home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
TPUG - Toronto PET Users Group
/
TPUG Users Group CD
/
TPUG Users Group CD.iso
/
CRS
/
crs40.d81
/
chesspl.sfx
/
chess+docs
next >
Wrap
Text File
|
1990-02-12
|
7KB
|
153 lines
╚OW TO ╨LAY ├HESS +
┴S THIS IS MY FIRST GAME, PLEASE FORGIVE ME IF PARTS OF THE
DOCUMENTATION ARE A BIT OBTUSE (OR MISSSSPELLED)
┼QUIPMENT: ├OLOR MONITOR/TV.
╩OYSTICK (PORT ONE) OR ═OUSE (PORT TWO)
├HESS + BEGAN AS AN IDEA, EVOLVED INTO A BOARD-GAME PLAYED WITH
SCRAPS OF PAPER AND PENNIES, AND FINALLY SWITCHED TO AN ELECTRONIC MEDIA.
├HESS + IS NOT A VARIATION OF ├HESS PER SE. ╔T WOULD BE MORE ACCURATE TO
SAY THAT ├HESS IS A VARIATION ON ├HESS +. ╔T IS A STRATEGY GAME OF
AMAZING VARIATION AND PLANNING. ╫ITH ANY LUCK, IT MAY ACHIEVE
CONSIDERABLE POPULARITY.
╞IRST, THE GAME. ╔T IS PLAYED ON AN 8╪8 CHESSBOARD WITH THE CORNERS
IN THE COLORS OF THE TWO OPPOSING PLAYERS, GREEN AND RED. ┼ACH PLAYER
BEGINS WITH THE SAME NUMBER OF "POINTS" WITH WHICH TO BUILD PIECES. (╔
RECOMMEND 4╧, BUT ANYWHERE FROM 2╧ TO 8╧ MAKE A GOOD GAME) ┴ PIECE
CONSISTS OF ANY OR MORE OF FOUR ELEMENTS. ╘HE NUMBERS IN PARENTHESIS
TELL HOW MUCH A CERTAIN FEATURE "COSTS". ╘HIS IS SIGNIFICANT NOT ONLY
BECAUSE PIECES MAY ONLY BE CREATED WITH THE PLAYERS POINTS, BUT ALSO
BECAUSE WHEN A PIECE IS CAPTURED, ITS POINTS ARE AWARDED TO THE CAPTURING
PLAYER.
├ENTER:┴ CIRCLE IS DRAWN IN THE CENTER OF THE PIECE. ╔F IT IS FILLED IN,
THE PIECE IS ORDINARY. ╔F IT IS LEFT HOLLOW, THE PIECE IS A KING. ╔F A
VERTICAL LINE IS DRAWN THROUGH THE CIRCLE, THE PIECE CAN JUMP (2 PTS) A
MAXIMUM OF THREE SQUARES. ╔F A CROSS IF PUT INSIDE THE CIRCLE, THE PIECE
IS A "BOMB" (2 PTS) AND MAY BE EXPLOADED BY THE PLAYER AT ANY TIME,
"CAPTURING" ALL ADJOINING PIECES AND DISTROYING ITSELF. ╬╧╘┼: ┴ ┬╧═┬
─┼╙╘╥╧┘╙ ╨╔┼├┼╙ ╧╞ ┬╧╘╚ ╨╠┴┘┼╥╙ ┴╬─ ┴╫┴╥─╙ ╘╚┼ ├┴╨╘╒╥┼ ╘╧ ╘╚┼ ╙╔─┼
╧╨╨╧╙╔╘┼ ╘╚┼ ╨╔┼├┼╙ ├┴╨╘╒╥┼─.
╙HORT LINES (1 PT EACH): ╠INES DRAWN FROM THE CENTRAL CIRCLE BUT NOT
TOUCHING THE EDGE OF THE SQUARE. ╘HEY MAY BE HORIZONTAL, VERTICAL, OR
DIAGONAL, IN ANY COMBINATION OF THE EIGHT MAIN COMPASS DIRECTIONS. ╘HEY
PERMIT MOVEMENT BY ONE SQUARE IN THE DIRECTION(S) IN WHICH THEY ARE
DRAWN.
