DOS7!CNJg @ hpNup`dos.libraryTHIS BOOTBLOCK CANNOT BE INFECTED BY THE SCA-VIRUS, BECAUSE IT WAS GENERATED WITH THE VIRUS-PROTECTOR V1.0 BY THE MEGA-MIGHTY SWISS CRACKING ASSOCIATION !!!# he winds will pick up, and you'll start fumbling with the device. Oops! You just dropped it! Fortunately, it rolls over by Arthur, who picks it up and looks at it. Also fortunately, Arthur manages to push the right button, and everything becomes....dark. "The Hitchhikers Guide To "The Galaxy" is copyrighted 1984 by Infocom Inc. This walkthru is copyrighted 1984 by Scorpia, all rights reserved. Zaphod ------ You come out of the dark to find t$vo7hat you're now Zaphod Beeblebrox, the President of the Universe. In fact, you're on your way to steal the Heart of Gold (with a little help from Trillian). As your speedboat zooms towards its destination, search the seat carefully and you will find seat fluff and a key. The key opens the toolbox, but you don't need to do that now. Just make sure you take the box; you might be needing it later. Now, if you continue on your present course, you'll never make it between the cliff% s and the spire (or maybe you know that already). The trick is to make the auto-pilot do the hard work, so steer the boat towards the rocky spire. The spire gets closer...closer....closer....and then, at last! the auotpilot wakes up, just in time, and steers you to safety! Whew, that was a close one. Ok, now you can stand up and go North to the Dais, where the dedication ceremonies will be held. Wait around, enjoying the cheers of the crowd (read the banner if you like), unti&l Trillian appears. She will jump out of the crowd, and hold a gun to one of your heads. The guards are a little hesitant about what to do, so now's your chance: tell them not to shoot. After a few moments, they will drop their rifles into a pile..just what you've been waiting for. Tell Trillian to shoot the rifles. As the weapons disappear, you and Trillian make a break for the HOG! You made it!! But...everything seems to be getting....dark. "The Hitchhikers Guide To The Galax'doy" is copyrighted 1984 by Infocom Inc. This walkthru is copyrighted 1984 by Scorpia, all rights reserved The War Room ------------ Ah ha, fooled ya! I bet when you heard the sound of the star drive, you thought you were back on the HOG. But, surprise! you're in the War Room of a mighty war fleet approaching Earth (at least you're yourself this time!). Hmmmm, looking around, you see an ultra-plasmic awl. Pick that up, since it might come in handy lat(Fer. Now, take a good look at the aliens. They are Vl'hurg and G'guvunt. Sound familiar? Ring any bells? Remember that small galaxy you pretty much wiped out with your careless words? Well, they finally figured out what happened, and now they are on their way to Earth to take revenge! (Uh oh) You can't really stop them, so just wait around and hope for the best. The fleet gets closer and closer, and then arrives. Amazingly, the first thing they see is....a huge dog happily mun) 1Aching a cheese (?) sandwich! The sight of this giant monster, contentedly eating, softens the hearts of the Vl'hurgs and G'guvunts. With a new mission in life, they turn around and go home. Along the way, they transport you back to the HOG. Unfortunately, since the aliens are microscopic, so are you.....and you end up materializing inside your own head! But wait....maybe there is a madness in this method, after all (or is that the other way around?). Move along the maze of sy* Ynapses (any direction will do, they're all alike), until you come to the particle. Look at the particle, and you will see it's your common sense. If there's one thing you surely don't need in THIS adventure, it's common sense, so take the particle. Whoops! Everythig just went.....dark. "The Hitchhikers Guide To The Galaxy" is copyrighted 1984 by Scorpia This walkthru is copyrighted 1984 by Scorpia, all rights reserved. Hitchhiker Part III +Ѽ --------- Ok, now you should have collected the four fluffs, the ultra-plasmic awl, the paint chipper, the nutrimat computer interface, and the tool box. After you have done the last scenario (whichever one that is), don't go back to the Bridge. Pick up the interface, and go to the Nutrimat. It's tea time! Open the panel on the Nutrimat, remove the circuit board, and replace it with the interface. Now, touch the pad. With a clearer idea of just what it is you want, the Nu RAIsection of the walkthru. The lead-in to each of them is that familiar dark area, where you have to wait until one of your senses is working again. You will be in the dark area again when the scenario ends (and you will have to listen for the drive sound), which will then bring you back to the HOG. Also, be aware there are times that you may briefly go back to one of the scenarios you have already completed. You just sort of bounce in and out of those, but you do have to spend tim }e waiting in the dark. I couldn't find a way around this, so you'll just have to live with it. Finally, it's a good idea to save the game after you complete each scenario, just in case. With that said, it's time, so push the switch! "The Hitchhiker's Guide To the Galaxy" is copyrighted 1984 by Infocom Inc. This walkthru is copyrighted 1984 by Scorpia, all rights reserved. The Bugblatter Beast -------------------- When you come out of the dark, you find yoursel$f in the Lair of the dreaded Bugblatter Beast. There are, perhaps, better places you could wish yourself to be in, considering that, among its many charms, the Bugblatter has those tungsten-carbide vast-pain claws (perhaps he was a dentist in a previous life). However, you are here for a purpose, so you'll just have to do something about the Beast. Consulting the Guide tells you that Bugblatters are incredibly stupid, which is certainly the case. In the meantime, the Beast is bea+Marvin will be important much later on (depressing as that may sound). Ok, time to prepare for some pretty weird happenings! First you'll need the spare improbability drive. So, go down, then Aft. Keep going Aft. The program will tell you that the Engine Room is dangerous. It LIES! Don't listen to it, just keep going Aft. Eventually, you'll get there. Of course, as soon as you're there, you'll want to look around. The program will tell you there is nothing to see. That, too,  02]is a lie! Keep looking, and you'll find that there are some things to see here, especially the spare drive. Don't worry about the tools for now; you can leave them where they are. Once you have the drive, go back to the Fore End corridor, then head Port where you'll find the Nutrimat (try consulting the Guide about the Nutrimat). Touch the pad, and you will be provided with a delicious (?) cup of advanced tea substitute. Fortunately, you don't have to drink it. Take the cup (igno d/kre the carton, it's useless) and return to the bridge. Drop the cup and the drive. Now, plug the small plug in to the small receptacle, and put the plotter's dangly bit into the tea substitute. Ok, you are about to have some pretty strange experiences, but before you throw the switch, some words of advice and caution. There are five scenarios (all rather short, but all of them important), that have to be completed. They come up in random order, so each one has its own little  "%F 9k,BlB l>fB l@:olB lȀN0\OJ+4f // NPO` // N4PO/-/N POp`Can't handle that many planesUnknown compression typeNo memory for BODY bufferError while reading BODYCan't open screenCan't open windowNUH0$m m8( m:(,|0H @"lX0HM-RF|m`< mp(2<C&I`"Jg?// NzO 0Hѓ0HSFXJFfSEJE #-efL pN]NuNUH0$m m8( m:(,|0H @"lX0HM-RF|m` mp(2<C&I`n;D`^ JRH>JGm"RGJg?// NO 0Hѓ0H`*|g"DGRGJgH??/N$PO0HѓR`~mJmnSFXJFfSEJEftL N]NuNUH $mx`N JRpHr2* JRpHr2, JRpHr2.///0H/ lHh,N BORDm mLN]NuNUH $m  g  fR`x -fxR` +fRB`$ JRHHr / -NL$Ԁ0+BHR@A쀠0fJDg -D` -LN]Nu oL` $ڑ4QNuC(QC*E*f2<6kt"QC")O4,x)N8H瀀N PONu(zNuNUH0BHzNPO)@FfBHyN&PO.l4NuBNLXO&@Jg l4 ,4P)@V lV MANX +* E ($@HHЭT9@@B0,@H/NPO)@^H? JR//,^NRO HzFHHЬ^/NPO0- R@?/- /,^NvO Bl>$l^+J HR@A쀠0gR`  mz "f6R JRH8g& m R |"f "fR` m B(```2 JRH8g2RAC쀠1f m R ` m R BJDgRl>`l m BB0,>R@H %0*21/NPO)@Zx$l^`p0 lZ!/ NXOR@HRDl>ep0 lZBN)@9|N)@9|HxHzNPO)@9|9|2/,Z?,>N\OBgNjTO` +:P)@V lV MANXHk\NXOHk\NlXO)@b lbJ$g lb"h$/NVXO lbJ gTHx lb/( NjPO)@g<)l)l'l'kBl9|9| ,+@ m'h/,bBgNR\OBgNTOL pN]Nudos.library *L 2/ `WgRA`BQNuLp0/ fNuc` QNuQNu0<`0/ oJfSH"oS@WB /Nu0<`0/  &S@k o"o f SHJWpNucpNupNu o "ofNuHp4&HCHCBCԃH@H@B@ЂLNuHHBJjDRDJjD Da>JDgDLJNuHHBJjDRDJjDa `/a "JNu/a"JNuH0HAJAf HA64B@H@"H@20BAHAL NuHA&"BAHAH@B@tЀӁbR@QL Nu o Jf SNuNUJ"g l"N?-NTON]NuNUBm?-NTORm m mJ&g l&NJNg /,NNXOJJg /,JNXOJRg /,RNvXOJbf80,@H//,^NPO0,>R@H//,ZNlPO0-H/NXO`NJ/,bNXO -.l4NuN]NuNU '_H 8-0A쁎$@JDm |nJf9|N"o,l8NbNUH HxNXO(f pLN]NuHyHx"NPO$@Jf /NXOp`%m m |B*DBNXO%@Jg / NZXO` HjNXO `NU/ $mJ g/ NXO|%|p*/NlXOHx"/  (qNLPO$_N]Nu"o,l8N /,l8NNL,l8N:N"o,l8N,l8N|N"o /,l8N. /,l8NN o,l8N o XB!HNu oL"/,l8NDN,l8"o /N"o,l8NN"o,l8N"o,l8N2 /,l8N o,l8N oL,lNL,lN o,lN o,lN o,l N o,l N o,l N: o,l N4&JAborted@    A  Error in reading the file 00000 @@@@@@@@@@@@@@@ @@@@@@@ @@@@@@ @@@@ L,lFN"o,l8N HL ,l8NL Nu"o,l8N>N"o,l8NbNUH HxNXO(f pLN]NuHyHx"NPO$@Jf /NXOp`%m m |B*DBNXO%@Jg / NZXO` HjNXO `NU/ $mJ g/ NXO|%|p*/NlXOHx"/  ?P:<:4':g4(0? ??????????uUUUUUzuUUUUU ?P:<:4':g4(0? ??????????uUUUUUzuUUUUU >z out already for yourself!). And the cleaning robots are certainly no help; they seem to have only one mission in life: grabbing your Fish away from you. Well, we really can't let that happen! So, first thing to do is remove your gown and hang it on the hook. Now, wait for Ford to curl up, then get the towel and the satchel. Put the towel over the drain, and the satchel in front of the robot panel. Now comes the part that drives most people crazy: they don't know how to stop the -p,~ce of string h ............... Help q ............... Quit *Q|*^ydos.library Version 1.2 required More - a utility for viewing ASCII text files CLI usage: More filename WB usage: Click text file, Shift/Doubleclick More While viewing file, press 'h' for help screen Enter filename or to exit Filename? Can't open file Empty file Not enough free memory [0 p Warning: File may contain binary, q = quitNot F.\eyZoundLessMore (%ld%%)Finding previous pagePress h for help Press any key to continueSearching  --- %s --- [%ld;%0H[1 p/[0 p[%ld;%0H Not enough memory PRESS RETURN TO EXIT [1 p  J*H:(o o"oE:Ot&O,yNpJWFg/HoHTNLO OL\NuNu0/ Nu0/ Nu / HNu / H@B@H@NuH:&o oCE,yNL\NuNu:/b NVHxHn/9N0rO gp`.HHN^Nu/$/Ho //9NO $Nu o XB!HNu9H? (/ /'/ key down and double click Picture icon. TIMER. OK SHOW x2.0 Copyright 1987, Andry Rachmat Usage : Show [filename] ... [filena 5$Tme] . OK NUHzN^XO/-NTXOHzNJXO/-NXO+@g -N]NuBHzNPO)@fA~ `BHlfHxHzNHOJ@g/,NnXOAx `)lt9| B,B,)m BHlfNNXO lp(r+A l""hVp)r+ABm -/NXO+@ -gz l"/(VNXO)@Bgf lB+h lBp0(+@/,BNXO g f. 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Pl\ @,@Jo m8. o m(. o m.HH o lpN^NuR`pN^NuNVp#(N@HHrPkTfNh` >`<`n`/`q` ``b `0 `Jf p#`Joa`Jf p#`Joaa*`HyQaXaZa`p//9$/9 NO a`p#`|a#JgnaD#(Jg`ab`\p/B/9 NO aH`Baa@`:ap//9$/9 NO;15kw a`HygaXp2/NXN^Nup#Byp///9 NO #$HyxNXJo y0((2(,Al Jyfa`NuHy,a"X#/Hy,/9NLO NuNVp-|///9 -@NO /././9 -@N0O #Jo n g g .l RR` .ЮRr///9 NO n f"3^RLR RT-HRR nB .N^NuNVB l\HyzNX y0((2(,Al( l . @/NXR`Hy|a$o Xp//.NP-@Jg,/./NP-@Jg n-h|/.NX/</.NP .N^NuNVBpN-@N n g .l RR` nB .N^NuNV/.adX/. -@aXX-@".lpN^Nu nR-H nd"/./. /a>O JgpN^NuR`pN^NuNVB nRJgR` .N^NuNVB .l$ n n gpN^NuRRR `pN^NuNVJ g/9 NX 9 y$g /NX nJg /NX`aBa`XJyg$ nJgHyNXN  ?G\a fHy NXJg/9NXBNJXN^NuNVBN0X"@ i-nr/Hn/</-@-A-HaON^NuNVH /<p$/NP-@Jf pLN^NuBN0X"@ i".-Ar/Hnt//-@-A-Ha4& zfXL2, A5tFvfN@."N.*"hL N ,  @ \&L H8z<`" 4lFVR P  t  ,y  T:  r |  r F "CON:0/0/640/200/ More More commands: ......... Next Page (More) ..... Previous Page (Less) ........ Next Line < ............... First Page > ............... Last Page CTRL/L .......... Refresh window /string ......... Search for string n ............... Find next occurenCk?00  > 3 0> ` 8   I@  @ "   "D@D  A@ @    "@@ Df HH ,  ?pp(K8 q8 D@ ( @@ p @@@7G0{5J gN|"y N NuH.<,xNL`pd`A\NA\NNuBC <N#gNuxh`XP2,&rlTN BnN?M9 <  <"#?"`O`H@?8  3px<DL  I@ @$@$"@L  A@@ $H $@T8H,8 88Ďx >qqdDX`(A(p@II"P؈,@!" II"@(C "@ D")A)P@QB@%B QB@$D !"@8C\p"&ƞ1<@| <@d !q8k   `?@h Qձ (?@F@  @@@@@@@ @@8 @DDGR%T8 @ @0@@<@@8@8y @S|D  @D  p@D@8@8pD@8 D@ !D D@!D@p8 To8Lr!D@`0 `8 p80!p8pDAD"DA`@D"D@ D"8@D@"0 !p8p@D@"@D@"pUB< 8@`@0D@@ D@0 @p gD@! 80@`8 AD @AD@ @DV!0_!@ @@ 8 @@ @ @@  8  D D @@D @@ 8 @@@ WIj@@ 0 #@ 8  @@D8 D  D @@@8 @ , 0 BJX: p" '" 8 "   0@0> @  `  YvE&@@>` @p@ `0x`0 Z_p@  p@@@p0x | `H@HH [{@@$ @$  iH@AH@i@$ @   r'H qp qp8NX 9!8D $pq$@"H$A @"Hq$@)$R% @!!%NQT(@$@ HA @ H$D%B e !!%4 T qG@ c#   c#d!  ӎx ( @ \0 `  @00` @@ 00@  @ @ "@p #@ "d ]ULC/@ @@@p`L @@p@@@@@@@ @ @(@@H @ @@H@@^@p@@p@L@@ 8@@@ D@@@ D@@@p`D@@@@x@p88@@@D2D@ @pG D_Ry8@ @ DD@ @ p808@  @p@@@pp`@  @  8@8 @`D"@&@ x@"@pp`68@`D"8@ 8 HC( @  "@"C(@@@#@"L@@"d"p@8 @@D   aTl@G    @D   @@80  @  "L@@ #pp@8 "d@p@D  @G bk  @D  @  @80 I  @@  0  @@@@ @@`@ @@@   8 @ D "&G8Mfv #AD@"80  @"@|# 0"@ idԥ REVIEWING A GAME USING A VCR: If you want to analyze a particular game of GRIDIRON!, you can hook up to a VCR (Videocassette Recorder) to the VIDEO output of your computer and into the VIDEO INput of the VCR. If you want audio as well, attach the AUDIO OUT channels to the AUDIO IN of your VCR. Using this method you will be able to record any portion of the game. If you have a sophisticated unit with speed control, you can even simulate a slo-mo (slowjb%+ motion) effect, to carefully analyze plays. *** Typed By The Cure *** place, no user-programmed command can be executed after a punt. For this reason, the punt cannot be considered a truly completable command. Automatic Command Modes: The commands that you program in a given play are only executed during Backfield Mode. These commands determine the initial development of the play. At key points during play execution, it if1"d @@#@@"@$@@p`"d@@A  #A@Ap"B&@@A @B8@@ "d p B @#0 A@"H@ g ZI@@ p` "d<A0# @D!"@AD 0@B DL"p8@B88pD@B&@A >~D@A&@@B &@D@@hx888@0x p   D" "8~ D"##@@B D "$"d ED@DA8pD@D@ E8@"d @@#8$iMJ@">D< x@ G2D D@ D  D  D@80D 8D@  8 &@8@"d@ @#8 @"D @G2 XBɥ@  D   @80 8  &@@"d@#8 p"D0 G2D x0  80 8@ k82But then I realized that the game is too complex to just figure out by intuition. So with the help of Sparky Bark I finished off the rest of the documentation.. Here are the files that should be included in this Archive. 1. Read.Me! This File 2. GridCodes The Validation Code list. Type "Copy GridCodes to Prt:" to print them. 3. GRIDIRON.doc The actual documentation. This is a Scribble! doc, so if you print it up wijCth Scribble!, you will get underlines and bolds. 4. Offense.pic The offensive plays sheet. Drawn by Sparky Bark. 5. Defense.pic The defensive plays sheet. Enjoy GRIDIRON! ---The Cure Amiga Central 801/943-2011 Black Chamber 714/646-2723 was not a fun project, but I suspect that a lot of people will appreciate the effort put forth to make it complete. I originally was going to type up just the Validation Codes, a mere 2490 three digit hex codes. m@ $8 r'HT$%NRDBBJ("" @Q8 D $p$A$ %4 TLBBJh"&1 D(L(@AM cxO5A;2i N9Od4 qG@@``@ peu  "d"8 #p`"&@@"@"   $ @ @ ^o0layer should block left or right. * Pass Block - This command differs from Run Blocking in that the player will not move forward to block, only backwards and laterally. This guarantees that pass blockers will not cross the line of scrimmage during a pass play. * Delay - Once selected, the Message Window will appear to allow selection of the number of counts the player will delay. [One count equals approximately one second]. * Run To - When selected, the user _pEmush place the pointer on the field area and press the mouse button. A line will be drawn to that point, marking the path that the player will attempt to follow. * Hand Off - Once selected, the Message Window will appear asking to whom the ball should be handed off. In play, the ball can only be handed to the player who has been selected. * Pass - A pass can be thrown to any eligible receiver as long as t`qe*2he ball carrier is: (1) behind the line of scrimmage and (2) there have been no forwarded passes made previously during that play. * Punt - The chosen player will punt the ball when commanded via the mouse. * Kick - The player will kick a place kick when commanded via the mouse. * Erase Commands - All commands for that player will be erased. * Exit Menu - Return to the PCU Main Menu. All changes will be retained. B. Edit DefearY5nsive Player [EDP] Menu The EDP Menu is used whenever a defensive player's commands are edited. * Pursue - The defender will pursue and attempt to tackle the ball carrier. * Lateral Pursuit - The defender will follow the ball back and forth across the field, but will not run up and down the field. Once the ball is away from the clutter of lineman in the center, the player will pursue the ball carrier normally. This command is effectivebs4R against offensive plays to the outside. * Delay - Same as EOP Menu. * Run To - Same as EOP Menu. * Cover Receiver - Once Selected, the Message Window will request which coverage to use. The choices are man-to-man on any receiver or zone coverage. If zone coverage is selected, the Message Window will list the five zones a defender can cover. One of the five zones must then be selected. * Erase Commands - same as EOP Menu. * Exit Mectyznu - same as EOP Menu. 5. SELECTING COMMAND SEQUENCES There are programmable commands which the player can complete, and commands which go on indefinitely. Completable Non-Completable Commands Commands * Delay * Run Block * Run To * Pass Block * Hand Off * Pursue * Pass * Lateral Pdu+ʽursuit * [Punt] * Cover Receiver * Kick All non-completable commands continue until the end of the play, or until they are replaced automatically by the computer. If the computer reprograms the players, the original commands will not be used for the remainder of the play. When creating a command sequence, (there is a three command limit.), for a player to execute, it must be remembered that the player will automatically move to the nextev4 < command upon the completion of the former command. For this reason, exercise care in the sequencing of commands. For example, a Pass Block followed by a Run To command does not make sense - the player would not recognize the end of his Pass Block assignment and therefore would never execute the Run To command. The reverse order would work, however. The player would Run To the programmed location and then begin his Pass Blocking assignmefwO0nt. Note on Punts: As the computer reprograms all players when a Punt has taken place, no user-programmed command can be executed after a punt. For this reason, the punt cannot be considered a truly completable command. Automatic Command Modes: The commands that you program in a given play are only executed during Backfield Mode. These commands determine the initial development of the play. At key points during play execution, it igxps no longer beneficial for the players to continue executing their original commands. At these times, GRIDIRON! enters different modes of play that override the Backfield Mode. This occurs in the following situations. 1) Pass Mode: When a pass is thrown, defenders are programmed to break off their coverage and Run To [Ref. Chapter V, Sec. 4A] where the ball is being passed. 