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CYCLES(1)							     CYCLES(1)


NAME    [Toc]    [Back]

     cycles - solo or networked	multiplayer motorcycle game

SYNOPSIS    [Toc]    [Back]

     cycles [ -i ifaddr	] [ -t ttl ]

DESCRIPTION    [Toc]    [Back]

     You are riding your motorcycle against psychotic humans and robots.
     Avoid crashing into all bikes, trails and walls.  Points are awarded for
     excessive speed and making	others crash near you or into your trail.  You
     can jump over trails and other cycles.

CONTROLS    [Toc]    [Back]

     Use the left and right mouse buttons to turn. Hold	down the middle	mouse
     button to accelerate and release to decelerate.  There is no mode to keep
     your speed	constant for this is an	action sport and you have to be	on
     your toes.	 You will notice that you slow down at a greater rate than you
     accelerate. Use the Space Bar to jump, and	the left and right arrow keys
     to	look around you. The H-key toggles "heads-up" instructions, and	the
     ESC key exits the game at any time.

PLAYING    [Toc]    [Back]

     Upon startup, cycles provides three information pages.  The first briefly
     describes the game.  The second page is for the user to choose options
     and to change their name from the default.	The third screen is a help
     page with instructions for	playing. Press return or click the left	mouse
     button to go from one screen to the next.

     There are three playing layers distinguished by their colours (red, green
     and blue) and the scenery upon that level.	 Each player begins on a
     random level at a random position.	There are holes	from each level	to the
     others. Simply ride over the hole of the appropriate colour to go to that
     level. However, each player sees only their own holes which move to
     another random location after either you or one of	your robots have used
     them.  Hence you may be following a player	who mysteriously disappears -
     never fear	they have just gone down one of	their own holes	to another
     level.  Their trail will remain behind them upon the level	they just
     left.

     Robot players are distinguished from humans by the	"remote	control" flags
     that are displayed	upon robot bikes. Robots also tend to play better than
     most people. This may be partly because they can turn whilst in the air
     (us real players can't) but hey, they're only dumb	machines and need all
     the help they can get.

     During the	game, the instrument panel on your cycle shows your speed on
     the dial and your score. On the left of your instrument panel, your
     "trail kills" (see	below for description of trail and near	kills and the
     points they score)	are displayed as black diagonal	lines and your "near
     kills" are	shown as red ellipses.	The colour of your instrument panel
     background	is the same as your trail colour.  There is also a hexagonal
     proximity alert indicator on the right hand side, which flashes red when



									Page 1






CYCLES(1)							     CYCLES(1)



     you are close to running into something.

     When in the game all players and robots are listed	on the top left	of the
     screen.  The name of each player is written in their trail	colour.	If a
     player has	just been killed then their name turns white whilst they are
     exploding.	 The coloured square to	the left of the	players	name indicates
     which level (red, green or	blue) they are currently riding	on.  Robots
     have an "r" next to their name which is written in	the colour of their
     owners trail. A + sign next to the	"r" indicates a	super psychotic	robot.
     These + robots will actively attempt to destroy any person	in their
     vicinity and will also track you across levels. Mean huh?

     If	there are too many robots in the game (causing it to go	slowly or to
     refuse to let real	people play - see BUGS below) then you can identify
     who owns the offending robots by the colour of the	"r".

     If	you have used the arrow	keys to	look around, then the direction	you
     are looking in (left, right or rear) is displayed in the top right	corner
     of	the screen.

     Multicast communications are used to play between different machines.
     See mrouted(1M) and COMMAND LINE OPTIONS below for	information on
     multicast tunneling between machines not on the same sub-net.

OPTIONS    [Toc]    [Back]

     These are all available from the startup options screen.

     You can choose the	number of robots that run on your machine. Your	robots
     are tagged	with a flag the	colour of your trail as	well as	with an	"r"
     the same colour in	the players display. Be	aware that the greater the
     number of robots you take into the	game with you, the slower the response
     of	your machine will be.

     Players are by default given a random trail colour	unless they choose
     their own by selecting a colour circle from the options screen. Robots
     get a random trail	colour.

     A demo mode is available which lets you see a robot's eye view of the
     game. In this mode	you can	still look around you with the arrow keys and
     jump (so you can see better), but nothing else.

     You can choose to play solo or network mode. In network mode, two or more
     players on	different machines may play each other and their respective
     robots.  Solo mode	is the same as network,	but you	play alone with	your
     robots.

SCORING	AND SCORE SCREEN
     You score between 5 and 10	points per second depending on your speed.
     3000 points is awarded when someone crashes into your trail and 10,000
     points for	causing	someone	to crash near you.





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CYCLES(1)							     CYCLES(1)



     The score screen, which is	shown each time	you crash, includes the	total
     number of near kills and trail crashes you	caused,	your points for	the
     game you have just	played,	and the	total number of	games. An average
     score is also displayed which is your total score divided by the number
     of	games you have played.	The hardest thing to do	is to keep this
     average score high.  The three level display showing the continuing
     riders and	their trails, rotates serenely on your screen hiding the
     mayhem that is taking place.

SOUND    [Toc]    [Back]

     Audio is selectable if you	are running cycles on a	machine	that supports
     sound. Don't worry	about de-selecting sound if you	don't have it, as
     cycles should auto-detect whether your machine supports sound.

     Sounds are	played when you	explode, jump or drop to another level.	 There
     are two quieter explode sounds that are played when a motorcycle explodes
     on	your level or on another level.	 On SGI	machines there is a continuous
     engine noise sound	that changes pitch as your speed changes.

     If	your sound files are in	an area	other than the default
     /usr/demos/General_Demos/cycles/data or the current directory or the
     directory where the cycles	program	resides	(and the program was invoked
     using it's	full path), then you may set an	environment variable
     CYCLESOUND	that points to the directory where your	.au sounds (for	Sun
     and Linux machines) or .aiff sounds (for SGI machines) are	kept.

     eg. if your sound files are ~/sounds/*.au,	then

     setenv CYCLESOUND ~/sounds/

COMMAND	LINE OPTIONS
     See also the TCP/IP User's	Guide and mrouted(1M).

     -i	ifaddr	 select	the outgoing interface address (if you have multiple
		 network interfaces)

     -t	ttl	 select	the time to live of multicast packets (default 1).

BUGS    [Toc]    [Back]

     There is a	limit of twenty	players	(human plus robot) that	cycles can
     hold.  If you attempt to play the game with more players, you will
     receive the message, "sorry, the game is full".

     You cannot	run more than one network game of cycles from a	single host
     without specifying	different network interfaces (I	think).

     Iconifying	the window, or suspending the game causes cycles to get	very
     confused.

     Trails are	limited	to 50 segments per bike. When all segments have	been
     used up the oldest	trail segments will be removed.	But it'd get too
     cluttered if all the trails remained so it's not a	bug it's a feature.



									Page 3






CYCLES(1)							     CYCLES(1)



     Linux and Sun machines may	have troubles playing several sounds at	the
     same time.

AUTHORS    [Toc]    [Back]

     Robin Humble ([email protected])

     Alan Lipton ([email protected])

     Nick Fitton ([email protected])

     Sun/Linux/OpenGL port and development by rjh

CREDITS    [Toc]    [Back]

     Sarah Maddison for	artistic scenery, man page and lots of help.

     Numerous proto General Relativists	and Fluid Dynamicists for suggestions
     for the next topologically	unique version of cycles


									PPPPaaaaggggeeee 4444
[ Back ]
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