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Text File | 1989-12-30 | 57.0 KB | 2,052 lines |
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- WORTHY OPPONENT (TM)
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- Operating Instructions
-
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- Worthy Opponent is a registered trademark
- of Future Ideas Today, Inc.
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- WORTHY OPPONENT
-
- Table of Contents
-
- Subject Page
-
- UPGRADE NOTICES ........................ 3
-
- INTRODUCTION
- Quick Start Guide ...................... 6
- Diskette Backup ........................ 8
- Floppy Disk Installation ............... 8
- Hard Disk Installation ................. 8
-
- KEYBOARD CONTROL
- Function-Keys (F-Keys) ................. 10
- Other Keys ............................. 11
- Number Pad Keys ........................ 12
- The HELP F-Key .....................(F1) 13
- The STATUS F-Key ...................(F2) 14
- The CALL F-Key .....................(F3) 15
- The ANSWER F-Key ...................(F4) 17
- The HANGUP F-Key ...................(F5) 18
- The TALK F-Key .....................(F6) 18
- The CLOCK F-Key ....................(F7) 19
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- PLAYING THE GAMES
- The GAMES F-Key ....................(F8) 20
- Army Ants .............................. 21
- Backgammon ............................. 22
- Cannonball Express ..................... 24
- Cave-In ................................ 25
- Checkers ............................... 26
- Cornerstone ............................ 27
- Lazer-Maze ............................. 28
- Mini-Golf .............................. 29
- Missile-Strike ......................... 30
- Quinte ................................. 31
- Snake-Pit .............................. 32
- Treasure Quest ......................... 33
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- The REGISTRATION F-Key .............(F9) 34
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- The EXIT F-Key ....................(F10) 34
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- UPGRADE NOTICES
-
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- ANNOUNCING VERSION 2.00
-
- Following are some of the important improvements have that been made since
- Versions 1.4 and 1.9. We hope you will appreciate these efforts to make Worthy
- Opponent an enjoyable, easy-to-use, high-quality product.
-
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- NEW GAMES
-
- A total of 12 games are provided in this one program. Three new ones --
- CaveIn, TreasureQuest, and MiniatureGolf are in addition to the nine games
- from Version 1.9.
-
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- NO COPY PROTECTION OR SERIAL NUMBER CHECKING
-
- Version 1.9 would not play against a copy of itself over the phone lines,
- because it would check its serial number against the copy. Version 2.0
- contains all the games, and is not disabled in any way.
-
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- ADDED CONVENIENCE FOR HARD DISK USERS
-
- The program uses a file called WORTHY.CFG to store configuration information,
- like your "phone book" of opponents. Previously, this file was always read
- from or written to the "current" directory. Now there is a way to make the
- program always look in a particular directory for WORTHY.CFG.
-
- If you want to keep WORTHY.EXE and WORTHY.CFG in a directory called, for
- example, "GAMES", then add the following lines to your AUTOEXEC.BAT file:
-
- PATH=\GAMES
- SET WPATH=\GAMES
-
- Then you will be able to execute WORTHY from any other directory you happen to
- be in.
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- SCREEN SNOW ELIMINATED
-
- Previous versions exhibited screen interference, or snow, when run on certain
- CGA video adapters. This problem has been eliminated with Version 2.0.
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- NO CODED TOURNAMENT NUMBERS
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- Previous versions were designed to use special codes in order to enforce
- honesty during tournaments. It is desireable to keep Worthy Opponent simple
- and easy to use, so the extra steps and code numbers have been eliminated.
-
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- NO INTRODUCTORY SHAREWARE SCREEN
-
- Unlike Version 1.4, there is no longer an irritating screen that pops up asking
- you for money every time you run the program. The F9 key is now used to
- display instructions for registration.
-
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- EASIER SOUND CONTROL
-
- Previous versions required users to enable or disable sound from within a
- "sound menu" within the main help menu. Version 2.0 has "sound hot-keys",
- which are control-s and control-q, that will enable or disable sound at just
- about any time.
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- NO MORE OVERLAY FILES
-
- Previous versions split the program into three files, with extensions ".COM",
- ".000", and ".001", and these files had to be in the current directory for the
- program to run.
-
- The entire program is now in a single ".EXE" file, which is easier to keep
- track of. Also, there is no longer any inconvenient delay accessing overlay
- files each time a new game is selected.
-
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- POSSIBLE INTERFERENCE WITH COMMUNICATIONS PROGRAMS REDUCED
-
- Although never reported, previous versions of Worthy Opponent may have caused
- problems with other communications programs or memory-resident phone dialers.
- Worthy Opponent temporarily replaces the interrupt vector for COM1: or COM2:.
- Just in case, Version 2.0 now restores the previous interrupt vector before
- returning to DOS.
-
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- ALTERNATE F-KEYS
-
- In case you have redefined F1 through F10 for some special purpose, Worthy
- Opponent also now responds to Alt-F1 through Alt-F10 in exactly the same way.
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- NO MORE AUTOMATIC DISCONNECT
-
- Previous versions automatically disconnected the modem on start up and exit of
- the program. This no longer occurs automatically (but you are still reminded
- if the modems are connected). This allows flexibility for people who wish to
- make the phone connection using special phone services, or to use the phone
- connection for other communications programs before and after playing Worthy
- Opponent games.
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- MODEM COMMANDS NOW POSSIBLE
-
- For experienced modem users, the phone book menu now allows you to directly
- enter modem "AT" commands. Simply start any phone number entry with "AT" and
- the program will not prefix any characters. (Without "AT", the program will
- prefix "ATX1DP" or "ATX1DT" to turn your phone number into an "AT" command).
-
- This allows you to change, for example, the pause time for commas in your
- phone numbers, or to execute special dialing that requires switching from
- pulse to tone, etc.
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- IMPROVED RANDOM NUMBER GENERATION
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- The new random number generator will insure better randomness in mazes and
- dice rolls.
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- QUICK START GUIDE
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- Many people would rather play with their new software than read this manual, so
- here are the minimum steps to get started. If you have any trouble, all of
- these steps are described in more detail later in the manual.