2) Open Field Mode: All offensive players (except the ball carrier) are programmhc8ed to block. All defenders are programmed to pursue the ball. [Ref. Chapter II, Sec. 4] 3) Punt Mode: This mode occurs while a kick-off or punt is in the air. Kicking team players run downfield and receiving team members drop back and block. [Ref. Chapter II, Sec. 4] 4) Loose Ball Mode: Whenever the ball is on the ground and no player has possession, all players who are not programmed for lateral pursuit or pass coverage will run toward the ball. *** Sz all) by a week defender than will a weak ball carrier by a strong defender. A weak defender will be able to get past a strong blocker much less quickly than will a strong defender against a weak blocker. In collisions, both speed and strength play an important factor. The faster and stronger the player, the more dramatically he will affect the path and speed of the person with whom he collides. Note: The Gridiron Player Draft is a very good way of handicapping between usersT{\ of different experience. 3. SAVING TEAM CHARACTERISTICS o Save Team on Data Disc o Initialize a Data Disc o Continue When all the modifications have been made, select the "Exit Player Draft" box. The computer will ask if the team should be saved on disk. If the team is to be saved, insert a data disk into the internal drive. The computer will ask for a team name and a suffix to be entered via the keyboard. The tU|v2eam name will be used on the scoreboard whenever that team is loaded from disk. The suffix is used to differentiate between different teams with the same name (i.e. 'REDSKINS.84' AND 'REDSKINS.85'). V. PLAY CREATION UTILITY (PCU) One of the most unique and powerful features of GRIDIRON! is the ability to modify plays during a game and save those modifications on disk. Although it is not very difficult to modify plays using the PCU, a good working knowV}7Oledge of how the players interpret the commands is recommended highly. The difference between a successful play and a disaster can be as little as one player's programming, so be prepared to spend enough time to "fine tune" plays after making substantial modifications. 1. ENTERING THE PCU The only way to enter the PCU is by calling a timeout during the game. This allows the user to test his plays immediately and "fine tune" his programming.. If you want to creW~ ate plays that are particularly effective against certain defenses, initialize the game for two users. This will allow you to test your play against whichever defense or offense you choose. [In Single User Mode, the computer decides the opposing play.] 2. PCU OPTIONS MENU o Modify Offensive Play o Modify Defensive Play o Save Playbook on Data Disc o Initialize a Data Disc o Exit PCU The PCU OptioXJSns Menu is the first and last screen you will see when entering and exiting the PCU. * Modifying Plays - (Offensive/Defensive) When a user enters the PCU, he must choose which type of play to modify [offensive or defensive]. The screen will then list a menu of the 20 plays of that type. To select an individual play, click the box to the left of its name. * Save Playbook - This function allows the user to save his entire playbook Y0S8to disk. * Initialize a Data Disc - In order to save your programmed plays, you must use an initialized disk. Place the intended disk in the internal drive and invoke this option to initialize a disk. * Exit PCU - Returns you to the Timeout menu. 3. PCU MAIN MENU Upon selecting a play, a graphic display of the play's formation will appear on the screen along with the PCU Main Menu. The following menu options will appear: * ChaZdnge Name - The user can pick any name up to 14 characters long. * Set Formation - Select a player by using the pointer. The player will turn white. Clicking on the mouse again will place the player on the filed, whereupon his original color will return. The computer will not allow the user to place a player in a position breaking any of the following rules: 1) Players cannot touch 2) Players cannot be positioned offsides. 3) P[A5layers must be positioned within the field area provided by the PCU. * Edit Player - This function allows the user to change a player's commands. The player is selected using the pointer. * Save Play - Will enter the modifications that have been made to a play into the current playbook in memory. This function will NOT put the play onto disk. If this function is not used, any modifications made during the session will be lost. * New Play - Selec\53ting this box will exit the user from the PCU Main Menu. At this point the user can select a new play or exit the PCU. >>WARNING!<< If the Save Play function has not been used, exiting the PCU Main Menu will erase all modifications to a play! In addition, you must invoke the "Save Playbook" option prior to exiting the PCU if you want to save your session to disc. 4. MODIFYING PLAYER COMMANDS When editing a player: ]n]`P 1) The player will turn white. 2) The Command Display Window will appear in the upper right corner of the screen. 3) One of the two editing menus will replace the PCU Main Menu on the left side of the screen. A. Edit Offensive Player [EOP] Menu The EOP Menu is used whenever an offensive player's commands are edited. * Run Block - When selected, a Message Window will appear to ask the user if the pHoeffective against runs or short passes to your left side. If the offense runs to your right, however, you could be in trouble. * Shift Right - Similar to Shift Left, opposite side. * Left LB Blitz - Blitzing the extra man can really break up an offensive play. But don't use this play too often as you can get nailed badly if he calls a good pass against you. * Right LB Blitz - Similar to a Left LB Blitz, other side. * Double LB BlI.itz - Twice the blitz and twice the risk. * Full Blitz - This is a very dangerous defense. Great against runs up the middle and sweeps, but can be disastrous against pitches and passes. Also a good way to shake up an inexperienced Quarterback. * 43 Defense - A non-committal, balanced defense. Use when you don't know what to expect from the offense. * Spread 43 Defense - This defense is particularly effective against short passes, pitchesJ1g? and sweeps. This is the best defense to use against a pitch play. * 34 Defense - This is good when you think the offense is going to to run the outside or pass. * 61 Pass Defense - This defense may lead the offense to believe you are defending against a run while you are actually set up in a pass defense. This is not the most effective pass defense, however. * Short Zone - Probably the best overall pass coverage against a short to medium lengtK+qh pass. * 5 Man Coverage - Primarily a man-to-man coverage situation. Effective against passes to the flanker and the two ends, it still allows six men to cover against a running play. The weakness of this play is that it will not work well against receivers coming out of the backfield. * 7 Man Zone - This is a good defense against a deep pass but the formation does not give away your strategy. This play is very poor against the run. * 8 Man ZonLQe - Use this play when you are sure the offense will attempt a deep pass. * Prevent Defense - Designed to prevent the offense from gaining large amounts of yardage in short periods of time. Because it is not difficult to get first down yardage against this defense, use it only when the offense has little more time left in the half, or they have to get fifteen yards or more in the play. * Punt Return - Do not use this play unless the offense is in punt foMݹermation. IV. GRIDIRON PLAYER DRAFT As in real football, each user may want to match the talent of his players in his game strategy. [In other words, if you prefer a passing game, you will want talented receivers, etc...] In GRIDIRON! you do this using "PAPs" [Player Ability Points]. Changing PAPs allows you to modify the characteristics of each player. Before modifying a team, opponents must agree to a total number of PAPs they are allow to use in cNEyPonstructing their teams. The total PAPs will correspond directly to the overall capability of their respective team. Upon selecting the "Player Draft" option, a new screen will appear listing the offensive positions and individual characteristics for each player [speed & strength]. Each player's speed and strength are rated on a scale from 0 to 20, where 20 is the best. A rating of 0 means the player has minimal ability. These characteristics reflect the team presently in memoryO, whether the team is the standard team, or one previously loaded off disk. Selecting the "Goto Defense" box will replace the offensive positions with the defensive positions and their characteristics. [The "Goto Defense" box then becomes the "Goto Offense" box.] Note that the Kicker Rating remains on the screen independent of whether the offense or defense is being displayed. Note: Total PAPs remain in the lower left side of the screen and automatically update as player chaPq-racteristics are changed. 1. MODIFYING PLAYER CHARACTERISTICS Use the pointer to change player characteristics in the following way: To increase a PAP number, place the pointer over the top half of the number and press the mouse button. To decrease a PAP number, place the pointer over the bottom half of the number and press the mouse button. While keeping track of Total PAPs, the computer adds up all the points on both screens for speed and streQCngth. Because key offensive players have more impact on the game, their speed and strength are multiplied by the following factors before being added to the total: -Left End X 3 -Right End X 3 -Quarterback X 4 -Fullback X 4 -Halfback X 4 -Flanker X 3 -Kick Rating X 5 [includes punter and place kicker] 2. EFFECTS OF SPEED AND STRENGTH When adjusting the characteristicRyҊZs of one's players, it is important to know how those changes may affect game play. SPEED: Although actual speed is dependent upon play level, relative speed is dependent upon Player Ability Points [PAPs]. A player with more PAPs in the speed category will always be faster than another player with less PAPs, regardless of level. STRENGTH: Strength of a player is important in tackling and blocking: A strong ball carrier will be brought down much less quickly (if a=]ng with passing. By selecting a mix of running and passing plays, you will have a better chance of fooling the defense and gaining more yardage. Practice and experience make the difference on offense. Perfecting handoffs and pitches will add an enormous punch to your running game. Use the Practice level to practice execution of all the plays. Notes on each of the offensive plays in the Standard Playbook follow: * Quarterback Sneak - This play will gain you very>@+ little ground, but can be effective in short yardage situations. * Fullback Blast - This probably won't get more than a couple of yards, but is effective because the fullback reaches the line of scrimmage so quickly. * 42 Run - The time it takes the halfback to get the ball usually allows the user to spot a hole. This play is not effective against a 6 man defensive line. If the halfback can get through the defensive lineman, this play can be a big gainer. * ?Fullback Trap - This is a tricky play. The trap blocking usually opens a hole for the fullback, but the delay in the development of the action can be disastrous if the defense is blitzing. * Sweep Left - This is an easy play to run. The fullback is normally not very fast, so this play is more effective if the fullback does not swing out too wide before heading upfield. * Sweep Right - If the halfback has good speed and gets some running room, thi@BdQs play can gain you good yardage. * Pitch Left - Without a doubt, this is the most dangerous running play of all. If the defense isn't ready for it, this play will make big yardage, but if the defense is ready for it, this play can result in a fumbled lateral. * Pitch Right - Again, there is the danger of a fumbled lateral, but the fullback is hard to bring down if he gets outside. * Reverse - This is a very tricky play to execute well. Do not try thiA|Ws one too often; wait until the defense can be fooled. This play can result in large gains, or large losses. * Fullback Draw - This is another tricky play. Generally, a Fullback Draw will only work against pass defenses. * 31 Pass - This play can take a long time to develop, but be patient. If the Fullback makes it through the defensive line, he should be wide open over the middle. * Halfback Option - This is a useful play which requires very B1Fquick decision-making. Look for the Quarterback to be wide open or lots of running room on the outside. * Screen Left - Don't wait too long to throw the pass or your blockers will cross the line of scrimmage. This play may not gain a lot of yardage but is usually good for at least a few yards. * Screen Right - Similar to Screen Left. * Flood Pass - You have five receivers going out on this one but you also have less blockers. There should be somCu?eone open, so pass quickly or you're going to get sacked. * Halfback Fly - The success of this pass will vary greatly depending upon your defensive coverage. If your halfback is open, however, you can make very big yardage on this play. * Cutback Pass - This play is not designed to gain more than five or six yards but has a better chance of completion. Throwing to a receiver after he has cut back toward the Quarterback makes a successful pass easier to thDZ row. * Hail Mary - This is a desperation pass when you need long yardage in a hurry. Chances of a completion are slim but cross your fingers, throw the ball and maybe you'll get lucky... * Punt - Careful placement can sometimes place your opponent in bad situations. Kick it out of bounds or try to get the opposition to catch the ball deep in their own territory! * Field Goals - If the ball is outside your opponent's 35, kicking a field goal is difficult. EU>g This depends, of course, upon your team's kick rating. 2. DEFENSE Defensive Plays 0-9 are primarily run defenses, 13-18 are pass defenses, and 10-12 are a balance of the two. In general, it is far safer to rely upon pass defenses as you are going to give up far less yardage to a run on a pass defense than you would to a pass on a run defense. Just one good pass by your opponent can lose you the game. Nevertheless, throwing a few odd defenses to keep your opponent guesFsing wouldn't hurt. In situations where you are not sure what the offense will do, it's good to control one of the safety men to limit his yardage. If you think you know what play he is going to call, however, control the defensive position you think will cause the most damage to his play. * Goal Line Defense - Very good in short yardage situations but if the opposition gets much past the line of scrimmage, you will have a tough time stopping them from going all tGS,S&he way. * 61 Defense - This play is also good in short yardage situations, but is less likely to allow big gains. * Spread 61 Defense - Use this defense in situations when you think the offense will run but you are not sure when. * 61 Stunt Defense - This defense give the impression you are going to protect against a run up the middle when you are really protecting against a run to the outside. * Shift Left - This play is very 2/pe ball without any defenders having time to get to the ball and break up the pass. Once the pointer is in position, lift up on the mouse button. The ball will immediately be thrown toward that spot. The computer calculates which receiver has the best change of catching the pass, and automatically adjust the path of that receiver to be at the correct place at the correct time. Experience and a good sense of timing will help you develop the judgement necessary to throw a successful3mH pass. TIPS: When choosing where to throw the ball, take into account that your receivers have momentum and a maximum speed. Just as in real football, when you pass don't forget to "lead" your receiver. If a rusher is in the process of sacking the Quarterback as the ball is thrown and the quarterback is not yet down, the pass will be thrown wild in the same general direction as the pointer. Be careful! This is an open invitation for an interception! Whenever a 4$player catches the ball (defender or receiver), mouse control is transferred immediately to that player. When the ball arrives to where it has been thrown, the computer checks to see which players are close enough to catch the pass. At this point, there are three possible outcomes: 1) A Completed Pass: Occurs when only a receiver is close enough to catch the ball. All players will enter Open Field Mode. 2) An Interception: Occurs when only a def5TZender is close enough to catch the ball. All players will enter Open Field Mode. 3) An Incomplete Pass: Occurs when both the receiver and defender are close to the ball, or if no player is close enough to catch the ball. NOTE: If a player is in a position to catch the ball, a member of the opposite team does not always have to be close enough to catch the ball himself to stop the completion. The ball could still be knocked down if he is on the side of the 6Ureceiver from where the pass was thrown and in close proximity to the ball. PUNTING: In GRIDIRON!, the technique of punting is similar to passing. When the punter receives the ball, he acts as a normal runner until the mouse button is pushed. While the mouse button is held down the user can direct the pointer to where the ball is to be kicked. When the mouse button is released, the punter will punt the ball toward that point. It should be noted that punts are far less 7 vprecise than passes. When the ball has been punted the following occurs: 1) The computer determines which defender is closest to the punt's destination and will move that defender into position to catch the ball. If the chosen defender is being controlled by the mouse, the computer will override the mouse and move him into position. Once the ball is caught, mouse control is resumed. 