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1995-04-22
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392 lines
RAIL KING
by
David H. Neal
copyright 1985 by David H. Neal
Contributed to the Public Domain
for private use only.
for the Atari home computers
SYSTEM REQUIREMENTS: 48K
Written in compiled ACTION! from
Optimized Systems Software. Use
binary load from DOS to load.
GAME DESCRIPTION
"Rail King" is a railroad empire
building simulation for one to
four players, playing either
humans or the computer. The
appropriate age range for this
game is probably 15 and up,
although precocious 12-year-olds
may enjoy it. The objective of the
game is to be the first to
accumulate $300 million. This
objective is accomplished by
building track (cost) and using
that track to pick up and deliver
goods (costs and earnings) to
markets selected from a list
randomly generated by the
computer. Random events inhibit
operations and increase the
suspense.
The game alternates between the
players, presenting information on
a split screen. The following
subscreens appear on the same
screen with a United States map
representing the current player's
rail system and his current
position: Commands, including a
message area for reporting events
and errors, and to let the player
enter his intentions; a listing of
valid markets for the Player, a
listing of the products to be
found in each city, and a help
listing of the various command
keys. The Map and the Market
Listing are unique to the
individual Player. The information
presented on each screen is as
follows:
Commands--this is the "heart" of
the game system. A Command line
appears at the bottom of all
operating screens to allow the
player to select his next action.
In the case of a computer player,
the human player(s) may observe
the action of the computer player
and advance the game by pressing
any key. The commands are
abbreviated to a single letter. A
screen displaying a detailed
listing of the commands responds
to entering "H" for "Help". There
are eight options available,
depending on the Player's current
Turn Phase (explained below):
G save Game
M view Markets listing
T move Train
L Load train
U Unload train
B Build track
S view Supplier listing
E End turn
Markets Listing--displays 6
randomly selected cities, each
with a product demand and a price
to be paid on delivery. A choice
to "Continue" with the game or
draw a new Market List is offered.
Drawing a new market list
automatically terminates the
player's turn.
Markets--each city potentially
demands all the products that it
does not supply. The price offered
for a product is nominally based
on the number of turns required to
move from the supply city to the
market city, with extra incentives
added for the most distant. Market
selection is a two-step process in
the computer. The market city is
randomly selected, then the
product demanded by that city is
randomly selected. In the case of
the initial draw or a redraw, 6
markets are thus selected. In the
case of a delivery (unloading),
the satisfied demand is deleted
from the list and a new market is
drawn to replace it. Only markets
in the Player's Market List will
pay off on delivery of the
specified product. Any other
delivery location will just result
in loss of the product. If a
product is unloaded at a city not
demanding it, the program will ask
if the player really means to
unload.
Suppliers Listing--displays the
products available in each of the
10 cities. Each city offers three
products representative of that
region of the country. Some
products are repeated for two or
three cities, although most are
unique to a particular city.
The product list is:
CITY PRODUCT
---- -------------------------
#1 fish, imports, lumber
#2 grain, cattle, sheep
#3 machinery, fruit, sugar
#4 cattle, coal, lead
#5 grain, corn, pork
#6 cattle, cotton, oil
#7 machinery, iron, cars
#8 lumber, fish, machinery
#9 coal, imports, fabrics
#0 tobacco, cotton, fruit
Building Track--All city-to-city
connections are allowed except
that #8 may connect directly only
to #9. Track cost is nominally
based on distance, whether over
smooth terrain or mountains, and
with a premium for crossing
rivers. The line from #3 to #4 is
considered to cross the Colorado
River only once. The player builds
track by selecting the "B"
command. The program then queries
him on originating city and
destination city. If he lacks the
funds to build the track segment,
the program so informs him and
cycles him back to issue a new
command. The program reports the
cost of the track and draws it on
his map. The player's rail system
appears each time his turn comes
up, with his current position
marked by a "sprite" locomotive.
As presently written, the program
does not allow the player to
review the various track costs,
but he should be able to get a
good idea of relative costs by
relative distance, the presence of
mountains, etc. The text screen
reports the player's total value
of track in case he should want to
keep track of it. Building track
automatically terminates a
player's turn, so he can't build
track and run on it in the same
turn.
Events-- Five (5) random events may
occur and remain in effect for one
full turn. A random event is
selected each time a market city
is selected. There is a 1/4 chance
that an event will be selected on
any market draw. This does not (as
might be expected) result in a lot
of random events that affect the
player because all but one
(strikes) occur only in certain
regions on the map. On the
occurance of an event, the event
is chosen randomly. The events
are:
1. Hurricane--no movement allowed
to or from City 0.
2. Snow in the West--trains West
and north of City #4 move at 1/2
speed. The speed adjustment is
made automatically.
3. Snow in the East--trains East
and north of City #5 move at 1/2
speed.
4. Longshoreman's strike -- no
loading or unloading in coastal
cities. Prohibition of loading or
unloading is automatic.
5 thru 8 -- strike on the
individual player's lines -- no
movement for 1 turn.
Train Movement--Speed, including
1/2-speed, is controlled by the
program. Speed (movement
allowance) is a nominal 16 pixels
per turn. Normal speed results in
2-4 turns to traverse from one
city to another. When a train is
en route, train movement is
automatic on the selection of the
"T" command. That is, the player
defines his destination only once,
and the destination is remembered
by the program. A cost is
associated with movement. This
cost is reported to the player and
is deducted from his cash
position. If a player can't move
due to lack of funds, the game is
effectively over for him. The
player places his train on the
first move that he moves his
train. From then on, the train
moves from its last stop. Thus,
the rail system should be
"head-to-tail" since the train
can't move where there is no
track. The train must move to
distant cities in stages when
there is not a direct connection.
For example, suppose the player
has track from 1 to 2 to 4 to 5.
His train is at 1 and he wants to
go to 5. Unless he builds track
from 1 to 5 he must proceed 1 to 2
to 4 to 5. The train will stop in
each city (announced by "YOU HAVE
ARRIVED" to avoid confusion about
the train's exact position on the
map), but, if the movement
allowance is not used up, the
player may immediately proceed to
the next city in the sequence.
Loading and Unloading -- the player
loads a product on his train by
using the "L" command. His train
must be empty and in a city at the
time and the product he loads must
be supplied by that city --
otherwise, he gets an error
message and is recycled to the
command screen. A player would
typically begin his train movement
on his second move (his first move
having been expended by building
track) b