╠ONG LINES (2 PTS EACH): ╠INES DRAWN FROM THE CENTRAL CIRCLE TOUCHING THE
EDGE OF THE SQUARE. ╘HEY MAY BE HORIZONTAL, VERTICAL, OR DIAGONAL, IN
ANY OF THE EIGHT MAIN COMPASS DIRECTIONS. ╘HEY PERMIT MOVEMENT BY ANY
NUMBER OF SQUARES IN THE DIRECTION(S) IN WHICH THEY ARE DRAWN.
╦NIGHT MOVES (1 PT EACH): ╠INES DRAWN FROM THE CENTRAL CIRCLE BEGINNING
ON A DIAGONAL, BUT FINISHING EITHER HORIZONTALLY OR VERTICALLY. ╘HEY
PERMIT MOVEMENT IN THE FASHION OF A KNIGHT IN THE DIRECTION(S) IN WHICH
THEY ARE DRAWN. (E.G. 1 SQUARE DIAGONALLY, 1 SQUARE ORTHAGONALLY AWAY
FROM THE ORIGION) ╦NIGHT-MOVES DO NOT AUTOMATICALLY INCLUDE 'JUMPING'.
╔F JUMPING IS DESIRED, THE PIECE MUST HAVE A CENTRAL VERTICAL LINE.
┴LSO, THERE ARE "PAWNS", WHICH MERELY APPEAR AS LARGE CIRCLES. ╘HEY
MOVE AS DO PAWNS IN REGULAR CHESS, EXCEPT THAT THEY NEITHER MOVE TWO
SQUARES ON THEIR FIRST MOVE, NOR CAPTURE EN PASSENT. ╨AWNS ARE NOT
"PROMOTED" UPON REACHING THE OPPOSITE SIDE, BUT INSTEAD CONVERTED INTO A
FIVE POINT BONUS FOR THEIR OWNER. ╫HEN THEY ARE CAPTURED, HOWEVER, THEY
ARE WORTH ONLY 1 POINT.
╨IECES ARE, AT THE BEGINNING OF THE GAME, CREATED ALTERNATELY BY
PLAYERS ON THE ROWS CLOSEST TO THEM. ╨AWNS ARE PLACED IN FRONT OF THE
ORDINARY PIECES. ╨LAYERS MUST PLACE THEIR KINGS IN THE CONVENTIONAL
SPOTS. ─URING PLAY, PLAYERS USE ONE THE FOLLOWING OPTIONS PER TURN: TO
ROTATE A PIECE 90, 180, OR 270 DEGREES, TO DETONATE A BOMB, TO MOVE A
PIECE, OR TO CREATE A NEW PIECE. ╘HE FIRST, SECOND, AND THIRD OPTIONS
ARE SELF-EXPLANITORY. ╘HE FOURTH OPTION, TO CREATE A PIECE WITH CAPTURED
OR LEFT-OVER POINTS, MAY ONLY BE PERFORMED ON THE TWO CORNERS CLOSEST TO
THE PLAYER. ╒NLIKE CHESS, THE GAME IS NOT TERMINATED BY A CHECKMATE.
╧NLY THE DIRECT CAPTURE OF THE KING ENDS THE PLAY.
╬OW FOR THE PROGRAM. ╘HESE ARE THE DOCUMENTS FOR THE 128 ╓1.1
RELEASE, WHICH DIFFERS FROM THE UNRELEASED ╓1 IN THAT THE SPRITES ARE
MORE INTELLEGENTLY PLANED, THE TITLE SCREEN IS DRAWN IN ╞┴╙╘ MODE, MOUSES
(MICE?) ARE CURRENTLY SUPPORTED, AND ALL EXTRA DATA IS NOW INCLUDED IN
ONE FILE. ╔T IS WRITTEN IN ┬┴╙╔├, WITH THE EXCEPTION OF THE MOUSE
DRIVER, WHICH WAS TAKEN DIRECTLY FROM THE 1351 ═╧╒╙┼ ╒╘╔╠╔╘┘ ─╔╙╦. ╔F
ANYONE FINDS ANY MAJOR BUGS, LET ME KNOW SO ╔ CAN FIX THEM.
╞IRST, ─╠╧┴─ AND ╥╒╬ THE PROGRAM, SWITCHING YOUR MONITOR TO 4╧ COLUMN
MODE. ┴FTER A BRIEF DELAY, A TITLE SCREEN WILL APPEAR, FOLLOWED BY A
PLEASE-HELP-A-POOR-STARVING-PROGRAMMER MESSAGE. ╨RESS ANY KEY AFTER EACH
ONE. ╬EXT, THE COMPUTER WILL TAKE ITS OWN GOOD TIME DRAWING THE BOARD.