-
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- SETTING UP
-
- 1. Make a backup of your Worthy Opponent disk or install Worthy Opponent on
- your hard disk.
-
- 2. Start the game by entering WORTHY.
-
- 3. Press F1 to open the main help window.
-
- 4. Move the highlight bar to Modem and press enter. Make sure the values
- are all correct.
-
- 5. Press Esc and move highlight bar to Name. Press enter and type in chosen
- WORTHY OPPONENT name.
-
- 6. Press F3 and the Phone Book will appear on the screen. Enter the name and
- phone number of an opponent you want to call.
-
- You are now ready for game competition!
-
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- TO PLAY WITH TWO COMPUTERS CONNECTED BY MODEM
-
- First agree with your opponent on when to connect. Also, decide who will call
- and who will answer.
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- IMPORTANT
-
- Any time your computers are connected, Worthy Opponent will try to keep you
- informed of whatever is going on by flashing certain lines on the FKey menu.
-
- >> IF A LINE ON THE F-KEY MENU IS FLASHING, YOU SHOULD PRESS THAT F-KEY! <<
-
- The FKeys work any time, even during a game. By responding to flashing FKeys,
- you will always keep up on when your opponent is in or out of a game, and
- whether there is a new message they have typed into the Talk Window, for
- example.
-
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- IF YOU ARE CALLING
-
- Use F3 to pop up your "phone book". Follow the instructions on screen to enter
- your opponent's phone number, and dial it.
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- Messages will pop up telling you when the modem is dialing, when the other
- computer has answered, and when the connection is complete and when you are
- ready to select games or use the talk window.
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- Use F8 to select from the games menu. A message will pop up while waiting for
- your opponent to enter the game.
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- Once in the game, use F1 for game instructions.
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- IF YOU ARE ANSWERING
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- Answer your opponent's call by using F4. You can use it ahead of time, and
- Worthy Opponent will simply wait for the call, or you can wait for the modem
- to ring (the F4 line on your screen will blink).
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- Messages will pop up telling you when the computers are connected and you are
- ready to play games or use the talk window.
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- Your opponent will be selecting the games. When a game is selected, the F8
- line on your FKey menu will flash. Press F8 to enter the game.
-
- Once in the game, use F1 to get game instructions.
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- WHEN YOU ARE DONE
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- Simply press F5 to hangup, or else F10 enough times to exit the program. You
- will be asked if you are sure you want to hang up.
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- DISKETTE BACKUP
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- 1. Have a blank formatted disk ready.
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- 2. Place your Worthy Opponent disk in drive A:.
-
- 3. If your computer has two floppy drives, then place your blank disk in
- drive B:. If you have only one floppy drive, then wait for drive B:
- messages when you do step 4:
-
- 4. Type in
-
- copy A:*.* B:
-
- and the files will be copied onto your blank disk.
-
- 5. Place your original Worthy Opponent disk in a safe place and always use
- your backup.
-
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- FLOPPY DISK INSTALLATION
-
- After backing up the original disk, the backup copy is ready for use. No
- further installation is necessary when using a floppy drive machine. To start
- WORTHY OPPONENT put the backup copy in the default drive, type WORTHY and
- press <enter>.
-
- HARD DISK INSTALLATION
-
- Hard disk installation consists of copying the WORTHY OPPONENT files into a
- directory. For experienced DOS users, there is an optional setup which allows
- WORTHY OPPONENT to be run easily from any directory.
-
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- TO MAKE A DIRECTORY FOR WORTHY OPPONENT
-
- 1. Place the backup Worthy Opponent disk in drive A:.
-
- 2. Type in these commands at the C:> prompt:
-
- CD\ <-- This sets DOS to the "root" directory.
- MKDIR WORTHY <-- This creates a new directory called "WORTHY".
- COPY A:*.* WORTHY <-- This copies the files from floppy into the
- new directory.
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- 3. Remove your Worthy Opponent floppy disk and put it in a safe place.
-
- 4. Any time you want to run WORTHY OPPONENT, type these two commands:
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- CD\WORTHY <-- This sets DOS to your new "WORTHY" directory.
- WORTHY <-- This executes the program.
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- 8
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- FOR MORE CONVENIENCE (BUT EXPERIENCED DOS USERS ONLY)
-
- WORTHY OPPONENT creates and uses a file called WORTHY.CFG, which contains
- information like your "phone book" and modem settings. The program always uses
- the "current" directory to find or create this file. This tends to ruin things
- for people who would like to set a "path" to the WORTHY program.
-
- But now you can keep the WORTHY.CFG file where you want it, and still use a
- path setting. Just add the following lines to your AUTOEXEC.BAT file:
-
- PATH=\WORTHY
- SET WPATH=\WORTHY
-
- The program will use the variable "WPATH" to find or create the WORTHY.CFG
- file. In this example, the directory "\WORTHY" will be used. Now you will be
- able to run the program from within any directory, just by typing
-
- WORTHY
-
- When you first run your AUTOEXEC.BAT file, it is possible to get an error
- message from DOS, something like:
-
- OUT OF ENVIRONMENT SPACE
-
- This means that DOS has run out of space (usually 128 bytes) to store
- environment variables, things like your "path" and any variables you have
- declared with a "set" command. You can try to fix this by shortening your
- directory names or removing some of your paths or set commands.
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- 9
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- FUNCTION KEYS
-
- Most of WORTHY OPPONENT is run by the F1 thru F10 keys on your keyboard. You
- can use them at any time. If it is ever inappropriate to use one of these
- keys, a message will pop up to tell you why.
-
- F1 - Help ....... Initial setup and help at any time.
- F2 - Status ..... Displays communication status.
- F3 - Call ....... Displays your Phone Book and instructions for dialing.
- F4 - Answer ..... Await/answer an incoming call.
- F5 - Hang-up .... Disconnect modem from phone line.
- F6 - Talk ....... For exchanging typed messages to your opponent.
- F7 - Clock ...... Set amount of time per turn for both players.
- F8 - Games ...... Select the competitive event to be played.
- F9 - Register ... How to register your copy of WORTHY OPPONENT.
