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
14 Neverball Official Site
15 http://icculus.org/neverball/
17 Neverforum (Community Discussion Forum)
18 http://shinobufan.intuxication.org/neverforum/
20 Nevertable (Neverball Highscore and Replay Database)
21 http://shinobufan.intuxication.org/nevertable/
23 Neverwiki (Documentation and Level Design)
24 http://shinobufan.intuxication.org/neverwiki/
29 Mehdi Yousfi-Monod (Feature ideas and Neverball levels)
30 Pasi Kallinen (Neverputt holes)
31 Derek Arndt (OSX packaging)
32 Phil Harper (TheOpenCD packaging, icons)
33 Max Gilead (Debian packaging)
34 Michael Sterret (Gentoo ebuild)
35 Christoph Frick (OSX port)
36 Jeremy Messenger (FreeBSD port)
37 Erik Auerswald (Mouse invert)
38 Corey Edwards (Joystick select)
39 Kyle Hoker (Feature ideas and testing)
41 Countless others for play testing and bug reports.
43 http://www.happypenguin.org
44 http://www.flipcode.com
52 SDL http://www.libsdl.org/download-1.2.php
53 SDL_image http://www.libsdl.org/projects/SDL_image/
54 SDL_mixer http://www.libsdl.org/projects/SDL_mixer/
55 SDL_ttf http://www.libsdl.org/projects/SDL_ttf/
58 Under Unix, Linux, and OSX, simply run
62 Under Windows, build using the provided Visual Studio solution.
64 The executables will be copied to the base directory. Maps will be
65 processed and copied into data/sol/. By default, an uninstalled build
66 may be executed in place.
74 Click Play to begin. Mouse motion tilts the floor. Mouse buttons
75 rotate the viewpoint. The following keyboard controls are defined.
76 See below for details.
78 SPACE Pause and resume / Release mouse grab
80 SHIFT Fast camera rotation
82 F1 Default Camera (configurable)
83 F2 Lazy Camera (configurable)
84 F3 Static Camera (configurable)
88 F9 Toggle frame counter
90 F12 Toggle look-around mode
96 The game searches for game assets in the following three places, in
97 this order. If the game is to be installed globally, at least one of
100 1) The directory specified on the command line.
102 2) The directory given by the NEVERBALL_DATA environment variable.
104 3) The directory given by the CONFIG_DATA variable defined in config.h
106 A normal Linux installation would probably copy the data directory to
107 "/usr/local/games/neverball/" and change the CONFIG_DATA variable to
110 A normal Windows installation would simply copy the entire game
111 directory to "C:\Program Files\Neverball" and leave the CONFIG_DATA
112 variable to its default value "./data".
118 Neverball creates a directory called ".neverball" in which it stores
119 user data files. These files include high scores, replays, and
120 configurations. Under Unix, Linux, and OSX this directory is created
121 in your home directory. Under Windows it is assumed that the user has
122 permission to write to the game data directory, and the user data
123 directory is created within.
129 The top three fastest times through each level, and the top three coin
130 scores for each level are stored in files named neverballhs-* in the
133 The top three fastest times and most coins scores for each set of
134 levels are also stored. To achieve a set score, the player must play
135 through all 25 levels of a set in one attempt.
137 The total set time will include time spent during both successful and
138 unsuccesful level plays, thus time-outs and fall-outs count against
141 The total set coin count will include only coins collected on
142 successful level plays. This prevents unbounded coin scores from
143 being collected on levels with more than 100 coins.
149 Neverball includes a mechanism for recording and replaying levels.
150 The player may enter a name for each replay at the end of the level.
151 By default, the most recent unsaved level will be saved to the replay
154 Replay files are stored in the user data directory. They may be
155 copied freely. To view a replay you have downloaded, simply move it
156 to the user data directory and it will appear in the Replay menu
159 Note that replay files are not currently portable between machines of
160 different byte order.
166 Game settings are stored in the file neverballrc in the user data
167 directory. This file is created when the game exits. It consists of
168 key / value pairs. Some of these values are configurable using the
169 in-game options screen. Other meaningful keys and their default
174 This key controls mouse sensitivity. The value gives the
175 number of screen pixels the mouse pointer must move to rotate
176 the floor through its entire range. A smaller number means
181 This key inverts the vertical mouse axis if set to 1.
189 These keys define keyboard mappings for camera selection and
190 rotation. Key names are specified using SDL's canonical key
191 naming convention. The three camera behaviors are as follows:
193 1 - Strict camera stays behind the ball by cueing off of the
194 velocity of the ball. It is very responsive, but sometimes
197 2 - Lazy camera chases a point a set distance from the ball.
198 It is seldom surprising, but at times it is not sufficiently
201 3 - Locked camera does not rotate except by player command.
208 These keys define the view of the ball. They give the field
209 of view in degrees, the height of the view point, the height
210 of the view center, and the horizontal distance from the ball
211 in centimeters, respectively. (The ball is 50 centimeters in
212 diameter in most levels.)
214 The default values for these keys changed with version 1.2.6.
215 Some players may be interested in using the old values. They
226 These keys control the rate of camera rotation. Roughly, they
227 give the rate of lateral camera motion in centimeters per
228 seconds, so the actual rotation rate depends upon view_dz,
229 above. The fast rate is used when the Shift key is held down.
233 This key enables an on-screen frames-per-second counter. Press
234 F9 to toggle this flag in-game.
238 This key enables a delay function after each frame is
239 rendered, forcing a context switch and ensuring that the game
240 does not utilize 100% of the CPU. 0 is off, 1 is on.
242 If the frame rate is not fast enough for you, or you simply
243 want to test the performance of the game on your hardware,
246 Press F8 to toggle this flag in-game.
251 These keys determine the texture image applied to the coin and
252 ball. If you prefer collecting euros to collecting dollars,
255 coin png/euro_coin.png
259 This key enables quad-buffered stereo viewing for those with
260 the hardware to support it. It gives an angle in degrees that
261 determines the interocular distance. 0 is normal non-stereo
262 viewing. 2 gives a good stereo effect. If the eyes are
263 swapped, give a negative value, like -2.
267 This key enables joystick control. 0 is off, 1 is on. The
268 game may still be controlled with the mouse even while gamepad
269 control is enabled. However, random noise from an analog
270 controller at rest can disrupt normal mouse input.
274 This number selects which joystick to use if more than one
275 joystick is found. 0 is the first joystick, 1 is the second
280 Joystick horizontal axis number
284 Joystick vertical axis number
288 Joystick menu select button
292 Joystick menu cancel button
296 Joystick counter-clockwise camera rotation button
300 Joystick clockwise camera rotation button
302 joystick_button_exit 4
308 Contact: <robert.kooima@gmail.com>