Manual
Manual
Tilt the floor to roll a ball through an obstacle course within the
given time. If the ball falls or time expires, a ball is lost.
Collect coins to unlock the exit and earn extra balls. Red coins are
worth 5. Blue coins are worth 10. A ball is awarded for 100 coins.
* INSTRUCTIONS
Click Play to begin. Mouse motion tilts the floor. Mouse buttons
rotate the viewpoint. The following keyboard controls are defined by
default; most of them can be changed in a configuration file. See
below for details.
* LEVEL PROGRESSION
Neverball levels are grouped in level sets. There are two game modes
or ways of progressing through the levels: the Normal mode and the
Challenge mode.
A set may contain a number of bonus levels. Bonus levels are unlocked
by playing Challenge mode and completing all of the levels leading up
to each bonus level. After unlocking a bonus level, it becomes
playable in Normal mode.
* ADDONS
* SCREENSHOTS
Screenshots taken in-game with the F12 key are stored in PNG format in
the user data directory.
* HIGH SCORES
The top three fastest times through each level, the top three coin
scores and the top three fastest unlock scores for each level are
stored in the Scores directory within user data directory.
The top three fastest times and most coins scores for each level set
are also stored. To achieve a set score, the player must play through
all levels of a set in Challenge mode.
The total set time will include time spent during both successful and
unsuccessful level plays, thus time-outs and fall-outs count against
the total time.
* REPLAYS
Replay files are stored in the Replays directory within the user data
directory. They may be copied freely. To view a replay, simply open
it with the Neverball executable. You can also move it to the Replays
directory and it will appear in the Replay menu in-game.
* CONFIGURATION
Game settings are stored in the file neverballrc in the user data
directory. This file is created when the game exits. It consists of
key / value pairs. Some of these values are configurable using the
in-game options screen. Other meaningful keys and their default
values follow.
width 800
height 600
fullscreen 0
display 0
mouse_sense 300
mouse_invert 0
key_camera_1 1
key_camera_2 2
key_camera_3 3
key_camera_l s
key_camera_r d
key_camera_toggle e
mouse_camera_1 none
mouse_camera_2 none
mouse_camera_3 none
mouse_camera_l left
mouse_camera_r right
mouse_camera_toggle middle
key_forward up
key_backward down
key_left left
key_right right
key_restart r
key_score_next tab
view_fov 50
view_dp 75
view_dc 25
view_dz 200
These keys define the view of the ball. They give the field
of view in degrees, the height of the view point, the height
of the view center, and the horizontal distance from the ball
in centimeters, respectively. (The ball is 50 centimeters in
diameter in most levels.)
The default values for these keys changed with version 1.2.6.
Some players may be interested in using the old values. They
were as follows:
view_fov 40
view_dp 400
view_dc 0
view_dz 600
rotate_fast 300
rotate_slow 150
fps 0
This key enables an on-screen frames-per-second counter. Press
F9 to toggle this flag in-game.
nice 0
If the frame rate is not fast enough for you, or you simply
want to test the performance of the game on your hardware,
disable it.
ball_file ball/basic-ball/basic-ball
replay_name %s-%l
stats 0
screenshot 0
stereo 0
vsync 1
multisample 0
This key enables multisample full-screen antialiasing. Values
can be 2, 4, 8, etc., and can be overspecified; in such case
the game will search for the highest level of multisampling
supported by your hardware. (The best value eventually gets
written to the config file.)
mipmap 1
aniso 0
joystick 1
joystick_device 0
joystick_axis_x 0
joystick_axis_y 1
joystick_axis_u 2
joystick_button_a 0
joystick_button_b 1
Joystick menu cancel button
joystick_button_r 2
joystick_button_l 3
joystick_button_exit 4
wiimote_addr
* WIIMOTE SUPPORT
For information on how to build the game with Wiimote support under
Linux, see instructions in the file INSTALL in the source archive.
To use it, first make sure you've set up all the Bluetooth mumbo-jumbo
in your kernel and what-not. Once this is done, you'll need to find
out your Wiimote's address like this:
$ hcitool scan
Scanning ...
00:1B:7A:3E:45:7F Nintendo RVL-CNT-01
Now, when you start the game everything will proceed normally but a
background thread will place your Bluetooth device into discoverable
mode. You've got about 15 seconds to press 1 and 2 on your wiimote.
The Wiimote's LEDs will flash, and once the game makes friends with it
the Player 1 LED will be lit. If you don't activate your Wiimote then
the game will behave normally and the Bluetooth discovery will
eventually time out.
From there, the Wiimote digital pad works like a joystick for
navigating menus. A and B buttons are the A and B buttons. Home is
Pause. Plus and Minus are camera rotation controls. Also, the tilt
sensor controls the floor.
When not in game mode, the loop will act like a mouse to control
menus. When the game is playing, the left and right buttons control
the camera and the middle button will bring up a pause menu.
Web: <http://neverball.org/>