home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Loadstar 21
/
021.d81
/
t.action
< prev
next >
Wrap
Text File
|
2022-08-26
|
6KB
|
275 lines
ACTIONAUTS(tm)
by
Advanced Program Technology
If you've been enjoying video games
for a while, you're probably ready
for something that challenges your
creativity as well as your reflexes.
In fact, you might be ready for the
next step--- creating your own game.
ACTIONAUTS from APT lets you do
just that by providing eight
different figures you can program to
move around a grid you design.
The instructions for ACTIONAUTS are
a little more complex than those for
other computer games but are easy to
learn once you get the hang of it.
We have included a partial set of
instructons and a step-by-step
tutorial. Print this text file on
your printer by pressing the 'P' key
now. The first time out, be careful
not to press the fire button until
you're told to.
The first section of instructions
is designed to familiarize you with
selecting and activating functions and
actionauts. This section then shows
you how to view a demonstration of
moving actionauts. The second section
shows you how to play a sample game
of "TAG".
The third section takes you through
the designing of your unique game of
"TAG". This section teaches you how
to consruct your own playfield,
program actionaut movements, and save
your game on disk.
As you may have guessed, "TAG" is
just one of many games you can create
with ACTIONAUTS. Other intriguing
actionauts and more complex commands
can be used if you read the ACTIONAUT
manual.
The manual is availble by sending
$3.00 to:
Advanced Program Technology
P.O. Box 50246, Dept. L
Palo Alto, CA 94303
With this manual and your
imagination, the possibilities are
infinite.
**************************************
INSTRUCTIONS
**************************************
--- Press RETURN to advance past the
first screen; repeat to advance past
second screen.
I. Read This Section and Try The
Moves Suggested.
1. TO SELECT A FUNCTION
Move the joystick up and down---- the
yellow highlight selects a function.
2. TO SELECT AN ACTIONAUT
Move the joystick right and left----
the blackened circle under an
actionaut selects it.
3. TO ACTIVATE A FUNCTION OR AN
ACTIONAUT
Select a function or an actionaut;
press (DON'T TRY THIS RIGHT NOW) the
button to activate your selection.
4. TO SEE A DEMONSTRATION OF MOVING
ACTIONAUTS
Move the joystick up or down until
ACTION is highlighted; press the
joystick button. Press button to stop
them.
II. To Play a Sample Game Called
"TAG".
Before you start, copy the files
"ACTION" and ".TAG " to a freshly
NEWed disk. You cannot load TAG
from the LOADSTAR disk. Use a copy
program like EASYCOPY from LOADSTAR
# 16.
1. Move the joystick up or down to
select "TOYBOX"; press button. Select
"LOAD GAME"; press button. Select
"TAG"; press button.
2. Select "TEST". Select a robot
from the left side of the screen.
Press button--- the robot is in
motion. Continue this procedure until
all 4 robots have been put in motion.
3. Select "MANUAL"; select droid
from the right side of the screen.
Press button--- the droid is placed
on the playgrid.
4. Move the droid with the joystick
as you try to avoid colliding with
the robots. Try to get around the
entire grid (not easy).
If the droid collides with a
robot, he will disintegrate. The
droid can be re-activated by pressing
the button.
5. Stop the action by selecting
"ACTION" and pressing button.
III. Building a Simple Game
1. Select "GRID"; press button. Use
joystick to move stamper. If a space
is blank, press button to place tile.
If a tile is in place, press button
to remove it. When the grid is
complete, press space bar.
2. Select "EDITOR"; press button. To
get a feel for how the joystick
operates in the EDITOR, move it in
different directions. The highlight
selects choices located along the
four sides of the screen.
3. Select "FUNCTION"; press button
repeatedly until "1" appears under
the word "function".
4. Select "SELECT"; press button
until "robot" appears under the word
"select".
5. Select "SETUP"; keep button
pressed down to remain in this mode.
Use joystick to position robot in
corner. Release button to return to
"EDITOR".
--- Repeat steps 3 through 5,
replacing "FIGURE 1" with "FIGURE 2",
"FIGURE 3", and "FIGURE 4". Make sure
each figure is "SETUP" in a different
corner of the grid.
6. Select "FIGURE"; press button
repeatedly until "1" appears.
Select "FACING"; press button
repeatedly until "forward" appears
under the word "figure".
--- Repeat this step for "FIGURE 2".
7. Select "FIGURE"; press button
until "3" appears. Select "FACING";
press button repeatedly until "back"
appears under "FIGURE".
--- Repeat this step for "FIGURE 4".
8. Select "RETURN"; press button.
--- NOW YOU ARE READY TO PROGRAM THE
ROBOTS AS "ENEMIES"
1. Select a robot; select "MANUAL".
Press button.
--- Move robot in a simple pattern
that ends in the same square in which
it started. Position robot in the
same direction in which it started
(if forward, return it forward,
etc.). Moving the joystick briefly
in the direction you want the robot
to face will change its position.
Press button when done.
2. Select "TEST"; press button. To
stop robot, press button.
--- Repeat the 2 steps above for all
4 robots until you like the patterns.
3. Select "TOYBOX"; press button.
Select "SAVE GAME"; press button.
Type in "MYGAME"; press button.
--- To play "MYGAME", follow the same
directions as for "TAG", substituting
"MYGAME" for "TAG".
**************************************
To learn more about ACTIONAUTS send
$3.00 to:
Advanced Program Technology
P.O. Box 50246, Dept. L
Palo Alto, CA 94303
>FILES NEEDED: ACTION
.TAG <== sample
game
---------< end of article >-----------