TASO131.zip (file size: 2.51 MB, MIME type: application/zip)
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Taso v131 (registered) for DOS
|File size||2.51 MB|
|Release date||February 20|
|Requirements||486DX/33 with 4 megs of RAM|
Y e t a n o t h e r ÛÛÛÛÛÛ²ÛÛÛÛ²ÛÛÛÛ²ÛÛÛÛ² ÛÛ ÛÛ Û²Û ÛÛ Û² ÛÛ ÛÛßßÛ²ßßßÛ²Û Û² ÛÛ ÛÛ Û²ÛÛÛÛ²ÛÛÛÛ² Thanks for registering! Version 131 registered, release date 20.02.1998 V. Anton Lehdonvirta aka Amber amber@******.fi -------------------------------------------------------------------------- CONTENTS: 1. Legal stuff 2. Getting it up and running 3. Game instructions 4. Tips & tactics 5. Credits, contacting, Amber greets -------------------------------------------------------------------------- 1. LEGAL STUFF 1.1 Registered version This copy of Taso131 is registered and only for your personal use! You are not allowed to distribute this. Not to your friends, not to anyone! Let them register it themselves! (Nowadays TASO 131 is licensed under a Creative Commons Attribution 3.0 Unported License.) 1.2 File list The package should contain the following files. If you seem to miss a file, contact me and I'll correct the problem. TASO.EXE ........... run this to play the game ;) SETUP.EXE .......... sound setup program, use this if autodetect fails TASOZONE.EXE........ battlezone conversion utility GFX.HUI ............ graphics file SEQGFX.HUI ......... graphics file AGFX1.HUI .......... graphics file AGFX2.HUI .......... graphics file AGFX3.HUI .......... graphics file BGFX.HUI ........... graphics file SND??.BUM .......... sound effects (sorry they're not in the same file;) TASO131.DOC ........ this documentation TASOZONE.DOC........ help on how to make your own levels ZONES\2051AD.OOH ... battlezone ZONES\JUNGLE.OOH ... battlezone ZONES\CHAOS.OOH .... battlezone ZONES\ALASKA.OOH ... battlezone ZONES\MEXICO.OOH ... battlezone ZONES\INCA.OOH ... battlezone ZONES\CLOUDS.OOH ... battlezone 1.3 All rights reserved Midas Digital Audio system is copyrighted by Housemarque Inc. and used in this product with permission. All other parts of this product are copyrighted by Vili A. Lehdonvirta (a.k.a. Amber), all rights reserved. No guarantee or warranty of any kind is given. I accept no responsibility whatsoever for any harm or damage this product may cause. This personal registered copy is not to be distributed in any way. The unregistered shareware version, however, can be freely distributed and included on cd-rom collections or whatever. Please send me a copy of the cd, though, or at least inform me. You are allowed to copy, reproduce etc. this document in pieces or in it's whole form as long as the source is indicated. -------------------------------------------------------------------------- 2. GETTING IT UP AND RUNNING 2.1 Hardware requirements Absolute minimun system is something like 486dx/33 with 4 megs of ram. More memory is not really needed, but for fast action a pentium is recommended. A huge number of sound cards are supported. TASO.EXE autodetects your card, but if and when that doesn't work, there's the SETUP.EXE to allow you to input your card setting manually. If there are problems with sound playback during the game, such as sudden silence, it is strongly recommended that you turn off the background music (by setting the volume to zero from the Select Music dialog) so that you can enjoy the great sound effects. The music really takes up lots of resources, and with lower quality cards full functionality can't always be guaranteed. If you want your sound card to be autodetected, you must have an appropriate environment variable set, eg. SET BLASTER=A220 I5 D1 H5. With more players, you might experience difficulty with the controls. It is not the game's fault, in fact I have designed Taso so that you won't have to hold down many keys at the same time. It's just that many new keyboards tend to stop sending key pressing information when enough keys are held down at the same time. This depends hugely on the keyboard. 2.2 System configuration Taso131 has been programmed and tested in DOS, and though it should be quite functional in Windows 95, it is recommended that you quit to dos when playing. As with any game, a clean boot usually does it best. NOTE: There seems to be something wrong with the computer players in Win95. No idea what it could be, but I suggest you switch to dos if you have problems when under '95. 