2) The 10 defenders who are not going to return the punt will drop back to bloc89jk. 3) The offensive players will begin to run downfield to pursue the ball. Additional Points: If the ball lands on the ground, all 22 players will run toward it. If a player from the punting team recovers it, the ball is downed there. If a player from the receiving time recovers the ball, all players enter Open Field Mode. 5. DEFENSE Playing defense is much easier than playing offense. The only thing that defensive user has to do is move his mou9Gse-controlled player to those areas on the field that will best strengthen his defense. In other words, you are the back-up man who is in a position to act quickly upon any potential weakness in your defense or your opponent's offense. Selecting Defender Control After the offensive play has been selected, the offensive and defensive formations appear on the screen. At this time the defensive user should decide which player he wishes to control, and place:כ his pointer over that player. During the two seconds before the ball is snapped, (during the time the quarterback can be heard calling the count), the defensive user can select who he wants control by pressing the mouse button while his pointer is over the chosen player. A white diamond will appear on that player as soon as the button is pressed indicating that control has been transferred to that player. If no player is chosen within this time period, the computer will choose on;e for you. Note: When using a joystick as a second controller, the defender must use the joystick button to select which player he will control. Each time the joystick button is pressed during the allotted two second time period, the white diamond will appear on a new player. When play execution starts, the player with the white diamond on him will be controlled by the joystick. III. STRATEGY 1. OFFENSE The strategy of GRIDIRON! is very much like r<Meal football. When calling offensive plays, try to call plays that suit the situation (i.e. don't call a Quarterback Sneak on 2nd and 10 to go). At the same time, try not to be too predictable. Look for defensive patterns and try to find weaknesses. The passing game can seem more exciting than the running game and, if successful, can gain large chunks of yardage in a very short time. The team that will succeed against difficult opponents, however, is the team that balances runni'eam's quarterback. The first number is the number of pass completions, the second number is pass attempts, and the third number is interceptions. b. The Punt line has two numbers (separated by a slash) for each team's punter. The first number is the number of times that team has punted the ball and the second number is the average yards per punt. 4. OFFENSE The mouse controls one player per team. When the ball is in play, the player being controlled chases his (#/respective pointer, allowing the user to make the player go in any direction. On offense, the mouse controls the ball carrier. If the ball is transferred to another player by means (hand-off, pitch, or pass), the mouse will take control of that player as soon as he has possession of the ball. All eligible receivers are indicated by a "stripe" on their uniform. This feature has been provided to make receivers more visible during pass plays. As long as the ball has not crossed the)<2 line of scrimmage or been passed forward, all computer controlled players continue to execute their pre-programmed commands ["Backfield Mode"]. IMPORTANT: When in Backfield Mode, the ball carrier will stop all movement as long as the left mouse button is pushed down. This feature is important to the execution of hand-offs, passes, punts, and kicks. An additional mode of importance is:*4{G "Open Field Mode". There are times in most plays when each player's pre-programmed commands are no longer useful. Open Field Mode has been designed to handle many of these situations. In Open Field Mode, the computer commands all teammates of the ball carrier to block and all opponents to pursue the ball. Open Field Mode occurs in the following situations: 1) When a punt, kick or forward pass has been caught. 2) After an interception. 3) When the ba+5yll carrier crosses the line of scrimmage. RUNNING PLAYS Plays 0-9 in the Playbook are programmed as running plays. These plays normally involve either a handoff or a pitch to another player. Remember, however, that you control the action. If you want to avoid handing-off, pitching, or passing, just have the Quarterback run with the ball on any of the offensive plays. Hand-Offs Hand-Offs are one of the more difficult aspects of playing GRIDIRON!. Th,sie technique takes practice to master but is worth the effort. Handing-off to the running backs will improve your chances of gaining yardage as running backs are usually faster that your Quarterback and will not be tackled as easily by defenders. To execute a hand-off, the ball carrier is moved close to the player who has been designated to receive the hand-off and depress the left mouse button to transfer the ball. If the players are within range while the mouse button is pressed,-4 the ball will be transferred; if not, the ball carrier will hang on to the ball, and remain stationary until the left mouse button is released. [See Tips, below] Remember that as soon as the ball has been handed off, the mouse button should be raised and the pointer placed so that the new ball carrier will run in the proper direction. IMPORTANT: A hand-off can only be give to the player programmed to receive it. Any attempt to hand-off to other players will be i.-8gnored by the computer. TIPS: 1) DO NOT run the quarterback into the player receiving the hand-off! Even the slightest delay cause by the collision can reduce yardage gained by the play. With practice, you will be able to determine just how close the two players must be in order to hand-off successfully. 2) Estimate the path of the running back, position the ball carrier near the path and press the mouse button. While waiting for the running back to come within range, move/2 the pointer in the direction you want the running back to move when he assumes possession of the ball. 3) Immediately after the running back comes into hand-off range, (and the ball is transferred), lift up on the mouse button. Remember that the ball carrier will be stopped for as long as the mouse button is held! If you have positioned the pointer to where you want the running back to go, he will move in that direction without hesitation. Use Practic0e level to develop your hand-off technique. PASSING PLAYS Passing has always been one of the most exciting aspects of football, and GRIDIRON! allows you to experience a very realistic passing game. Successful execution of a pass requires that you observe the following steps: 1) The quarterback should drop back 5-10 yards. 2) The quarterback should set up for the pass, or roll out to avoid the rush, depending on the play and the defense. 1RFTo set up for a pass, hold down on the mouse button to stop the Quarterback and allow free movement of the pointer. 3) The time that it should take your Quarterback to get into a position to pass should be enough time for you to see how the well defense is covering your receivers. Estimate how much time your quarterback has before being sacked by the rush and the scan for the most open receiver. 4) Move your pointer to a spot on the field that will allow your receiver to catch thx8eam's side of the 50 yard line a normal kickoff will take place. Note: In Single User Mode, User 1 must press his mouse button to kickoff. When the computer kicks off, the cursor has no effect on what kind of kickoff will take place. 2. PLAY SELECTION BOXES: The Play Selection boxes in the upper left (and upper right) corner(s) are used to select plays. The play number is represented by the two digits in the boxes. Above and below the digits are boxes containing arrows. To increase the value of a digit, move the pointer into the box above the digit ("up" arrow), and click the mouse button. To decrease the value of the digit, click on the "down" arrow box. Each click of the mouse increase (or decreases) the digit by one. The digits "wrap around," in that increasing the value of the right digit from "9" will result in a "0". Once you have set the play numbers to the desired play, you must select the play using the Select BoQx (marked "SEL"). Important: The play will NOT be selected if you do not point and click inside the Select Box. OFFENSE: On offense, you must wait 10 seconds before selecting a play. [This delay allows the defense time to set up.] Until the "Thirty Second Clock" reaches 19 seconds or below, the "SELect" box will be inactive. Once the clock has reached 19 seconds, however, you can then SELect your choice of play. Once you have selected your offensive play, theخ scoreboard will disappear, and the offensive and defensive players will appear in proper formation. The Offensive Play Selection Boxes have a "HIKe" box on the far right. When this box is clicked, both the offensive and defensive selection boxes disappear, as does the 30-second clock. There is a 2 second delay before the ball is hiked. During this time, the pointer may be moved into position for the upcoming action. In Dual User mode only: T nhe ball should not be hiked until at least one second after the last offensive play has been selected, otherwise an "Illegal Procedure" penalty will be called. This has been incorporated in GRIDIRON! to allow the defense time to respond to changes in offensive plays. DEFENSE: Unlike offense, a defensive play can be chose as soon as the Play Selection Boxes appear. Although your team formation may not appear for a number of seconds, your choice is nevertheless registered !1" by the computer and will be reflected as soon as the offensive play has been selected by your opponent. Offensive and defensive plays can be changed until the ball is hiked, by using the SELect Box ("Calling an Audible"). [See Section 5, Selecting Defender Control] Notes: When using a joystick as a second controller, the defensive cursor will only appear in 7 places (boxes) on the screen: the Official Timeout Box, the Team Timeout Box, the four arrow boxes, and the SELect Box"l&. This will allow the defender to call his plays and timeout with the joystick. Move the joystick back and forth and/or up and down to position the cursor in the desired box. When a play has been completed, the field is redrawn, the scoreboard reappears in the upper middle of the screen, and the Play Selection Boxes reappear in the upper corner(s) of the screen. In single player mode, the computer's Play Selection Boxes do not appear. In Dual User mode only#+@: The ball should not be hiked until at least one second after the last offensive play has been selected, otherwise an "Illegal Procedure" penalty will be called. This has been incorporated in GRIDIRON! to allow the defense time to respond to changes in offensive plays. Two Minute Warnings: There are two occurrences of the Two Minute Warning; when there are two minutes remaining in the second and fourth quarters respectively. Team Timeouts: To $ucall a Timeout, the user should place his pointer in his team's Timeout Box and click the mouse button. The Timeout Boxes are located in the Scoreboard window. Each team is allowed three Team Timeouts per half. Official Timeouts: Official Timeouts may be called by either user. They should be used as a game pause function for those times when the user needs to: answer the telephone, run to the fridge, or generally deal with reality. Official Timeouts should NOT%] be used as an excuse to give you more time to consider your strategy. To call and Official Timeout, either user may move his pointer into the Thirty Second Clock (located in the bottom center of the screen) and click the mouse button. 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Z 80D #C8D  @8 @  @ @ 0 00  @@   z@@  @  @ @<  !@ !  JU8 !00 @@! 0!  !=@8D8C8P( @$BA(@$ B P H$ BA*$ W&SU?+k{ \@8$CA 8$R )RT Ԑ  )H@($>BA*B ($ R )RWT 8! )H@$$@BA*D $$ R A)RT T A"H0$#8 @`{7 $#Q A+o A 88 @@ @S[  @     "    " @  @@" # <"0R<$8p 0  >" " ``"8p `0 pp 0 p Û`H "p8 "px8" 8x > ||p @k@@ @@@p@`( @@"p8@  @@""@D p ` p  ""@`D  @  "@D@  `8 @  @ "0 k  @@8# > |p D"0  8 D @@  D@@@ @88@ @" p! " !"@@ X@p@ꆞ   X `"0 @@ 0 #0 @pp"0`  @ " pX "" ppp ""` MPH@ LijH@ @  @ "@ vA Gv@  %@@@   ` rG.  $8'N@ N  @D  r"9@ @ x @  0H V @@9  rG.  $8'N@ N  @D"7 2Z$ J]%B@ E KH \@!.  RdJg$ y  @8L  @@&*Ь `8@ #@D`?@rG# <x@ D`0@@ @8@0@ 8@# `  'ѵD`?g G#< D`@  `8@@@  8@@ @D`5  @G `@ @D`  8@(     `8@<x@ D`@  G@ @@ D`5 ` 08@   X8@#@[ U;L @D`?@G G# C D` " @8@ "  @0  " @8#0  @ D?@@ @C X@D #{*!fthus keeping the howitzer from getting too many shots at it. * If the current long-range target shows at least 50% chance of being destroyed (which is also a sure disable), then the Ogre will be pulled to the next ong-range target. This will keep the Ogre from getting closer to the current target than it has to in order to destroy it. * In order to keep the Ogre from "wimping out" (i.e., running scared), a path that moves away from the current long-range target that shows zero Att|+|ackValue, is weighted negatively. Once all of the factors for a hex have been evaluated, they can be combined to arrive at the overall value for that hex. The formula for determining the value of a hex is: HexVal = AttackVal - DamageVal + TargetVal The Ogre performs these computations for every legal move it can make from its current location, then selects the hex that has the greatest value. [============================================================}q>===============] [End of Ogre Strategy Notes] Courtesy of L.S.D. Remember-you always have a friend in Texas! Strategy Notes typed by Sector Seventeen. (> destroy a defender(s), then it should do so. The technique for determining TargetVal is to divide a constant by the Ogre's maximum movement value and multiply the result by the number of hexes that the Ogre moves towards its current target (a positive value) or away from its current target (a negative value). Several f-8I$ID`@HQ"DP@D<CQHCxI JA+ӄH@  @  $&$$@ @ӠԐ @ .ԥxH$@   @@ H@ $ @@  @@!  @A  /V@@@@    @ @ bp  Jx0H$ $@@" ȀD @ N @ "  @D f@  Va\ ` @@ @    Aݘ  !P8@ @ `a$2H9` rBGL JBI $ @KbDQ@@ 2BO=@v@V@r`   @Fl qr ́ dXh@I2~?!% $   "&` "A "   >O@@ " @@'  @@!Y@'@#*IbMO *IBI 3PɧA  e%#80? ԙHI@ HH dQ83 @?O' @ # @,X?@@ ? @@  @@@ 8HCPp5U9 | D = 3 2 2 1 1 | Diagram # 3 Here | --------------------------------- | | A = 1 1 1 1 1 | (See Ogre Strategy | 1 | Diagram Picture) | It defaults to 1-1 against D=1 | | since you can't get a 1-2. | | | | 3) Deploy at 1-1 fromq6c s top to bottom: | | D = 3 2 2 1 1 | | --------------------------------- | | A = 1 1 1 1 1 | | 1 +-------------------------------+ 1 1 The last AP was deployed against the first "2" in the list, so the loop is exited. The AP deployment now equals the values you see in the diagram above. r7 iOnce the AP are deployed, they will be used in a simulated attack against the selected targets. The ratio of AP to DP will be used to determine the %HIT used in modifying the AttackVal(defender) and the defender's damage potential next turn. If, for example, the Ogre deploys 2 AP against an infantry 3, then the ratio will give 1-2 odds which renders a 25% chance to hit the infantry. 2) Secondary Batteries ====================== First, all targets within range (2 hexes) of SBs8Ls are listed. Then the cumulative %HIT for those targets is computed. Deploy 1 SB against the defender with the most valuable target with the lowest comulative %HIT. If there is a tie for the most valuable target, then the defender that is closer to the Ogre's current long-range target has priority. Using the ratio of the attack strength of the SB and the target's defense strength, determine the cumulative %HIT. Use the new %HIT to re-compute the target's value. Repeat the SB dt9E\eployment until all SBs are used or until all targets have a 100 %HIT. 3) Main Batteries ================= This is done the same way as the SBs. 4) Missiles =========== Missiles will be deployed similarly to the main and secondary batteries but with a few modifications. It is desirable that missiles be reserved as long as possible for use against howitzers or the CP. The missiles will, however, be deployed if it appears they may be destroyed. Once all weapons havu:@e been deployed, the targetted pieces will have heir relative values modified by their %HIT and the total of there values will be assigned to AttackVal. Evaluating a Hex's Damage Value =============================== All of the defenders that can strike against the Ogre for a particular move contribute to a hex's DamageVal. It was necessary to establish a meaningful relationship between AttackVal and DamageVal. The first step in doing this was to determine what the Ogre v;_mwould consider an even trade of damage inflicted for damage received. A constant was arrived at that is multiplied by the total attack points of the defenders that can reach the Ogre in the target hex. The formula to determine DamageVal for a particular hex looks something like this: DamageVal=(Defender Attack Points) x Damage Constant Modifying the Damage Constant makes the Ogre play more aggressively or more cautiously. All defenders are checked to see if wYss than this is suboptimal when considering movemen only. If the Ogre can increase its advantage by not moving as close to its target as it can in order to destroy a defender(s), then it should do so. The technique for determining TargetVal is to divide a constant by the Ogre's maximum movement value and multiply the result by the number of hexes that the Ogre moves towards its current target (a positive value) or away from its current target (a negative value). Several fz)Ba actors may modify the attraction of a target. Some of the factors are: * Often it is desirable to move away from the current target in order to destroy a relatively defenseless defender(s). Thus, a path that shows a high attack value with little or no damage value is weighed positively, whether it is far away fom the current long-range target or not. * If the Ogre is in a howitzer umbrella, then the Ogre will have a greater tendency to move towards its current long-range target, e@یT. If a disabled, or immobile, unit is rammed it will be assigned a 100 %HIT. If an INF 1 is overrun it will be assigned a 100 %HIT. If an INF 2 or INF 3 is overrun it will be reduced to an INF 1 or INF 2, respectively, and AttackVal will be increased by the value of an INF 1. Ramming an armor unit costs the Ogre 1 tread unit. It was therefore necessary to assign a value to the Ogre's treads so that the DamageVal could be increased whenever the Ogre decides to ram. DecreasinfAzg this tread damage constant causes the Ogre to ram more frequently. If, after all legal paths have been simulated and the Ogre is actually moving along the selected path, a single ram destroys an active, mobile armor unit anywhere before the end of that path, then the Ogre will re-evaluate a new path using the remainder of its movement value. This is necessary due to the fact that, in actuality, the Ogre has a 50% chance of destroying a mobile, active armor unit with one ram ogB^nly, whereas the simulation logic always counts a single ram as a disable with a 75 %HIT. The Ogre must have at least 3 treads to ram a heavy tank and 2 treads to ram all other armor units, except the CP (so it won't immobilize itself). Evaluating a Hex's Attack Value =============================== The "attack value" of a position to the Ogre is represented by AttackVal. Each defender will have a relative value assigned to it, referred to as AttackVal (defender). These hC ðrelative values look something like this: 1) CP :255 5) Heavy Tank :100 2) Howitzer :200 6) Infantry 3 :60 3) GEV :100 7) Infantry 2 :40 4) Missile Tank :100 8) Infantry 1 :20 AttackVal will be based upon the cumulative AttackVal(defender) for each defender the Ogre can bring weapons against. The Ogre will deploy its weapons againsiDd˜t all possible defenders and assess the potential value of those defenders. The weapons are deployed in this order: 1) Antipersonnel (AP) 2) Secondary Batteries (SB) 3) Main Batteries (MB) 4) Missiles (MSL) If there are no defenders at exactly 3 hexes away from the Ogre's targetted hex then MB's will be processed before SB's. This is because there is no point in holding the MBs for a target out of reach of the SBs if there aren't any. Each time the AjEttackVal of a hex is determined, every defender will be initially assigned a 0% chance of being hit (%HIT) by the Ogre. As the Ogre simulates a hit against a target, the target's %HIT will be increased. As soon as the Ogre has completed its simulated attack for all weapons, each piece will have its %HIT multiplied by its relative value. The summation of the piece's modified relative values will be the target hex's AttackVal. In Determining a target's %HIT for any given weaponkF", the ratio of the Ogre weapon's attack strength to the target's defense strength is used. The %HIT values for both enabled and disabled targets for each of the various odds are as follows: Percent Chance To Percent Chance To Odds Hit Enabled Pieces Hit Disabled Pieces ------------------------------------------------------------------- less than 1-2 0% 0% 1-2 25% lGV\J 33% 1-1 50% 67% 2-1 67% 83% 3-1 83% 100% 4-1 92% 100% better than 4-1 100% 100% Infantry 1 targets are counted as disabled pieces. ---------------------------------------------------------------------- 1) Antipersonnel ================ SimH Qbnce the Ogre only gets one attempt with antipersonnel (AP) against infantry, it must deploy its AP with optimum efficiency. The algorithm outlined below assumes optimum deployment consists of hitting as many pieces as possible, it, therefore, deploys starting with the lowest odds (1-2) and works its way up. The Algorithm goes as follows: * Sort the infantry within 1 hex of the Ogre in descending order of defense points (D). * Go 1-2 starting at the bottom of nIՙ{the list and working up. * Go 1-1 starting at top and working down. * Go 2-1 starting at top and working down, skipping 1s (D=1). * Go 3-1 starting at top and working down, skipping 1s. * Go 4-1 starting at top and working down, skipping 1s. * Go 2-1 starting at top and working down, including 1s. * Go 3-1 starting at top and working down, including 1s. * Go 4-1 starting at top and working down, including 1s. * Put remaining AP on lowest infanto4&?ry. The diagram below depicts the Ogre surrounded by 5 infantry units that have a combined defense value (D) of 9. The following example uses the above algorithm to determine the AP values represented in the diagram. +-------------------------------+ 1) Sort them in descending order: | | D = 3 2 2 1 1 | | | | 2) Deploy at 1-2 from bottom to top: | ZKhenceforth referred to as "DamageVal"). 