┬EFORE THE GAME BEGINS, YOU WILL BE ASKED IF YOU WANT MOUSE (PORT 1) OR
JOYSTICK (PORT 2) CONTROL AND ALSO HOW MANY POINTS YOU WANT EACH PLAYER
TO BEGIN WITH.
╬EXT, THE SCREEN WILL DISPLAY THE MAIN BOARD, WITH A SMALL GREEN
TRIANGLE AT THE BOTTOM OF THE SCREEN. ╘HE COMPUTER WILL PAUSE WHILE YOU
OBSERVE THE TRIANGLE'S LOCATION, THEN GO THE THE CREATION SCREEN, WHICH
LOOKS LIKE:
1 2 1 2 1 ├╧╙╘: --
2 2 ╧╦
1 3 1
2 2
1 2 1 2 1
╧F COURSE, THE NUMBERS ARE ACTUALLY BOXES, BUT NUMBERS ARE GOOD
ENOUGH FOR DESCRIPTIVE PURPOSES. ╔N CASE YOU CAN'T TELL WHOSE TURN IT
IS, THE POINTER, WHICH APPEARS AS A HAND, IS THE COLOR OF THE PLAYER TO
MOVE. ╞OR YOUR FIRST PIECE, YOU WILL SEE A HOLLOW CIRCLE AT 3, THE
CENTRAL SQUARE. ╘HIS REPRESENTS A KING. ╘HE BOXES SYMBOLIZE THE
DIRECTIONS IN WHICH YOUR PIECE MAY MOVE. ╔F YOU CLICK ON ANY OF THE 1S,
WHICH REPRESENT COMPASS DIRECTIONS, THEY WILL GO FROM AN EMPTY BOX TO ╙
(SHORT LINE) TO ╠ (LONG LINE), THEN BACK TO A BOX AGAIN. ╘HE 2S, WHICH
ARE KNIGHT-MOVES, SIMPLY ALTERNATE BETWEEN A BOX AND A +. ╔N ALL PIECES
EXCEPT THE KINGS, THE CENTRAL 3 WILL BEGIN WITH A SOLID CIRCLE AND CYCLE
THROUGH JUMPING AND BOMBING. ┴T ALL TIMES DURING THE PROCESS, THE COST
OF THE PIECE IS DISPLAYED AT THE UPPER RIGHT OF THE SCREEN. ╫HEN THE
PIECE IS FINISHED, CLICK ON ╧╦ AND THE PROCESS WILL REPEAT, FIRST FOR
YOUR OPPONENT'S KING, THEN FOR THE PIECE NEXT TO YOURS, THEN FOR THE
PIECE NEXT TO YOUR OPPONENT'S KING, AND EVENTUALLY ALL OF YOUR PIECES.
┴T LAST, YOU CAN PLAY! ╘O MOVE, YOU SIMPLY PROCEED AS FOLLOWS:
╘╒╥╬: ╞IRST, CLICK ON THE PIECE YOU WISH TO ROTATE. ┴ TAB WILL APPEAR
ON THAT SQUARE. ╬EXT, CLICK ON ONE OF THE ICONS IN THE CONTROL BOX AT
FAR RIGHT REPRESENTING ROTATION. ╘HE FIRST IS 9╧ DEGREES CLOCKWISE, THE
SECOND IS 18╧, AND THE THIRD IS 27╧.
┬╧═┬: ┬EGIN BY CLICKING ON YOUR BOMBING PIECE. ┴ TAB WILL APPEAR.
╬EXT, CLICK ON THE CROSS ICON IN THE CONTROL BOX.
═╧╓┼: ╙TART BY CLICKING ON THE PIECE YOU WISH TO MOVE. ╬EXT, CLICK ON
THE ARROW ICON IN THE CONTROL BOX. ╞INALLY, CLICK ON YOUR CHOSEN
DESTINATION.
├╥┼┴╘┼: ╞IRST, CLICK ON ONE OF YOUR CREATION SQUARES. ╘HEN CLICK ON THE
CREATION ICON, WHICH REPRESENTS THE CORNERS OF THE BOARD. ┘OU WILL BE
SENT TO THE CREATION SCREEN, WHERE YOU WILL PROCEED AS YOU DID IN THE
BEGINNING.
╚AVE FUN!!