 environment variable). Under Windows it is called "Neverball" and it is
42 created in the user's application data directory or, if the game is
43 unable to determine the location of this directory, it is assumed that
44 the user has permission to write to the game data directory, and the
45 user data directory is created within.
51 The top three fastest times through each level, and the top three coin
52 scores for each level are stored in files named neverballhs-* in the
55 The top three fastest times and most coins scores for each set of
56 levels are also stored. To achieve a set score, the player must play
57 through all 25 levels of a set in one attempt.
59 The total set time will include time spent during both successful and
60 unsuccesful level plays, thus time-outs and fall-outs count against
63 The total set coin count will include only coins collected on
64 successful level plays. This prevents unbounded coin scores from
65 being collected on levels with more than 100 coins.
71 Neverball includes a mechanism for recording and replaying levels.
72 The player may enter a name for each replay at the end of the level.
73 By default, the most recent unsaved level will be saved to the replay
74 file named "Last.nbr".
76 Replay files are stored in the user data directory. They may be
77 copied freely. To view a replay you have downloaded, simply move it
78 to the user data directory and it will appear in the Replay menu
85 Game settings are stored in the file neverballrc in the user data
86 directory. This file is created when the game exits. It consists of
87 key / value pairs. Some of these values are configurable using the
88 in-game options screen. Other meaningful keys and their default
93 This key controls mouse sensitivity. The value gives the
94 number of screen pixels the mouse pointer must move to rotate
95 the floor through its entire range. A smaller number means
100 This key inverts the vertical mouse axis if set to 1.
108 These keys define keyboard mappings for camera selection and
109 rotation. Key names are specified using SDL's canonical key
110 naming convention. The three camera behaviors are as follows:
112 1 - Strict camera stays behind the ball by cueing off of the
113 velocity of the ball. It is very responsive, but sometimes
116 2 - Lazy camera chases a point a set distance from the ball.
117 It is seldom surprising, but at times it is not sufficiently
120 3 - Locked camera does not rotate except by player command.
127 These keys define the view of the ball. They give the field
128 of view in degrees, the height of the view point, the height
129 of the view center, and the horizontal distance from the ball
130 in centimeters, respectively. (The ball is 50 centimeters in
131 diameter in most levels.)
133 The default values for these keys changed with version 1.2.6.
134 Some players may be interested in using the old values. They
145 These keys control the rate of camera rotation. Roughly, they
146 give the rate of lateral camera motion in centimeters per
147 seconds, so the actual rotation rate depends upon view_dz,
148 above. The fast rate is used when the Shift key is held down.
152 This key enables an on-screen frames-per-second counter. Press
153 F9 to toggle this flag in-game.
157 This key enables a delay function after each frame is
158 rendered, forcing a context switch and ensuring that the game
159 does not utilize 100% of the CPU. 0 is off, 1 is on.
161 If the frame rate is not fast enough for you, or you simply
162 want to test the performance of the game on your hardware,
165 Press F8 to toggle this flag in-game.
170 These keys determine the texture image applied to the coin and
171 ball. If you prefer collecting euros to collecting dollars,
174 coin png/euro_coin.png
178 This key enables quad-buffered stereo viewing for those with
179 the hardware to support it. It gives an angle in degrees that
180 determines the interocular distance. 0 is normal non-stereo
181 viewing. 2 gives a good stereo effect. If the eyes are
182 swapped, give a negative value, like -2.
186 This key enables joystick control. 0 is off, 1 is on. The
187 game may still be controlled with the mouse even while gamepad
188 control is enabled. However, random noise from an analog
189 controller at rest can disrupt normal mouse input.
193 This number selects which joystick to use if more than one
194 joystick is found. 0 is the first joystick, 1 is the second
199 Joystick horizontal axis number
203 Joystick vertical axis number
207 Joystick menu select button
211 Joystick menu cancel button
215 Joystick counter-clockwise camera rotation button
219 Joystick clockwise camera rotation button
221 joystick_button_exit 4
227 Contact: <robert.kooima@gmail.com>