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                  >>  E X T R E M E  V I O L E N C E  <<
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                                version 6.9

            - an extremely violent combat game for two players

          Code, Graphics, Animation and Sound (c) Simon Green '92
                   Written and Compiled using AMOS v1.34

                          This game is SHAREWARE

Introduction
~~~~~~~~~~~~
    Extreme Violence is a nice game about cute bunny rabbits.
    - I don't think so...

    Extreme  Violence (EV) is a game for two players - you'll need a friend
and at least one joystick.  It has no plot.  It's kill - or be killed.

    Anybody  over the age of 4 should be able to figure out to play EV just
by  messing  around  with  it for a while.  In fact, if you're one of those
bizarre people who actually read the documentation before trying a program,
go  and try it out now.  Just plug in two joysticks and shoot to kill.  Ten
points  to  win.  If you don't understand anything you can always come back
later. See-ya !

    For  convenience,  the  game defaults to keyboard control for player 1.
This  means  that  you don't need to mess about taking the mouse out unless
you really want to play with two joysticks.  To select joystick control for
player  1,  press  J  at  the  title screen.  To return to keyboard control
simply press K.  Player 2 is always controlled by a joystick in port 2.

The keyboard controls are :

    Q      -  Up
    A      -  Down
    O      -  Left
    P      -  Right
Space Bar  -  Fire

(if you don't like these - tough - I do !)

Gameplay
~~~~~~~~
    The  contest  takes place in a large 640 by 512 pixel (4 screen) arena.
The  arena  is  made  up  of a grided floor and a number of randomly placed
rectangular  wall  sections.   Each  player has their own scrolling window,
which  shows  the  area immediately surrounding the player.  The idea is to
concentrate  on  your  own  window,  only  looking  at  the  other player's
occasionally to see what they're up to.

    The  aim  of the game, in case you haven't guessed yet, is to shoot the
other  player  before  they  shoot  you.  Each "kill" adds one point to the
victor's score, and the first player to reach 10 points wins the game.  Not
too  complicated, really.  Each time somebody wins, the game moves onto the
next  level.   On  each level, 2 more walls are added to the arena, up to a
maximum of 50 walls.

   Both  players  start  at  a random position in the arena.  On each level
there  are  two  weapons  power-ups,  which  have  various exciting effects
described  below.   You'll  soon  discover that you lose all your power-ups
when  killed, which can be annoying to say the least.  When the game starts
a  scrolling map of the whole arena is displayed.  This shows the positions
of  the  two power-ups and the walls, but not the starting positions of the
players.   Each  player  must  hunt  down their opponent, making use of the
radar  if  possible.  Player 1 (on the left) is shown on the radar as a red
dot , whereas player 2 is shown as a blue dot (i.e.  the radar dots are the
same as the colour of the player's hats).

    EV has a simple, but fast, weapons system.  Each player effectively has
only  one  bullet  on  the  screen at a time.  Pressing fire again before a
bullet  has  hit  an  obstacle "recalls" the bullet to the gun.  This means
that  if you hold down fire, the stream of bullets will only travel a short
distance.   In  order  to  make  long distance shots, you need to fire once
only.  It sounds weird, but you'll soon get used to it.

    Occasionally, especially on the later levels, it is possible for one or
both of the players to become surrounded by walls, making it impossible for
anyone  to win (unless one player has magic bullets).  I prefer to think of
this  as a feature rather than a bug.  Pressing the HELP key will produce a
new, hopefully more feasible level.

    As  with  all  Amos  programs, pressing Amiga + A can be used to switch
between  Workbench and the program (it's amazing how many people don't seem
to know this).

Power Ups
~~~~~~~~~
Funny Map - shows the map of whole arena, in the same way as at the
            beginning of each level, but at a ridiculously fast speed.
            Not very funny, I know, but it looked silly just called "Map".

Bonus point - err.. One extra point. No kiddin'.

ECM - Electronic Counter Measures.  Makes the player disappear from the
      radar. This allows you to creep up on the other player without them
      seeing you. It should only be used by experienced players, since it
      can be as much of a disadvantage to you as to the other player.

Speedy Boots -  doubles player walking speed. Zoom...

Speedy Bullets - doubles velocity of bullets. Can be used in combination
                 with any of the three special weapons:

(note that picking up multiple speedy power-ups has no further effect)

Bouncy Bullets - Boing ! Special bullets that bounce off walls and the edge
                 of the arena. Most effective when fired diagonally.
                 Bullets stop after 10 bounces.

Magic Bullets - enables bullets to magically travel through walls, although
                at a reduced speed.

Power Lazer  - makes it very difficult to miss the other player.
               Especially dangerous when combined with speedy bullets.
               Good sound effect, too.

    Well, that's it for the instructions. Hope you enjoy the game...


Compatibility
~~~~~~~~~~~~~
    NTSC  users will be glad to hear that the game should run okay on their
systems.   The  program  will  auto-detect  an  NTSC  system and adjust the
display to suit.  It won't look quite as nice, but at least it's playable.

    The bad news is that due to the large virtual screens and sound effects
used  in  the  program  you'll need at least a meg (that's one megabyte) of
memory.   (If  there  are  still  any  512k  owners out there - wise up and
upgrade!).   If  the  program quits back to Workbench when you try to start
the  game,  it  means  there  wasn't  enough  free chip ram to allocate the
playing area screen.  Close any windows or other programs that may be lying
around the Workbench and try again.

    As  far  as  I know the game should work fine on A500+ / A600 / A3000 /
Workbench  2 / ECS machines, but if it doesn't it's probably a bug in Amos.
So blame François Lionet, not me !


Acknowledgements
~~~~~~~~~~~~~~~~
Special hellos and thanks to :
Martyn "Team17" Brown, Simon Bird, Ian Kavanagh, Dennis "Bucket", Dave, Sue
and Jane...

Thanks  to  the  following  for  exhaustively play-testing EV and for their
usually stupid, but occasionally constructive suggestions :
Dan Tulett, Mike "DOS" Barnes, Paul "Paul" Lewis, Alex Steven, Gordon
"Doogie" Kellie.


Distribution
~~~~~~~~~~~~
    I'm  releasing  EV as SHAREWARE.  This version is freely distributable,
so  feel  free  to  give  copies  of  it to your friends, upload it to your
favourite  BBSs  /  FTP  sites  etc.,  but if you like it, make me happy by
sending  large  amounts  of  cash to the following address.  If you send £5
(yes,  five  pounds!) or more, I'll send you the latest exciting version of
Extreme  Violence,  which  includes  multiple  bullets  and devastating new
power-ups.  I'll even throw in the Amos source code free of charge !  Don't
forget  to  include your address !  Even if you can't spare any money, feel
free to drop me a note saying how great/crap you think the game is.

Snail-mail :

Si Green
19 Chequers Park
Wye
Ashford
Kent
TN25 5BB
U.K.

E-mail: ssusgree@susssys1.rdg.ac.uk

Look out for the sequel to "Extreme Violence"
- "Unmitigated Boisterousness" - coming soon...  Not !

See-ya !
