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Amiga Plus Extra 1996 #3
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AmigaPlus_CD-ROM-EXTRA_Nr.3.bin
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aminet-spiele
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denk&grübel
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interstate
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instructs
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d4
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Text File
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1991-01-20
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7KB
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213 lines
InterState:The Game pits player
against computer in a cross
country race of 5000 miles (5
rounds of a 1000 miles each).
During your driving, you must
slow or stop your enemy, while
fixing a dent, changing a tire,
or filling the gas tank on your
own car.
After the computer sorts the
108 playing cards, your pointer
will re-appear. At that time
you may make a move or choose
a menu option (See MENU). To
do the former, you must first
choose your move option.
In the center of the screen are
two boxes marked PLAY and
DISCARD. Click in the one you
wish to do. The other will
vanish highlighting the choice.
If you wish to change your
mind, click in the alternate
box. It's word will reappear
and the previously chosen will
be gone. The card to be played
or discarded can then be chosen
by clicking on one of the seven
cards in your hand (under the
windshield). If you discard,
a garbage can smack will sound
and the card will be placed in
the discard pile (middle of
center column). If you play
that card, the appropriate
action will be taken. If it is
not a legal move, a warning
buzzer will sound and you must
re-enter both the PLAY/DISCARD
command and the card.
There are five rounds. At the
start of each, the cards are
reshuffled and dealt. A round
ends when a player reaches 1000
miles in the distance odometer
or no more cards remain. This
will be indicated when a card
in your hand is not replaced
with another card from the
deck. The winner will be
decided after the fifth round.
Good Luck!
FIRST MENU (GAME OPTIONS):
Sound Toggle: Check indicates
sound is active. Game
moves quicker without
sound.
Prose Toggle: Check indicates
that at the end of each
round, you will get a
"poem" from your sponsor.
Instructions: You are here!
SECOND MENU (PROGRAM):
Restart/Quit:Allows one to
restart the game before the
five rounds are completed.
The 500 point bonus for a
shutout (See SCORING) is
not counted here. WARNING:
This option has no prompt
to ask if you are sure so
be careful...
About:Author Information
Hazards, like Nail In Tire,
Syphon Fuel, & Fender Bender,
can be played in defense only
if your opponent has a Roll
card in his Status slot and
does not have the corresponding
Safety Card to protect him (See
CARD AMOUNTS). NOTE:Fender
Bender will only shake screen
if sound is turned on.
Speed Limit is a special hazard
in that the player may still
travel, but only 25 or 50 miles
maximum per turn. It does not
effect the ROLL Status, however
it can only be played when the
enemy's status is Roll.
Stop will stop your foe. Play
Roll/Green Light to restart.
Repairs (Extra Tire, Fuel, &
Fix Car) will repair their
appropriate hazards. A Roll
card to continue is still a
must unless you have a Green
Light safety in your Safety
row. (See GREEN LIGHT)
End Speed Limit will lift the
25-50 mile limit, played at any
time a Speed Limit is active.
Roll, although not really a
repair, will cure the Stop
invoked upon you.
Safeties (Steel Tire, Spare
Tank, and Driving Expert) will
make you immune to their
appropriate hazards. They may
be played at any turn, but try
and save them. To use them as
a repair will cause a Point
Bonus worth 200 points.
The Green Light Safety will
give you a permanent Roll card
and immunity from Stop and
Speed Limit hazards. Using
this safety to lift either will
result in a Point Bonus (200
points). May be played as a
Roll card with all benefits
intact, except a Point Bonus
will not be granted upon using
it if the Stop Status resulted
from a Hazard.
The Point Bonus is a 200 point
gain, given when a safety is
used to repair a hazard. All
effort should be made to keep
the safety in your hand as long
as possible for maximum
scoring. (See CARD AMOUNTS to
find out the proper card rela-
tionships).
Mileage may be played anytime
you have a ROLL Status, except
75, 100, & 200 can only be used
when a speed limit is not in
affect against you. Also a
player may only utilize two 200
mile cards in a single round.
Wild cards may be played in
place of any card, excluding a
safety or 200 mile card. When
selected, a window will open
with possible choices. Click
on the needed card. To accept
hit OKAY or to cancel your
selection, click on FORGET IT!
You will have a chance to then
play your chosen card...
Scores are as follows:
Mileage (Distance traveled)
Completed Trip 400 pts
Shut Out 500 pts
Safeties 100 each
Point Bonus 200 each
Shut out is when your opponent
shows 00000 mileage in it's
distance counter at round's
end.
Amount of each card:(108 Total)
Nail In Tire 3
Syphon Fuel 3
Fender Bender 3
Extra Tire 6
Fuel 6
Fix Car 6
Speed Limit 4
End Speed Limit 6
STOP 5
ROLL 14
Steel Tire 1
Spare Tank 1
Driving Expert 1
Green Light 1
200 Miles 4
100 Miles 12
75 Miles 10
50 Miles 10
25 Miles 10
Wild Card 2
TOTAL 108
Card Relationships:
1. HAZARD: Nail In Tire
REPAIR: Extra Tire
SAFETY: Steel Tire
2. HAZARD: Syphon Fuel
REPAIR: Fuel
SAFETY: Spare Tank
3. HAZARD: Fender Bender
REPAIR: Fix Car
SAFETY: Driving Expert
4. HAZARD: Stop
REPAIR: Roll
SAFETY: Green Light
5. HAZARD: Speed Limit
REPAIR: End Speed Limit
SAFETY: Green Light