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; Trivia about River Raid game mechanics.
[Trivia:targets:Targets]
The player's plane can hit eight types of targets with its missile. Six are
mobile enemies, one is a static facility, and one is a terrain structure:
#TABLE(default targets-table)
{ =h Target | =h Points }
{ Ship | 30 }
{ Helicopter | 60 }
{ Balloon | 60 }
{ Fuel Depot | 80 }
{ Fighter | 100 }
{ Helicopter+ | 150 }
{ Tank | 250 }
{ Bridge | 500 }
TABLE#
[Trivia:bonusLife:Bonus life every 10,000 points]
A bonus life is awarded every 10,000 points, accompanied by a jingle
(#LINK(Sound#bonus-life)(listen)).
[Trivia:speedMechanics:Player movement]
The game has three speed settings that control how fast the terrain scrolls:
#TABLE(default)
{ =h Speed | =h Terrain scroll }
{ Slow | 1 px/frame }
{ Normal | 2 px/frame }
{ Fast | 4 px/frame }
TABLE#
See #R$5F64 (speed state), #R$670A (accelerate), #R$6717 (decelerate),
#R$66D0 (scroll update).
[Trivia:fuelMechanics:Fuel mechanics]
The fuel system governs how long the player can stay airborne:
#TABLE(default)
{ =h Mechanic | =h Rate | =h Duration }
{ Consumption | 1 unit every 2 frames (~6 units/sec) | Full tank lasts ~40 sec }
{ Refueling | 4 units per frame (~48 units/sec) | Full refuel in ~5 sec }
TABLE#
Key details:
#LIST
{ Fuel consumption speed does not depend on the movement speed }
{ Low fuel warning triggers when fuel drops below 64 }
{ A "tank full" beep (#R$6E92) plays when fuel reaches 252 }
LIST#
See #R$6DFF (consumption), #R$6E40 (refueling), #R$5F66 (fuel state
variable).
[Trivia:bridgeProgressOnDeath:Destroying a bridge advances the respawn point without crossing it]
Bridge progress is recorded the moment the bridge is destroyed — not when the
player crosses it. If the player dies before reaching the next bridge, the
respawn still places them past the destroyed one. The counter (#R$5F6A for
player 1, #R$5F6B for player 2) is incremented at #R$623F and #R$6249 and is
never decremented on death.
[Trivia:entitySets:Enemy activation delay after spawning]
Enemies do not move or shoot immediately when they appear — there is a delay
of up to 32 frames before they become active. After the player destroys a
bridge, the delay halves to up to 16 frames.
[Trivia:tankAfterBridge:Tank behavior after bridge destruction depends on the level]
When the player destroys a bridge while a tank on the road survives, what
happens next depends on the current bridge number. On bridges 1–7 the tank
freezes in place. From bridge 8 onwards it continues moving until it reaches
the gap left by the destroyed bridge, then fires shells into it.
The threshold is a single comparison at #R$753A against bridge 7, using the
player's progress from #R$5F6A (player 1) or #R$5F6B (player 2). The two
paths diverge from #R$7525.
[Trivia:bridgeProgression:Infinite loop after bridge 48]
The game has 48 unique bridge sections, each containing 64 terrain fragments.
After the player completes all 48, the game does not end — instead it wraps
around using the formula:
new_bridge = ((progress - 48) mod 15) + 33
This creates an infinite loop through bridges 33-48 (the hardest 15 bridges),
making the game theoretically endless. See #R$68E9 for the wraparound
algorithm.