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    r  ù  o  ù  c  ù  k  ù  e  ù  t            c  ù  h  ù  a  ù  s  ù  e
                                      v 1.10


 Index
 -----
   1. Rocket Chase
    1A. Command Line Options
   2. Legal
   3. Setup and Options
    3A. Setup
    3B. Options
   4. Choosing Levels to Play
   5. Playing the Game
   6. Weapons
    6A. Cannons
    6B. Special Weapons
    6C. Bonus Items
   7. Creating Levels
    7A. How To Draw the PCX Pictures?
    7A.1 - Format
    7A.2 - Features of a Level
    7A.3 - Parallax And Its Size
    7A.4 - The Colour Table
    7B. RCconv - Level Convertor
    7C. auts2RC - Auts to RC Convertor
    7D. LevUpd - Rocket Chase Level Updater
   8. Misc
    8A. Some keys
    8B. Problems / Troubleshooting
   9. Registering
   10. Credits, Greetings and Contacting
   11. To-do list
   12. History
   13. Closing Words


 1. Rocket Chase
    ------------

 Rocket Chase is a very intensive game for 2-4 players. The purpose
 of the game is to fly in a tiny rocket and destroy all your opponents
 with a wide variety of cannons and special weapons. The source of
 inspiration to make this game was found from an excellent Amiga game
 called Turboraketti.

 Hardware..
   ..Required
    - 386 or better
    - 2+ MB total RAM (?)
    - MCGA/VGA
    - about 200 kB free base memory
    - some HD space

   ..Supported
    - 2 joysticks, configurable stick positions.
    - Sound Blaster, all models/versions
    - Gravis Ultrasound, all models/versions with RAM installed.
      Now even those with 1 megabyte of it :)
    - CD-ROM (for audio), mscdex required

   ..Recommended
    - 486 or better
    - a good video card
    - a good keyboard, configurable keys.
    - a sound card
    - extra RAM won't hurt

 1A. Command Line Options
     --------------------

 /?        -  Show usage.
 /nosound  -  Use nosound even if a soundcard is selected in setup.
 /nocd     -  Don't check whether a cd-rom device is present or not.
 /nocheck  -  Do not check CPU nor VGA.
 /fps      -  Show FPS during the game.
 /gus256   -  Force low quality mode for GUS. (use only 256 kB gusmem)
 /sb20     -  Force SB 2.0 mode.
 /sb10     -  Force SB 1.0 mode.
 /kb1      -  If you have problems with the keyboard,
 /kb2      -  you may want to try /kb1 and /kb2 switches.


 2. Legal
    -----

 *This applies to the entire package, not only this document*

 Copyright (c) 1995,96,97
  by the authors, Olli Haanper„, Kaj Bj”rklund and Mikko Haanper„.
 All rights reserved.

 THE AUTHORS ARE NOT RESPONSIBLE OF ANY DAMAGE CAUSED BY THE PRODUCT.
 HOWEVER, THE PRODUCT IS NOT KNOWN TO CAUSE ANY DAMAGE. IT IS ILLEGAL
 TO MODIFY, STEAL, REVERSE ASSEMBLE ETC. ANY OF THE FILES INCLUDED IN
 THE PACKAGE. IT IS ALSO ILLEGAL TO DISTRIBUTE THE REGISTERED VERSION
 (OR THE REGISTRATION KEY) OF THE GAME. IN ORDER TO BE ALLOWED TO USE
 THE PRODUCT YOU MUST UNDERSTAND, ACCEPT AND OBEY THESE RULES. IF THIS
 OR ANYTHING ELSE INVOLVING YOUR RIGHTS AS A USER OF THE PRODUCT IS
 UNCLEAR, PLEASE CONTACT US.

 Anyhow, it's legal and absolutely recommended to distribute the
 _unmodified_shareware_version_ of the game to BBSs, FTPs, etc.

 All trademarks mentioned in this document (and in the whole product)
 belong to their legal owners.


 3. Setup and Options
    -----------------

 Before actually playing the game, you should configure the
 game to work properly on your machine. It can be done in the
 setup program and the options menu of the game.

 3A. Setup
     -----

 In the setup program the following selections are available.

  1. Select soundcard
     - Autodetect: Autodetects your sound hardware.
       - There's quite a good chance that this'll hang your computer,
         especially if you happen to have a little bit more exotic
         configuration, have a multitasking environment, etc. So if
         you don't have a good reason, use the manual setup.
       - If you have both GUS and SB, you'll be asked which one to use.