- F10 - Exit ....... End or exit menus, games, or the program.
-
- Alt-F1 through Alt-F10 will work also, in case you have redefined F1 through
- F10 for some special purpose.
-
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- IMPORTANT
-
- Any time your computers are connected, Worthy Opponent will try to keep you
- informed of whatever is going on by flashing certain lines on the FKey menu.
-
- >> IF A LINE ON THE F-KEY MENU IS FLASHING, YOU SHOULD PRESS THAT F-KEY! <<
-
- The FKeys work any time, even during a game. By responding to flashing FKeys,
- you will always keep up on when your opponent is in or out of a game, and
- whether there is a new message they have typed into the Talk Window, for
- example.
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- OTHER KEYS
-
- Some menus or window messages will refer to certain keys, often with their
- name in brackets, like <esc> for example.
-
- <enter> refers to the "Enter" or "Return" key on your keyboard. This key
- may be marked like "<──┘" on some keyboards.
-
- <esc> refers to the "Escape" key on your keyboard. This key can always
- be used to exit any menu, process, or game you may have entered
- by mistake.
-
- <backspace> refers to the backspace key. This key may be marked like "<──"
- on some keyboards. This key can be used when editing parts of
- your "phone book", for example. In some games, <backspace> will
- undo your moves so you can start your turn over from scratch.
-
- <space> refers to the spacebar. In some games, <space> is used to pick
- up or set down a playing piece, or to fire a weapon.
-
-
- Also, there are two keys used to control sound. They are:
-
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- <control-s> to enable sound.
-
- <control-q> to disable sound, for quiet play.
-
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- "Control" characters are typed like "capital" letters, only hold down the
- "control" key instead of the "shift" key. (You have to press the "s" or "q"
- while the "control" key is still being held down).
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- NUMBER PAD KEYS
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- Ignore the numbers on the number pad keys (on the right end of the keyboard).
- The games take advantage of the arrangement of these keys so that it is easy
- to select the direction of movement or firing, which is often diagonal as well
- as vertical or horizontal. Menus and games will often refer to the arrow keys
- as "<arrows>", or with little characters that look like arrows.
-
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- For moving or
- For diagonal firing straight up For diagonal moves
- moves or \ | / or firing
- firing \ | /
- \ | /
- ┌────────┬─────────┬────────┐
- │ │ /|\ │ │
- │ Home │ | │ PgUp │
- │ │ │ │
- ├────────┼─────────┼────────┤
- │ │ │ │
- For moving or---- │ <-- │ │ --> │ ----For moving or firing
- firing left │ │ │ │ straight right
- ├────────┼─────────┼────────┤
- │ │ │ │
- │ End │ | │ PgDn │
- │ │ \|/ │ │
- ├────────┴─────────┼────────┘
- /│ │\ \
- / │ Ins │ \ \
- / │ │ \ \
- / └──────────────────┘ \ For diagonal moves or firing
- / \ \
- / \ \
- / \ For moving or firing straight down
- For diagonal moves \
- or firing Often used to select
- a new playing piece
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- Once you have entered a game, use F1 to get a description of key usage for
- that particular game.
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- 12
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- THE HELP F-KEY(F1)
-
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- MAIN HELP / GAME HELP
-
- Use F1 whenever you need help. The "main" help menu is shown if you are not in
- a game. If you are in a game, then F1 will display help specific to that game,
- such as which keys are used to move players, etc.
-
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- THE MODEM MENU
-
- If you don't know much about your modem, don't worry. In most cases, the
- program will run fine if you don't change anything.
-
- -> The Port Setting
-
- This can be set to COM1: or COM2:. If WORTHY OPPONENT seems never to dial or
- answer calls, it could be that this setting is incorrect. It is usually
- harmless to attempt the other setting.
-
- -> Tone or Pulse Dialing
-
- If your phone service will work with tone dialing, then you should change this
- setting to Tone. That way, you won't have to wait for all the "click, click,
- click's" that are required when pulse dialing.
-
- For you experienced modem users, this menu determines whether Worthy Opponent
- will prefix "ATX1DP" or "ATX1DT" to your phone number to make it a modem
- command. If you require special special dialing sequences mixing tone and
- pulse, then you can make Worthy Opponent send your own "AT" commands. See the
- F3 Call menu chapter.
-
- -> Bit Rate
-
- At the time WORTHY OPPONENT was written, 1200 bits per second (bps) was the
- most popular modem speed around. If you have a faster modem, WORTHY OPPONENT
- may be able to support it. If you experience difficulty with faster speeds, or
- if your opponent is using a different speed modem, you and your opponent may
- wish to keep both of your speed settings at 1200bps.
-
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- THE NAME MENU
-
- Your "Player Name" adds to the fun of playing WORTHY OPPONENT. The player
- names are used within the games to identify whose turn it is and what the
- scores are. It is often fun to use something besides your real name, such as a
- nickname.
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- 13
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- THE STATUS F-KEY (F2)
-
- The status of the game or communications can be reviewed at any time by
- pressing the F2 Status key. The F2 line of the FKey Menu lights whenever
- there is a change in status. This will not disturb the game, even if it is
- your turn.
-
- >> YOU SHOULD PRESS F2 WHENEVER YOU SEE THE F2 LINE FLASH ON THE MENU <<
-
- A message window will pop up, telling you what happened and what to do. For
- example, some of the more commonly seen messages are:
-
-
- Your opponent is waiting for you to
- select a game (use the Games FKey).
-
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- Your opponent is selecting a game. The F8 line
- will highlight when the game is selected. You
- may then accept by using the F8 Games key.
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- Your opponent has quit this game. Please exit
- (use F10 key) and wait for your opponent to
- select the next game.
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- 14
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- THE CALL F-KEY (F3)
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- USING THE PHONE BOOK
-
- Use F3 to bring up your "phone book". You can move the selecting bar up, down,
- and left and right by pressing the arrow keys (on the keyboard's number pad).
- There are three columns: the Dial column, Name column, and Number column.