4) Determine the value of the target hex using its distance from the current long-range target, and the hex's AttackVal and DamageVal. These steps are performed for every hex the Ogre can reach from any given position. The Ogre then moves to the hex with the highest value. Each defender is assigned a relative value by which the Ogre assesses their worth. For each hex the Ogre can reach, every defender that can be fire[L5d upon from the target is assigned a percent chance of being hit (%HIT). As the Ogre rams, overruns, or hits the various targets, those targets %HIT will be increasing (usually). As soon as the Ogre has completed its simulated attack from the target hex, each piece will have its relative value modified by the Ogre's percent chance to hit it. The summation of the piece's modified relative values will be the target hex's AttackVal. The same %HIT will be used to modify each piece\MZu's ability to damage the Ogre from any given target hex and the summation of these values will be the target hex's DamageVal. The remainder of this section explains the techniques that are used in determining stragegic targetting and in performing the four steps outlined above for computing the next best hex. Strategic Long-Range Intelligence ================================= Due to the long-range striking power of howitzers, it is necessary for the Ogre to be able to pla]NFOn an overall strategy concerning howitzers. If it weren't for the howitzers, the Ogre could play a good game without looking more than 1 move ahead (except for being drawn towards the CP). Sometimes it is best to make the CP the only long-range target and disregard any howitzers. Other times it is necessary to target certain howitzers, or a sequence of howitzers, before heading for the CP. There are two main considerations when planning Ogre strategy strictly around the howitz^O$Dkers and the CP. 1) getting to the CP in the least number of turns, and 2) suffering the fewest number of howitzer hits in the process. The strategies the Ogre will consider will vary in value based on the defenders howitzer setup. One approach will be to target the CP alone. Another will be to target each howitzer, prior to the CP, in varying orders. The prime strategy will be the one that gets the Ogre to the CP in the fewest number of turns with the least number of hits. _PY.w The final long-range goal the Ogre will consider is leaving the map. This is a goal the Ogre will never consider unless the CP has been destroyed. Once the CP has been destroyed, the Ogre will try to leave the map as quickly as it can. Tactical Short-Range Intelligence ================================= A finite number of PATHS are available to the Ogre and a complete list of these paths was compiled. The list consisted of 58 paths for any one of the six facings from a sourc`QNQe hex. Selecting a Path ================ +-----------------------------+ In the path representation, the | | letter "S" denotes the Source hex (or | | starting hex), and the letter "T" | Diagram #1 Here | denotes the Target hex (or destination | | hex). The arrows show direction of | (See Ogre Strategy | movement. The numbers labelaRFF each move. | Diagram Pic) | The shaded circles represnent craters. | | The example below illustrates using two | | movements to go a distance of two +-----------------------------+ hexes. The Ogre will start looking at paths that have a distance of 1 and work up to paths that have a distance equal to its current movement value. +-----------------------------+ Certain bSc.Fpaths are designated as RAM | | paths (Rpath). An Rpath is a path that | | does not use the direct route to the | | target hex. The purpose of an Rpath is | Diagram #2 Here. | to attempt to ram a defender (or to | | overrun infantry) while enroute to the | (See Ogre Strategy | target hex. Illustrated is an RpacTX5pth | Diagram Pic) | that is almost identical to the above | | path. Both paths have the same source | | and target hexes. The difference is | | that upon arriving at the target hex | | the Ogre expends a third move to | | potentially ram a defender a second +----------------------d?\X-------+ time. If no ram, or overrun, has occurred upon reaching the end of an Rpath, then no attempt is made to evaluate the target hex for its AttackVal and DamageVal, since the target hex will already have been evaluated by a previous, more direct path. Actual game play allows a 50% chance of destroying a mobile armor unit with a single ram. For simulation purposes, however, if an active mobile armor unit is rammed, it will be marked as disabled and assigned a 75 %HIOV1 g position near the Command Post. Use of Missiles =============== Because missiles are the most powerful and longest range weapons in the cybertank arsenal, many AI programmers instruct cybertanks to hold at least a few missiles in reserve to handle contingencies arising late in the attack. On an intuitive level this strategy makes sense, but recent combat analysis by Combine intelligence indicates that the strategy simply does not work. In far too many cases, missiles are dePWstroyed without ever leaving their launching tubes. Thus, the latest Combine doctrine holds that missiles should be held back only so long as the cybertank's "conventional" guns are able to handle nearby Alliance armor units. In all other cases, the missiles should be treated like any other weapon in the cybertank arsenal, and should be used as needed. This does not mean that missiles should be used haphazardly (e.g., to attack a single squad of infantry). It does mean that missiQX^Z$les can and should be used on a wide range of appropriate targets (e.g., to destroy Command Posts, or to eliminate Howitzers or armor units blocking the cybertanks path). Over a century ago, the first builders of nuclear weapons said it best: "Use 'em or lose 'em." Use of Terrain ============== Since both Mk III and Mk V cybertanks are free to move over all but the most difficult land surfaces, most AI programmers give little attention to terrain (apart from avoiding such obvRYXious hazards as full-size bomb craters and swamps). To be blunt, this is a mistake. While terrain does little to affect the cybertank, it does affect the cybertank's enemies (in particular, very few vehicles can cross huge piles of battlefield rubble the way a cybertank can). In many cases, the cybertank can use rubble or bomb craters to block pursuit from Alliance armor units. Some AI programmers send cybertanks along the very edges of impassable areas. The theory is that, SZOin following this path, the cybertank can be attacked from one side only. This approach carries some merit. However, recent Combine combat analysis shows that the "edge" movement is not a good solution. The cybertank must trade freedom of movement for (relative) safety. The tradeoff is not a good one. We suggest you program cybertanks to search for travel paths which lie somewhere between the center and the perimeter of the Conflict Zone. [=======================================T[6$=====================================] [End of Part 2] (>View: OGRE 3 [===========================================================================] [ ] [ Ogre Strategy and Notes ] [ Part Three ] [ ] [==========================U\=%=================================================] [Ogre Artificial Intelligence] [===========================================================================] The first step in designing the Ogre's Artifical Intelligence (OAI), was to determine just what an Ogre should do. This required much research into how "experts" played the game, in addition to many hours of game play to test various OAI concepts. The single most difficult aspect of designing the V]DxOAI was the fact that Ogre is a game based on probabilities. Every time the Ogre fires at a defender there is a chance of hitting, disabling, or missing. Assessing all of these chances for every possible combination of targets the Ogre may have, for every possible move the Ogre can make, evolved into a monumental task. The Ogre's ultimate goal is to destroy the Command Post (CP) and get away. Its highest priority is to destroy the CP. Its secondary priority is to get away. OW^Nn its way to the CP, the Ogre will be trying to destroy as many defenders, while sustaining as little damage to itself, as it can. This means the Ogre must not blindly dog a path straight to the CP, or the defense would merely set up a gauntlet that would destroy the Ogre before it could reach the CP. The Ogre employs two intelligence techniques: strategic and tactical. Ogre Strategy involves long-range targetting of howitzers and the CP and avoiding terrain traps created with X_/fW/the editor. Ogre Tactics involve short-range maneuvers while enroute to its next long-range target. At any given time, there is a limited number of hexes the Ogre can't legally move to. Some of these hexes are more advantageous to the Ogre than others. The Ogre's tactical intelligence determines which hex has the highest value. The factors involved in determining the value of a hex are: 1) The distance of the hex from the current long range target (i.e. HowYJg,itzer or CP.) 2) The value of the defenders the Ogre can attack from that hex. 3) The amount of damage the Ogre may suffer in that hex. The steps in determining the Ogre's best move look something like this: 1) Find a legal path to a target hex. 2) Determine the value of the defenders the Ogre can attack from the target hex (henceforth referred to as "AttackVal"). 3) Determine the amount of damage the Ogre may suffer in the target hex (Da#nen to spend time moving laterally, thus drawing out Alliance mobile ground forces. The key here is to deal with mobile armor units while they are outside of the howitzer defense circle (if possible). Once a number of mobile units are eliminated, the howitzers' "ring of fire" becomes much easier to penetrate. The cybertank must study the arrangement of the howitzers, probing for weak spots. In some cases, for example, the cybertank can all but bypass a howitzer defense simply Ebby taking a roundabout route to the Command Post. If there are no apparent weak spots, the cybertank should, all other things being equal, strive to attack whichever howitzer appears to form the cornerstone for the entire line. The attack should be as simple and direct as possible, minimizing the cybertank's exposure to fierce howitzer fire. GEV-Centered Defense ==================== Basic Characteristics: In a GEV-centered defense, the defending commander may well select GEFc]i1Vs as the only armor units he places in the field. Even if he adds other types of units for balance, GEVs will be the dominant element of his defense. The case for the GEV-centered defense is nearly an inverse of the argument for the howitzer-centered defense. The howitzer defense relies on tightly concentrated fire coming from a small number of stationary units; the GEV defense relies on broadly distributed fire coming from a large number of extremely mobile units. At the staGdYrt of a typical defensive "scramble," GEVs make individual "hit and run" attacks on cybertank treads (with perhaps a few joint attacks on main batteries). In theory, this approach enables GEVs to overwhelm the cybertank with their superior speed, movement range, and numbers. The intent is to trade off a few GEVs early on for a dramatic and swift cutback in the cybertank's mobility. If the cybertank can be slowed. GEVs and infantry have much more time to stop the cybertank (and atHedtacks will be safer since the damaged cybertank can't give pursuit). The GEV defense is based on the assumption that GEVs can attack cybertanks and then escape to positions of safety. As we shall see, this assumption is not always sound... Response Strategy: The cybertank has the advantage of knowing where GEVs are stationed before deciding where to enter the Conflict Zone. If possible, use this advantage to enter the Zone at a point where GEV coverage is thin. Once under atIftack, the cybertank must maneuver to cut off and eliminate small groups of fleeing GEVs. This may entail lateral (or even reverse) movement for the cybertank. This is one situation where it is unwise for the cybertank to press straight toward the enemy's Command Post. Instead, a zig-zag pattern enables the cybertank to trap fleeing GEVs before they can turn around to make repeat attacks. Standard Defense ================ Basic Characteristics: The standard Alliance defenseJgP) deploys an even blend of different types of armor along with infantry. Typical forces to commit against a single Mk III cybertank might include: 20 Sqauds of Infantry, 2 Howitzers, 2 Heavy Tanks, 2 Missile Tanks, and 4 GEVs. The standard defense is very flexible, and enables the Alliance commander to resist the cybertank in several ways. The defense can be optimized to target either cybertank treads or weapons. The standard defense is perhaps the most difficult for the cybertankKhO} to "read," since the defense permits Alliance Commanders to mask their intentions until the last moment before their units close on the cybertank. If skillfully managed, a standard defensive force can bring numerous types of weapons to bear on the cybertank simultaneously. Response Strategy: Our cybertanks do quite well against the standard defensive force provided only part of that force is engaged at any given moment. It is often useful for the cybertank to play a waiting Li,Lgame, using some lateral movement to draw the Alliance's faster units forward. The main idea is to string out Alliance forces across the length of the Conflict Zone. In this way, the cybertank can tackle separate groups of armor rather than attempting to forge its way straight through a highly concentrated group of armor units. As the cybertank encounters small groups of armor, it should, where possible, take the added precaution of "sideslipping" past the edges of the groups. ThMjp}e sideslip maneuver helps keep the cybertank from being trapped, and helps ensure that the cybertank will arrive at the enemy Command Post with adequate mobility and firepower in reserve. Entry to the Conflict Zone ========================== Alliance commanders almost always locate Command Posts at the rear edge of the Conflict Zone, near the Center. Thus, to minimize travel distance across the Zone, and to permit greater flexibility of movement within the Zone, the cybertankNUqu should usually enter from a central location. There are a few exceptions to this rule. Some Alliance Commanders run the standard defense by placing both their Command Post and the bulk of their defensive forces in a rear corner of the Conflict Zone. When facing forces deployed in this way, the cybertank might benefit from entering the Zone at the opposite front corner of the Zone. In this case, an entry from the opposite corner tends to lure Alliance forces away from their stron9lfS s. Experienced commanders try to arrange the firrst, second, and third wave forces so that the Ogre is under continuous attack (i.e., there are absolutely no moments of respite for the Ogre). Middle Attack: it is important to keep your "front" and "rear" mixed forces truly mixed. While we do not fully understand the Ogre's attack algorithms, we believe the Ogre usually had a harder time dealing with varied types of vehicles as opposed to clusters of identical vehicles (GEVs exc:m epted). The Mixed defense derives much of its flexibility from striking the Ogre simultaneously with short and long range weapons. Don't lose this advantage when you don't have to. Be wary of Ogres which seem to break off their attack and instead maneuver diagonally across the Conflict Zone. Experience has shown that this is often an Ogre ploy calculated to draw out your forces. separating them into groups of fast, faster, and fastest vehicles. Once the Ogre separates your force ;nDsinto distinct classes of vehicles, it has a much easier time methodically eliminating one class of vehicle at a time. Final Attack: As mentioned under other defense sections, above, you must have a keen sense of timing to know when to begin your all out drive to immobilize the Ogre. Infantry are again required to play a critical, and sadly, self-sacrificial role in shooting away Ogre tread sections. As the Ogre closes on your Command Post, you must make sure that your infantry<o squads are in correct position to intercept the Ogre. We remind you once again that a disarmed but mobile ogre is a deadly weapon! Comments: The Mixed defense is effective against both Mk III and Mk V Ogres. Of the "classic" defense schemes mentioned here, the Mixed defense is probably the easiest for an inexperienced commander to master. This is true mostly because the Mixed defense offers extra flexibility in selecting targets (at the mid-point of an invasion, both Ogre wea=pK*pons and tread sections are suitable targets), and because the mixed armored force tends to help the commander recover from (small) tactical mistakes. [============================================================================] [Strategic Suggestions