5 Tilt the floor to roll a ball through an obstacle course within the
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6 given time. If the ball falls or time expires, the player must
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9 Collect coins to unlock the exit and earn extra balls. Red coins are
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10 worth 5. Blue coins are worth 10. A free ball is awarded for 100
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16 Click Play to begin. Mouse motion tilts the floor. Mouse buttons
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17 rotate the viewpoint. The following keyboard controls are defined.
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18 See below for details.
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20 SPACE Pause and resume / Release mouse grab
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21 ESC End a game / Exit
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22 SHIFT Fast camera rotation
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24 F1 Default Camera (configurable)
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25 F2 Lazy Camera (configurable)
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26 F3 Static Camera (configurable)
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30 F9 Toggle frame counter
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31 F10 Snap a screenshot
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32 F12 Toggle look-around mode
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38 Neverball creates a directory in which it stores user data files. These
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39 files include high scores, replays, and configurations. Under Unix,
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40 Linux, and OSX this directory is called ".neverball" and it is created
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41 in your home directory (specifically, the directory set in the HOME
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42 environment variable). Under Windows it is called "Neverball" and it is
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43 created in the user's application data directory or, if the game is
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44 unable to determine the location of this directory, it is assumed that
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45 the user has permission to write to the game data directory, and the
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46 user data directory is created within.
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52 The top three fastest times through each level, and the top three coin
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53 scores for each level are stored in files named neverballhs-* in the
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54 user data directory.
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56 The top three fastest times and most coins scores for each set of
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57 levels are also stored. To achieve a set score, the player must play
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58 through all 25 levels of a set in one attempt.
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60 The total set time will include time spent during both successful and
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61 unsuccesful level plays, thus time-outs and fall-outs count against
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64 The total set coin count will include only coins collected on
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65 successful level plays. This prevents unbounded coin scores from
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66 being collected on levels with more than 100 coins.
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72 Neverball includes a mechanism for recording and replaying levels.
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73 The player may enter a name for each replay at the end of the level.
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74 By default, the most recent unsaved level will be saved to the replay
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75 file named "Last.nbr".
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77 Replay files are stored in the user data directory. They may be
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78 copied freely. To view a replay you have downloaded, simply move it
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79 to the user data directory and it will appear in the Replay menu
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86 Neverputt is Neverball's mini-game. What you do is that you put your
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87 ball over a course and you are to get it in the hole as few strokes as
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88 possible, if you can get less strokes than par, you are a good player.
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89 If you can get the ball in one stroke, that is even better.
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91 The scores add up to make the total score for the course. Try to avoid
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92 going over par if you can help it.
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98 Game settings are stored in the file neverballrc in the user data
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99 directory. This file is created when the game exits. It consists of
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100 key / value pairs. Some of these values are configurable using the
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101 in-game options screen. Other meaningful keys and their default
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106 This key controls mouse sensitivity. The value gives the
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107 number of screen pixels the mouse pointer must move to rotate
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108 the floor through its entire range. A smaller number means
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113 This key inverts the vertical mouse axis if set to 1.
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121 These keys define keyboard mappings for camera selection and
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122 rotation. Key names are specified using SDL's canonical key
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123 naming convention. The three camera behaviors are as follows:
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125 1 - Strict camera stays behind the ball by cueing off of the
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126 velocity of the ball. It is very responsive, but sometimes
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129 2 - Lazy camera chases a point a set distance from the ball.
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130 It is seldom surprising, but at times it is not sufficiently
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133 3 - Locked camera does not rotate except by player command.
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140 These keys define the view of the ball. They give the field
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141 of view in degrees, the height of the view point, the height
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142 of the view center, and the horizontal distance from the ball
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143 in centimeters, respectively. (The ball is 50 centimeters in
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144 diameter in most levels.)
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146 The default values for these keys changed with version 1.2.6.
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147 Some players may be interested in using the old values. They
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158 These keys control the rate of camera rotation. Roughly, they
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159 give the rate of lateral camera motion in centimeters per
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160 seconds, so the actual rotation rate depends upon view_dz,
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161 above. The fast rate is used when the Shift key is held down.
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165 This key enables an on-screen frames-per-second counter. Press
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166 F9 to toggle this flag in-game.
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170 This key enables a delay function after each frame is
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171 rendered, forcing a context switch and ensuring that the game
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172 does not utilize 100% of the CPU. 0 is off, 1 is on.
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174 If the frame rate is not fast enough for you, or you simply
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175 want to test the performance of the game on your hardware,
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178 Press F8 to toggle this flag in-game.
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183 These keys determine the texture image applied to the coin and
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184 ball. If you prefer collecting euros to collecting dollars,
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187 coin png/euro_coin.png
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191 This key enables quad-buffered stereo viewing for those with
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192 the hardware to support it. It gives an angle in degrees that
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193 determines the interocular distance. 0 is normal non-stereo
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194 viewing. 2 gives a good stereo effect. If the eyes are
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195 swapped, give a negative value, like -2.
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199 This key enables joystick control. 0 is off, 1 is on. The
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200 game may still be controlled with the mouse even while gamepad
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201 control is enabled. However, random noise from an analog
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202 controller at rest can disrupt normal mouse input.
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206 This number selects which joystick to use if more than one
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207 joystick is found. 0 is the first joystick, 1 is the second
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212 Joystick horizontal axis number
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216 Joystick vertical axis number
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218 joystick_button_a 0
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220 Joystick menu select button
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222 joystick_button_b 1
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224 Joystick menu cancel button
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226 joystick_button_r 2
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228 Joystick counter-clockwise camera rotation button
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230 joystick_button_l 3
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232 Joystick clockwise camera rotation button
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234 joystick_button_exit 4
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236 Joystick exit button
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240 Contact: <robert.kooima@gmail.com>
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