5 Tilt the floor to roll a ball through an obstacle course within the
6 given time. If the ball falls or time expires, a ball is lost.
8 Collect coins to unlock the exit and earn extra balls. Red coins are
9 worth 5. Blue coins are worth 10. A free ball is awarded for 100
15 SDL http://www.libsdl.org/download-1.2.php
16 SDL_image http://www.libsdl.org/projects/SDL_image/
17 SDL_mixer http://www.libsdl.org/projects/SDL_mixer/
18 SDL_ttf http://www.libsdl.org/projects/SDL_ttf/
24 Mehdi Yousfi Monod (Feature ideas and Neverball levels)
25 Pasi Kallinen (Neverputt holes)
26 Derek Arndt (OSX packaging)
27 Phil Harper (TheOpenCD packaging, icons)
28 Max Gilead (Debian packaging)
29 Michael Sterret (Gentoo ebuild)
30 Christoph Frick (OSX port)
31 Jeremy Messenger (FreeBSD port)
32 Erik Auerswald (Mouse invert)
33 Corey Edwards (Joystick select)
34 Kyle Hoker (Feature ideas and testing)
36 Countless others for play testing and bug reports.
38 http://www.happypenguin.org
39 http://www.flipcode.com
45 Under Unix, Linux, and OSX, simply run
49 Under Windows, build using the provided Visual Studio solution.
51 The executables will be copied to the base directory. Maps will be
52 processed and copied into data/sol/. By default, an uninstalled build
53 may be executed in place.
61 Click Play to begin. Mouse motion tilts the floor. Mouse buttons
62 rotate the viewpoint. The following keyboard controls are defined.
63 See below for details.
65 SPACE Pause and resume / Release mouse grab
67 SHIFT Fast camera rotation
69 F1 Default Camera (configurable)
70 F2 Lazy Camera (configurable)
71 F3 Static Camera (configurable)
75 F9 Toggle frame counter
77 F12 Toggle look-around mode
83 The game searches for game assets in the following three places, in
84 this order. If the game is to be installed globally, at least one of
87 1) The directory specified on the command line.
89 2) The directory given by the NEVERBALL_DATA environment variable.
91 3) The directory given by the CONFIG_DATA variable defined in config.h
93 A normal Linux installation would probably copy the data directory to
94 "/usr/local/games/neverball/" and change the CONFIG_DATA variable to
97 A normal Windows installation would simply copy the entire game
98 directory to "C:\Program Files\Neverball" and leave the CONFIG_DATA
99 variable to its default value "./data".
105 Neverball creates a directory called ".neverball" in which it stores
106 user data files. These files include high scores, replays, and
107 configurations. Under Unix, Linux, and OSX this directory is created
108 in your home directory. Under Windows it is assumed that the user has
109 permission to write to the game data directory, and the user data
110 directory is created within.
116 The top three fastest times through each level, and the top three coin
117 scores for each level are stored in files named neverballhs-* in the
120 The top three fastest times and most coins scores for each set of
121 levels are also stored. To achieve a set score, the player must play
122 through all 25 levels of a set in one attempt.
124 The total set time will include time spent during both successful and
125 unsuccesful level plays, thus time-outs and fall-outs count against
128 The total set coin count will include only coins collected on
129 successful level plays. This prevents unbounded coin scores from
130 being collected on levels with more than 100 coins.
136 Neverball includes a mechanism for recording and replaying levels.
137 The player may enter a name for each replay at the end of the level.
138 By default, the most recent unsaved level will be saved to the replay
141 Replay files are stored in the user data directory. They may be
142 copied freely. To view a replay you have downloaded, simply move it
143 to the user data directory and it will appear in the Replay menu
146 Note that replay files are not currently portable between machines of
147 different byte order.
153 Game settings are stored in the file neverballrc in the user data
154 directory. This file is created when the game exits. It consists of
155 key / value pairs. Some of these values are configurable using the
156 in-game options screen. Other meaningful keys and their default
161 This key controls mouse sensitivity. The value gives the
162 number of screen pixels the mouse pointer must move to rotate
163 the floor through its entire range. A smaller number means
168 This key inverts the vertical mouse axis if set to 1.
176 These keys define keyboard mappings for camera selection and
177 rotation. Key names are specified using SDL's canonical key
178 naming convention. The three camera behaviors are as follows:
180 1 - Strict camera stays behind the ball by cueing off of the
181 velocity of the ball. It is very responsive, but sometimes
184 2 - Lazy camera chases a point a set distance from the ball.
185 It is seldom surprising, but at times it is not sufficiently
188 3 - Locked camera does not rotate except by player command.
195 These keys define the view of the ball. They give the field
196 of view in degrees, the height of the view point, the height
197 of the view center, and the horizontal distance from the ball
198 in centimeters, respectively. (The ball is 50 centimeters in
199 diameter in most levels.)
201 The default values for these keys changed with version 1.2.6.
202 Some players may be interested in using the old values. They
213 These keys control the rate of camera rotation. Roughly, they
214 give the rate of lateral camera motion in centimeters per
215 seconds, so the actual rotation rate depends upon view_dz,
216 above. The fast rate is used when the Shift key is held down.
220 This key enables an on-screen frames-per-second counter. Press
221 F9 to toggle this flag in-game.
225 This key enables a delay function after each frame is
226 rendered, forcing a context switch and ensuring that the game
227 does not utilize 100% of the CPU. 0 is off, 1 is on.
229 If the frame rate is not fast enough for you, or you simply
230 want to test the performance of the game on your hardware,
233 Press F8 to toggle this flag in-game.
238 These keys determine the texture image applied to the coin and
239 ball. If you prefer collecting euros to collecting dollars,
242 coin png/euro_coin.png
246 This key enables quad-buffered stereo viewing for those with
247 the hardware to support it. It gives an angle in degrees that
248 determines the interocular distance. 0 is normal non-stereo
249 viewing. 2 gives a good stereo effect. If the eyes are
250 swapped, give a negative value, like -2.
254 This key enables joystick control. 0 is off, 1 is on. The
255 game may still be controlled with the mouse even while gamepad
256 control is enabled. However, random noise from an analog
257 controller at rest can disrupt normal mouse input.
261 This number selects which joystick to use if more than one
262 joystick is found. 0 is the first joystick, 1 is the second
267 Joystick horizontal axis number
271 Joystick vertical axis number
275 Joystick menu select button
279 Joystick menu cancel button
283 Joystick counter-clockwise camera rotation button
287 Joystick clockwise camera rotation button
289 joystick_button_exit 4
295 Contact: <robert.kooima@gmail.com>