-
- ADDING AN OPPONENT NAME
-
- Move the selecting bar to the Name column and press <enter>. A window with
- instructions will pop up. Type in your opponent's name. This is for your
- personal use only - the program does not use this name for anything, it just
- stores it for you.
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- ADDING A PHONE NUMBER
-
- Move the selecting bar to the Number column, and press <enter>. A window with
- instructions will pop up. Type in your opponent's phone number. Include "1"
- and area code for long distance.
-
- Certain special characters besides the 0-9 digits are allowed. For example,
- parntheses and dashes are ignored, so you can enter:
-
- 1(303)555-1111
-
- which is easier to read than "13035551111". Also, commas can be used to cause
- delays in dialing, such as when using a long distance calling service. Such
- services often require you to first dial several digits, then wait for a tone,
- then you dial the rest of the number. Just enter commas wherever you normally
- have to wait (one comma normally delays by two seconds). For example:
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- 555-2222,,,0(303)555-7777,,,(619)444-6666
-
- For you experienced modem users, Worthy Opponent turns this entry into a
- modem "AT" command by simply prefixing "ATX1DP" or "ATX1DT". If this does not
- suit your needs, you can make Worthy Opponent send your own "AT" commands. See
- the "AT" commands section below.
-
- DELETING A NAME AND NUMBER
-
- Move the selecting bar to the Dial column (which has the "->" symbol) and
- press the <del> key (near bottom right on your number pad keys).
-
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- DIALING AN OPPONENT
-
- Move the phone book selecting bar to the Dial column (which has the "->"
- symbol) and press <enter>. A message pops up:
-
- Dialing... Please wait for connection, or else
- disconnect the modem using the Hangup FKey.
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- 15
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- When your opponent's computer has answered, a window will pop up and display:
-
- Successful CONNECT... please wait a moment
- while the computers exchange information....
-
- After a few moments another window will display:
-
- Your opponent is waiting for you to
- select a game (use the Games FKey).
-
- Then you can use the Games FKey (F8) to pick a game, or use the talk window
- (F6) to type messages to your opponent.
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- MODEM "AT" COMMANDS (FOR EXPERIENCED MODEM USERS)
-
- Normally Worthy Opponent prefixes "ATX1DP" or "ATX1DT" to your phone number
- entry to dial the number. However, if you put "AT" as the first two letters in
- a phone number entry, Worthy Opponent will simply send it as is. If your
- command contains a "D" or and "A" anywhere, the program will follow up with
- the normal information exchange sequence when the connection is accomplished.
-
- This allows you to change things like the pause time for commas, and to dial
- special sequences that mix tone and pulse, etc.
-
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- AN ALTERNATE WAY TO DIAL
-
- If your phone and modem are both connected to the same phone line, then you
- can first call your opponent by phone and talk to them. Then, before hanging
- up your phone receiver, ask WORTHY OPPONENT to "direct connect" the modems,
- after which you can both hang up your phone receivers.
-
- "Direct connect" is accomplished using "ATX1D" and "ATX1A" as phone numbers.
- (There should be examples in your phone book - if not, just enter these "AT"
- commands in place of phone numbers). One of you "originates" using the "ATX1D"
- and the other "answers" using the "ATX1A".
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- Wait for the SUCCESSFUL CONNECT message and hang up your phone receivers. You
- are now ready to use F8 to play games or F6 to use the talk window.
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- IF THE MODEMS ARE ALREADY CONNECTED
-
- If you have your own way to get the modems connected (or if you have just been
- using some other communication program for something else) then you can use
- the two entries at the bottom of the phone book to get Worthy Opponent
- started. Using this option simply skips the dialing and answering steps and
- begins the information exchange between the computers.
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- 16
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- THE ANSWER F-KEY (F4)
-
- If you do not wish to try connecting from a voice call, (see previous
- chapter) Worthy Opponent will automate evrything for you. When your opponent
- is about to call you, the F4 key can be used to answer the incoming call. You
- can use the F4 key before or after the modem rings.
-
- If you press F4 before your opponent calls, a message window will appear,
- saying:
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- Waiting for your opponent to call...
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- When your opponent finally calls, the modem will ring once or twice, and the
- program will make the connection for you.
-
- If you wait for the ring, the F4 line on the F-Key menu will flash, indicating
- that you should now press the F4 key to answer.
-
- When WORTHY OPPONENT answers, you will see the message:
-
- Successful CONNECT... please wait a moment
- while the computers exchange information....
-
- After a few moments another window will display:
-
- Your opponent is selecting a game. The F8 line
- will highlight when the game is selected. You
- may then accept by using the F8 Games key.
-
- You may also see the F6 line flash, which indicates your opponent wishes to
- use the talk window. If you see any line on the F-Key menu flashing or
- highlighted, you should use the corresponding F-Key.
-
- You will find that only the caller gets to select games or make changes to the
- game clocks. This is to prevent any confusion between the computers. Use the
- talk window to discuss which game to play next, etc.
-
- AN ALTERNATE WAY TO ANSWER
-
- See the ALTERNATE WAY TO DIAL discussion in the previous section about the
- CALL F-KEY (F3).
-
-
-
-
-
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-
-
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-
-
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-
- 17
-
-
-
-
- THE HANGUP F-KEY (F5)
-
- Anytime you want to break the phone connection, just use the F5 key. You may
- have to use this when you have dialed and there is no answer or a busy signal,
- for example, or when you exit the program.
-
- Unlike previous versions of Worthy Opponent, you are NOT forced to break the
- modem connection when you exit the program, but you are asked if you want to.
-
-
-
-
-
-
-
-
-
- THE TALK F-KEY (F6)
-
- You can type messages to and from your opponent with the Talk feature, and you
- can do so at any time. This is especially fun to do during a game. It is safe
- to enter talk even during your turn.
-
- The F6 Talk line will be highlighted if your opponent is using the Talk
- window. The messages are buffered, so you do not have to respond right away if
- you are busy winning a game. You can both enter Talk simultaneously and type
- messages to each other also.
-
- Much of the fun of WORTHY OPPONENT is from using this "Talk" feature. Half
- the fun of winning is telling your opponent just how good your are! Bluff,
- intimidate and otherwise try and confuse your opponent just as you always
- would.
