Skip site navigation (1)Skip section navigation (2)

FreeBSD Manual Pages


home | help
ZTRACK(6)			     Games			     ZTRACK(6)

       ztrack -	simple curses-based pseudo-3D driving game


       Ztrack  is  a  simple curses-based pseudo-3D driving game. It's loosely
       based on	an old LCD game, I think it was	Casio's	"Turbo Drive", that  I
       used  to	 spend	far too	long playing. As such, the graphics are	fairly
       simplistic, but what do you expect from a curses-based driving game!?

       You have	to get as far as you can down an infinitely  long  three-track
       road  populated	with  stupid, but dangerous, computer-controlled cars.
       You score most for doing	it at your top speed of	150 MPH, but  you  can
       do it more slowly if you	enjoy doing pointless boring things.

       Cars can't crash	into you from behind, but you can crash	into them from
       behind, and you can also	crash by moving	into a lane already  occupied.
       Though  you can't directly see cars level with you (that	thing down the
       bottom is your bonnet/hood in case you  hadn't  figured	it  out),  the
       things  which happen to look like square	brackets are in	fact the edges
       of your wing mirrors, and a blob	appears	in these when a	car  is	 level
       with you	in the relevant	lane.

       You  get	three lives/cars, so when you've crashed three times it's game

       Rather than holding a button to accelerate etc. which is	clearly	rather
       impractical,  you  instead set an acceleration mode. This can be	any of
       'accel',	'decel', or 'const'. The latter	is basically a perfect	cruise
       control.	 Q  sets  accel	 mode, A sets decel mode, and Space or Tab set
       const mode. O moves left	a lane,	P moves	right a	lane.

       Ztrack needs at least an	80x24 screen. It doesn't  bother  aborting  if
       the  screen  is smaller,	and doesn't use	any more if the	screen is big-

       There's no sensation of speed apart from	the cars. This is a bit	tricky
       to do much about.

       The  computer car logic is virtually non-existent. It gets sufficiently
       fast that this isn't too	much of	a problem, I think. :-)

       Computer	cars don't crash into each other, and even move	 through  each

       You can be really dull and not floor it if you want. I can't think of a
       reasonable way to fix this. Possibly remove const mode?

       There should probably be	a persistent high-score	table based on average
       speed, then as a	tie-breaker, on	distance travelled.

       There  aren't  any police cars, but I can't remember what they actually
       did anyway. :-(

       The high	score is only for the current 'session'	-  quit	 the  program,
       and  bang  goes	the high score.	This reflects how meaningful the score
       is. :-)

       Russell Marks


Version	1.0		      27rd October, 1995		     ZTRACK(6)


Want to link to this manual page? Use this URL:

home | help