-- Horse Racing -- ************************** * Release 1.3 30/11/92 * 44 The Silhouette, Laurieton * By Daniel Hare * N.S.W., 2443 , Australia. ************************** Files:- ----- Horse (Executable) Horse.Amos Horse.Doc ************* PLEASE KEEP THESE FILES WHEN COPYING **************** Introduction:- ------------ Horse racing is the product of about 4 months development, including coding and graphics. It was originally made for the I.B.M. 5 years ago by myself, but I have since seen the error of my ways, and converted it to the Amiga. It has also seen the light of day on the humble 'ol 64, about 3 years ago. When designing this game, we wanted to come up with something original and different, from the normal rehashed genres. If anyone has a game design, but cannot code it for some reason then See the top of the document for my address and I will do my best. Instructions:- ------------ You are thrown into the world of horse racing, and your object is to make as much money as possible, while at the same time managing a horse to become top of the league. You start off with $ 45,000 dollars and you should start off by buying a good, reliable horse (chuckle). A price range of $15,000 to $30,000 should get you a decent horse, but be careful of unscrupulous owners who try to rip you off ! You are given the option of training your horse for a fairly expensive price, but if you have the money, training definitly pays off in the long run. To enter your horse in a race, choose the "Enter horse in next scheduled race" option from the main menu and press "y" at the request. To make a profit in a race your horse has to finish 3rd or better. There are 20 horses in the league, all with varying attributes, namely Speed, Acceleration and Stamina in order of importance. There are 6 horses in each race, and the money breakdown is as follows :- 1st - 10/30 2nd - 8/30 3rd - 6/30 4th - 4/30 5th - 2/30 6th - Zilcho Each horse's history can be viewed from the main menu and this displays thier best track times, performances, money won and distance raced. The best track times can also be viewed from the main menu. There are 20 different races in 1 year, and compete for 2 years. At the end of 2 years, you and your horses performance will be assessed and you will recieve a high-score, which can be saved to disk. An options menu enables you to view the sorting of the various leaders tables if you want (Trivial I know, but I thought I'd throw it in, because those sorts take ages....). You can also choose whether you want to save high scores or not. High-Scores ----------- Just a quick note on high-scores. When you choose to view high scores from the option menu, the program will look for a file - "High.dat" on df0: and if it can't find it then it will ask you if you want to create one. The file is used solely for high-scores and takes up about 500 bytes on disk. Betting ------- You can bet on horses in the next race if you want to, and these horses are highlighted on the betting menu. A house limit of $5000 dollars is imposed on you, so you don't lose all your money and you don't win to much! If you bet Each way, it will triple the amount you actually bet, so dont bet each way on a horse with 2 to 1 odds. A winner bet is the same as the conventional bet, i.e. The horse betted on must win. If a winning horse is backed you will recieve the amount backed multiplied by the horses odds. Credits ------- Programming - Myself Graphics - Catherine Hare (My sister) Design - Michael Whatson - Barbara Hare - Myself - Chris Palmer Play Testing - Michael Whatson - Chris Palmer My 10 most common Amos errors (In order of annoyance) -------------------------- 1. Out of Stack space (0) (Very annoying, 'till I found out why !) 2. Array not dimensioned. 3. No THEN in a structued test. 4. Procedure not closed. 5. Illegal screen parameter (48). 6. Out of variable space (11). 7. Syntax error in animation string (107). 8. Scrolling zone not defined (72). 9. Non dimensioned array (27). 10. Division by zero (20). I think that AMOS (v1.3) is a terrific package (Especially with Compiler). Sorry 1/2 meg users, but I tried really hard to cram it all in, but in the end I just couldn't fit in all in, without losing out in some departments. The compiled, executable program takes up about 135000 bytes and 64000 bytes when packed with the excellent turbosqueezer8.0. The raw code was about 45000 bytes, and is over 1000 lines long. I anyone out there has got a good game design, send it to me and I'll see what I can do ! Any graphics/sound wizards please contact me, because I'd love to see your work, and maybe do some graphics and/or sound for me because I'm totally pathetic in those departments ! If you have any bug reports, Programming techniques, Spare hard drives, new mouse (mine's stuffed), Accelerator boards, Lotus Esprits, 5 1/4 disks that last longer than 5 months, Devpac 3.0 (I have v2.0), A list of assembly instructions, Sampler Cartridge, e.t.c. Write to :- Daniel Hare 44 The Silhouette, Laurieton N.S.W., 2443, Australia. P.P.S. Sorry about the lack of sound, but I have no sampler and no samples ! If anyone can help, please contact me.