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- DARTS 3.0
-
- This program was written in Turbo Pascal 6.0, by Scott C. Williams.
- You may copy and distribute this program with the following
- restrictions.
- 1. No fee may be charged for this program, except for the cost
- of materials used in the copying. ( Disks )
- 2. All of the files, and documentation must accompany the
- darts30.exe file.
-
- The files that should be included for darts 3.0 are:
- DARTS30.EXE
- DARTS30.TXT
- EGAVGA.BGI
- The EGAVGA.BGI file must be in the same directory as the darts30.exe
- file
- or the program won't run.
-
- This document is divided into two sections. The first section is the
- commands used, and the hardware requirements of darts 3.0. The
- second section is the rules for the three games included with the
- program.
-
-
- I. Computer requirements and game commands.
-
-
- A. Requirements
- 1. IBM Pc or compatible, with a VGA graphics card and monitor.
- and at least xxx k of RAM.
-
- B. Starting up
-
- To run darts 3.0 simply type darts30 at the dos prompt. The
- opening screen will first ask you for you name and then for the name
- of a second player. To play the computer, simply hit [ENTER] at the
- prompt for the second game.
-
- You will then be asked for the skill level that you want to play
- at. 0 is hardest and 5 is easiest. This number controls the speed
- at which the throwbar moves across the screen(to be talked about
- later). Then you must select which game you would like to play.
- There are three choices: Cricket, Around the Clock, and 301.
-
- Then you will throw a single dart for closest to center to see
- who goes first. If there is a tie then you will throw again until
- there is a winner.
-
-
- C. How to aim your throw.
-
- When the computer tells you it is your turn to throw you will
- see a message, Position cursor and press [ENTER]. The cursor is a
- small circle on the board. You move it with the arrow keys on both
- the numeric keypad and the arrow keys on the extended keyboard. If
- you have both sets of arrow keys then leave your NUM LOCK key on.
- With the NUM LOCK key on the arrow keys move the cursor by large
- jumps in order to move around the board quickly. With the NUM LOCK
- key off, the cursor moves at very small jumps, or you could use the
- arrow keys for small jumps and the number keys 8-up, 2-down, 4-left,
- 6-right, for the large jumps, if you only have one set of arrow keys.
- Once you get the cursor where you want it then hit [ENTER].
-
-
- D. How to throw the Dart.
-
- To throw the dart, first aim it as described above. Then hit
- the space bar to start the throw. A red bar will start moving across
- the screen to the left. This is your backswing. The optimum
- position is the red line above the bar. You must hit the space bar
- again to start you fore swing. If your backswing goes to the left of
- the red line then your dart will go above you aim spot. If to the
- right, then your dart will go below your aim point. After hitting
- the space bar the throw bar will turn blue and go back to the right.
- Your optimum release point is the blue line. If you hit the space
- bar when the throw bar is to the left of the line, then you will have
- released too soon and the dart will to the right of you aim point.
- If you hit the space bar to the right of the line, then you will pull
- you throw and your dart will go to the left of the aim point.
-
- You will normally throw three times each turn. The computer
- takes care of all scoring, and to exit the program, just press 'q'
- and the program will exit. If it is the computers turn when you
- press the 'q' key then the program will end after the computers turn
- is over.
-
-
-
- II. RULES OF THE GAMES
-
-
- A. CRICKET
-
- Cricket is a game where you must score three each of the
- following: 20s, 19s, 18s, 17s, 16s, 15s, and bulls. You score one
- for a dart in the light gray parts of the board in the particular
- section. The green circle is the double ring and is worth two of the
- particular section. The red circle is the triple ring and is worth
- three of the particular section. The green section of the bullseye
- is a single bull and the red section is a double bull.
-
- The computer scores cricket with slashes and circles. One score
- of a section is denoted by a '/', two with a 'X', and three with a X
- with a circle around it.
-
-
- B. AROUND THE CLOCK
-
- Around the clock is a simple game, but can be good for practice,
- or younger players. The goal is to get one of each section on the
- board including bulls, in order. So first you throw at 1s, then 2s,
- etc. up through 20s then bulls. The double and triple rings have no
- bearing in this game.
-
- The computer displays what section you need next to the left of
- the board.
-
-
- C. 301
-
- 301 is probably the most popular game of darts. You start out
- with a score of 301 and must take your score down to exactly 0. To
- start your scoring you must double in. That is hit the double ring
- and you subtract that amount from your score. For example, on your
- first throw you hit a double 16. Your score now is 269. Once you
- double in, then what ever you throw at you subtract from your score,
- multiplying it by 2 if in the double ring and 3 if in the triple
- ring.
- A single bull is worth 25 and a double bull is worth 50.
- At the end of the game you must double out exactly. Therefore
- if you have 39 you must first get an even score, say by hitting a
- single 1, now your score is 38 and you need to score a double 19 to
- win. If you get your score to zero, but don't double out then you
- will have busted and your entire score for that turn is not used and
- you score returns to what it was before your turn. You will also
- bust if your score goes to 1 (you can't double out), or if you go
- under zero.
-
- Your old and new scores are displayed at the right of the board.
- The new score is what your score will be if you don't bust on this
- turn, while the old score is what your score will go back to if you
- bust.