     - Sound Blaster: You have a Sound Blaster (or compatible).
       - Default settings are read from BLASTER-environment variable,
         so just press enter to confirm settings.
       - The playback is done at 22050 Hz 8-bit mono, 18 channels.
       - SB 1.0 and SB 2.0 are supported. Later SBs work fine in the
         SB 2.0 mode. Compatibles and emulators should also work.

     - GUS: You have a Gravis UltraSound.
       - Default setting is read from ULTRASND-environment variable,
         so just press enter to accept it.
       - Your gus should have some memory installed. (256 kB required,
         512 kB recommended.)
       - The playback is done on gus at 34300 Hz, 18 channels.
         Samples are loaded in 22050 Hz if 512 kB memory is present.
         If only 256 kB is found, samples are loaded in 11025 Hz.

     - None: Silence.

  2. Control Options
     - Player 1-4: Setup the controls to use in the game. You may pick
       keyboard or joystick, and choose the keys/joystick positions to
       use.

     - Joystick 1-2: Setup joystick!
       - Calibrate: Move the joystick to each corner, and when finished
         center it and press a button (or a key). This is _very_
         important if you are using a joystick. The same thing can be
         done in the options menu of the game.
       - Set x/y-sen: How much (in percents) the stick has to be moved
         before it's interpreted as movement.

  3. Quit
     - If there is an old setup file, the setup program will ask
       whether you want to save the changes or not.

 3B. Options
     -------

 In the options menu of the game the following selections are available.

  1. Number Of Players
     - The number of players to participate in the game.

  2. Game Play Options
     - Normal Game Mode: the good old game type.
     - Deathmatch Mode: when one dies, he reappears somewhere in the
       level. The winner of a level is the one who has died the least.
     - Sudden Death: the mode for professionals. the ship explodes
       immediately when it collides to wall.
        - Number of Lives: how many times one can explode (affects
          only when normal&sudden death are selected.)
     - Damage in Collisions: if you tend to collide to ground a lot,
       this might help you :)
     - Unlimited Weapons
     - Unlimited Ammo
     - Unlimited Gas
     - Ship weight

  3. Ban Weapons
     - If you think that special weapon is too powerful of you
       dislike it for some other reason, you are able to disable
       it by using this option.

  4. Game Details
     - Parallax scroll on/off. If you have a slow machine, turn
       this OFF. Anyhow, a parallax scroll looks kinda nice in
       the background..
     - View size with 2 players. Again, if you have a slow machine,
       turn this on to speed the game up.
     - Waves on/off.
     - Bonus on/off.
     - Destructable ground on/off.

  5. Master Volume
     - Master volume for sound effects.

  6&7. Setup Joystick 1&2
     - Configure your joystick(s). Similar to the setup program's
       setup joystick option.

  8. Timer Mode!
     - Either Fast+Accurate or Secure. The secure mode works even
       under windows 3.1, but it slows the game down quite a bit.
       So please use fast+accurate if it works!


 4. Choosing Levels to Play
    -----------------------

 Before starting the game, you may choose the levels you wish to
 play. When entering the levels menu, two windows are opened. The
 one on the left side is a list of selected levels ("playlist"),
 and the other one on the right side is a list of the levels that
 can be selected. Moving between these two windows is done by arrow
 left and right keys.

   These keys can be used in the "levels" menu:
    SPACE - Put a level to playlist.
    C     - Clear the current slot.
    S     - Preview a level. Shows a thumbnail picture of a level.
    R     - Select some random levels.
    D     - Delete level.
    ESC   - Exit the level selection menu.


 5. Playing the Game
    ----------------

 To start the game, press the "Let's Play" button. The playing
 itself is quite easy once you get a grip of it. Ship can be
 controlled with the keys assigned to the player in the setup
 program. If you want to change your cannon or special weapon,   !
 find a place where to dock. At the docking spot, press the key  !
 assigned to the special weapon, and change your weapons. A      !
 short description of the weapons available can be found in the
 next section (6).

 There are four numbers in the top of your screen. These
 numbers show vital statistic of your current condition.