2.3 Video modes Normal MCGA 320x200x8b is used. Also, there's an optional 640x480x8b mode, VESA compatible. You need a VBE2-compilant card, or a VBE2-driver such as UniVesa 5.1. Linear framebuffer is used and required. There was a very minor bug with parallax scrolling in 640x480, but I didn't feel like fixing it so I disabled parallax in that mode ;). It'd be too slow with those routines, anyway. -------------------------------------------------------------------------- 3. GAME INSTRUCTIONS 3.1 Starting the game The menus are pretty straightforward and shouldn't need explaining, but here are a few bits you ought to know. THE KEY SELECTOR: Select the player and press the buttons requested (eg. up, down, left, right, fire1, fire2) for that player. The key settings aren't saved, sorry, but most people feel that the default keys (listed below) are ok. Maybe I'll fix that in the next version ;). Default keys: UP DOWN LEFT RIGHT FIRE1 FIRE2 Player I UpArrow DownArrow LeftArrow RightArrw RightCtrl RightShift Player II W S A D Capslock Tab Player III I K J L M N Player IV Numpad5 Numpad3 Numpad2 Numpad6 NumpadDel NumpadIns MODE: There are two game modes available (settings screen), classic and campaign. In the classic mode (referring to the old Taso versions) you will be given a ready-constructed base and unlimited choppers. You will also have ground troops which will "recharge" (eg. when you send them, more will slowly become available to you). Also, a single Cruise Missile will be available for you (see chapter 3.3, weapons & vehicles, for descriptions). In the campaign mode, you will have to construct your base yourself. In the beginning, you have a certain sum of starting money (500-2000, you can change the 'cash'-option in the settings screen). Items marked red are not available to you either because you don't have enough cash or because the items need you to have a certain building first (these dependencies are listed in chapter 3.2 and 3.3). You will earn more money by doing damage to enemy targets, but you don't loose money by receiving damage. When you buy a building, you will have to place it. Arrows move it around. Fire1 places it and fire2 cancels building. In the shop, 'quit' option will exit the shop and take you to the vehicle selector (pressing fire2 also exits the shop) If you have bought choppers, for example, you will see a chopper icon and a number telling you how many of them you have. Select the chopper and press fire1 and you will be flying in it! When you die, you go back to the vehicle selector. Select the 'buy'-option to get back to the shop. GROUND: Hard ground means ground that cannot be damaged, no holes will appear from shooting (recommended). Soft means that shooting will cause ugly holes to appear to the ground. Pile means that shooting will cause holes to appear like as in soft. Also, the dirt that flies from explosions will not disappear, instead it will be piled on the ground. PARALLAX: Parallax scrolling. Quite power-needy, so turn this off if the game runs too slowly. CASH: Starting money in campaign mode. No use in classic mode. 3.2 Buildings The cost only applies to Campaign mode, since in Classic mode there is no shop. 'Requires' means which building you have to have before you can construct that one. Chopper shelter cost: 250 armour: 1300 requires: - The most important building of your base, this is where your choppers are launched from. Has an automatic weapon which makes bombing hard. Barrack cost: 40 armour: 170 requires: - Your ground troops are sent from here. If it gets destroyed, everyone inside is killed, so you'd better have more than one. Repair pad cost: 20 armour: 300 requires: chopper shelter Land here with your choppers and it will be instantly repaired and rearmed. If not very useful, at least very cheap. Radar cost: 160 armour: 800 requires: - Scans the skies above your base. Your SAM sites will not function without the guidance of at least one radar. SAM site cost: 70 armour: 400 requires: radar Surface to Air Missile sites launch engine-homing missiles to take out enemy choppers. Effective especially in large numbers, but quite easy to destroy. Will not work without at least one functional radar. AA battery cost: 200 armour: 1200 requires: - Anti Aircraft batteries pepper the skies with small flak fire when they see enemy choppers. Not very effective against fast targets, but prevets choppers from slowing down over your base. Flagpole cost: 5 armour: - requires: - A fine, tall flagpole displays your colours to the enemy. Swing your noble banner high! Missile silo cost: 280 armour: 900 requires: - A huge underground silo which contains your deadly Cruise missiles and maybe sometimes even a Nuclear Reaper. Guard tower cost: 50 armour: 400 requires: - An excellent defence against trooper attacks, but easily destroyed by aerial attackers. Barbwire fence cost: 30 armour: - requires: - Thick fences of barbed wire slow enemy troopers down and make them easier targets. Virtually indestructible except by well-aimed bombing. 