-
-
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- 18
-
-
-
-
- THE CLOCK F-KEY (F7)
-
- This feature is used to change the default time allowed for each player's
- turn. While you are in the game, the Clock window in the lower left of the
- screen display the remaining time left for your move.
-
- In most of the games, the turn simply switches to the other player when the
- time runs out. But in some games, such as Checkers, not moving could be an
- advantage in some situations, so allowing your time to expire will forfeit the
- game to your opponent. This is true in Checkers, Backgammon, and Cornerstone.
-
- Too good for your WORTHY OPPONENT and want to give them a chance? How
- considerate. You can handicap anyone by decreasing or increasing an
- opponent's time, giving the superior player less time to make a move. This way
- players of all skill levels can still compete.
-
- TO CHANGE THE CLOCK SETTINGS, YOU MUST FIRST GET INTO THE GAMES MENU (F8).
- Move the selecting bar to the game you wish to change. Then press F7 to get
- the clock menu for that game.
-
- Once in the Clock Menu, move the selecting bar with the <left arrow> and <right
- arrow> keys (on the number pad of your keyboard). Then use the <up arrow> and
- <down arrow> keys to increase or decrease the move times.
-
- WHEN CONNECTED, THE GAME CLOCKS CAN ONLY BE CHANGED BY THE PLAYER WHO DIALED.
- This prevents any confusion between the two computers.
-
-
-
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- 19
-
-
-
-
- THE GAMES F-KEY (F8)
-
- This key presents you with a menu of WORTHY OPPONENT games. You can use the
- arrow keys (on the keyboard number pad area) to move the selecting bar around,
- and you also type the first letter of the game, such as "b" for Backgammon.
- Then you press the <enter> key to start the game.
-
- WHEN CONNECTED, THE GAME MENU IS AVAILABLE ONLY TO THE PLAYER WHO DIALED.
-
- When playing while connected with modems, the following message will appear
- when you select a game:
-
- Please wait for opponent to enter the game...
-
- When your opponent enters the game (by pressing F8), then you will see this
- message:
-
- New game starting... please wait a moment
- while the computers exchange information....
-
- After a few moments, the game screen will be presented.
-
- If you are the player who answered the call, then you have to wait for your
- opponent to select a game. When they have done so, the F8 line on your F-Key
- menu will flash.
-
- IF YOU SEE THE F8 LINE OF THE F-KEY MENU FLASH, YOU SHOULD PRESS THE F8 KEY.
-
- All games can be also be played by two players using the same machine. The
- program pauses between turns so the keyboard can be handed over from one
- player to the other.
-
-
-
-
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-
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-
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-
- 20
-
-
-
-
- ARMY ANTS
-
- IMPROVEMENTS IN VERSION 2.0: Worker ants now dig automatically, and movement
- of soldiers is now simple. Sudden, frantic races and skirmishes occur when the
- tunnels from the two colonies connect. Ants are initially placed using an
- improved random number generator.
-
- OBJECTIVE: Use your soldier ants to sting your opponent's ants, and win by
- stinging the queen.
-
- DESCRIPTION: Each play starts with a colony of ants consisting of several
- worker ants, soldier ants, and one Queen ant. Worker ants move and dig tunnels
- automatically. You can move your soldiers and queen, but they cannot dig and
- so must use the tunnels dug by the workers.
-
- KEYS: The arrow keys on your keyboard's number pad are used to move ants. If
- you wish to move a different ant, use the PgUp or PgDn keys (at the corner of
- the number pad). PgUp will search upward and left for ant selection within
- your colony. PgDn searches down and to the right. To quickly select your
- Queen Ant use the Home Key, which is also located on the keyboard number pad.
-
- STRATEGIES: At first there are probably no connecting tunnels between
- colonies - but this will not last long. You should use this early time for
- positioning your soldiers for easy defense and rapid response. You will find
- there are ways to position your soldiers where they are safe (but not for
- long). When tunnels start connecting, it is easy not to notice a new way for
- your opponent to slip in and get your queen.
-
-
-
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-
- 21
-
-
-
-
- BACKGAMMON
-
- IMPROVEMENTS SINCE VERSION 2.0: The dice rolls are made with an improved
- random number generator.
-
- OBJECTIVE: The game is played on a board consisting of 24 points divided into 4
- groups of 6. The division between the left and right side of the board is
- called the BAR. Each player has 15 counters (called stones) placed on 5
- separate points around the board. When a player has 2 or more stones on a
- single point, the point is blocked and the opponent can not land there. At
- the game start 10 points are blocked, 5 of yours and 5 of your opponents. The
- two stones on the left side of the board (commonly called runners) are 18
- points away from the first of your 6 "home" points.
-
- The object is to move all of your stones around board the same direction the
- runners would have to go to get to the home area 18 points away. Landing on a
- square where your opponent has only one stone results in that stone (called a
- blot) being removed from the board and put on the bar (the bar in the center
- of the board). A stone on the bar must re-enter the game in the area farthest
- from its home area, and travel across the whole board to the home area. Once
- all 15 stones are in your home area they are removed from the board (called
- bearing off). The first player to bear off all their stones is the winner.
-
- DESCRIPTION: FIRST ROLL - On the first roll, each player presses the <enter>
- key to roll one die. The highest number cast gets the value on both dice for
- the first turn. If the first roll comes out as doubles, the players roll
- again to determine who is first. Once the first roll is complete, it proceeds
- like any other regular turn.
-
- REGULAR TURNS - A regular turn begins with a roll of the dice (by pressing the
- <enter> key at the beginning of a turn). The values rolled are then used to
- move one or two stones the number of points shown on the dice. If the roll is
- the same on both dice (doubles), the player can move 4 times the value shown
- on one die (making it possible to move up to four stones). It is important to
- note a roll of 5 and 2 must be taken as a 5 and a 2, and not a 7. Each die
- must be taken separately.