  E - Energy. When you run out of energy, you're gonna explode
      and lose all chances to win the current level.
  G - Gas. When this runs out, your ship starts using shield
      energy as gas.
  A - Ammo. How much ammo do you have for your cannon. When
      this hits zero, you have to dock in order to make the
      cannon work again.
  S - Special. How much special weapons you are carrying.
      When this hits zero, you have to dock in order to
      make the special weapon work again. (surprise)

 Like said in the beginning of this document, the purpose of
 the game is to destroy your enemy ships. The one who does it
 and finds his/her way to a docking spot is the winner of the
 level. When all levels are played, the one who has won the
 most of the levels, is the winner of the match. For some strange
 reason, we have noticed that losers tend to want a rematch ;)


 6. Weapons
    -------

 Rocket Chase has quite a large selection of cannons and special
 weapons. Here's a list of them and a brief description of their
 behaviour.

 6A. Cannons
     -------

  Bi
    A bidirectional cannon. Shoots both forward and backward.

  Double
    Shoots 2 bullets at a time. Makes hitting a bit easier, but
    doesn't shoot as rapidly as a single cannon.

  Random (Only in the registered version)
    Shoots as rapidly as a single, but not exactly forward.
    Hitting is easier, but all bullets aren't going to hit
    your enemy/enemies.

  Single
    Just a single cannon, shoots rapidly.

  Swinging (Only in the registered version)
    The shooting direction swings a bit but the launching
    position remains the same. Nasty little thingy.

  Triple (Only in the registered version)
    Shoots 3 bullets at a time! When you hit someone with this,
    it does some damage, but doesn't (naturally) shoot as rapidly
    as a double cannon.

  Wavy
    This shoots as rapidly as a single cannon. It also shoots
    straight forward but the launching position swings a bit.

  Widening (Only in the registered version)
    Shoots 3 bullets at a time to diffirent directions, but it's
    quite hard to hit with all the three bullets.

 6B. Special weapons
     ---------------

  Air Mine
    A simple mine floting in air. Be careful when launching
    these, it's quite easy to get hit by one yourself..

  Attackers
    Three lumps which will land on the ground. When someone
    flies near enough to one of them, it attacks from the
    ground at high speed and causes moderate damage.

  Bouncy Blast
    A sort of a mine like device that bounces on the ground.
    Few of these create rather an efficient barrier.

  Burr (Only in the registered version)
    Something to tease your friends with :)

  Cannon Blast
    A big cannonball that explodes when it hits something.

  Chlorine Gas
    Get yourself and your friends high with this.

  Death Rain
    A weapon that leaves exploding stuff in its path; great if
    you are *chasing* someone!

  Demons Pot (Only in the registered version)
    Drops a pod. When the pod hits ground, it is opens itself and
    starts shooting to air. Bypassing definitely not recommended.

  Drop Bomb
    A bomb launched from the back of the ship. Try to fly over
    your enemies and drop a set of these.

  Dual Laser (Only in the registered version)
    Shoots two high speed laser beams with no air resistance.

  Dynamite
    An immense pack of explosives ready to blast away just about
    anything.

  Electric Wall
    A true obstacle, don't you think? No damage to ships though.

  Energy Blast
    A ration of pure energy, so air resistance does not affect it,
    walls are no obstacles at all, but water absorbs the energy..

  Flame Thrower
    Very efficient when hitting, but flames naturally fade
    pretty fast, so you have to get rather close to your opponent
    in order to do some damage.

  Fog (Only in the registered version)
    Some fog hurting visibility. Spooky.

  Grasshopper
    Shoots a bomb that explodes in air several times. Each time it
    explodes, it releases a group of bullets.

  Grenade
    A group of bullets spreading. Very efficient if used right.

  Guard Cannon
    A "mine" that shoots at closing ships. Put a few of these
    near the docking spots..

  Heavy Blast (Only in the registered version)
    A larger version of the Cannon Blast with some characteristics
    of a Grenade. It's really worth being the hell out of the way
    when someone decides to blast with one of these.

  Hologram (Only in the registered version)
    Make a flying copy of yourself! This really fools your chasers.
    Great for experienced players, especially when playing against
    beginners.

  Machine Gun
    Shoots quite rapidly. Bullets are very fast, so the only thing
    you have to do is to point yourself at an enemy and shoot!

  Magnetic Mine (Only in the registered version)
    Like a mine, but is magnetic and therefore seeks towards
    the nearest ship. Put a few of these to a narrow cave
    and that particular cave will be a hell for trespassers.

  Meteor (Only in the registered version)
    A .. thing that seeks its way to the *nearest* ship. A bit
    easier to mislead than minimissiles but if you get hit by
    this, well things won't look too bright. To avoid collision,
    try to get a wall (or an enemy ;) between you and it. Has
    the ability to fly underwater..

  Minimissiles
    Launch three missiles, which will lock themselves to the nearest
    enemyship and follow it until hitting something.. Unlike meteor,
    these are not able to fly in water!