3.3 Weapons & Vehicles 'Requires' means which building you have to have before you can buy these, and in which building they are stored. If that building is destroyed, the vehicle is destroyed as well. Gunship chopper cost: 50 weapons: 6 x Mk II bombs, Mk 100 machine gun armour: 200 requires: chopper shelter Quite slow, moderately heavy craft suited for destroying ground targets. The best way to kill ground troops. Pressing UP+DOWN will activate the ejector seat. Dogfight chopper cost: 35 weapons: 5 x Mk I engine-homing missiles, 2 x Mk 80 machine guns armour: 150 requires: chopper shelter Very fast, very agile, very nice. Takes out slow choppers with the missiles and the forward-pointing, very powerful machine guns. Because of light armour, not good when the going gets rough. Pressing UP+DOWN will activate the ejector seat. Parachopper cost: 80 weapons: 4 x Mk I bombs, 10 x paratroopers armour: 300 requires: chopper shelter A good way to get ground troops into enemy base. You must have some troopers waiting in your barracks, they're not included in the price. Very slow, and cannot fly very high, which makes it unusable in some levels. Heavy transport chopper cost: 90 weapons: 10 x Mk I bombs armour: 300 requires: chopper shelter What does it transport? Bombs, lots of them. A modified version of the Parachopper, so it looks the same and performs identical. Suicide Commando cost: 20 weapons: Energy Peagun, Suicide Bomb armour: 30 requires: barrack Can attempt to steal enemy choppers: Go to enemy chopper shelter and press UP for a gunship or UP+FIRE1 for a dogfighter. Trooper cost: 15 weapons: Energy Peagun armour: 2 requires: barrack Troopers are weak and easy to kill, but in large numbers they do huge damage to enemy buildings (if they ever get that far). They are not user controllable, you just send them off and forget them. Pioneer cost: 25 weapons: Energy Peagun armour: 2 requires: barrack Pioneers are otherwise the same as normal ground troops except that they can repair damaged buildings. Buildings cost a lot of money, so make sure you regularily send off some pioneers to repair them before they're destroyed. Cruise Missile cost: 200 weapons: Paukku-class explosive warhead armour: 80 requires: missile silo Cruise missiles are ideal for taking out heavily armoured buildings, but are easily destroyed by flak fire and Mk I homing missiles from Dogfighters. Ultimate Nuclear Reaper cost: 2000 weapons: Massamurha-class nuclear warhead armour: 700 requires: missile silo The Ultimate Nuclear Reaper will cause incredible devastation wherever it lands. 3.4 Scoring system When all players except one are killed, their bases completely destroyed or their cash used, the game ends and calculates scores. The score is based on how much damage you did to other players. For example, destroying a chopper shelter gives you 1200 points since that is how much armour it has. You lose points for damage you did to your own buildings or units, and you also lose 300 points for each chopper you've lost. There's also a survival bonus: The player who dies first receives no bonus, the second receives 2000 points and the third 4000 and so on. When the scores are displayed, there's also statisctical information showing how many bombs, homing missiles, and paratroopers the player used. Also, the 'oth' means other and shows how much your ground troops and buildings fired (the real number is divided by 100). 'Dwn' (down) shows how many choppers you lost. The lower half of the screen shows how much damage each player caused to other players. Greens are the damage inflicters and reds are damage takers. -------------------------------------------------------------------------- 4. TIPS & TACTICS 4.1 Base building This, of course, does not apply to the Classic mode since there is no base building involved in it. But seasoned players probably find that the Campaign mode is much more interesting, anyway. A good anti-air capability is very important. AA-batteries are good in the beginning, since they are quickly placed and can take lots of damage, which is good since in the beginning you have other things to do than look after your buildings. Place the batteries in high ground, and make sure that they are not too close to other, tall buildings (they might fire at your own structures). Well-placed SAM-sites are very effective too, but because of their weak armour they require constant repair. If the opposition insists on using loads of troopers, place one Guard Tower on each side of your base and surround the towers with barbwire fences. If you send pioneers to repair the towers often enough, they will stop almost any numbers of attacking troopers. A landing pad can be surprisingly useful: place one on the edge of your base and you need not to go all the way to your chopper shelter to rearm and repair your choppers. Barracks are very weak structures. If you want to use ground troops a lot, you should build several of them and place them somewhere where they are not easily bombarded. But for those who use troopers only casually, it is usually best to build a new barrack every time you need it and leave no troopers staying there any longer than necessary. 