for Ogre AI Programmers] [============================================================================] Basic Strategy ============== This manual addresses the particular type of cybertank mission where a single >q"Ogre-class" cybertank invades an Alliance-occupied Conflict Zone on its own. In such a mission the cybertank's prime directive is to eliminate the Conflict Zone Command Post. As a secondary priority, the cybertank should strive to eliminate all (or almost all) Alliance ground forces. As a final priority, the cybertank should return to a friendly service center after clearing the Zone. Given these priorities, the cybertank's basic strategy revolves around a deceptively simple?r\, question: "How should the cybertank destroy the Alliance Command Post?" The cybertank's attack algorithms must continuously review and reassess this question as the attack proceeds. Ultimately, the cybertank's options will be to take the Command Post either by firing weapons or by ramming the Post directly. But this is a complex decision, a decision the cybertank can make only in the later stages of its attack. Experience has shown us a potential problem. Cyberta@s Hnks can sometimes be diverted from their primary goal (destruction of the Command Post) if they are offered enough enticing opportunities to pursue secondary goals (e.g. destruction of Alliance ground forces). While reaching secondary goals is important, pursuit of secondary goals must never prevent the cybertank from fulfilling its prime objective. As you prepare cybertanks for combat missions, we suggest you install strong "initiative refocusing" blocks which prompt the system toAtb look again and again at the unit's primary objective. This should help keep the cybertank focused on the task at hand. Assessing Alliance Defenses =========================== Alliance defense strategies are as numerous and varied as are our own attack plans, However, experience has shown that Alliance defense strategies usually fall into three fairly distinct categories. We describe these categories below. We believe these descriptions will be useful for you as you refine tBu"he cybertank's pattern-recognition and strategy-planning algorithms. Howitzer-Centered Defense ========================= Basic Characteristics: Howitzer-centered defenses arrange three or more Howitzers as a protective screen shielding an Alliance Command Post, and are arranged so that their circles of fire overlap. This overlap creates a broad, deep area which the cybertank can penetrate only by exposing itself to concentrated fire. The theory is that the cybertank will loC`]gse all of its weapons and most of its mobility (or vice versa) as it struggles to break through the howitzer line. Although the cybertank will eventually knock out the howitzers, it will be so badly damaged in the process that it will become easy prey for Alliance ground forces. Response Strategy: The cybertank should determine early on if howitzer-centered defense is being used. If so, the cybertank has several options. One of the best is to enter the Zone only part way, th.wC ics, it is important for you to regroup your forces and calmly proceed with your battle plan. If you let yourself be thrown by unpredictable moves on the Ogre's part, you are apt to lose sight of your combat goals. Steady nerves and sound tactics can help prevent from happening. On a tactical level, we suggest you pay close attention to the escape paths your GEVs take after they first fire on the Ogre. All too often, commanders take the unsophisticated approach simply of orde/xPring their GEVs to get as far from the Ogre as possible. The problem with this approach is that is also tends to leave small groups of GEVs isolated far from each other. This approach can even leave GEVs trapped behind the Ogre. Beware such "divide and conquer" ploys on the part of the Ogre. When your GEVs escape, they need to think not only of temporary safety, but also of second and third attacks to come! The GEV-centered defense can be very successful against both the Mk I0y-XII and Mk V Ogres. Be aware, though, that the defense requires discipline, insight, and a keen sense for split-second timing. [===========================================================================] [End Part One] (>View: OGRE 2 [============================================================================] [ ] [ Ogre Strategy and Notes ] [ 1zBA Part Two ] [ ] [============================================================================] [Ogre Strategy and Notes Continued] [============================================================================] The Mixed Defense ================= The Mixed Defense does not rely on any one class of armor or artillery; instead, it is 2{bZbuilt around a varied armor force. Like the GEV-centered defense, the Mixed defense calls for initial intercept forces to slow the invading Ogre. Once the Ogre is slowed, though, the Mixed defense adopts aunique attack style of its own. The Mixed defense's flexibility allows it to throw a variety of weapons at the Ogre simultaneously. Typically, defensive actions start with a group of GEVs attempting to shoot away about one thired of the Ogre's tread sections (the "slow the O3|gre" phase of the attack). The first wave(s) of FEVs are backed up by a mixed force of heavy tanks (placed closer to the Combine lines) and missile tanks (placed closer to the CP). This mixed force is very flexible and can attack both the Ogre's weapons systems and its tread sections. Finally, the "front" mixed force is backed by an additional "rear" mixed force, typically formed of missile tanks, missile howitzers, and infantry (some commanders choose additional armor vehicles in4}~. lieu of howitzers). The "rear" mixed force surrounds the Command Post with a protective ring of fire, and does its best to stop and/or disarm the (presumably) badly damaged Ogre as it lumbers toward the Command Post. The precise strategy of the "rear" mixed force is to some extent determined by the condition of the Ogre as it draws close to the Command Post. If the Ogre has few tread sections remaining, the "rear" force can attack the Ogre's weapons first, and then attack tr5~=ead sections at the penultimate moment. Most typically, the Ogre arrives with few weapons remaining, but with a (fairly) healthy complement of tread sections intact. In this case, the "rear" force throws almost all its firepower at Ogre tread sections, addressing Ogre weapons later on. The Mixed Defense relies on the same principle which makes the GEV defense work; namely, striking the Ogre with a greater level of fire than the Ogre can return. The GEV defense accomplishes th6jxbis goal by using fragile but fast vehicles which can fire on the Ogre and then escape beyond its range. The Mixed defense accomplishes this goal by using all available units which may vary in defensive firepower and firing range. Just as the GEV defense forces the Ogre to decide which group of GEVs to pursue, the Mixed defense forces the Ogre to decide which types of vehicles to pursue. The main idea is to force the Ogre to make so-called "no-win" decisions, and to hit the Ogre wit76q9h crippling fire in the process. Key Points: Many of the comments made about the Howitzer-and GEV-centered defenses apply for the Mixed Defense. We menion a few specific items the Mixed defense commander must watch. Early Attack: It is very important to slow the Ogre before it crosses too deeply into the Conflict Zone. The Mixed defense is in some ways more sensitive to this problem than the GEV defense. If the Ogre runs into your "front" mixed force at full speed, the8kK>re is a real possibility that it will sweep past your heavy tanks and then win the "footrace" to your Command Post. Placement of the "front" mixed force is critical. If the force is placed too far forward (toward Combine lines), your first wave of interceptors will not have enough time to slow the Ogre. If your "front" mixed force is placed too far to the rear (toward your Command Post), you will miss valuable opportunities to make the Ogre pay for every one of its forward movement#]Ȩntered defense is built around a mobile armor force composed primarily of GEV's (some commanders go so far as to use nothing but GEVs!). The GEV may seem an unlikely vehicle upon while to base a defense, but we must not sell the GEV short. While it is not heavily armed nor heavily armored, the GEV has a tremendous advantage in sheer speed. A basic axiom of defensive warfare is that the defender must somehow direct more fire toward an opponent than the opponent can return. With$+ɭ this simple axiom in mind, the importance of the GEV's speed advantage over the Ogre becomes clear. Swarming GEV attack groups can close on the Ogre, fire their weapons, and then escape to relatively safety--all within the time it takes a conventional vehicle to close and fire. At first, not all GEVs will escape the Ogre's pursuit. But if GEV attacks are concentrated early enough, the Ogre's ability to pursue will soon be cut down. Once the Ogre's maneuvering speed is cut back, %+its weapons systems become fairly easy prey for the remaining GEVs (and other support forces). Finally, when the Ogre is disarmed (or all but disarmed), remaining Alliance forces the Ogre's tread sections without facing much return fire. If the attack sequence is well-timed, the Ogre will be brought to a halt before it can touch the Command Post Key Points: By attending to several key points you can help your chances of making a successful GEV-based defense. The Defensive&<2 "Scramble:" To prepare for Zone defense, your GEVs should be spread evenly across an intercept line placed fairly close to the mouth of the Conflict Zone. We stress the need for even distribution of forces on the line. If you leave thin spots in your defensive line, the Ogre will discover and take advantage of them. Instead, your aim should be to place your GEVs such that most of them can intercept an encroaching Ogre soon after an invasion begins. Early Attack: When your f'*qurontline GEVs make initial interceptions, their fire should be directed almost exclusively toward the Ogre's tread sections (with perhaps a bit of fire aimed toward the Ogre's main batteries). During these early attacks, your GEVs primary goal must be to reduce the Ogre's speed by one third (or more). Attacks on treads will be costly in terms of lost GEVs; however, failure to slow the Ogre early on can prove much more costly in the long run. Resist the temptation to make premature(!J:> attacks on Ogre weapons. Once an Ogre's pursuit speed is cut down, it is much easier for GEVs to eliminate weapons without facing severe return fire. Middle Phase of Attack: After the Ogre's speed has been cut by 1/3, your forces should shift the focus of their attack to the Ogre's weapons systems. The aim of the middle phase of attack is to eliminate almost all of the Ogre's weapons systems (leaving it armed with nothing more than its antipersonnel guns and perhaps one or t) :wo secondary batteries). The idea is to prevent the Ogre from destroying your Command Post with a "cheap shot" taken at long range; instead, you need to force the Ogre to expose itself to a prolonged attack from your GEVs and infantry. Final Phase of Attack: When the Ogre approaches your Command Post, it is time to redirect your focus of fire once again. Whether or not your middle phase attack on the Ogre's weapons was successful, you must now throw all the firepower you can m*\uster against the Ogre's tread sections. Recognize that a disarmed but mobile Ogre is still a formidable weapon. If, at this stage in a battle, you have lost a great number of GEVs, infantry forces become critical. Infantry must present solid resistance to the approaching Ogre, and must press home the attack against its treads. Infantry casualties will likely be very high. A spirit of sacrifice is essential. In fact, if your situation becomes desperate, you may need to sacrifice+ GEVs or other vehicles by ramming the Ogre (to destroy its few final treads). If you must use (fatal) sacrificial maneuvers, make sure they prevent the Ogre from crushing your Command Post. Otherwise, we suggest your preserve your armor units in the hope of destroying the Ogre before it can escape. Comments: the GEV-centered defense is built on three distinct phases: First, slowing the Ogre somewhat; second, disarming the Ogre almost completely; and third, bringing the Ogre to,j a complete standstill. It is very important to execute each phase in a crisp, disciplined way. When GEV-centered defenses fail, it is often because the defensive commander fails to pay attention to the basics. For example, the commander fails to slow the Ogre early on, and hence loses too many GEVs to follow through with later phases of his attack. Or the commander continues the middle phases of his attack too long, only to see a disarmed but quite mobile Ogre flatten his Comman-vAFd Post. If you use the GEV-centered defense, do you best to complete each phase of your attack in the proper sequence. Commanders should be wary of the Ogre's attack algorithms. We have reason to believe the Ogre can recognize a GEV-centered defense, and that is it programmed to do all it can to disrupt early phases of the GEVs attack. For example, and Ogre may respond to early GEV attacks by moving laterally or rearward to pursue escaping GEVs. If the Ogre employs these tact4Dd instead force the Ogre to travel the full length of the Zone in its attempt to destroy your Command Post. In this way, you force the Ogre to expose itself to defensive fire which it cannot easily return. Appropriate targets would be (in descending order of importance): Ogre Missiles, main batteries (if any remain), and secondary batteries. While your forces "whittle away" at the Ogre's weapons, it is important to continue your attack against the Ogre's treads. Remember, the Ogre can hurt you both with its weapons and its bulk. 3) Bring the Ogre to a Standstill. when an Ogre is slowed and mostly disarmed, commanders usually make an immediate and concerted effort to shoot away the Ogre's remaining tread sections. Naturally, the idea is to bring the Ogre to a halt before it has a chance to roll over your Command Post. Oddly enough, inexperienced commanders sometimes overlook this point; it seems they become so preoccupied with fighting the Ogre's weaOڟpons that they forget the machine is about to crush them. This is a fatal mistake. A key point to remember is this: An utterly disarmed but mobile Ogre can still accomplish its combat mission (i.e., destroying your Command Post). The same is not (usually) true of a completely immobilized Ogre. Let these simple truths guide you as you set your combat priorities. [============================================================================] [Three Approaches  lto Defense] [============================================================================] As mentioned above, Alliance commanders have been inventive in creating defenses which can defeat Ogres. We hope you will carry on in this tradition of creativity. However, we feel your training will not be complete until you are exposed to what feel are the three "classic" Alliance defense strategies. The Multiple Howitzer Defense ============================= The basic concept >xZBbehind this defense is easy to grasp. You build your entire defense around a sizeable number of our most powerful and longest range weapons: namely, the howitzers. By placing three, four, or more howitzers so that their fields of fire and reinforce each other, you create a "Howitzer Wall" through which the Ogre must pass if it hopes to reach your Command Post. The theory is that the Ogre can reach your Command Post only by exposing itself to punishing fire from several sides. NatuCirally, the Ogre will try to eliminate your howitzers as quickly as it can. If your howitzers are correctly placed, though, the Ogre will have to knock out more than howitzer in order to clear a path toward your Command Post. In the time it takes the Ogre to do this, the outlying Howitzers and supporting mobile armor and infantry should have a chance to harass the Ogre, and, it is hoped, bring it to a standstill. Three Key Points determine the success of the Multiple Howitzer DefenD se: First, supporting mobile armor and infantry must eliminate many of the Ogre's longer range weapons before the Ogre reaches the howitzer field. If this point is not observed, the Ogre will have a relatively easy job of rupturing your howitzer wall. If the wall collapses too quickly, your Command Post will soon be destroyed. Second, proper placement of howitzers is critical. You must be careful to make sure that the howitzer wall surrounds your Command Post with a thicgk, dense cushion of defensive fire. If you inadvertently leave a gap or thin spot in the wall, the Ogre will spot this flaw and take advantage of it. You must also design your wall so that all howitzers share an equal part of the wall's defensive load. If you happen to overload a single howitzer, the Ogre will recognize the imbalance and focus its attack on the overstrained howitzer. When that howitzer falls, your entire defense collapses. Finally, your reserve support armor | and infantry must be prepared to augment (and to complete) the howitzer's attacks. Ogres are enormously sturdy vehicles, and it is foolish to believe that howitzers alone can stop them. As the Ogre and howitzers lock in battle, it is imperative for support forces to press home the attack (especially the attack against the Ogre's tread sections). If support forces hang back, they are likely to be overrun by a badly damaged but still mobile Ogre. Comments: The Multiple Howitze!Gr Defense can be used against both Mk III and Mk V Ogres, but it is much more likely to succeed against the Mk III version. This is true primarily because of the Mk III's relative shortage of long range weapons (the Mk III carries only one main battery and two missiles, while the Mk V carries two main batteries and six missiles). Against a Mk V Ogre, the multiple howitzer defense does not fare so well. The larger tank is all too likely to evade or out-gun your first wave defenders"pn[, and then is apt to approach your howitzers will full speed and a full complement of long range weapons (not a desirable scenario). Be aware that howitzers are very expensive weapons. Thus, when you choose to use a multiple howitzer defense, you must be ready to accept a tradeoff in the side of your mobile armor support force. You must also be prepared to manage that small support force with consummate skill. The GEV-Centered Defense ======================== The GEV-ce +<*se guns, Commander," the general's voice was calm; Mercier's reply was equally mild. "Trying, sir. It ducks." Then jubilation. "Good shot, Fair! You Got it! Hit the misbegotten pile of junk." The big screen was completely dark. It came on again, from a different angle. The Ogre was hurt. One of those big front guns was gone-- completely. The other was clearly wrecked. "Good man, Mercier! Who did that? Commander Fair?...Mercier?...Fair?..." "This is KowalkskiW in 319. It got Fair about three times. I can't find Mercier." On the screen, one heavy tank faced the Ogre. Two GEVs swept in and out. Missile tanks and