SpyHunter v0.4.2 a
by Erik Huizing

Contents:
========
* Introduction
* Version History
* Features
* Controls
* Comming soon
* Feedback

Introduction (revamped!)
======================
 This is the most current SpyHunter demo. It's still being rewritten 
and optimized, but is very close to being finished. This version has 
a bunch 'o new stuff, so read on...

Version History
==============
 - version 0.4.2a: Enemies are back. Collision detection isn't yet. 
There's still 2 other major speed optimizations to make, so the final 
version will be a bit faster still. Oh yeah, don't get near the 
roadside, your car stops. 

 - version 0.4.1a: Kind of a three-steps-forward-and-one-step-backward 
version. The three major advancements are a very refined game, reduced 
size and heavy optimizing. Game movement is much more smooth, and the 
size has been reduced to 1482 bytes (20% savings). The only drawback 
is that the enemies are gone. The code for enemy movement is present, 
so the next release shouldn't be much bigger.
 (August 5/97)

 - version 0.4a: A whole bunch of improvements have been made. 
The major one is the key loop enhancement. 	(July 15/97)

 - version 0.3.2a: There are now 2 enemy types. Theres a small 
bug in the collision detection. You can't get too close to the 
enemies.  (June 30/97)

 - version 0.3a: Full collision among car-car collision. Beagn 
minor optimization. Cut size from 1.7K to 1.6K (7% saved). 
When you exit, 2 numbers are shown. The first is how many 
enemies you destroyed, the second, how many times you were 
hit. If you hit an enemy, you stop (or slow down).	(June 22/97)

 - version 0.2.9a: Full collision detection for shots. Cars now 
disapear when they have been hit. 	(June 10/97)

 - version 0.2.8a: Shots now hit enemies. Collisions are 
also counted. The enemies aren't erased yet.  (June 9/97)

- version 0.2.7a: Enemies now appear at random. The collision 
detection is not so good.  (June 8/97)

- version 0.2.5a: A pretty major update. The ground work 
for the enemies has been laid down. As of yet, there is no 
collision detection. I've also started adding to the title 
screen.  (June 2/97)

- version 0.2.1a: Minor update: fixed the machine gun.	(May 28/97)

- version 0.2a: The machine gun works! (at least when you're 
not moving). Also fixed the variable speed.	(May 26/97)

- version 0.1a: Lots of improvements: apparent variable speed, 
jagged road.	(May 17/97)

 - version 0a: Not really a game, just a constantly shifting road. 	(May 12/97)

Features
========
 These are the features of the game, most are very crude still, but 
some have been refined alot.
* a somewhat random road (not bad, but there's room for improvement)
* Multi-key detection
* moveable car
* variable speed (not really)
* fully functional machine gun
* enemies

Controls
=======
 The controls are simple:
 [UP]: speed up [DOWN]: slow down
 [LEFT]: go right, uh, I mean left 
 [RIGHT]: go right
 [EXIT]: return to shell
 [2nd]: Fire!

Comming Soon
=============
* enemies (again)
* Brand spankin' new title screen

Feedback
========
 I'm also looking for feedback about the project. 
E-mail me at ehuizing@acs.ucalgary.ca
Also, visit my website for the most up-to-date 
info about SpyHunter, and my other projects: 
http://www.ucalgary.ca/~ehuizing. 
This site is updated almost daily. 
-- E. Huizing, August 97