4.2 Attacking Attacking with choppers is usually the most effective technique, but do not underestimate the power of the ground side either. Troopers are not so easily noticed, but when even a few get inside a base they cause quite a hefty bit of damage to the structures. Troopers are, however, very vulnerable to gunship choppers and guard towers, so it is usually best to escort them with a gunship chopper or a dogfighter when you send them in large numbers. Remember to use parachoppers, too, especially when there are too many guard towers around the base. If the enemy base is too well defended against chopper attacks, the Suicide commandos can be used to take out SAM-sites even deep inside the enemy base. Commandos move very fast and carry quite a lethal bit of explosives with them. Remember that the dogfight chopper can be used for air-to-ground attacks as well. Especially AA-batteries which are placed high on hilltops are very vulnerable to dogfighters' Mk.I missiles, which the dogfighter can fire from outside the AA-battery's range. When the enemy has placed several tough structures close to each other, such as two chopper shelters side-to-side, it may be worth trying to take them out with a Cruise missile. The missile is very easily destroyed by AA-batteries, but when it hits it takes out several buildings and is usually worth the trouble. Cruise missiles as well as the Nuclear reaper are quite difficult to use, but once you become skilled enough to hit your target they are very useful. 4.3 Defence Try to counter the attack techniques described in the last chapter :). Remember to send pioneers to repair your structures. Use the dogfighter for quick missile sweeps, ie. take off, shoot all your missiles, land. Five well-scattered missiles should keep the sky around your base clear for a few seconds to let you think of something else. Use the gunship chopper to kill enemy troopers before they get inside your base. -------------------------------------------------------------------------- 5. CREDITS, CONTACTING, AMBER GREETS 5.1 People involved Code and most graphics were produced by Vili Lehdonvirta a.k.a. Amber. Intro music, 'Still out of the dark', was composed by Serum. In-game music by Seer, Aga and Queek. End music, 'Files deleted', by Seer. Distribution and homepage maintenance is handled by DP97. Midas Digital Audio system was written by Petteri Kangaslampi and Jarno Paananen. For help with Taso131 I also wish to thank my brothers 5.2 This game is totally Finnish Yes indeed, almost every byte is of Finnish origin :). I hope you realise how damn advanced we Finns are! Perkele! 5.3 Contacting information For job offers, donations, or whatever nice things ;), e-mail amber@******.fi. For suggestions and bug reports to Taso, email amber@******.fi with subject TASO. My snailmail address: Vili Lehdonvirta Alaka******** 4 E 17 02*** Espoo Finland Taso now has totally new www-homepages hosted by Nebula. Information on new versions is available as well as the possibility to register Taso. The new address is *** http://taso.nebula.fi *** Huomautus MikroBitin toimitukselle: Eikö olisi vähintäänkin hyvän tavan mukaista ilmoittaa sw-peleistä kirjoitellessa myös tekijä, kun peleistä otettuja screenshotteja käytetään materiaalina kaupallisessa julkaisussa? Allekirjoittanut vastaanottaa mielellään hyvityksenä vuoden ilmaiset MikroBitit ja suostuu sen jälkeen olemaan tavoitettavissa jopa MBNetistä. 5.4 Amber greets Aga, Lego (aka intiaani), Reve, Martina, Delta, Oiriz, Wessa, Phazer, Tracker, Beta, Tonic, Dena&co, befe&co, Kurt, Snipe, Jusa, Wallu, Puputti#1, Puputti#2, Highlander, oikeastaan koko Olarin Lukio, OLARIN 2D, Hra Nurmi, Olarin tyt”t, muutkin tyt”t, Wheezer, QAZ, MegaBitch, KiaroSusi, PBT Cyclone, PBT Badboys (kenelle m„ oon velkaa?), Jaana&Herkko, (deathmetal)Sepi, DSH, TZ SBBS:n vakiot, Miikka&Kimmo, Gargamel the Coder, Nikke L., Corbus, Ipe, Markku, Mato, Aki, Kupzik, Housemarque, Krista P., Spector, Los, Belius, Chris G., Kazu, Laura, Seer, Queek, Daman, DjScratch, Pete, Aino, GSP, GSP9, 5C Maximillian, Nick, AQbator, Pyry, Otso, rcn, dee, Static --------------------------------------------------------------------------
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