  Multigun (Only in the registered version)
    Shoots bullets to all directions at three diffirent speeds
    and three diffirent calibers.

  Soap Bubble
    Inverts gravity. Makes flying underwater a hell.

  Super Flamer (Only in the registered version)
    A HUGE multidirectional Flame Thrower!!

 6C. Bonus Items
     -----------

 During the game it's possible to pickup bonus items, which'll
 help you win the game. The following bonus items are available:

  power ups: (30% each)
   ammo
   energy
   gas
   special weapons
  firepower: (30 seconds)
   sidefire
   backfire
   smartfire
   wall penetrating bullets
   bouncing bullets
  other: (30 seconds)
   teleport
   cloaking device
   radar (well, this'll last until you explode)

 As you may see, there's a rather a wide variety of bonuses, so
 use 'em wisely.


 7. Creating Levels
    ---------------

  When you draw levels, especially if you have a slow machine,
  it might be a good idea to turn 'destructable ground' of from
  options/details in order to make the testing of the levels
  faster.

 7A. How To Draw the PCX Pictures?
     -----------------------------

 7A.1 - Format
        ------

  A level (=playfield) must be drawn with a regular drawing program,
  like deluxe paint, etc. The drawing program must not rearrange
  the colors! The level is built from 2 pictures, the level-PCX
  and the parallax-PCX. The parallax is not absolutely necessary,
  but it's recommended to draw one.

  Both pictures must be in standard 256 color PCX-format. The
  parallax-PCX *must* use the same palette as the level-PCX.

  In order to use the PCX pictures in RC, you must then use
  RCconv to convert them to RCL-format. See section 7B for more
  information.

 7A.2 - Features of a Level
        -------------------

  Size:
   minimum - 100x200 for both level and parallax.
   maximum - 1600x1200.
  Colors:
   128 colors to which the objects collide.
   32 colors on which the objects move.
   32 colors under which the objects move.
   4 colors for dockings/bases.
   1 color for liquid/water.
   (see 7A.4 for color table)

  A good size for a level is 800x600, but also 640x480, 1024x768
  and every size within these boundaries are ok. The levels are
  meant to be cave-like, so it would be nice if the level had walls
  surrounding it. The level should not be too narrow/tight so that
  it's possible to actually fly there and so on, but challenging
  tunnels etc are naturally an essential part of the game.

 7A.3 - Parallax And Its Size
        ---------------------

  The parallax should scroll in about the scale of 1:3 or 1:4.
  The size of the parallax can therefore be calculated like this:

  parallax_xsize=(level_xsize/3+100)
  parallax_ysize=(level_ysize/3+150)
                              |
  The scale of the scrollspeed. In this case it's 1:3. By placing
  for instance 5 to the equation, the scale would be 1:5.

  By using the formula above, it's easy to calculate the size of
  the parallax for the standard sized levels :)
   800x600  :  (800/3+100)x(600/3+150) = 360x350
   1024x768 : (1024/3+100)x(768/3+150) = 440x405
   640x480  :  (640/3+100)x(480/3+150) = 315x310

  However these figures/scales are not absolute, so parallaxes
  don't have to be exactly this size. For instance, dragon is a
  800x600 level, but the parallax is 'only' 255x255.

 7A.4 - The Colour Table
        ----------------

 +---------+-------- -
 |color(s) | behaviour
 +---------+------------ -
 | 0       | background
 | 1-128   | objects collide
 | 129-160 | under the objects (the ships fly on these colors)
 | 161-192 | on the objects (the ships fly under these colors)
 | 193-196 | docking / base
 | 197     | liquid / water
 | 198-255 | not to be used in levels
 +---------+---------------------- --

  You may freely change the palette of colours 1-197.

 7B. RCconv - Level Convertor
     ------------------------

 With RCconv you're able convert your own levels to Rocket Chase
 Level -format (RCL). The converting itself is quite easy, just
 execute RCconv, and use L to select the pcx-file you wish to use
 as a level, and use P to select the parallax-pcx. By pressing TAB
 you're able to give a name to your level, and by pressing TAB again
 you may describe the level.

 After converting RCconv might show an error message

  NOTICE! Picture(s) used one or several illegal colors!
  Replaced them with 0-color.

 This means that your level or parallax used colors greater than 197
 and that RCconv replaced the illegal colors with the background color.

 The .rcl files have to be moved to levels\ directory.