infantry moved closer--too slowly. "Here it comes." Kowalski--commander of the last heavy. "You'll have to shoot better than that, you gadget...GOTCHA! Took out its..." Static. Then a new voice. It sounded quite human. And amused. "Gotcha." ********** The Ogre rolled on. It was with in howitzer range now, and the big missile cannons were scoring on it. Its missiles were gone, but it still had guns. The infantry had met it--finally--but powered armor notwith-standing, they were dying as fast as they came in. "It's committed," said a big major, his eyes on the screen. "It can't afford to stop now." The general nodded. "Get behind it," he said into his mike. "It's after the howitzers. They're killing it." In the flame-lit darkness, men heard the s۸crambled transmission. Men, and one other. The Ogre took in the surrounding terrain, considered the location of the Command Post and the howitzers, watched the movement of its enemies, weighed the order it had decoded. "Behind..." it thought. "They have made a mistake." It chuckled. ********** It was very close now. Had the Command Post had windows, the men inside could have seen the explosions. The Ogre was moving very slowly now, but two guns still spo}ke. It no longer dodged; it was a juggernaut, coming straight for its target. Inside, the general's face was gray. He spoke to no one in particular. "Smart. That thing is smart." A scream still echoed in the big room--the scream from the last missile tank commander. Out of Ogre's path, safe behind a three-meter ravine, lashing out at the metal giant--and the thing had changed course, ignoring the howitzers, walking over the gully like it wasn't there, crushing the smaller tank. Two GEVs had died a second later; their speed was their best defense and the Ogre had outguessed them. The side trip had given the howitzers a few more minutes; then they, too, had died. The screen showed the Ogre grinding on--a shambling monster, barely able to move. "The treads...hit the treads," whispered the general. "Stop that thing." The image changed, and he saw what was left of his force; three GEVs and a handful of infantry. And the Ogre rolled on..W. (C)opyright 1982, 1986 by Steve Jackson Games, Inc. [===========================================================================] [Stragegic Suggestions for Alliance Commanders] [===========================================================================] Basic Stragegy ============== The harsh truth is that you must *always* take whatever steps are necessary, no matter how drastic, in order to hold your ground and to preserve your Command Post. If your Co|emmand Post is lost, battle statistics suggest that the remainder of your force will also be lost, as will the Conflict Zone itself. Successful defense against an Ogre means meeting two basic goals: Disarming the Ogre and Immobilizing the Ogre. Any plan which meets these two goals is a good plan! Alliance commanders have devised a wide variety of battle plans which both disarm and immobilize Ogres. Though battle plans or strategies have almost limitless variety, most successfunl plans have certain basic features in common. For simplicity's sake, three basic defensive points your plan should observe are: 1) Delay the Ogre as soon as possible! As it starts its invasion, an Ogre is as fast or faster than all Alliance infantry squads, missle tanks, and heavy tanks. There is a very real danger of the Ogre outrunning the first wave of defenders it meets. If this happens, second wave forces will have to bear the brunt of a full-strength Ogre attack. To (p rose twenty meters high. "A Mark V," said the general. "They really want us, all right. Who had the watch?" "I...I did, sir." "Where'd it come from?" "Sir, the river. I got a movement indication from the center of the river--I saw it come up. Nothing before that. I swear it, sir." The general started to reply, then checked himself. Suddenly, he stepped to the keyboard. The map reappeared (the orange dot was closer) and shrank. They saw their island  Lfrom fifty--a hundred--kilometers in the air. The general traced the river course. "Here...and here. Yes, they could have done it." "Sir?" "Underwater. It went into the ocean here. Through the delta--up the river and out. Very clever. I wonder...No, they just outfoxed us. As you were, son." ********** The Ogre was twenty kilometers away. On the big map, a ring of green around it showed missile tanks ready to move in; more green dots, visibly  amoving, were GEVs harassing the enemy machine. As they watched, one GEV light went out. Another stopped moving and began to blink plaintively. The Ogre moved toward it. ********** Twelve minutes since the shooting had started. The Ogre was fifteen kilometers away. Faced by eight missile tanks, it had slipped to the side; three of the tanks were gone, and two others had never gotten in range. But the Ogre had paid; it was moving slowly now. On the big map,  : shows list of control keys(the list changes as different circumstances arrise) F2: Toggle Sound F3: Repeat previous command. F5: Save Game F7: Restore Game F9: Restartd Game -C or -X: cancel command -J: select joystick mode -Z: Quit Game : Inventory : Pause/Resume Game Call These Fine Boards: ICON Network 614-895-7209 Black Chamber 714-646-2723 Amiga Connection 301-445-3777 Pacific File Tech 619-758-3827 & Help get the Amiga Pirate Section Back on CPU III 801-277-3200 urre 2GC7d to reach the point. On the right are a series of squares. The course you are steering is correct when all squares line up perfectly. Your destination is reached when all squares are the same size. The normal colour of the squares is yellow but if your destination is behind you then they will be red. The exact course to steer is marked most accurately by the smallest square which should be followed i.e. if it is to the left then you should steer left. SCANNERS !px+----/\----+ The Short Range Scanners are activated by pressing | / \ | | /_ _\ | the up-arrow button on the right side of the pod. | | | | | |__| | This will cause a screen to rise. The scanners +----------+ will not be active unless one of the range buttons (labelled 1-5 underneath) is also selected. The scanners may be de-activated by pressing the same button (now a down arrow) again. The range of the scan is selected by the buttons (labelled 1""-5) which are located underneath the scanner screen with one being the lowest and five the highest range. Each increase in range doubles the effective area which is scanned and doubles the scanners energy consumption. The scanner screen shows a cube with your ships position signified by a central white dot. The scan is imaged looking forwards. Any large object within scanning range will be represented within this cube by a stalk with a dot on top. The dot is the ob#P "ject whilst the stalk gives an indication of depth by the position itt joins the floors of the scanner. All scanned objects have their positions updated in real time. DEEP SPACE REFUELLING Deep Space refuelling of a STRIX fighter is most easily accomplished through the use of automatic drones. Three types are available and can be ordered using the ships computer. An energy drone carries 25000 units of energy. A repair drone carries all need spare parts to repair $+_or replace any vital ship functions which may have become damaged or destroyed. It also carries 10 missiles which automatically replenish ships board stocks. A QUARK drone carries 2 QUARK bombs. This is the only way to gain possession of such weapons. These drones have to be purchased from the agency who will then dispatch them on auto-pilot providing that you have enough credits for the purchase. +----------+ Drones are ordered through the computer by pressing |%} /~~~~\ | | | |~~| | | the left most button of the computer console whilst | | |__| | | | \____/ | the computer is activated. The display shows your +----------+ current credit rating with the agency. To order select the type of drone you require by clicking with the mouse on the required line until it is highlighted. Then click on the order line. If you have the required credits the cost will be debited from your account and the drone will be despatched. You&-k must then use your scoops to retrieve it. The drone will travel to the location you occupied when you ordered it. The time the drone takes to reach this position and its cost in credits are directly proportional to the number of Stargates it must traverse to reach this position. For any impoverished and fueless pilot there is another option which can be taken to replenish energy stocks. This involves scooping the surface of any nearby gaseous star. This process i'2s hazardous in the extreme and totally beyond description. AUTO SCOOPS +----------+ To retrieve objects from space the auto scoops must | # # # # | | # # # # | be used. To activate, first turn on the ship's | # # # # | | # # # # | computer and then select the second button from the +----------+ left on the top row. The screen will show an image with your STRIX fighter in the centre. The yellow square underneath is a representation of your extended scoop. All(. objects in the vicinity will now register their location on this screen. The nearer the object is the whiter it will be. Only objects in front of you will register. With the scoops extended satellites, drones and even life forms may be taken within your ship by ensuring that their image falls within the yellow square whilst it is at its whitest. The scoop will then automatically detect their presence and tractor beams will draw them in. The scoop's imaging syste)¤zVm is also a very good aid for negotiating meteor clusters, mine fields and for dodging enemy fire. WEAPONRY Your shields are your most important aid to staying alive. Without them you will take massive damage and possibly be destroyed by an enemy weapon. The shields absorb energy and so will protect you from individual hits from energy weapons but they can be overloaded by multiple strikes in a short space of time. +----------+ The shields may be switched on by pres*ϜOsing the centre | /------\ | | | # | | right button on the pod. Unless they are destroyed | | #### | | | \______/ | they will automatically repair themselves over a +----------+ period of time. Shields are heavily energy intesive whilst in operation and will draw large amounts of extra energy to deflect potential impacts. +----------+ Normally standard Pulse weaponry is selected. The | | | ## | only limit to how often they are used is again the |Ging the mouse you simply move the pointer over the graphic of the control column in the direction toward which movement is desired i.e. left moves the ship left and up moves the ship up. Movement with a joystick is a case of pushing the stick in the direction required. The joysticks only function is to fire weapons or change direction and may be used in parallel with the mouse and/or keyboard. Movement from your computer keyboard is accomplished using the arrow (ca ursor) keys. Press the key which corresponds to the direction in which you wish to move. In all cases the longer you hold a directional change the faster your ship will move in that direction. Providing the ship has forward momentum of the control column will always alter the direction of motion (not just the display window). +----------+ It is posible to detach the viewing window from the | /___\ | | / | | \| direction of motion and look in other directions B| \ |___| /| | \ / | whilst not disturbing that motion. To achieve this +----------+ press the top-left button on the pod. When it locks and the button changes colour, viewing direction will be independent of motional direction. You may now look around without disturbing and course which has been set. Clicking the pod button off will immediately return the window to looking along the direction of motion. This operation may also be obtained with the keyboard :key +----------+ "W". A further option which is useful in combat | +-----\ | | | +---/ | situations is the 'rear-view' button located in the | | |____ | | +______| | button right position of the pod. When activated +----------+ the window is automatically freed and instantly swung round to point directly away from the current direction of motion. The 'BACKSPACE' key will also activate the function. SPEED CONTROL Speed is controlled using the Thrust lever to the left of the centre console. Downward movement of this lever causes deceleration, upward movement acceleration. The display above the level has eight lights showing graphically the amount of the acceleration/deceleration being applied and a sliding bar which registers current velocity. To move the lever simply move the mouse pointer over the lever and depress the left button. Whilst keeping the button held down move the mouse in the desired direction - up for acc  s \/_/---------/ with anti-matter screens. This class of craft is only surpased by interceptor class star ships ____ _______/\___\| which have so far not ventured beyond the Inogal /\________\___\| \/________|\___\ system. Killer class ships are worth 7500 while \|___| \_\ Interceptors earn a bounty of 10000 credits. Loses of Agency operatives haas been highest amongst those who have penetrated the Vexon system. It is believed tX 1.2 + Total Score Penalties .7 Point penalty for each fall. .2 Poing penalty for each awkward movement. CREDITS: Only the first attempt at each movement completed within the one minute is scored. ------------ Free Skating ------------ In Free Skating competition, you choose the jumps and spins, inventing your own choreography to music. You have two minutes to complete the program. Free Skating Scores ~~~~~~~~~~~~~~~~~~~ In Free Skating, you try to make three s ] uccessful attempts of the seven Figure Skating movements: Camel Spin, Sit Spin, Double and Triple Axel, Double and Triple Lutz and Camel into Sit Spin. The Judges will watch you closely in this event and calculate your score according to what moves are made. NOTE: If you successfully complete a fourth attempt at a movement the Judges will not credit your score. MOVEMENT POINTS EACH ATTEMPT ------------------------------------ Camel Spin .3 Sit Spin  jz .3 (1.8 points maximum) Camel into Sit Spin .5 (1.5 points maximum) Double Lutz Jump .2 Double Axel Jump .2 (1.2 points maximum) Triple Axel Jump .4 Triple Lutz Jump .4 (2.4 points maximum) ----- Total 6.9 (6.0 Maximum ceiling) + Total and Maximum Score Penalties: PENALTY TOTAL MAXIMUM ---------------------------------- Fall  0* -.5 -.2 Awkward -.2 -.05 NOTE: No penalty for failing to attempt all seven movements. EXAMPLE: Your total score: 6.9 Maximum: 6.0 1 fall -.5 -.2 2 Awkards -.4 -.1 _____ Final _____ Total 6.0 Score 5.7 Credits: Only the movements completed within the two minutes are scored. Movement attempts will be added to your score only if they're successfully completed. - DI------------ Speed Skating ------------- Speed Skaters can move at 30 miles per hour -- much faster than athletic track runners. In fact, Speed Skating champions are the fasted self-propelled human beings over level earth! In Speed Skating, two racers skate side-by-side, in separate lanes, as fast as they can go! + You will be skating against a computer player on the top half of the screen. Your skater is on the bottom half of the screen. Press the FIRE button or SPACE B `AR on the keyboard to begin the countdown. + When then countdown reaches "GO", begin skating by moving the joystick to the LEFT and RIGHT or pressing the keys 'J' and 'K', to move your skater's legs. The trick is to make the skater's legs move back and forth as in real skating. + Continue skating by moving the joystick back and forth or pressing 'J' and 'K' in rythmic strokes to move your racer's legs. Build your natural skating rythm faster to get up to speed - - and GO FOR IT! + The skater with the fastest time wins the race. (duh) + When the race is over, press the FIRE button or SPACE BAR to begin the next event. --------------- Hot Dog Aerials --------------- This demonstration sport tests your guts, grace, and precision on skis. Strive for a performance of athletic artistry as you flip through the air in a dazzling series of daredevil moves. + Push the FIRE button or SPACE BAR to start a jump. + Push the joystick i`M8Dn one of these six directions or press the appropriate key on the keyboard to begin a movement: -------------------------------------------------- Daffy U O Back Scratch \ / \ / \ / Back Flip J <----- LAND -----> K Forward Flip / \ / \ / \ Mule Kick N <d&k. Swan -------------------------------------------------- + To do one movement after another, move the joystick or press the appropriate key when the Hot Dog skier is in mid-air. Timing is crucial. + To get out of a move or begin another move push the joystick to the center (LAND) position or press the SPACE BAR. + Hold each movement (except the FLIPS) until you choose a different move. + Go into the landing position before you hit the ground, or you'll fall. Sco_Gres: ~~~~~~~ The score is based on both style and difficulty, and is displayed after you land. The maximum is ten points. DIFFICULTY is judged by the number of different maneuvers performed in mid-air. Any combination of movements can be mixed together for a total maximum score of ten. Combinations of different movements count for the most points. Points will be deducted for awkward transitions between moves. STUNTS POINTS ----------------------ٗs----------------- 1 Stunt 6.3 1 Flip 7.2 2 Stunts (same) 8.7 2 Flips (same) 9.2 2 Stunts (different) 9.6 1 Stunt and 1 Flip 10.0 2 Flips (different) 10.0 + 1.4 point penalty for each awkward movement. -------- Ski Jump -------- Every gust of wind chills your body as you look down from the top of the jump toweU5v} the missile defense sequence. Get back too early and you'll waste time. Get back too late and you'll lose cities! When the Russian station is overthrown, the timer will count down from four minutes. The sooner you dock with the Russian station, the more time you'll have to rescue Natalya from the evil KGB. The following keyboard commands are available: M - When the white message light is blinking press "m" to view the incoming message. + - Use the plus (+) andS minus (-) to increase/decrease speed. D - Press "d" to engage docking mode. Maneuver your ship with the joystick to center one of the two stations inside the red "docking target". Press the joystick button to call up the computer aided docking sequence. Press the "d" key again to return to "firing" mode. S - The scanner constantly updates relative positions on a world map. Your ship is displayed as a small white triangle. 