* Neverball * Tilt the floor to roll a ball through an obstacle course within the given time. If the ball falls or time expires, a ball is lost. Collect coins to unlock the exit and earn extra balls. Red coins are worth 5. Blue coins are worth 10. A free ball is awarded for 100 coins. * INSTRUCTIONS Click Play to begin. Mouse motion tilts the floor. Mouse buttons rotate the viewpoint. The following keyboard controls are defined. See below for details. SPACE Pause and resume / Release mouse grab ESC End a game / Exit SHIFT Fast camera rotation F1 Default Camera (configurable) F2 Lazy Camera (configurable) F3 Static Camera (configurable) F7 Toggle wire mode F8 Toggle nice mode F9 Toggle frame counter F10 Snap a screenshot F11 Toggle fullscreen F12 Toggle look-around mode * USER DATA FILES Neverball creates a directory called ".neverball" in which it stores user data files. These files include high scores, replays, and configurations. Under Unix, Linux, and OSX this directory is created in your home directory (specifically, the directory set in the HOME environment variable). Under Windows it is assumed that the user has permission to write to the game data directory, and the user data directory is created within. * HIGH SCORES The top three fastest times through each level, and the top three coin scores for each level are stored in files named neverballhs-* in the user data directory. The top three fastest times and most coins scores for each set of levels are also stored. To achieve a set score, the player must play through all 25 levels of a set in one attempt. The total set time will include time spent during both successful and unsuccesful level plays, thus time-outs and fall-outs count against the total time. The total set coin count will include only coins collected on successful level plays. This prevents unbounded coin scores from being collected on levels with more than 100 coins. * REPLAYS Neverball includes a mechanism for recording and replaying levels. The player may enter a name for each replay at the end of the level. By default, the most recent unsaved level will be saved to the replay file named "Last.nbr". Replay files are stored in the user data directory. They may be copied freely. To view a replay you have downloaded, simply move it to the user data directory and it will appear in the Replay menu in-game. * CONFIGURATION Game settings are stored in the file neverballrc in the user data directory. This file is created when the game exits. It consists of key / value pairs. Some of these values are configurable using the in-game options screen. Other meaningful keys and their default values follow. mouse_sense 300 This key controls mouse sensitivity. The value gives the number of screen pixels the mouse pointer must move to rotate the floor through its entire range. A smaller number means more sensitive. mouse_invert 0 This key inverts the vertical mouse axis if set to 1. key_camera_1 f1 key_camera_2 f2 key_camera_3 f3 key_camera_l left key_camera_r right These keys define keyboard mappings for camera selection and rotation. Key names are specified using SDL's canonical key naming convention. The three camera behaviors are as follows: 1 - Strict camera stays behind the ball by cueing off of the velocity of the ball. It is very responsive, but sometimes confusing. 2 - Lazy camera chases a point a set distance from the ball. It is seldom surprising, but at times it is not sufficiently responsive. 3 - Locked camera does not rotate except by player command. view_fov 50 view_dp 75 view_dc 25 view_dz 200 These keys define the view of the ball. They give the field of view in degrees, the height of the view point, the height of the view center, and the horizontal distance from the ball in centimeters, respectively. (The ball is 50 centimeters in diameter in most levels.) The default values for these keys changed with version 1.2.6. Some players may be interested in using the old values. They were as follows: view_fov 40 view_dp 400 view_dc 0 view_dz 600 rotate_fast 200 rotate_slow 100 These keys control the rate of camera rotation. Roughly, they give the rate of lateral camera motion in centimeters per seconds, so the actual rotation rate depends upon view_dz, above. The fast rate is used when the Shift key is held down. fps 0 This key enables an on-screen frames-per-second counter. Press F9 to toggle this flag in-game. nice 1 This key enables a delay function after each frame is rendered, forcing a context switch and ensuring that the game does not utilize 100% of the CPU. 0 is off, 1 is on. If the frame rate is not fast enough for you, or you simply want to test the performance of the game on your hardware, disable it. Press F8 to toggle this flag in-game. coin png/coin.png ball png/ball.png These keys determine the texture image applied to the coin and ball. If you prefer collecting euros to collecting dollars, set: coin png/euro_coin.png stereo 0 This key enables quad-buffered stereo viewing for those with the hardware to support it. It gives an angle in degrees that determines the interocular distance. 0 is normal non-stereo viewing. 2 gives a good stereo effect. If the eyes are swapped, give a negative value, like -2. joystick 0 This key enables joystick control. 0 is off, 1 is on. The game may still be controlled with the mouse even while gamepad control is enabled. However, random noise from an analog controller at rest can disrupt normal mouse input. joystick_device 0 This number selects which joystick to use if more than one joystick is found. 0 is the first joystick, 1 is the second and so on. joystick_axis_x 0 Joystick horizontal axis number joystick_axis_y 1 Joystick vertical axis number joystick_button_a 0 Joystick menu select button joystick_button_b 1 Joystick menu cancel button joystick_button_r 2 Joystick counter-clockwise camera rotation button joystick_button_l 3 Joystick clockwise camera rotation button joystick_button_exit 4 Joystick exit button Contact: