Bungee Jumping Readme

Freeware License

This program is subject to Kristopher's Freeware License Version 1.0

About Compatibility

Bungee Jumping is a DOS application. It will run in DOS, Windows, and Windows NT through the NT Virtual DOS Machine (NTVDM). However, it is not compatible with Windows Vista without a DOS emulator such as DOS Box.

How to Play

Each player types its name before the game starts.
The score chart shows each players' score for each round, and displays the total if they have played more than once. The blue text indicates whose turn it is. You can press [F12] to quit before the game is over.
This screen displays before the game starts.
Bungee Jumping is a four-round game for one to five players, in which they try to get the most points by destroying balloons, squirrels, and tennis balls while simultaneously shooting two guns and bungee jumping off a crane. The game is controlled completely with the mouse. The player moves the crane's load left and right, which swings the bungee jumper horizontally while he uncontrollably springs vertically. The cranes load cannot move to the right of the screen, so a swinging action is required to move the bungee jumper to the right of the screen. The mouse buttons spin the bungee jumper in circles. You can also press [Enter] to pause the game.
The party hat appears on the jumper when the game starts, and protects his head from hitting the crane's load. But it soon bursts, so you must protect his head from hitting the crane's load when he is near the top of the screen. If he hits it, he loses all of his health, and your turn is over.
Balloons pop up from the bottom of the screen, and stop once they are midway up the screen. They only pop when the jumper runs into them. They give one point each.
The squirrels in this game are suicidal, climbing up the crane just to jump off. You can shoot any of the squirrels for two points, but if they land on you while falling, they will attack you and take twenty percent of your health. They can significantly add to your score, but you must dodge them.
Tennis balls frequently get tossed over from the upper right of the screen. These can only be destroyed with your bullets. They are worth five points each.
In addition to moving the bungee jumper, you must also spin him to shoot the squirrels before they fall and shoot the tennis balls for extra points. The bullets are fast enough to shoot every squirrel before it jumps (see picture), but the bullets only work every other minute, so the squirrels will have a chance to jump. Be prepared for a lack of ammunition!

About Development

Bungee Jumping was written with Microsoft QBasic versions 1.0 and 1.1, and was compiled with QuickBasic version 4.5. The source code is 18K, and was developed within one week, early in June 2006. It was written entirely by Kristopher Windsor, except for the mouse drivers, which were in the public domain.
The game runs in SCREEN 12, which is VGA (640x480x16). The game uses native lines and circles, instead of presaved graphics, which lets the game run without installing any files.
The game also has to erase a circle or line by drawing over it with the background color. This means the screen is never cleared during the game, and each line in the crane is redrawn fifteen to thirty times a second, in case it has been erased by a squirrel, particle, or bullet.
Polar coordinates were used throughout the game. The lines creating the bungee jumper were defined by a distance and angle from the mid point (where his legs join), which made it easy to rotate the jumper. The particle effects in the explosions and the bullets also use polar coordinates. The mouse drivers are approximately 2.25K of the 18K of source code. They were written by Alipha, and are posted at network54.com. They use CALL ABSOLUTE, which runs assembly code. They allow the line MouseStatus x, y, lb, rb, 0 to store the status of the mouse to variables.
The game does not use any timers to control the speed of the game, so it will run faster on faster computers. One way to slow it down, if necessary, is to change the variable "eq" in the source code to a larger number, which will add more particle effects, and then recompile the program.