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1,000 Game Levels 2
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PUNTER.ZIP
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PUNTER.TXT
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1990-09-01
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┌──────────────────────────────────────────────────────────────────────────────┐
│ PUNTER (c)1990 Back Street Software / Wizard Games │
└──────────────────────────────────────────────────────────────────────────────┘
PUNTER - a game of skill and chance: for gamblers, would-be millionaires,and all
punters anywhere!
You start with £50000 and try to make a million, by one or more of the
following:
- Betting on the daily horse races
- Weekly football pools
- Play Bob (your friendly? computer) at Pontoon or Poker
- Hack into the bank's computer
- £1,000,000 jackpot bandit
- buy and sell shares on the Wizard stockmarket
Watch the Jackpot meter while you make your first million - then go on and on..
If you run out of money, Bob will still take bets for pontoon and poker, and the
bandit will allow you credit. But beware - debts of over £50, 000 will have an
unpleasant effect on you come the end of the day!
STAKES ETC
Throughout the game, select your stake amount by using the , , , keys PgUp,
PgDn, Home and End will generally alter the stake by larger amounts. Press Esc
to chicken out. Press ┘ or spacebar to place stake.
F2 - BET
There is one race every day.
You can only bet if you have more than £1.
Choose a nag: tips are worth considering. You can only choose one horse per race
Bet to win (press Y), or else bet each way (in which the cost of your bet is
doubled).
Press Esc to chicken out at any point.
Press F4 to see the race, but only when you have finished that day's play.
Your horse in the race will be highlighted in red.
F3 - PONTOON
You must surely know the rules of pontoon? If you don't, then ask a friend!
Bob is always the bank, and will match your chosen stake. Maximum stake allowed
is £100,000.
You may increase or decrease your stake before twisting; thereafter you may only
increase the stake.
Press Enter to twist, F10 to stick. After F10, Bob will take his turn.
Bob may get angry if you end up owing too much money.
F5 - BANDIT
£10 per game on the £1,000,000 jackpot bandit!
See the bandit screen for winning combinations. The jackpot can be won only by
ascending to the top of the ladder. sends you back to the start, as does
having no number in your winning line.
NUDGE: use and keys to move the wheel above the highlighted NUDGE bar up or
down. Any other key ends the NUDGE. You will be allowed a random number of
nudges.
HOLD: press the spacebar to HOLD the wheel above the highlighted HOLD bar. Any
other key moves HOLD to the next wheel, or ends the HOLD (after the third
wheel).
GAMBLE: always offered on any winning line. Press the spacebar to COLLECT or F1
to GAMBLE. If gambling, press spacebar when WIN is highlighted, to win. You may
gamble as many times as you like, until you lose.
F6 - STOCKMARKET
The Wizard Stockmarket has its own help screen - press F1 when in the market.
Once you have entered the stockmarket, you must spend the rest of that day
there. Press Esc to jump to the end of the day. Press Esc again to return to the
main PUNTER screen.
F7 - POOLS
The Pools let you stake money on predicting either draws or home results from
five 20 team leagues. Matches are all played on Saturday, but coupon can be
filled in, or altered any day of the week.
To win the jackpot you need to predict 8 score draws from 10 selected (or
predict all the draws if there are less than 8). You can also win a lesser
dividend by accumulating 21 or more points from your 8 best predictions. If you
choose to predict home wins you must get all 10 correct. The dividend will then
depend on how many home wins there were in total throughout the 5 leagues.
To predict a match to be a draw press the Enter key. An X should appear next to
that match. To predict a home win press F1. An H should appear next to that
match. If you change your mind press any key marked DEL when the bar is over the
correct fixture. The X or H will disappear. If you select the League option you
will be shown the league table for the division which the teams under the menu
bar play in. It is worthwhile doing the pools as the cost is only £1 for homes
or draws.
F2 lets you see the league tables. PUNTER has 38 weeks in a year, corresponding
to the length of the football season.
If you select less than 10 matches, your coupon will be ignored. Otherwise you
will get the results on Saturday.
F8 - POKER
The ANTE is the opening stake, which must be paid again for every card changed.
The maximum 'ANTE' is £20,000.
The KITTY includes Bob's stake money.
There are no wild cards. Ace is always high.
Bob is always the banker.
F1 lets you rearrange your cards.
┘ lets you change up to three of your cards. You only get one chance per game.
You can raise Bob, after changing your cards, by hitting the key. If he
doesn't meet you, you win.
┘ again ends your turn. Bob may then change some of his cards, and then might
raise you. If you don't meet him , you lose, without getting to see his cards.
Winning hands are evaluated in the following order:
Best - Royal Flush (5 run; ace high)
2nd - Flush (run of 5)
3rd - 4 of a kind
4th - Full House (3 of a kind, and one pair)
5th - 3 of a kind
6th - 2 Pairs
7th - Straight (run of 4)
8th - Pair
9th - High Card
If you have the same class of hand as Bob, the winner is determined as follows:
- Royal Flush : better suit
- Flush : best card in flush, or if equal then better suit
- 4 of a kind : best card
- Full House : best 3 of a kind
- 3 of a kind : best card
- 2 Pairs : better of your greater pair, and Bob's greater pair. If equal, then
better of your lesser pairs. If equal then better fifth card
- Straight : best card in run, or if equal then better suit
- Pair : better pair, or if equal then highest card
- High Card : better card. If equal then better of your second best cards. if
equal then better of your third best cards. Etc for fourth and fifth
Suits are valued as follows:
Best -
2nd -
3rd -
4th -
If no winner can be determined from these rules, then Bob wins by default
(being the banker).
F9 - HACK
You too can be a hacker. You have five minutes only to get into Fetish
Smelecom's computer by guessing the four-letter password. Clues are given. Then
five more minutes to guess a five-letter password to get into their data: what
to do then is up to you to work out!
If you get this far, you then have to find the six-letter password to the bank's
conputer, then a seven-letter password to the data. Again you must figure out
what to do then. Beware, you may be caught!
---------------------------------------------------------------------------------
That's it folks - bon chance!
---------------------------------------------------------------------------------
Have you found any bugs/problems in PUNTER, or suggestions for improvements?
If so, then please write to us at this address:
WIZARD GAMES, 4 HOSELAW, KELSO ,SCOTLAND, TD5 8BP
┌──────────────────────────────────────────────────────────────────────────────┐
│ PUNTER (c)1990 Back Street Software / Wizard Games │
└──────────────────────────────────────────────────────────────────────────────┘