-
- Moving a stone consists of moving the little pointer arrow to the point where
- the stone to be moved resides. (The little pointer arrow is moved using the
- arrow keys on the number keypad.) After the pointer arrow is at the right
- point, pick up the stone by pressing the space bar, move it to the new point
- using the cursor control keys, and drop it by pressing the space bar again.
- If an opponent blot is on the chosen point, the blot will go to the bar. When
- the value of one of the dice is used, the die will change colors.
-
- If a point is blocked by two or more of your opponents stones, you can not
- stop there. If blocked points make it impossible to move the value on one or
- more of the dice, the unmovable value of the dice is forfeited. When both
- values are used, you will be prompted to press enter to commit to the move, or
- press backspace to cancel the turn and start over, but watch the clock because
- running out of time results in loss of game.
-
-
-
-
- 22
-
-
-
-
- GETTING ON THE BAR - When a stone is alone on a point (a blot) and your
- opponent lands on the same point, the blot goes to the bar (Worthy Opponent
- does this for you automatically). Both players can have stones on the bar at
- the same time, and there is no limit to the number of stones which can reside
- at the bar at one time.
-
- COMING OFF THE BAR - A player can not move any stones while having one or more
- stones on the bar. After rolling the dice at the beginning of the turn, one
- of the stones from the bar will be automatically picked up if it is possible
- to come in. The stone must be placed on one of the points in the opponents
- home area which is not blocked and coincides with the value of one of the dice
- (point 1 being farthest from the bar, point 6 being next to the bar). The
- newly entering stone must proceed all the way around the board to its home
- area after entering.
-
- DOUBLING - Backgammon is often played with the opponents agreeing on a wager.
- During the game, either player can offer to double the wager before rolling
- the dice to begin a turn. The opponent must accept the offer to double or
- forfeit the game. When a player accepts a double, the doubling die (which
- appears at the bottom left of the screen) will display the factor the original
- bet is to be multiplied by. The player who last accepted a double is the only
- player which can offer a double. In this fashion the doubling die, and right
- to offer a double is passed back and forth.
-
- BEARING OFF - When all of your stones are in your home area, you can begin
- bearing off. After rolling the dice, the player selects a stone by moving the
- little pointer arrow to the point and pressing the space bar. Stones can be
- removed from points with the value of the dice rolled (point 1 being farthest
- from the bar, point 6 being closest to the bar). If there are no stones to be
- removed on the point which equals a die, and no stones on a larger value point
- which can be moved, the lesser value stones can be taken off with bigger
- numbers. For example:
-
- Points 1,2,3 and 4 have stones on them
- The dice roll is a 3 and a 6
-
- A stone can be removed from point 3 (using the 3 roll) and point 4 (using the
- 6 roll because there are no stones on points 5 or 6).
-
- The number of stones left are displayed on the left and right side of the
- board. The colors match the stone color. Bearing off continues until one
- player has no more stones and wins the game.
-
- When offering a double, the game clock is reset after the double is accepted.
- If the double is rejected, the opponent offering the double will be declared
- the winner.
-
-
-
-
-
-
-
-
-
- 23
-
-
-
-
- CANNONBALL EXPRESS
-
- IMPROVEMENTS IN VERSION 2.0: You can now fire diagonally as well, so there is
- almost always something to shoot at. Also, the wall between trains is not as
- thick, so the game starts out more quickly.
-
- OBJECTIVE: Defeat your opponent by eliminating all of the cannon-cars on their
- train.
-
- DESCRIPTION: Player trains (with cannon-cars) travel in a circular pattern on
- their tracks opposite each other. Each player has 30 cannon-cars on their
- train which are capable of shooting an unlimited number of cannonballs.
-
- Cannonballs are fired to the opposing player's train. Just like real
- cannonballs, sometimes they bounce off their target.
-
- Between the player's trains are barriers which are removed by being hit with
- cannonballs. Initially, trains are able to fire one cannon. However, between
- the opponent train tracks are two Target trains which have 5 target-cars. The
- player who is able to eliminate the last target-car during their turn gets a
- bonus of being able to fire an additional cannon at the opponent. (If all
- available cannon-cars are already able to fire, an additional cannon-car is
- added).
-
- The only limit to the number of cannons able to fire is the number of cannon-
- cars you have available. Target-cars automatically repair damaged target-cars
- as they cycle.
-
- KEYS: Cannon(s) are fired using the number pad keys. Use the keys on the upper
- row (Home, UpArrow, PgUp) to shoot upward, or the bottom row (End, DownArrow,
- or PgDn) to shoot downward. To select the appropriate cannon-car(s) to fire,
- use the Ins and Del keys on the number keypad on your keyboard. Pressing Ins
- moves the firing cannon(s) toward the front of the train, Del moves toward the
- end of the train.
-
- Cannon-cars which have been damaged by your opponent are unable to fire.
-
- STRATEGIES : Move the firing cannon(s) into the appropriate position to get the
- best shot. Choose to eliminate your opponent's cannon-cars, thus reducing
- their fire power, or try to obtain more firing cannons or cannon-cars by
- hitting the last Target-car, thus obtaining additional fire power. Game
- advantages can quickly turn around as players obtain more firing cannon-cars.
-
-
-
-
-
-
-
-
-
-
-
-
-
- 24
-
-
-
-
- CAVE-IN
-
- OBJECTIVE: Shoot at stalactites to make them fall onto your opponent's
- spelunking team before they get you.
-
- DESCRIPTION: Each player gets a team of spelunkers. They are in a cave with
- stalagmites to climb over and stalactites ready to fall. Spelunkers knock
- stalactites loose by firing diagonally at the ceiling. Stalactites break
- loose and fall, burying opponent spelunkers. They can travel across the cave,
- climbing over stalagmites as they go.
-
- KEYS: The number pad keys are used. Spelunkers can fire diagonally upward
- using the Home or PgUp keys. The arrow keys can be used to move back and forth
- across the cave, or up and down stalagmites. The Ins key can be used to select
- a different spelunker from your team.
-
- STRATEGIES: You sometimes have to shoot in a pattern to get at a particular
- stalactite and make it fall on an enemy. Practice will teach you where the
- "weak spots" of the stalactites are and how to get them. Keep close watch on
- your time, so that you don't leave one of your team too close to the enemy
- when it becomes their turn.