1% Rotate your fighter by tapping the joystick to the left or right. Your ship will move in the direction it's pointing. Accessing the scanner will return your ship to the correct altitude for docking and satellite repair. Exit the scanner by pushing your button. R - Repairing satellites is similar to docking. When the damaged satellite is centered in your green "repair target", push the button. Press "r" again to exi }bdt repair mode. Computer Aided Docking Sequence: Center the docking port in your view screen using the joystick. Your ship will accelerate automatically. Slow down by pushing the joystick button to fire your retro rockets. If you're not centered or moving too quickly, the docking will be aborted. After a successful dock with the U.S. station, you have an opportunity to refuel, recharge your shields, and make repairs. Move the cursor to the words highlighted in red and push your  button. To enter the station, select ENTER AIRLOCK. Choose DISENGAGE to return to combat. Fire your lasers by pushing the joystick button. When your ship is hit, the screen displays a close-up or your character. Return to base if you need to make repairs. Press the space bar to toggle the music on and off. is centered in your green "repair target", push the button. Press "r" again to exir you choose. + Press the FIRE button or SPACE BAR to begin Figure Skating. + To begin a movement, point the joystick in the direction of the movement you want to make and press the FIRE button or SPACE BAR. + To COMPLETE a movement, center the joystick and press the FIRE button or SPACE BAR. + To SKATE BACKWARD, center the joystick and press the FIRE button or press the 'J' key and then the SPACE BAR. Joystick or Keyboard controls: Figure and Free Skating: ~~~~~~~~E~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Camel Spin Lutz Jump U I O Double Axel Jump \ | / \ | / Skate \ | / Skate Backward J ------ SKATE ------ K Forward / BACKWARDS \ / | \ / | \ Triple / | \ Lutz Jump G R N M <. Triple Axel Jump Sit Spin ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Figure Skating Tips: AWKWARD: A movement will be judged as elegant or awkward, depending on when you press the FIRE button or SPACE BAR. If you're skating forward and "trigger" a jump when the skater's legs are in open stride, the jump will be perfect. If the skater's legs are together, it will be a little awkward. FORWARD SKATING performers can do a Double or Triple Axel Jump or turn around and begin skating backwards. Remember: be skating forwards when the timer runs out--if you're skating backwards you'll fall down! BACKWARD SKATING athletes can do a Double or Triple Lutz Jump, a Camel or Sit Spin, or turn around and begin skating forward. When you do SPINS, try to make six rotations. If you turn fewer than six times, your exit will be awkward, more than six turns will make you dizzy and you'll fall. DON'T FAm)LL DOWN! You'll fall down if you try to move directly from a jump to a spin, a spin to a jump, a jump to another jump, or a Sit Spin to another Camel Spin. Skate backwards in between movements; skate forwards before you do an Axel Jump. CAMEL INTO SIT AND SPIN: You can move directly from a Camel Spin to a Sit Spin - a very elegant combination worth 1.2 points! FIGURE SKATING SCORES: You begin with a score of 0.0 The best score is 6 points. All scores are displayed in tenths. T7And don't worry--your score can't go below 0. After you successfully complete each Figure Skating movement, your score is added like this: MOVEMENT POINTS ---------------------------------------- Camel Spin .7 Sit Spin .7 Double Axel Jump .6 Triple Axel Jump 1.1 Double Lutz .6 Triple Lutz 1.1 Camel into Sit Spin Qhe unwary, so put the beam in the door. Now you can open the door safely. So, do that, and go West into the Slab Room. (Note: somewhere along the line here your torch will start to sputter. When that happens, get the jar and the matches from your pack. Light a match, then turn off the torch and dip it in the oil. Your match will go out, but you will then have time to light another one so you can light the torch. After this, you can leave the jar and matches because you are nea yxr the end of the game and won't need them any more.) Here is a slab with holes in each of its four corners. In fact, the placement of the holes is very reminiscent of the Circular Room. So, drop the pack, and take out the four jeweled clusters (the gold one you can leave in there). Now, put the clusters in the Slab as follows: Diamond in the First Hole; Ruby in the Second Hole; Emerald in the Third Hole; Opal in the Fourth Hole. As each one is inserted into its hole, there will be a click from the slab. Once the last cluster is in place, you can raise the slab. Inside you will find a golden spatula and a book. Get the book. The spatula can be left in the slab, unless you want to read the hieroglyphics in the book (you need the spatula to turn the pages). In any case, you have what you came for, so pick up the pack and go East back to the Antechamber, and get the beam. Now go North twice to the Antechamber with the timbered door. As you may have gu|essed, this door is also trapped. Put the beam under the timber, then break the seal on the door (that beam certainly comes in handy!). Now, open the door and go North into the Burial Chamber, then East into the Treasury, where the scales are. You must balance the scales to be exactly even with the table top in order to safely take the scarab. So, drop the sack, and get the two chalices. Put the Gold Chalice on either of the scales. Fill the silver chalice with water, and putE7 it on the other scale. Now, you can get the scarab. Return to the Burial Chamber. Place the book in the large recess and the scarab in the small recess. There will be a click from the statues that hold the sarcophagus cover in place. Now, turn the statues in the following order: Neith, Selkis, Isis, Nephthys. At this point, you have your perfect score. If you continue the game by opening the sarcophagus, you will die; there is no way around that. You can also go back to the surface through the stairs in the Chamber of Ra, but all you can do then is wander around in the desert. The only other thing you can do is just quit the game where you are, and receive your rating of "Master Adventurer". Whatever you choose to do, the ending is most unsatisfying, so take your pick; it's all the same, anyway. The game "Infidel" is copyrighted 1983 by Infocom This walkthru is copyrighted 1983 by Scorpia Last page. Key M for menu !is copyrighted 1983 by Infocom This walkthru is copyrighted 1983 by Scorpia Last page. Key M f in the small recess. There will be a click from the statues that hold the sarcophagus cover in place. Now, turn the statues in the following order: Neith, Selkis, Isis, Nephthys. At this point, you have your perfect score. If you continue the game by opening the sarcophagus, you will die; there is no way around that. You can also go back to th!H hand corner brings up the S.D.I. satellite network. SDI Control - The two flashing screens in the middle take you to the missile defense sequence. Airlock - To enter the fighter click on your character in the center of the screen. An elevator will take you to the airlock. Missile Defense: Target the inbounds by moving your cursor to the end of the missile's arc and pressing the joystick button. The following information will be displayed: PRIMARY SocATELLITE STATUS (functional or damaged) MISSILE DESTINATION (an American city) SATELLITE NUMBER MISSILE COORDINATES Quickly press the button to continue. Now the screen prompts you for PRIMARY or SECONDARY satellite sequencing. Move the joystick right to select PRIMARY or left to choose SECONDARY. Then decide between FULL BEAM or PULSE. When the missile appears in your view screen, target it with the cursor and fire. *Primary - Selects the primary satellite for -sequencing. *Secondary - If the primary satellite is damaged you MUST choose secondary at the prompt. (However, destroying the missile will be much more difficult.) *Full Beam - Discharges a single, powerful beam. Easier to target, but you have only one chance to hit the missile. *Pulse - Recommended with secondary sequencing. When missiles no longer appear click on the word "exit". SHIP CONTROLS The indicator on the left displays your speed.X} Your fuel gauge is in the center and your shield status is displayed on the right. The U.S. and Soviet stations will show up as dark black dots on your radar. Damaged satellites are displayed as smaller blinking dots. (Satellites that need to be repaired will blink on your main view screen as well.) When an enemy missile strike is called, the computer automatically begins counting down. You have exactly two minutes to dock with the U.S. station, make repairs and refuel, and enter Jϸ 1. Getting in and the Circular Room 2. The Barge, The Gold & Silver Chalices, The Secret Passage 3. Antechambers, Slab Room, Scarab, Sarcophagus Last menu page. Key digit or M for previous menu. !2xs 2s is an invalid choice !s GameSig Archives Page GSA-1295 INFIDEL Part One A word or two before we start: throughout the pyrmaid, you will come across a number of hieroglyphic symbols. These symbols, when properly translated,  ;contain clues and hints to solving the various puzzles presented in the game. Since you are using this walkthru, I will not be translating the hieroglyphics. However, should you want to try your hand at it, look in the Hints section, where I've given approximate translations of some of the hi^C Key S or to continue !t CompuServe Page CIS-1 CompuServe Information Service 1 Home Services 2 Business & Financial 3 Personal Computing 4 Services  for Professionals 5 The Electronic Mall (tm) 6 User Information 7 Index Enter your selection number, or H for more information. !go gsa GameSig Archives Page GSA-1 >>>>> The GameSig Archives <<<<< 1. Introduction 2. Walkthrus 3. Game hints 4. Game reviews 5. * Rigor * 6. The Gamer's Gazette 7. FRPG Annals Last menu page. Key digit or M for previous menu. !2 GameSig Archives Page GSA-10 * * * Walkthrus * * * 1. Infocom Adventure 6 s 2. Scott Adams Adventures 3. Other Adventures Last menu page. Key digit or M for previous menu. !1 GameSig Archives Page GSA-11 * * * Infocom Walkthrus * * * 1. Zork I 11. Sorcerer 2. Zork II 3. Zork III 4. StarCross 5. Suspended 6. Deadline 7. Witness 8. Planetfall 9. Enchanter 10. Infidel Last menu page. Key digit or M for previous menu. !10 GameSig Archives Page GSA-1294 * * * Infidel * * * 1. Getting in and the C f5ircular Room 2. The Barge, The Gold & Silver Chalices, The Secret Passage 3. Antechambers, Slab Room, Scarab, Sarcophagus Last menu page. Key digit or M for previous menu. !s 2 GameSig Archives Page GSA-1310 INFIDEL Part Two OK, now we're going to visit the Barge Room and its environs. Head along South to the landing, and continue down to the Narrow Hall. From there, go NE then NW, and you are in the Barge Chamber. You will be v i@Hisiting the Barge itself in a short while; for the moment, go West, then North, then East, and you will be behind the Barge, where a hallway starts. Go all the way North along this hallway to the Inner Chamber. Ignore the corpse, which is wearing a jeweled ring. The ring is not a treasure in the game (no points for getting it), and is in fact a deadly trap, so it's best not to touch it. From the Inner Chamber, go West to the Golden Room, and then South to the Golden Alcove. P QnKick up the Gold Chalice, then return to the Inner Chamber, and from there go East to the Silver Room, and South to the Silver Alcove. Guess what's here? Right, a Silver Chalice. Pick that up, and return to the Barge Room. Once in the Barge Chamber, go back to the front of the boat, then enter it by going North. You are in the middle of the Barge, and there is a mast here. At the moment, it's somewhat stuck, but there's an easy way around that. Go East into the Aft Cabin, Down ^̴ into the hold, then West into the West End of the hold. Here the mast ends in a slot. If you look in the slot, you will see a piece of wood (called a "shim"), wedged in the slot to hold the mast in place. Get the shim and drop it (has no use in the game). Now return to the deck and get the beam. If you like, you can go West to enter the Fore Cabin to read the little scroll of hieroglyphics, although that isn't necessary. Go back to the Chamber of Ra. From there, go East into'Ѳ the Cube Room, then West, then South. You will be in front of a panel with some bricks in it. Remove and drop the First, Third, and Fifth Bricks. When you remove the Fifth one, a secret passageway to the East will open. Go through it to the Turning Passage, then down to the bottom of the stairs. The game "Infidel" is copyrighted 1983 by Infocom. This walkthru is copyrighted 1983 by Scorpia. Last page. Key M for menu ! GameSig Archives Page GSA-129Hw4 * * * Infidel * * * 1. Getting in and the Circular Room 2. The Barge, The Gold & Silver Chalices, The Secret Passage 3. Antechambers, Slab Room, Scarab, Sarcophagus Last menu page. Key digit or M for previous menu. !s 3 GameSig Archives Page GSA-1446 INFIDEL Part Three Use your pick to dig the plaster away from the door, then go West to through the Narrow Passage until you come to the room with the two niches. Here'Bs where the fun starts. Put the beam in the niches, then stand on it. Dig away the plaster with your axe. As you do so, the floor will fall away (nasty little trap, that!). Fortunately, since you're standing on the beam, you're safe. Okay, now open the door and go West into the Antechamber. Since there are still a few other sneaky things to avoid, get the beam, then go South. This is another antechamber, with a door in the west wall. Of course, there is also a trap here for t xshed automatically while in battle or on patrol. Once an item of major equipment is damaged, it may not be repaired. 5) Expert Destroyers If this level is selected certain enemy convoys will be escorted by 'expert' destroyers. These escorts are more persistant and have better trained sonar operators. 6) Convoy Search If this is selected convoys will not always appear within radar range. You will need to search them out. Far off convoys are best sighted by performing a 360 degree  Ғperiscope/binocular sweep of the horizon. 7) Angle-on-the-Bow Input If this level is selected the computer will no longer calculate the 'Angle-on-the-Bow' for torpedo shots. You must enter the angle yourself based on periscope observations. Be sure you understand the workings of the Torpedo Data Computer before attempting this level. Recommended for experienced players only. Instruments and Gauges This screen displays vital status information. The straight  up position for all gauges represents a zero value, with increasing values in the clockwise direction. The primary instruments and gauges are: a) BATTERY LEVEL- Shows how much electicity is remaining. The battery is used for submerged running and is gradually recharged while on the surface so don't be cruising all the time underwater for if it runs out, you will be unable to move save for up and down. b) BATTERY CHARGE LIGHT- indicates the battery is being charged c) BATTERY IN USE LIGHT- indicates the battery is being drained. d) SPEED- indicates speed of sub. Max suface speed is 20 knots and max speed underwater is 10. e) DEPTH- indicates current depth. Periscope depth is 44 feet or less. f) PERISCOPE INDICATOR- guess what this does?? g) TORPEDO READY INDICATOR- shows how many are ready for firing. Green indicates ready and red means not ready. Reloading is done automatically and requires about 10 game minutes per tube. h) FUEL LEVELS- Another puzzling instru7ment. See if you can figure it out! i) DEPTH UNDER THE KEEL- a gauge showing the depth from your sub to the ocean floor. When this gauge reads zero you will run aground. Max reading is 500 feet. j) WATER TEMPERATURE- shows temp of water outside sub. A blue dial hand indicates that the sub is below a thermal gradient layer. k) CHRISTMAS TREE- light indicating the status of all hull openings. Green means open. These are closed automatically when you dive. l) COMPASS- ???/ M) THROTTLE- {0-4 setings. Shows speed of craft. n) CLOCK- shows time of day o) DIVE BUBBLE- a horizontal tube showing whether the sub is diving or surfacing. Damage Reports Battle Station This screen indicates the nature of any damage to the submarine. Damage may be caused by depth charge attacks or enemy gunfire. Types of damage include: 1) Bow/Aft torpedo damage: these torpedo doors have been damaged. The torpedoes will not fire. 2) Periscope damage: the periscope housing has been damaged. It cannot be lowered or raised. 3) Dive Plane Damage: the bow and stern dive planes have been damaged. The sub will only dive or surface at half its normal rate. 4) Fuel Leaking: the external fuel tank are leaking. Fuel will be consumed at twice the normal rate. In addition, fuel rising to the surface will make the sub easier to detect by enemy destroyers. 5) Engine damage: the main diesel engines are damaged. Speeds are reduced by half. 6) Machinery DamageAc: internal pumps and engines are damaged. The extra noise will make the enemy's sonar tracking easier. 7) Battery Damage: batteries are used at twice the normal rate. If the "PORT REPAIRS ONLY" reality level is not selected, repairs are attempted by the crew automatically. If your sub is taking on water, the leakage rate is indicated in gallons per second (GPS). Leakage will often cause your sub to decend, although the dive planes may be able to counter-act the dive. This informatio#%{n is provided in the top right hand side of the Damage Reports Screen. normal rate. 4) Fuel Leaking: the external fuel tank are leaking. Fuel will be consumed at twice the normal rate. In addition, fuel rising to the surface will make the sub easier to detect by enemy destroyers. 