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calla.doc
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1995-04-22
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Documentation for: CALLA.BAS in DL 1 of the ATARI 8-Bit Forum on
CompuServe (GO ATARI8):
AFTER LOADING AND STARTING THE PROGRAM, SELECT EITHER THE ONE OR TWO
PLAYER GAME BY PRESSING A 1 OR A 2.
ONE PLAYER GAME WAIT WHILE THE NEW CHARACTER SET IS SET UP.
MOVE JOYSTICK LEFT OR RIGHT TO MOVE ARROW. THE FIRE BUTTON COMPLETES YOUR
SELECTION. THE OBJECT OF THE GAME IS TO HAVE THE HIGHEST NUMBER IN YOUR
CONTAINER AT THE END
THE OBJECT OF THE GAME IS TO HAVE THE HIGHEST NUMBER IN YOUR CONTAINER
AT THE END OF THE GAME. THE LARGE RECTANGLE AT THE LEFT IS PLAYER
ONES HOME CONTAINER, THE ONE ON THE RIGHT IS THE COMPUTER OR PLAYER TWOS
HOME CONTAINER. THE TOP ROW OF NUMBERS IS PLAYER ONE, THE BOTTOM IS THE
COMPUTER OR PLAYER TWO. PLAY ALWAYS PROCEDES IN A COUNTER CLOCKWISE
DIRECTION. A MOVE CONSISTS OF MOVING THE CONTENTS OF EACH SMALL BLOCK.
AT THE BEGINNING OF THE GAME EACH SMALL BOX CONTAINS THE NUMBER
THREE. TO PLAY THE GAME, PICK UP NUMBER AND SPLIT IT BY PLACING ONE IN
EACH CONSECUTIVE BOX MOVING TO THE LEFT FOR PLAYER ONE, RIGHT FOR
PLAYER TWO. (THE COMPUTER DOES THIS AFTER YOU HAVE MADE YOUR
SELECTION OF WHICH BOX TO MOVE). TRY TO GAIN AN EXTRA TURN BY MAKING SURE
THE LAST NUMBER LANDS IN YOUR HOME CONTAINER. CAPTURING AN OPPONENTS
NUMBERS
THIS IS DONE BY DROPPING THE FINAL NUMBER ON YOUR TURN INTO AN
EMPTY BOX ON YOUR SIDE. THE NUMBER DIRECTLY ACROSS FROM THIS BOX WITH
THIS ONE NUMBER GO INTO YOUR HONE CONTAINER. NO EXTRA TURN IS AWARDED
WITH A CAPTURE. PLAY PROCEDES UNTIL ALL SMALL BOXES ON EITHER SIDE ARE
EMPTY AT WHICH TIMETHE FIRST PERSON TO EMPTY HIS SIDE CAPTURES ALL
REMAINING PEICES IN THE CAPTURES ALL REMAINING NUMBERS IN THE OTHER
PERSONS BOXES AND PUTS THEM IN HIS HOME CONTAINER.
THATS ALL TO PLAYING THE GAME--------ENJOY-------. (CHRIS HYPEMAN
ROBERTS)