 If you wish to make the converted level(s) to work only in the
 registered version of Rocket Chase, start RCconv with the command
 line parameter /reg (rcconv.exe /reg).

 7C. Auts to RC convertor
     --------------------

 Usage: auts2rc autslev.lev outfile.pcx

 The pcx which will be the result of the conversion must then be
 converted to .rcl with RCconv. The auts level must not use more
 than ~128 colours, but that really is no problem since none of
 the auts levels we have seen use more than that.

 We are not sure though whether auts levels are suitable for
 RC or not.

 7D. Rocket Chase Level Updater
     --------------------------

 Usage: levupd oldlev.rcl

 With levupd.exe you are able to update your levels, which are using
 older RC level format. In other words levels converted with RCConv
 of the earlier versions may not be playeable in this version, until
 they have been updated. The game detects whether a level is using
 the suitable format or not.

 8. Misc
    ----

 8A. Some keys
     ---------

 In the menu press F1 to get a info window and a toolbox for
 CD-audio functions. If you change the disc during the game,
 you should use CD-CHECK so that the cd-player notices the change.

 During the game, press ESC or F5 for pause menu. CD-CHECK has
 the same purpose here :)

 During the game press F10 to save a screenshot. The screenshot
 will be named RCPIC_??.PCX.

 8B. Problems / Troubleshooting
     --------------------------

 Rocket Chase has been tested under MS-DOS 6&7, PC-DOS 7, OS/2 Warp
 and Win 95. It has worked fine under these environments. Rocket Chase
 now works even under Win 3.1x if the timer mode is set to secure. RC
 has also been tested with Gus Max 1MB, Gus Ace 512kB, SB 16 and Logitech
 Soundman Games (sbpro) and has worked fine.

     Problem:
      - The game runs out of memory!
     What to do:
      - Boot clean.
      - Disable parallax.
      - Play smaller levels.
      - Buy more memory.

     Problem:
      - The scrolling isn't smooth!
     What to do:
      - Use secure-timer.
      - Put the screensize to 2/3 with 2 players
      - Try turning off parallax scroll or/and waves.
      - If you run the game under Win95 or OS/2, try booting to a real
        DOS session.
      - Try nosound.
      - Buy a faster computer.

     Problem:
      - Sound autodetect hangs my machine!
     What to do:
      - Don't use autodetect, define your soundcard manually. The
        selection bar should be on the right port/irq/dma-setting
        as it is read from BLASTER/ULTRASND environment variable.

     Problem:
      - I don't hear any sound effects!
     What to do:
      - Use setup to configure your soundcard!
      - Check that port/irq/dma-settings are correct!
      - Check mastervolume from options menu and from your speakers.
      - If you have a GUS (P&P), check that you have memory installed.
      - Check that all Rocket Chase datafiles exist. (reinstall)
      - If you don't have a SB/GUS compatible soundcard, buy one.

     Problem:
      - My joystick doesn't work.
     What to do:
      - (Re)calibrate your joystick.
      - Check x-sen and y-sen values.
      - Make sure you have assigned the joystick to someone
        in the setup-program.
      - If you have a GUS, and your joystick is not connected
        to it, try running ultrinit -dj, and if the joystick
        is connected to the GUS, run ultrinit -ej
      - Check that your joystick is connected properly.
      - The joystick #2 has never been tested..

     Prolem:
      - My keyboard doesn't always react to keypresses!
     What to do:
      - Use setup to reconfigure the keys used for playing, some
        combinations of keysets work _much_ better than others.
      - Use a joystick.
      - Buy a better keyboard.

     Problem:
      - The set of keys used in the game doesn't satisfy me!
     What to do:
      - Redefine the keys in the setup-program.

     Problem:
      - I don't hear any music!
     What to do:
      - Play an audio CD by pressing F5/ESC during the game!
      - Put your radio on.

     Problem:
      - "Can't handle 16-bit apps. Sorry!"
     What to do:
      - Remove cwsdpmi.exe.

     Problem:
      - There ain't enough levels nor special weapons!
     What to do:
      - Register the game. It'll be worth it!


 9. Registering
    -----------

 Rocket Chase is spread under shareware concept. Basically this means
 that you are allowed to test the product before you buy it. You may
 test Rocket Chase for 21 days, and during that time you should send
 your registration. If you feel that the game isn't worth registering
 you should delete it after the 21 day test period. Anyhow, as you
 probably won't go bankrupt because of paying us a few dollars, it is
 highly recommended to register.