5) Engine damage: the main diesel engines are damaged. Speeds are reduced by half. 6) Machinery Damage $*d you can go to the opposite passageway, and pick up the treasure that's there. You will have to roll the statue (and don't forget the head!), into each of the four passages in turn, so that you can get all four of the jeweled clusters. To continue with the example, so you know exactly what has to be done, after rolling the statue into the NW passage, go back to the SE passage, and you will be able to proceed to the room that has the opal cluster of Neith. As you get each clus ;clter, drop it off in the Circular Room. When you have all five clusters, drop the sack, and put all the clusters in it. The gold one is just a treasure, but the other four will have a very important purpose later. For now, climb back up the rope into the Chamber of Ra. The game "Infidel" is copyrighted 1983 by Infocom This walkthru is copyrighted 1983 by Scorpia Last page. Key M for menu ! GameSig Archives Page GSA-1294 * * * Infidel * * * a R00 400 13.0 5.11 1.50 9.17 2.57 34.10 500 12.5 5.54 1.60 10.55 2.90 40.59 600 12.0 5.98 1.71 12.01 3.24 47.56 700 11.5 6.43 1.82 13.55 3.60 55.09 800 11.1 6.90 1.93 15.19 3.97 63.17 900 10.7 7.39 2.05 16.92 4.36 71.81 1000 10.3 7.90 2.17 18.75 4.78 8gs1.00 SELECTION PAGE ICON OPTION: ALL THESE ICONS ARE SELECTED BY POINTING THE MOUSE AT THE REQUIRED ICON AND DOUBLE CLICKING ON EITHER BUTTON. "SAVE"-STORE THE CURRENT GAME TO DISK: IT IS POSSIBLE TO SAVE UP TO 6 PART-COMPLETE PLAYS OF ARENA ON THE ARENA WORK DISK. THE ARENA WORK DISK WILL BE OF A TOTALLY NON-STANDARD FORMAT AND CAN ONLY BE READ OR WRITTEN BY THE ARENA PROGRAM. WHEN YOU FIRST COME TO SAVE A PLAY OF ARENA HAVE A BLANK OR OVERWRITABLE DISK AVAILABLE AND THIS DISK  MUST THEN BE DEDICATED AS THE ARENA WORK DISK, THIS DISK DOES NOT NEED TO BE FORMATTED FIRST. YOU CANNOT USE THIS DISK FOR ANY OTHER PURPOSE UNTIL YOU REFORMAT IT. WHEN YOU HAVE SELECTED THIS OPTION YOU WILL HAVE TO SELECT A NUMBER IN THE RANGE OF 1-6. THIS IDENTITY UNDER WHICH THE CURRENT PLAY WILL BE SAVED. "LOAD"-LOAD A PREVIOUSLY SAVED GAME: THIS WILL ALLOW YOU TO LOAD A PREVIOUSLY SAVED GAME FROM DISK. IT IS THE REVERSE OF SAVE WITH THE PLAY STORED UNDER IDENTITY 1-6 BEIN1G RELOADED FROM THE ARENA WORK DISK. SCOREBOARD- SHOW THE SCOREBOARD: THIS ICON WILL REVEAL THE SCOREBOARD SHOWING THE SCORES FOR ALL PLAYERS IN ALL THE COMPLETED EVENTS PLUS TOTAL. A DOUBLE CLICK ON THE OK ICON WILL REVERT TO THE EVENT SELECTION SCREEN. "QUIT"- QUIT THE CURRENT GAME: THIS WILL SIMPLY RE-INTIALIZE THE MACHINE AND CLEAR THE ARENA FROM MEMORY. CONFIRMATION WILL BE REQUIRED BY DOUBLE CLICKING ON THE OK ICON, OR CANCELLATION BY THE CANCEL ICON. "NEW"- START A NEW  GAME: ON THE SELECTION YOU WILL BE PRESENTED WITH A SCREEN TO ALLOW IMPUT OF THE NUMBER OF PLAYERS AND THEIR NAMES. THE MAXIMUM NUMBER OF CHARACTERS IN THE NAME IS 11. FOR EACH INPUT FIELD TYPE IN YOUR RESPONSE AND HIT RETURN WHICH WILL THEN TAKE THE CURSOR TO THE NEXT FIELD. THE ONLY VALID EDIT KEY IS THE BACKSPACE KEY. ONCE YOU HAVE ENTERED ALL FIELDS YOU CAN CONFIRM YOUR ENTRIES BY DOUBLE CLICKING ON THE OK ICON. IF YOU ARE NOT HAPPY WITH YOUR ENTRIES DOUBLE CLICK ON THE RE-Er,NTER ICON. ONCE YOU HAVE DOUBLE CLICKED ON THE OK ICON ALL EVENT SCORES AND DSTATUS FLAGS WILL BE CLEARED AND YOU ARE NOW READY TO PLAY ARENA. N ALL THE COMPLETED EVENTS PLUS TOTAL. A DOUBLE CLICK ON THE OK ICON WILL REVERT TO THE EVENT SELECTION SCREEN. "QUIT"- QUIT THE CURRENT GAME: THIS WILL SIMPLY RE-INTIALIZE THE MACHINE AND CLEAR THE ARENA FROM MEMORY. CONFIRMATION WILL BE REQUIRED BY DOUBLE CLICKING ON THE OK ICON, OR CANCELLATION BY THE CANCEL ICON. "NEW"- START A NEW "aplay this game. You may use either keyboard or joystick to play. Place the game disk in your drive and turn on the computer. The disk will boot automatically. Leave the disk in during play. OPTIONS Upon loading, you will be allowed to select the senario, options, and skill factors you wish to use. Scenarios There are three types of scenarios. "Torpedoe/Gun Practice" places you outside the American base at Midway Island. Four old cargo ships are anchored th#*Gere as torpedoe and gunnery practice targets. The second set of scenarios: "Convoy Actions", recreate various actual submarine attacks on a convoy. "War Patrols", allow you to command an entire patrol, beginning at the submarine bases at Midway, Brisbane, or Fremantle; continuing through a number of convoy actions; and concluding with a return to base. Skill Levels You may select from one of four skill levels: "MIDSHIPMAN", "LIEUTENANT", "COMMANDER", or "CAPTAIN". The $Uskill level affects the accuracy of torpedo runs, damage sustained from depth charges, the skill of enemy lookouts and sonar operators, as well as other factors. Reality Levels In addition, you may customize the similation with various "reality levels". Each level introduces an element which makes the similation both more realistic and more diffilcult. To select the reality levels, use the joystick to mve the flashing asterisk and press the trigger to toggle the YES/ %U#NO indicator or use the left button on the mouse to toggle the levels on and off. 1) Limited Visibility If this level is selected enemy ships which are beyond radar/sonar range will not appear on the map displays. Enemy ships which were detected but have moved out of range will blink slowly at their last known position. If this level is not selected, all enemy ships will appear on the map displays requardless of their range or location. 2) Convoy Zig-Zags If this level is selecte gd enemy convoys will "zig-zag"(change course) at regular intervals. If this level is not selected, cargo ships will steam straight ahead unless they are attacked by torpedoes or encounter land masses. 3) Dud Torpedoes If this level is selected some of your torpedoes may be duds, especially during the years 1942-1943. Dud torpedoes may hit the enemy but will not explode, only the splash will be seen. 4) Port Repairs Only If this level is selected repairs will no longer be accompli'c3E SCOREBOARD WILL SHOW YOUR BEST ATTEMPT TO DATE, THE POINT VALUE FOR THAT JUMP/THROW YOU HAVE REMAINING. LONG JUMP: YOU ARE ALLOWED 6 ATTEMPTS TO RECORD A GOOD JUMP. YOU USE THE ENERGY KEYS TO PICK UP SPEED ON THE RUNWAY. AS YOU APPROACH THE BOARD KEEPING AN EYE ON THE PROGRESS BAR, YOU NEED TO REACH MAXIMUM SPEED. YOU MUST BE READY TO TIME YOUR JUMP; THE CLOSER YOU GET TO THE BOARD THE BETTER CHANCE YOU HAVE. HITTING THE JUMP KEY WILL MOVE YOU INTO JUMP SEQUENCE INSTANTLY AND(eT SHOULD BE TIMED TO COINCIDE WITH YOUR ARRIVAL ON THE BOARD. DURING THE JUMP SEQUENCE THE USE OF THE ENERGY KEYS NEEDS TO BE MAINTAINED RIGHT UP TO THE POINT OF LANDING. YOU WILL LOSE A CONSIDERABLE AMOUNT OF DISTANCE IF YOU DO NOT KEEP UP THE ENERGY KEYS RATE THROUGH TO THE POINT WHERE YOU HIT THE SAND. SHOT PUT: AGAIN YOU WILL BE ALLOWED SIX ATTEMPTS TO RECORD A BEST. YOU COMMENCE THIS EVENT STANDING AT THE BACK OF THE CIRCLE. YOU HAVE TO BUILD UP POWER AS YOU GO INTO THE HOP)v) POSITION, YOU THEN HOP ACROSS THE CIRCL. AS YOU MOVE ACROSS THE CIRCLE HITTING THE JUMP KEY STARTS THE PUT. YOU NEED TO LEAVE THIS AS LATE AS POSSIBLE TO RECORD THE MAXIMUM DISTANCE. YOU CAN HOWEVER FOUL THE CIRCLE BY TOUCHING THE EDGE. DURING ALL THIS YOU HAVE TO MAINTAIN THE RATE ON THE ENERGY KEYS. AS YOU START TO PUT THE SHOT ANOTHER STRIKE ON THE JUMP KEY IS REQUIRED TO RELEASE THE SHOT, THIS SHOULD BE DONE TO COINCIDE WITH THE ARM EXTENDING TO RELEASE THE SHOT, THE LATER *&*YOU CAN LEAVE THIS THE MORE EFFECT IT WILL HAVE. ONCE THE SHOT IS IN FLIGHT THE ENERGY KEYS RATE HAS TO BE KEPT UP TO MAINTAIN THE OPTIMUM FLIGHT PATH. JAVELIN: TURNS AND NUMBER OF ATTEMPTS AS ABOVE. THE KEY TO SUCCESS IN THE JAVENLI EVENT IS SPEED ON THE RUNWAY, USING THE ENERGY KEYS, AND STARTING THE THROW AT THE LAST POSSIBLE SECOND USING THE JUMP KEY. YOU HAVE TO AVOID THE FOWL THROW BY NOT TRANSGRESSING THE END OF THE RUNWAY. YOU MUST KEEP UP THE ENERGY KEYS RATE DURING TH+p=E THROW. AGAIN FURTHER DISTANCE MAY BE GAINDED BY "HELPING" THE JAVELIN ALONG DURING ITS FLIGHT USING THE ENERGY KEYS. HIGH JUMP AND POLE VAULT: SET HEIGHT: IN BOTH THESE EVENTS YOU WILL BE ALLOWED UP TO 6 TURNS AT NEW HEIGHTS CHOSEN EACH TIME BY YOU. THIS IS DONE BY MEANS OF THE SET HEIGHT ICONS. THIS WILL BE OFFERED TO YOU AT THE START OF THE EVENT AND AFTER EACH SUCCESSFUL JUMP. SHOULD YOU FAIL AT A PARTICULAR HEIGHT YOU WILL BE ALLOWED THREE AND ONLY THREE ATTEMPTS. AFTER ,DRA FAIL YOU CANNOT CHANGE THE HEIGHT YOU ARE ATTEMPTING, YOU MUST CLEAR YOUR CHOOSEN HEIGHT TO PROGRESS IN THE EVENT. YOU MAY HOWEVER, CHOOSE ANY HEIGHT YOU WISH FOR YOUR FIRST ATTEMPT. WHEN YOU HAVE COMPLETED A JUMP SUCCESSFULLYM YOU MAY INCREASE THE HEIGHT BY ANY AMOUNT YOU WISH AT YOUR NEXT TURN. THE BAR CAN BE MOVED UP AND DOWN BY POINTING AT THE UP AND DOWN ARROWS AND PRESSING THE LEFT HAND MOUSE BUTTON. WHEN THE HEIGHT IS AT THE DESIRED LEVEL, POINT AT THE OK BUTTON AND PRES-ҥCS THE LEFT HAND MOUSE BUTTON. YOU WILL NOW BE TAKEN TO START YOUR NEXT ATTEMPT. THE SCOREBOARD WILL SHOW UNDER THE TRYS COLUMN THE ATTEMPTS YOU HAVE HAD AT A PARTICULAR HEIGHT, INDICATING EACH ATTEMPT WITH A 9 FOR FAILURE TO CLEAR, AND A 0 WHERE NO ATTEMPT HAS YET BEEN MADE. THE POINTS VALUE REFLECTS THE BEST CLEARANC TO DATE. AS WITH ALL EVENTS THE SCOREBOARD WILL BE SHOWN AT THE HEAD OF EACH SCREEN AND FOR THE HIGH JUMP AND POLE VAULT IT LOOKS LIKE. NAME PTS. JUMPS .Ez ATTEMPTS MTRS TRYS COLIN 817 4 4.13 9 9 0 HIGHJUMP AS WE HAVE DISCUSSED IN THE SET HEIGHT PARAGRAPH ABOVE, IF YOU FAIL AT A PARTICULAR HEIGHT YOU REMAIN LOCKED IN TO THAT HEIGHT UNTIL YOU HAVE CLEARED IT AND THEN YOU MAY PROGRESS TO A NEW HEIGHT, BUT REMEMBER, YOU ARE ONLY ALLOWED THREE ATTEMPTS AT EACH HEIGHT AND THREE FAILURES MEANS YOU GO OUT OF THE EVENT. THE GAME PLAY OF THIS EVENT IS VERY SIMILAR TO THE LONG JUMP. YO/ÜV@U ACCELERATE ACROSS THE RUNWAY KEEPING AN EYE ON THE PROGRESS BAR USING THE ENERGY KEYS. AS YOU APPROACH THE TAKE-OFF AREA YOU NEED TO ACCELERATE AND THEN TIME YOUR JUMP TO TAKE PLACE BETWEEN THE LEFT AND RIGHT UPRIGHTS. TO DO THIS, YOU NEED TO START THE JUMP BY HITTING THE JUMP KEY A SHORT DISTANCE BEFORE THE JUMP ITSELF, WE HELPED A LITTLE BY PROVIDING MARKERS ON THE RUNWAY. YOU MUST MAINTAIN YOUR KEY RATE ON THE ENERGY KEYS UNTIL YOU ARE WELL CLEAR OF THE BAR. POLE VAULT: THE0 POLE VAULT IS IDENTICAL TO THE HIGH JUMP EVENT IN THE NUMBER OF JUMPS, NUMBER OF ATTEMPTS AND THE SETTING BAR HEIGHTS. THERE ARE RUNWAY MARKERS PROVIDED AND THE JUMP KEY SHOULD BE HIT TO START THE VAULT. WE GIVE YOU CONSIDERABLE LEE-WAY IN STARTION YOUR VAULT. IF YOU TIME THE JUMP KEY CORRECLTY THE COMPUTER WILL"FLASH" THE SCREEN AND THE VAULT WILL START AT THE CORRECT LOCATION. AS YOU REACH THE TOP OF YOUR FLIGHT UOU MUST HIT THE JUMP KEY AGAIN T RELEASE THE POLE. THE CRITICALo~ TECHNIQUES IN THE EVENT ARE TO ACCELERATE INTO THE TAKE-OFF AREA AND THEN KEEP MOMENTUM UP ON THE ENERGY KEYS UNTIL YOU HAVE CLEARED THE BAR AND YOU ARE DROPPING TO THE MAT. THE POINT SYSTEM AS IN TRADITIONAL DECATHLON EVENT, POINTS ARE AWARDED ON THE FOLLOWING MERIT SYSTEM: POINTS 100M LONG JUMP HIGH JUMP SHOT PUT POLE VAULT JAVELIN 200 14.1 4.28 1.25 6.62 1.94 22.30 300 13.5 4.28 1.40 7.86 2.25 28.2i,< Bards Tale, since Bard's Tale will multitask (hooray for Electronic Arts!). This requires you to modify your Bards Tale disk, so work with a copy, just in case. You need to add RUN and REVIVE to the C directory, and change the startup-sequence file to read `RUN BardsTale'. Now, when a character dies or is seriously wounded, drag him back to the Adventurer's Guild. Remove him from your party (which saves him to disk), then click the send-to-back gadget in the upper r3ight hand corner of the screen (or type Left-Amiga-M). You should now be in the CLI, so just type `REVIVE FRED' (or whomever your character happens to be). After the character is healed, adjust the CLI window so that you can click the send-to-back gadget (or type Left-Amiga-N) to get back to the Bards Tale screen, and use Add Character to get him back in the party. While you're adding things to your Bards Tale disk (remember to use a copy!!), you might try adding Ad4dBuffers to the C directory, and `AddBuffers df0: 250' to the start of the Startup-Sequence file. It speeds up the game play considerably. Well, happy adventuring, and good luck! Any comments, death threats, money, or whatever may be sent to: Chris Everett 411 Logus Street Oregon City, Oregon 97045 This program, both source and executable, are copyright 1987, by Chris Everett. They may be freely redistributed, except that they may NOT be uploaded 3 0 THEN IF (Read(ReadFile,ADR(FileBuffer),FileLength) = FileLength) THEN Close(ReadFile); FileBuffer[1] := NullChar; FileBuffer[30] := FileBuffer[28]9U#; FileBuffer[31] := FileBuffer[29]; FileBuffer[7] := FileBuffer[17]; FileBuffer[9] := FileBuffer[19]; FileBuffer[11] := FileBuffer[21]; FileBuffer[13] := FileBuffer[23]; FileBuffer[15] := FileBuffer[25]; FileBuffer[32] := FileBuffer[34]; FileBuffer[33] := FileBuffer[35]; WriteFile := Open(FileName,ModeNewFile); IF WriteFile <> 0 THEN IF (Write(WriteFile,ADR(FileBuffer),Fi:O leLength) = FileLength) THEN WriteString(ArgumentFromCLI[0]); WriteString(' now ready to adventure once more.'); WriteLn; END; Close(WriteFile); ELSE WriteString('Write Failed'); WriteLn; END; ELSE WriteString('Improper original file'); WriteLn; Close(ReadFile); END; ELSE WriteString('Cannot find '); WriteStrinO_g(ArgumentFromCLI[0]); WriteString(' on disk'); WriteLn; END; ELSE Usage; END; ELSE Usage; END; CloseLibrary(DOSBase); END Revive. er[21]; FileBuffer[13] := FileBuffer[23]; FileBuffer[15] := FileBuffer[25]; FileBuffer[32] := FileBuffer[34]; FileBuffer[33] := FileBuffer[35]; WriteFile := Open(FileName,ModeNewFile); IF WriteFile <> 0 THEN IF (Write(WriteFile,ADR(FileBuffer),Fi5/hems finding your way through this source. Copyright 1987, by Chris Everett. This file may be freely distributed, with two exceptions: 1) It may NOT be uploaded to Compuserve Information Service, neither in source nor executable form. 2) You may not sell it, except for REASONABLE (i.e. <$10) costs for the media and distribution. Developed using TDI Modula-2/Amiga (V2.00A) TDI Softw=5Ӈ 0 --- - - ----------------B- ------ ------------------------------ THE LEGEND --- ------ 1-0 ARE GUARDIANS (IF I HAVE TIME LATER I WILL GIVE YOU THE NAMES OF THEM) A IS THE ADVENTURE'S INN (WHERE YOU START) B'S ARE THE BARS WHERE YOU CAN GET INFO. H'S ARE THE TEMPLES WHERE YOU CAN GET HEALED. M IS THE MAD GOD'S TEMPLE. R IS THE REVIEW BOARD (VERY IMPORTANT) W IS THE OL' WEAPON SHOP. < IS A TOWER : CITY GATE E ROSCOE'S ENERG@6Y EMPORIUM S STABLE T CREDITS RS=RAKHIR STREET BS=BLACKSMITH'S MS=MAIN STREET TS=TRUMPET STREET SN=SINISTER BB=BARD BLAZON FG=FAR GOER DA=DEATH ARCHER CS=CORBOMITE STREET ES=EMERALD STREET TS=TEMPEST STREET NA=NIGHT ARCHER DV=DILVISH DAMNED MM=MARKSMAN BH=BLUE HIGHWAY GK=GREY KNIFE ST=STONEWORK SP=SERPENT GP=GRAN PLAZ - - ---6--7-S -- B-- - -8-- -- - - -- DA -- --- B- ------ - ------ ----R-- - - - FG FG - -9 ---S-- - - < ----------- Vo,2fDJRpv|<BHN(:RZr J:@Hv\bz&Ddj|   ( B L d v |       ( : @ J P r "`OY?<_Hy @/TT, IN A JUMPING EVENT THE PLAYER, WE OFFER FEEDBACK ON THE PROGRESS OF THE OBJECT ON THE OBJECT FLIGHT GRAPH. THIS APPEARS ABOVE THE PROGRESS BAR AND WILL BE "INKED IN" AS THE OBJECT OR PLAYER FLIES THROUGH THE AIR. HUNDRED METRES: EACH PLAYER WILL TAKE ONE TURN AND ONE TURN ONLY TO REGISTER A TIME. YOU WILL START THIS EVENT ON THE BLOCKS. YOU WILL MOVE AUTOMATICALLY INTO "GET READY" POSITION ON THE INSRTRUCTIONS OF THE STARTER. HE WILL RAISE THE GUN READY TO START THE EVENT AND As{ RESET ALL STOP WATCHES. AT THIS POINT, IF YOU TOUCH THE KEYBOARD BEFORE THE STARTER'S GUN HAS GONE OFF YOU WILL RECORD A FALSE START. TWO FALSE STARTS AND YOU WILL BE ELMINATED FROM THE EVENT WITH NO SCORE. THE EVENT IS GEARED FOR MAXIMUM SPEED ON THE ENERGY KEYS THROUGHOUT THE RUN. YOU CAN DIVE FOR THE TAPE BY PRESSING THE JUMP KEY BUT BEWARE, IF YOU DO THIS MORE THAT A FEW STRIDES FROM THE FINISH LINE YOU WILL ACTUALLY LOSE MOMENTUM AND COME TO A HALT. IT NEEDS TO BE TIMED AC&|1CURATELY. THE SCOREBOARD WILL SHOW YOUR TIME AND POINTS AWARDED AS SO: NAME PTS. TIME JAN 702 11.52 LONG JUMP, SHOT PUT AND JAVELIN: IN EACH OF THESE EVENTS YOU WILL BE ALLOWED SIX ATTEMPTS TO RECORD A BEST SCORE. TURNS ARE AGAIN IN ROTATION ORDER WITH PLAY COMMENCING IN THE USUAL WAY. THE EVENT SCOREBOARD WILL BE DISPLAYED AT THE TOP OF THE SCREEN AS SO: NAME PTS. DIST. JUMPS TO GO JOHN 604 5.98 4 THC6w/^Nf,oNs/NNn-/=/-/H _"h$",HL?/^>/^Nf,oNsF'. 'fN6 &fNX %fNNJJUfWWNsSf>NsSfF NsSfNqNsSf NJNsNhBBB"yP! B*H$C! `.y 9H/pNuN`WNsNVN^NuNqNqNq*#*# *#H*# *#*9 X#P#8,x2|N*#L*<(yL)E2,xpNpNpNpNG?<BHyN\NtNV*9ڹS-E(nB(nBT-y(n  fR`(nJg(n:n b`NDO۬1(n:P(nB4PBn(nJg>(n  g2:. EOd(n&n:P&n8.GP@RnR`:. EOd(n:P(n8.IPB4@(n  fR`(nRTNL(nJf:. RE(n8Ebz`zEN^NuNNNnBTN@NV/".,yTN,_N^NuNV/(n * "$.,yTN,_*-EN^NuNV/,yTN,_*-EN^NuNV/".$. &.,yTN,_*-EN^NuNV/".$. &.,yTN,_*-EN^NuNzNLN:NNV/"n,xNb,_N^NuNV/(n * "E .,xNh,_*-EN^NuNESOFN>dos.libraryNVYYNI* /HxNO -_N^NuNV< aTN^NuNVBn:.n b:.(nJ4PgRn`YYN(n* /z:./NO -_N^NuNNVJTfY?< HyBNjO #TB9YN^NNVB9ZN^NuNVU:.?(nHTa\=_U:.?(n HTa\=_:.nnd :.nd`N:.n=E:.n?0ncN*:.n(n 8.&n P@0ndSn`TBn:.SE?0.WcN*:.(n8.n&n P@0.WdRn`TN^NuNVBn:. ?0.WF/cN0:.(n4P9Zf =nTN^Nu0.WdRn`T:. RE=EN^NuN8NVaN^NUSAGE: REVIVE charactername orUSAGE: REVIVE "character name"Bards Tale Character Disk:TPW..C now ready to adventure once more.Write FailedImproper original fileCannot find on diskNV?<Hya4\a?<Hya \a?<Hya \aN^NuNNVI$Gz WUHy\BgHy^a@O Jg`N:9\ Ef`Na+pHxa8O #Jg`NVY/9I* /Hx`aJO z`(f`N/9aXB94657)+!-#/%1':8;9Y?<_HyHxatO #JgZY/9I* /Hx`aO z`(f$?<NHy^an\?<!HyEa^\aF/9aXN?< Hyha:\a"N"?<Hyua"\a /9aXN6?< Hya\?<NHy^a\?<Hya\aNaNa/9Ta*XN^Nu) H7{ his 'critical hit' capability can vanquish superior monsters, and the monk, who is perhaps the best fighter of all after he reaches the 6th level. 7. Warriors and other fighters often play less of a role against higher level, magic-using monsters. But without the protection of their armor and strong arms, your Magic Users would not survive long enough to learn the higher level magic spells. 8.In Beware the Doppelganger monster. It enters your party & looks just like one of your members. Magic 1. Don't venture too far into any dungeon without your maximum spell points. A good rule is to leave a dungeon when you are down to one quarter of your maximum spell points. 2. Manage your spell points carefully. Don't waste a spell if you can accomplish the same thing without magic. Torches, fJYor example, often work as well as magic light spells. On the other hand, don't be shy about using magic in combat. When in doubt, blast them with magic!!! 3. Locate traps, second sight and sorceror sight spells all identify traps within 30'. Trapzap spell disarms all traps within 30'. 4. Cast a long-lasting Bard spell right before entering a tavern. It's like getting a free spell. K_ ITEMS These are the basic items found in Garth's Equipment Shoppe in unlimited quantity: Torch: for light in dungeons Lamp: longer duration than a torch Broadsword: most damaging non-mag sword, usable only fighters Short Sword: a lighter sword, usable by all but mages Dagger: usable by all, but not too effective LWar Axe: a heavy, damaging weapon, not usable by bards, rogues or magic users Halbard: a combination battle axe & pike, the most damaging non-magical weapon Mace: most powerful weapon a rogue can use, an armor crusher Staff: simple, non-magical cudgel Buckler: small round shield Tower ShMf\ield: a larger shield Leather Armor: the lightest armor, wearable by all but magicians and conjurers Chain Mail: light metal mesh armor, best against light weapons Scale Armor: better still, difficult to pierce Plate Armor: strongest non-magical armor Robes: will dull old knives, but thats it. Helm: covers Nthe head & saves the adventurers good looks Leather Gloves: some protection for the hands Gauntlets: metal gloves Mandolin, Harp, & Flute: musical instruments used by Bards Item Abbreviations FGN: Figurine, a magical statuette which can come to life MTHR: Mithril, an elven metal with magical qualities. ADMT: Adamant, another magical metal O . DMND: Diamond, one of the hardest substances know to man or monster Tips From the Underground: Items 1. Generally, the more expensive the item is the better it works. Almost like real life. 2. There are no cursed or bad items, unlike real life. 3. Don't be stingy. Equip you fighters with the best armor, weapon, shield, helmet and gauntlets money can buy. After all, he can't take P#hit with him. 4. Experiment with all items you find to determine their capabilities. Magical items are key to success. Remember that an item may only be magical for certain characters and classes, so trade items around if you have to. 5. Make sure some of your characters carry less than 8 items, or else the party will never be able to pick up new magical items in the dungeons. 6. Whenever your party capt^%ures an especially interesting or powerful magic item, save the party as soon as possible. That way, even if disaster strikes, you will never lose that powerful armor, weapon, talisman or whatever. 7. This documentation is not protected by magic shields or air armor. Don't let your dog eat it!!!!! strongest non-magical armor Robes: will dull old knives, but thats it. Helm: covers