HOLLAND GAME DESIGN proudly presents: UFO WAR (c) 1994


THE STORY SO FAR....

The year is 1994. Astronomers of the great races living around 
Sirius have discovered a small solar system in which a planet 
capable of supporting life lies. As this is the first time a 
living planet has been discovered, the sworn ennemies, the 
reddracions and the blueians, race each other to get there first. 
At a planet, locally refered to as Jupiter, they meet, and 
there's noway to avoid battle.

As the two great Siriusian races collide, you take over one of 
them, and your 'friend' takes the other. Each of you takes 
control over a fully armed battleship, locally known as a 
unindentified flying object, or for short UFO. Then a great war 
erupts between the two equally armed battleships. Each ship is 
capable of blasting huge energy bolts, but it takes sometime to 
load the weapons, so you can't have constant fire. In the 
hemisphere of Jupiter battle is fought in the y/z dimension, the 
only dimension suited for faster than light travel. The best 
tactic in this battle is to shoot your opponent, not unlike most 
other great tactics. As the designers thought that it was very 
hard not to get hit in battle, they also made an anti-matter 
shield to protect the UFO's from the energy bolts. Unfortunately 
this shield only absorbs about ten shots, after that it's boomy. 
The UFO's are capable of moving in eight directions, and they 
even can shoot in the same number of directions. The energy bolts 
move twice as fast as the UFOs. The race for the living planet 
can only be won by one Siriusian, so please watch out, and give 
the other hell.


ABOUT COPYRIGHTS

This program is copyrighted. Therefore you are not allowed to 
copy it, or own a copy of it, unless an exception is being made. 
The following exception is made for every individual: you are 
allowed to make one copy for yourself of the unregistered 
version, and keep it for evaluation purposes for the time of 30 
days. After that you must either destroy your copy, or register 
and use the registered version only. You are allowed to copy this 
program as an individual to anybody you like, as long as each 
file is included and not changed, i.e. UFO_WAR.PRG, MUSIC.DAT, 
GRAPHICS.DAT, UFO_WAR.TXT. See Registration

Companies, libraries, archives and the like, are not entitled to 
distribute, to own or to copy UFO WAR, unless a written agreement 
has been gotten from the publishers, i.e. Holland Game Design. 
See Registration. This does not apply to sites that do not charge 
money.


For the following FTP sites copyright rules do not apply:

atari.archive.umich.edu, because this is our prime source of 
Atari stuff, and this is our little way of saying thanks.

ftp.uni-kl.de, because this is our prime source of German Atari 
source, and again this is our little way to say thanks.

ftp.cs.ruu.nl, because we support this small but Dutch site. 
Especially Jules, although I don't know if he does anything with 
the site, but he works at the cs, and helped out somethimes.


ABOUT THE DIFFERENT VERSIONS

This is the unregistered version. To incite registration this 
version has three major downers. At three points the program 
stops for about 10 seconds to let you have time to decide wether 
you'll register or not. These moments are: the title screen, the 
game over screen and the escape to GEM. As such game play it self 
is not hindered in anyway, so you can enjoy it as much as 
possible. In the registered version these waiting times are 
replaced by simple key-presses, which makes life a little better.


UFO WAR CONTROLS

Each Ufo is controlled by a joystick. Red Ufo by stick no.1, blue 
Ufo by stick no.0. The title screen playes a tune, waits for 10 
seconds, and then automatically loads the game. During game play 
you can abort gameplay and return to GEM by pressing the <q> 
key, but the program waits 10 seconds before quiting. If a Ufo 
has been destroyed, a Game Over messages appears, the program 
waits 10 seconds, and game play is resumed. In the registered 
version the wait times are replaced by keypresses.

REGISTRATION

As Holland Game Design is a commercial company, we would like you 
to register UFO WAR. Please do. At the moment Holland Game Design 
is concentrating to the Atari range of computers, and especially
the Falcon030. This a nich market, so we are very dependent on 
your reaction. At the moment we're thinking of doing 2 and maybe 
three games for the Falcon030, one being another shareware game, 
the others two commercial games. We're trying to raise money to 
realize these projects by releasing small games as shareware. 
This enables us to continue to develop, while the test routines 
and new library routines are tested out there. So support for the 
Falcon030 shareware authors (us included of course), strengthen 
the Atari nich market, maybe even let it grow. 

To register UFO WAR send $15,- or the equivalent of western 
valuta of your country with shipping adress to:

Holland Game Design
's Gravelandseweg 127
1217 ER, Hilversum
The Netherlands

e-mail: Joost.vanderleij@phil.ruu.nl

Please use eurocheque when living in Europe, or send banknotes in 
other country by mail. If this is illegal in your country, please 
follow your own morals. You can send a cheque also, although it 
then may take us a while and a lot of money to cash it.


To speed up registration, Holland Game Design is looking for 
representives in other countries. Please let us know if you're 
willing. 

For Sweden, you can register with the Octalyser team.


Companies, Libraries, Archives etc., can obtain a written 
agreement for distribution, owning and copying from Holland Game 
Design by sending $30,- to the above address. This does not hold 
for cover disks, or other distribution that is initiated by the 
above named. 


TECH NOTES:

This program is Falcon only. It has run on a TV, and a RGB 
monitor, but has not been tested on VGA or Multisync, although 
it is being done right now. Nor has it been tested for NTSC 
tv's. It should work with 1MB ram, but it has been working with 
4MB ram. It only runs with 256 colour mode. It is supposed to run 
in a 768-240 mode which is, 80 collums with overscan, and no 
interlace. Please contact us if you're unable to get into 
overscan mode. 

THANKS:

I would like to thank the following people:

Erik P. van Scheijndel, a great architect who works with autoCAD 
and 3D Studio, on one of those other things, they call computers. 
He did the graphics of course.

BOB, it is not his true name you know, but he's a semi-
profesional musician, and under contract of a studio, and he's 
not allowed to work for others. Of course it was inspired by 
Twin Peaks.

Jeroen Jonker, he made us make the program, because he wanted a 
two player game, in which you can shoot each other. Of course 
his little play testing was also nice.

Sander Fransen, for wanting so much to make the graphics and  get 
famous in Atari land, but actually didn't do anything. Well now 
he is. E-mail him at lois@xs4all.hacktic.nl, or 
splashrun@dds.hacktic.nl

Jeff Minter, for making us want to program a Atari so bad. It was 
Attack of the Mutant Camels on the 800XL, that killed us. Later 
overdone by Llamatron.

BSW, for releasing the DSP replayer

Griff, for the release of the source of Vertical Mayhem

Bullfrog, for their tutorial a few years ago

AEO programmers, for their sprite listing


A LAST FEW WORDS

Sorry about the stern point about registration, but else I'll become 
a professional philosopher, which is worse.

Joost.


