This is Sworm 1.0.2 by Jonathan Bruneau. This program is free to download and play.
Sworm (Super Worm) is a game inspired by Tron Light Cycles where the player drives a light cycle in a battle area and attempts to trap the enemy using the light wall created by the light cycle itself.
- 3D engine written from scratch: no DirectX, no OpenGL.
- 16 bit sound engine written from scratch.
- Six different light cycles, each with their different strengths and weaknesses.
- Upgrades for each light cycle.
- Adjustable difficulty AI.
- Four game types:
- Team Deathmatch
- Capture the Flag
- Compatible with all Windows platforms (Win95 and above).
- Contains music composed by Jonathan Bruneau.
The game also includes all the editing tools required to create and modify light cycles and and light cycle upgrades.
- Windows 95
- 64MB RAM
- Windows 98
- 128MB RAM
- Fixed the property 38 error by loading the resource in game memory without windows need to register font name in it’s database. At the end of the game, the font is unregistered, and hence a complete cleanup of font resources is available without dependency on Windows.
- AI game grid indexing errors were made occasionally, which made the game crash.
- Fixed the desktop appear between menu unload and game load. Now, default splash window is shown instead.
- Fixed the Accept bug that occurred when changing the screen resolution. Doing so would corrupt the screen resolution file, hence preventing the game from properly working thereafter.
- Fixed the log bug that caused logs to stack on top one another when the log font size was > 12.
- Optimized redrawing mechanism:: gave a 65.8% optimization boost.
- Implemented double buffering on redraw without persistent bitmaps.
- Optimized HUD drawing:: removed deprecated code and optimized event log filling algorithm.
- Optimized Clear screen algorithm:: gave a 49.1% optimization boost.
- Optimized thread handling as to process threads only on certain conditions rather than always (actually faster).
- Added optional enhanced lights which add light sources to powerups. This enriches mesh lighting in the game grid at a performance cost.
- Added a prompt that appears on first game run which points new users to the instruction section.
- Readjusted the cycle statistics as to offer a wider range of purchasing power at the beginning of the game.
- Added moving lighting in the menu as a subtle touch of jazz.
- Slowed credits down so that people can actual read them.
- Redesigned unintuitive video options settings in Menu.
- Made menu object lines very thin: turns out to be nicer (less “greasy”).
- Slowed down final score board so that it is more visible.
- Completely hide the cursor on game play.
- Added version number of upper left of screen in menu.
- Changed default game score goal from 20 to 10.
- Removed unused game art (makes for smaller download).
- Added mesh editing program: MeshEdit2.
- Added GUI interface for profile closure.
- Added profile redrawing and cancelation feature.
- Prevent a Sworm vehicle from gaining speed when turning given the right set of purchased upgrades.
- Prevent a Sworm vehicle from constantly accelerating given the right set of purchased upgrades.
- Ajusted upgrade prices.