 We hope that you'll find Rocket Chase a pleasant experience, we sure
 as hell do. We have invested a huge amount of time, effort and sweat
 in order to bring you this product. Therefore, we hope you respect our
 efforts, and let us know that we didn't do all the work in vain, and
 that you want the development of Rocket Chase to continue. You can do
 this by mailing us a nominal registration fee of 15(/20) USD or any other
 currency worth 15(/20) USD. (50(/60) FIM only inside Finland)

 When you register, you'll..

  - get more levels!
  - get more cannons!
  - get more special weapons!
  - receive your own personal registration key which will work in
    the future versions of RC. In other words: free updates!
  - receive the latest version of RC (in case you register via
    snail mail).
  - encourage us to continue the development of Rocket Chase.
  - be allowed to continue to play RC after the 21 day test period.

 Please support quality shareware and take a look at REGISTER.TXT,
 or FIN_REK.TXT if you live in Finland.


 10. Credits, Greetings and Contacting
     ---------------------------------

 In random order.

 Credits & Greetings
 -------------------

  Olli Haanper„,
  Kaj Bj”rklund,
  Mikko Haanper„     - code, gfx, sfx, you name it.

  Pasi S„kkinen,
  Matti Laine,
  Timo M„kimattila   - graphics.

  Markku Ekblom      - beta testing, ideas, sfx.
  Antti Qvickstr”m   - drew the ascii, beta testing.

  Mike Chapin,
  Ed Ross,
  Andrew Eigus,
  Andy Tam,
  Douglas Webb       - compression stuff.

  Roger Dunk         - cd-rom stuff.

  Most of the following people tried a beta, had some ideas, etc.

  Ville Kyyts”nen
  Antti Karjalainen
  Ilkka Pelkonen
  Timo Turunen
  Jukka Kantanen
  Jere Sanisalo

 Contacting
 ----------

  If you find bugs, have some good ideas, want to send us gifts :)
  or have some other good reason(s), feel free to contact us. When
  you send mail to the authors, please try to send the mail to both
  Mikko Haanper„ and Kaj Bj”rklund.

                      E-Mail                    Snail
                      ------                    -----

   Mikko Haanper„     hamo@freenet.hut.fi       Vuorenpeikontie 3 B 65
                                                FIN-00820 Helsinki Finland

   Kaj Bj”rklund      kaj.bjorklund@mbnet.fi    Roihuvuorentie 18 D 164
                      kmb@cyber.fipnet.fi       FIN-00820 Helsinki Finland


 11. To-do list
     ----------

 - Bugs will be fixed.
 - More levels.
 - More weapons.
 - Expansion of player stats/pilots, like team play..
 - Computer players.
 - Surprises.. ;)


 12. History
     -------

 version 1.1
  * v1.0 appeared to have quite many bugs, we're very sorry about
    that. hopefully this version works a bit better.
     - bug in the gus support. in other words: it didn't, er, work
       at all with 1 megabyte cards. fixed.
     - some problems with the keyboard. well, /kb1 and /kb2 switches
       added, try them if you suffer problems.
     - the timer didn't work too well either. added another timer
       mode, "secure", use it if you have problems.
     - weapon selection menu didn't work with *fast* machines. fixed.
     - some other minor&rare bugs fixed.
  * new special weapons added.
     - attackers,burr,bouncy blast,dynamite,fog,chlorine gas.
  * some new levels drawn.
     - cube, crystal.
  * tuned some of the old special weapons.
  * new bonus items added.
     - radar, bouncy bullets, cloaking device.
  * lotsa new options created.
     - game types (normal, sudden death, deathmatch) added.
     - unlimited ammo/gas/specials.
     - ban weapons. if you find some weapon too good for instance
       in sudden death mode, this is the solution.
  * now explosions look even better than before!
  * due to some requests: the ground will now explode when it gets
    blasted. the implementation is quite nice, if i may add :)
  * now the engine of the ship puffs smoke when the ship
    is in bad condition.
  * a fancy 'press special for menu' -text added for those
    who hadn't noticed the possibility to change weapons during
    the game.
  * you may now setup separately the keys used in the docking menu.
  * replay removed.
  * a ridiculously slow auts(lev) to RC(pcx) convertor written.
    don't know though if auts levels are suitable for RC. judge
    for yourself i suppose.
  * RC Level Format Updater, which updates levels using older level
    format.

 version 1.0
  * first released version.


 13. Closing Words
     -------------

 Let's hope we didn't make too many typos in this text :) Thank you
 very much for taking the time to read this document. Now would be a
 good time to go and enjoy the game itself!

