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- ---===≡≡≡≡===---
- SPECTRUM SORCERY
- ---===≡≡≡≡===---
-
- Version 1.0
-
-
-
- DESCRIPTION/OBJECTIVE:
-
- Spectrum Sorcery is a game of strategy.
-
- Two wizards are competing on a multi-colored playing field. Each
- of them is attempting to change the entire field to his own color
- by moving around the field and casting various spells. With each
- section of the field that they change to their own color they feel
- their own strength increase while their opponent's weakens. But
- they must always carefully weigh their choices between improving
- their own position and weakening their opponent's, lest their
- opponent grow strong enough to once again challenge them. The
- battle is not over until the last section of the board has been
- claimed.
-
-
-
- CONTROLS
-
- Spectrum Sorcery is completely mouse driven, and will not operate
- without a mouse. All selections are made by pointing at various
- "buttons" on the screen and then clicking the left mouse button.
-
- There are basically two types of buttons on screen: those that
- deal with controlling and configuring the game, and those that
- select actions within the game. Control buttons are located along
- the left side and bottom of the playing field. Action buttons
- are located to the right of the playing field.
-
- The control buttons are as follows:
-
- QUIT : Quit the game, return to DOS
-
- RESET : Reset the game, begin a new game with current board
-
- BOARD : Select a new board layout and begin a new game.
- The various boards have different combinations of colors
- and dead zones. Certain type of movements or spells
- may be more or less effective due to the layout. The
- smaller layouts allow for a shorter game.
-
- SOUND : Toggle between SOUND and QUIET modes
-
- HUMAN/
- COMP1/
- COMP2 : Select who will control this wizard, either a human
- player, or one of two different computer players.
- By changing the controller of each wizard you may
- configure the game to play in single-player, two-
- player, or demo mode. After changing the mode
- control will take effect beginning with the next
- turn.
-
- The action buttons will be described below under GAME PLAY.
-
- A note on the demo mode: If the computer is controlling both
- wizards in demo mode the controls may seem a bit sluggish.
- Simply click on a control and hold the mouse button down for a
- second until the program notices your action.
-
-
-
- GAME PLAY
-
- The game loads up ready to play. It defaults to single player
- mode with the computer controlling the Red Wizard and the
- player controlling the Violet Wizard.
-
- TERMS:
- Board : The playing field consisting of 100 pads.
- Pad : A single colored square on the playing field.
- Color : A pad may be Red, Yellow, Green, Blue or Violet.
- Additionally, some board layouts contain "Dead
- Zones" which have no color.
- DeadZone: A dark pad on the board. It cannot be moved onto
- and it is not affected by spells. In fact they
- may even hinder some spells by their layout.
-
- Wizard : One of the players, either human or computer. One
- wizard is of color red (identified by "R" on the
- board) while the other is violet (identified by
- "V" on the board).
- Power : The amount of strength that a wizard has. It
- determines how much activity the wizard can
- perform. It is determined by the number of
- pads on the board of that wizard's color at
- the end of a round. Unused power at the end
- of a round is retained for the next round.
- Power is allocated each round as follows:
- 30 points + 1 point for each pad of the wizard's
- own color. The maximum power that can be
- allocated is 70 points.
-
- Round : The larger unit of game play, which lasts until
- both players have exhausted their power, or
- until both players "pass" consecutively.
- Turn : The smaller unit of game play, which consists of
- a single action by each wizard in turn, repeating
- until the round is over.
-
- Action : An action taken by a wizard. Actions consist of
- moving around the board or casting particular
- spells.
- Spell : Spells are used to actually change the color of
- a pad. In doing so some of the wizard's power
- is consumed. Some spells require a certain
- minimum level of power to operate, even if not all
- of this power will actually be used by the spell.
-
-
- ACTIONS:
- Pass : Select no action for this turn, allow play to
- continue with other wizard, no cost.
-
- Move : Move the wizard to an adjacent pad, and STOMP on
- that pad once if sufficient power is available.
- Costs 1 point, plus 1 point for STOMP.
-
- Stomp : Change the color of the current pad by one
- value closer to your own color. Costs 1 point.
-
- Convert : Changes the color of the current pad to your
- color, or as close as possible based on available
- power. Costs 1 point per color change.
-
- Transmute : Changes the color of all adjacent pads by one
- value closer to your own color. Costs 1 point
- for each pad affected - range 1 to 9 points.
- This spell cannot be started unless at least 9
- power points are available.
-
- Blitz : Recursively changes the color of all bordering
- pads that match the color of the current pad.
- Continues until all bordering pads match your
- color or power runs out. Costs 1 point per
- color change per pad. This spell cannot be
- started unless at least 16 power points are
- available. Experiment with this spell on a two-
- color board until you feel comfortable with its
- behaviour.
-
- Teleport : Move the wizard to any other pad on the board.
- Cost is based on the difference in color between
- the destination pad and the wizard - ranges from
- 1 to 5 points.
-
- Lock : Place a lock on the current pad. A locked pad
- cannot have its color changed until it has been
- unlocked. The cost is based on the difference
- in color between the pad and the wizard -
- ranges from 1 to 5 points. In addition there
- is a 1 point per lock maintenance fee for each
- additional round that the lock is retained.
-
- Unlock : Remove a lock from the current pad to allow the
- color to be changed in the future. The cost is
- based on the difference in color between the pad
- and the wizard - ranges from 1 to 5 points.
-
- Release : Release all locks owned by you. In case you find
- that the lock maintenance fee is too high you can
- immediately cancel all of your locks. There is
- no cost.
-
- Help : Ask the computer to select an action for you.
- Cost is dependant upon which action the computer
- selects.
-
-
- The game begins by asking the Violet Wizard to select an action.
- