is based loosely on a game I saw once many years ago. The object of the game is to deduce the location of 'probes' which the computer will randomly place on the playfield.
The playfielld consists of 190 'test points' in a 10 row by 19 column matrix. (Due to color RAM limitations under
@GEOS 128
on a
@Commodore 128
computer with only 16K of dedicated video RAM, such systems only have 9 rows of 'test points' for a 181 total.)
Play is simple enough. Simply select a point on the playfield that you hope to locate one of the computer's probes.
If you guess correctly, the 'test point' will change from an empty circle to a circle filled with the half-tone stipple pattern.
If you guess incorrectly, the playfield will be tested in each direction for the presence of a computer generated 'probe'.
The result will be the number of 'probes' directly 'visible' to the selected 'test point'. The catch is that any occurance of two or more 'probes' along the same direction from the 'test point' only reports finding the first 'probe'.
'Probe' locations count in the return tally wether or not they have been found by the player.
The main program menu allows for two choices:
@geos
and
@Parallax
Under the
@geos
menu selection is the standard array of menu choices:
@QUIT (
INFORMATION (
access to upto eight desk accessories.
Under the
@Parallax
menu selection is two menu choices:
@New game (
restarts the game.
@Probes to find (
, change the total number of 'probes' to search for.
(This generates a dialog box which will allow you to change the total number of 'probes' to find by varying it from 4 to 9.)
In the top right corner of the screen a status box monitors your progress.
It reports the total number of moves made in the game and how many 'probes' you have found from the total hidden.
software. I would welcome any suggestions for new programs to be forwarded to me for possible development.
Thank you.
@Joe Buckley
2/20/93
only appears on multi-drive systems) changes the active storage device.
@Cancel
, drops bac
The following examples have the 'probe' locations shown to illustrate the scoring principles:
The '1' is the 'test point' selected with the mouse by the player.
In this case, only one 'probe' is visible to the selected 'test point', as shown by the joining line.
The '2' is the 'test point' selected with the mouse by the player.
In this case, two 'probes' are visible to the selected 'test point', as shown by the joining lines.
The '3' is the 'test point' selected with the mouse by the player.
In this case, three 'probes' are visible to the selected 'test point', as shown by the joining lines.
Parallax
Pshareware,
and if you find yourself using the game to any great degree, a donation of $5 would be appreciated.
I am in the process of developing new
@GEOS
software. I would welcome any suggestions for new programs to be forwarded to me for possible development.