-
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- 25
-
-
-
-
- CHECKERS
-
- OBJECTIVE: Force your opponent into not having any legal moves which is
- usually accomplished by jumping all of their checkers.
-
- DESCRIPTION: Each player has 12 checkers. Players alternate turns by moving
- one of their checkers one square diagonally, or jumping the opponents checker.
- A player can jump over an opponents checker diagonally if it has an empty
- space on the other side. When taking a turn, if a jump is possible it must be
- taken. (WORTHY OPPONENT will remind you when a jump is possible).
-
- When a checker reaches the end of the board going forward it becomes a king
- (signified by a dot on either side of the checker) capable of moving both
- forward and backwards.
-
- To move a checker, first point to the checker to be moved by using the cursor
- control keys to select the desired checker. Press the space bar to "pick the
- checker up". Use the Home, PgUp, End, or PgDn keys to move to the new board
- position (multiple jumps are possible). Press the space bar again to put the
- checker down.
-
- If you change your mind and want to start your move over, press the backspace
- key, but remember that letting the game clock run out results in a forfeit!
-
- KEYS: The Cursor arrow keys, Home, PgUp, End, and PgDn keys move the pointer.
- The space bar picks the checker up and puts it down.
-
-
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- 26
-
-
-
-
- CORNERSTONE
-
- OBJECTIVE: Turn over your opponents stones by outflanking them (putting one of
- your stones on each end of a row). The player with the most stones when no
- more stones can be legally added wins.
-
- DESCRIPTION: The game is played on an eight by eight grid. One player has red
- stones, the other white. Players take turns placing stones on the grid in such
- a way as to outflank one or more opponent's stones (have a player's stone on
- each end of a row of opponent stones). All stones which are outflanked are
- overturned (ie if the outflanked stones were white, they become red.) For a
- player to take a turn, a move which will turn over at least one opponents
- stone must be made.
-
- Turns alternate until all possible stones have been placed on the board. The
- player with the most stones after the last stone is placed is the winner. If
- a player fails to take a turn in the alloted time, the game is forfeited.
-
- KEYS: All the number key pad keys (Home, Up, PgUp, Left, Right, End, Down,
- PgDn) are used to move the pointer. Space bar is used to place the stones.
-
- Strategy: Stones placed on the boards outer edges are difficult to flip. The
- most important stones to have are the cornerstones as they can never be turned
- over. Don't worry about what color most of the stones are in the beginning
- game, concentrate on getting the cornerstones.
-
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-
- 27
-
-
-
-
-
- LAZER-MAZE
-
- IMPROVEMENTS IN VERSION 2.0: The maze explorers now move automatically, while
- you simply send them in a new direction when you wish. There are no longer any
- shields to blast through. Offense now pays off more than defense. The maze is
- made with an improved random number generator.
-
- OBJECTIVE: "Zap" all of your WORTHY OPPONENT's maze explorers before they "Zap"
- you !!
-
- DESCRIPTION: Each player begins with five maze explorers at opposite corners of
- the maze. Each explorer can move within the maze and fire a laser in diagonal
- directions only. Explorers have an infinite number of lazer shots.
-
- The walls of the maze are reflective so laser shots ricochet around until they
- come back to the explorer or fizzle in a corner of the maze. The maze walls
- dissolve after a few shots so the explorer can blast a path through to get to
- an opponent's explorer.
-
- KEYS: The arrow keys on your keyboard's number pad are used to change the
- direction of the currently selected (blinking) explorer. The Home, PgUp, End,
- PgDn keys are the keys to fire lazer shots diagonally in the respective
- direction. You may select a different explorer by using the Ins key which is
- also located on the number pad.
-
- STRATEGIES: In the early game, most of your opponent's explorers are close
- together in a corner of the maze. Just one explorer can eliminate many
- opponents when they are close together like this. Also, you cannot hurt
- yourself by zapping, and you might get an opponent with a lucky ricochet, so
- blast away!
-
-
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-
- 28
-
-
-
-
- MINI-GOLF
-
- OBJECTIVE: Hit your golf ball into all the holes of the course using fewer
- strokes than your opponent.
-
- DESCRIPTION: Each game selects one of several 9-hole miniature golf courses at
- random. Each player takes turns hitting the ball, trying to get it to bounce
- into the holes.
-
- KEYS: To "hit" the ball, the player first selects how hard to hit the ball by
- pressing the spacebar one to ten times (there is still a small random element
- in how far the ball will travel when released). Then pressing any arrow or
- diagonal key on the number pad releases the ball in that direction.
-
- Startegies: The player in the lead always goes first when starting at a new
- hole. This gives the other player the opportunity to learn from the mistakes
- the first player makes on a new hole. So when behind, pay close attention to
- how the other player makes their attempt.
-
-
-
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- 29
-
-
-
-
- MISSILE STRIKE
-
- OBJECTIVE: Eliminate your opponent's City before they destroy your city.
-
- DESCRIPTION: Each player has a city to protect with one mobile anti-ballistic
- missile launcher. Additionally each player has one orbiting satellite
- offensive missile launcher. Play consists of dropping missiles on your
- opponents cites and intercepting your opponents inbound missiles.
-
- KEYS: The number pad is used for all game play.
-
- DROPPING MISSILES - The bottom row of keys on the keypad drop missiles.
- o The <End> key drops missiles down and left.
- o The <down arrow> key drops missiles straight down.
- o The <PgDn> key drops missiles down and right.
-
- INTERCEPTING INCOMING MISSILES - The top row of keys fires at incoming
- missiles, the middle row of keys moves the Mobile Anti-ballistic Missile
- Launcher (MAML)
- o The <Home> key fires up and left.
- o The <Up arrow> key fires straight up.
- o The <PgUp> key fires up and right.
- o The <Left arrow> key moves the MAML left.
- o The <Right arrow> key moves the MAML right.
-
- STRATEGIES: Get your opponent on the defensive by launching lots of missiles.
- Sometimes it is worth losing some of your city to position your satellite and
- drop lots of bombs on your opponent, but when you get down to your last
- building or two, be sure and protect them real well!
