Demo5 ===== (c) 1998 Jake Birkett /////////////////////////////// ABOUT: A prototype of the WingWang099 game. This is a nifty little shoot-em-up for DOS in 320x200. It dos run in Win95 no probs. Needs Soundblaster for Sound Effects to work. Be sure to play it for a while so that you get all the powerups! /////////////////////////////// OPERATING SYSTEM: DOS : The game is best in DOS. You will need to have a DPMI (DOS Protected Mode Interface) program loaded into memory before you run the Game. The Game should have been supplied with a file called cswdpmi.exe ... run this before running the game. NOTE: cwsdpmi.exe lasts for only one run of the game so you need to run cwsdpmi.exe again if you exit the game and want to reload it. Windows 95 : You can run it by double clicking the icon. You don't need a DPMI program. It doesn't like being "alt+tab"ed in and out of, so don't do it ! There is a minor performance degradation in Windows 95, also once in a while the game may skip a frame as Windows 95 decides to interfere with the processor, but it's not as bad as some games out there ! Windows 3.1 : Has not been tested. OS2 : Has not been tested. /////////////////////////////// VIDEO CARD : Needs a fast video card (64-bit PCI or higher) which has good VGA performance. Some Windows accelerators have good SVGA performance but very poor VGA. /////////////////////////////// PROCESSOR: Needs a Pentium 133 or higher. Will work on K6 or Cyrix 686 or better. /////////////////////////////// MEMORY: Use 16Mb or more in DOS. Try to use 32Mb or more in Windows95 /////////////////////////////// IN-GAME KEYS: Arrow Keys = Move Ship Left = Fire Tip: Don't just hold down fire (unless you have Auto-Fire). Instead, hit the key as fast as you can! NOTE: Hold down Fire to give a slow but steady fire rate or Tap Fire as fast as you can for an improved fire rate. When you get the autofire powerup (pow) just hold down Fire and your fire rate will rise rapidly.

= Pause Game = exit program = Create Aliens: Hold this key down to create aliens. = Raster Toggle: This diplays a breakdown of the processing power required for each frame drawn. The colours are ... Red = Buffer to Video Card Green = ScrollBuffer to Buffer (memory copy) Purple = All movement and collision routines Yellow = Draw Alien sprites on Buffer White = Draw Ammo sprites on Buffer Blue = Time required to draw scoreboard NOTE: When firing will full ammo powerups, the overall height of the raster colours should be no more than half of the screen height if the game is being played on a machine meeting the correct specs. /////////////////////////////// WEAPONS: Keys [1] to [5] define your ammo firing pattern width Keys [f1] to [f4] define your ammo size /////////////////////////////// POWERUPS: Blue: More Bullets Red: Bigger Bullets Purple: Auto-Fire Green: Faster Fire ///////////////////////////////