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FORCE I
Written by: Gary Fields
FORCE I for the Commodore 64
PowerPlay Magazine, September 1985
Page 92
Imagine yourself behind the enemy
lines in Western Europe. The year is
1944. You squint as you hope to
catch a glimpse of the approaching
enemy. The gun turret of your heavy
machine sits poised for action.
Suddenly, you hear the sounds on
incoming artillery. Your tank takes
a hit, but somehow manages to
survive. You catch a quick glimpse
of an enemy's turret above some of
the local brush and weeds. You know
what to do. This is what you were
trained for. Quickly you go through
the drill...lower the gun, FIRE!....
missed...lower the gun a bit more and
FIRE!! A direct hit!! You have made
another kill. Your excitement dies
quickly as you realize that there are
more where that one came from..
You have just entered the game of
FORCE I. When you begin the game,
you must give your troops enough time
to 'get dressed.' Your objective in
this mission is to seize six miles of
enemy territory. You may be able to
bypass the enemy's tanks on your way
to occupying the enemy's depot, but
then again, you might get caught in
the middle of a line of enemy fire.
CAUTION: Do NOT destroy the enemy's
depot. You must seize it
intact.
If the enemy feels that you are
getting too close to their depot, they
may elect to destroy it to keep you
from seizing it.
You can gain fuel and supplies from
your own depot. It is represented by
a blue flag on the battlefield. The
enemy's depot is signified by a red
icon. Your tank will be blue while
the enemy's tanks will be displayed
in red. If you cannot see the enemy
tanks, don't worry, they ARE there.
You may elect to send out scouts if
you wish. They will report on any
minefields or enemy tanks they happen
to discover. A minefield is
represented by a series of white dots
on the field. If a scout spots a
minefield, it will be marked in red.
Barbwire is composed of gray x-shaped
objects. You can move through the
wire, but it requires a bit more
fuel. Concrete bunkers must be
avoided or blown away. Enemy tanks
are not shown until they are close
enough to be spotted. If a scout
discovers an enemy tank, it will be
displayed in red (scouts can only be
sent in the MOVE phase of the game).
When the upper left corner of the
screen flashes "FIRE CMD:", you can
change the elevation of your gun with
the F3 and F5 keys. To fire your
cannon, simply press the firebutton.
When the upper left corner of the
screen flashes "MOVE CMD:", you can
move your tank with your joystick.
You are allowed a maximum of six
moves. If you wish to stay where you
are, you can press RETURN to pass.
If you prefer to play on the
keyboard, here are the movement keys:
E -- Move tank North
X -- Move tank South
S -- Move tank West
D -- Move tank East
F1 -- Fire cannon
When the upper left corner of the
screen flashes "ENEMY MOVE", then
the computer is moving the enemy
tanks (and perhaps firing at you!).
To pause the action, press the
SHIFT key and the SPACE BAR together.
To resume play, press the SPACE BAR
again.
To win, you must capture all six of
the enemy's depots. To seize a
depot, move onto the red icon that
represents the depot. The screen
will then change and you will be
moved to the next square mile of
territory to capture.
When you capture all six depots,
the winning screen will be shown.
*** NOTE ***
Because of the nature of this
program, it does NOT return to the
LOADSTAR environment.
This program is copyrighted by
PowerPlay magazine. All rights to it
are reserved. LOADSTAR has relieved
you from the burden of keying in this
program. For more complete
information about this program, refer
to the September 1985 issue of
PowerPlay Magazine.
>Files used: FORCE I
--------< end of article >------------