-
-
-
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-
- 30
-
-
-
-
- QUINTE
-
- OBJECTIVE: Place 'stones' on a the game grid and get five in row (any
- direction) before your WORTHY OPPONENT can do the same. The game is exactly
- like tic-tac-toe except you must get 5 in a row instead of 3.
-
- DESCRIPTION: The game board is a 19 by 19 square grid. Players move the cursor
- to a desired position on the grid and place a stone in that location by
- pressing the space bar. Each player has a different stone marker (X or O).
-
- KEYS: The arrow keys on the keyboard's number pad are used to move the
- blinking cursor up and down and sideways on the game grid. Also, the keys on
- the diagonal of the number pad (the PgUp, PgDn, Home, and End keys) can be
- used to move in the corresponding direction.
-
- STRATEGIES: There are a few rules of thumb for succeeding. First, if you have 3
- unblocked stones and can make it 4 unblocked stones, do so, as you are assured
- a victory in the next move. If you can't make it an unblocked 4 but your
- opponent can, then block your opponent. If you don't have to block the
- unblocked 4, then try to make two simultaneous unblocked 3's. If you can't do
- that, but your opponent can make two unblocked 3's, then block one.
-
-
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-
- 31
-
-
-
-
- SNAKE PIT
-
- OBJECTIVE: Trap and consume your opponent's snake with your own snake or with
- the aid of an unfriendly snake.
-
- DESCRIPTION: Within the Snake Pit are the two opponents' snakes and several
- other wandering UNFRIENDLY snakes. To make your own snake grow longer, you
- must "squirm" around and consume another snake's tail.
-
- When a wandering snake is trapped (causing it to change color) or totally
- consumed, another new wandering snake will appear somewhere else (often times
- right on your own snake's tail!). Your snake may consume the remains of a
- wandering snake that has previously died.
-
- If your snake gets trapped and is unable to move, your turn continues but your
- snake is unable to do any movement. Your opponent's snake is able to play
- until such time as you are freed again. If both snakes get trapped, the
- wandering snakes will decide which of the snakes dies or lives.
-
- KEYS: The arrow keys on your keyboard's number pad moves your snake in the
- desired direction.
-
- STRATEGIES: The wandering snakes are very aggressive beasts and they will often
- attack your snake when it is not your turn. Thus, you cannot defend yourself
- while your opponent takes their turn. The best defense is to be aggressive
- with your snake and have your snake become long enough so that you cannot get
- completely consumed in a single turn. Also, if you can wrap your snake's tail
- around the opponent snake's head (trap it), then you will be able to move
- without your opponent being able to move during the turn.
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- TREASURE QUEST
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- OBJECTIVE: Bring treasures back to your trophy case from a maze filled with
- roving monsters.
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- DESCRIPTION: Each game begins with a randomly generated maze. The maze is
- filled with treasures (green symbols) and monsters (moving red symbols). Each
- player has an adventurer and a trophy case. Send your adventurer through the
- maze to pick up treasures and bring them back to your home base.
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- If you get hit by a monster, even when it not your turn, your adventurer is
- bumped all the way back to your trophy case. Be the first to get five
- treasures and you win!
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- KEYS: The arrow keys on the number pad are used to change the direction that
- your adventurer moves.
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- STRATEGIES: The monsters get more aggressive to the player who is ahead, so if
- you are behind, you might get away with riskier moves. Also, try to be far
- from any monsters when you run out of time. You might also try moving around
- such that a treasure piece is between you and an agressive monster. Stealing
- from your opponent is allowed, as long as the treasure is not already in their
- trophy case.
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- THE REGISTRATION F-KEY (F9)
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- Using the F9 key will present you with the registration menu. This is instead
- of having an obnoxious "shareware screen" at the beginning of the program
- constantly asking you for money.
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- WORTHY OPPONENT is not intended to be free software, but we feel that it
- should cost you nothing to try it. If you DO like the program, and use it at
- all, please support the significant work and expense it took to make WORTHY
- OPPONENT a reality.
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- Version 2.0 was released in January, 1990, and perhaps there are even more
- advanced versions available now. If you register, you are assured of getting
- the most advanced version available, with automatic free upgrades to any major
- version released within one year of registration. All you have to do is send
- $15 (Colorado residents add 6% sales tax) in an envelope to
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- Future Ideas Today, Inc.
- PO Box 150651
- Lakewood, CO 80215
-
- Worthy Opponent is a copyrighted program, but Future Ideas Today, Inc. grants
- any person or institution the permission to make and distribute copies of the
- program or manual, provided that you do not modify the program or manual in
- any way.
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- THE EXIT F-KEY (F10)
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- The F10 and <Esc> keys have the same function and are used to exit a window,
- game, menu, or leave the WORTHY OPPONENT program. Their function is much like
- backing up one screen or window. When using the keys to leave a game, you will
- be asked if you are sure you want to leave.
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- HANDY HINTS
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- Communication Info
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- If you have difficulty establishing a connection, check the following:
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- 1. Modem parameters improperly set. Review your Modem Owners Guide and the
- Help section of this manual. Once you have checked these items, turn your
- modem off and then back on. In the F1 Help Menu is a Modem Menu. Use
- this menu to be sure that the communication port number, bit rate and
- pulse/tone dialing are all be correctly set.
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- 2. The telephone Number must be correct. Be sure you have entered the
- correct number (including 1 and area-code for long distance) of your
- opponent.
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- 3. Answer mode must be active for the person being called. The Answer key F4
- must be pressed (it will highlight) to await the incoming call.
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- Other problems
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- 1. If you have difficulty viewing highlighted items, check the contrast and
- brightness controls on your monitor. Adjust as necessary.
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- 2. To avoid unnecessary delays at the start of each game, the player who has
- the first turn must press <Enter> to begin.
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- 3. REGISTER. Being registered with Future Ideas Today enititles you to
- support. If you are not registered, we will still help you get started.
- Just write to
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- Future Ideas Today, Inc.
- PO Box 150651
- Lakewood, CO 80215
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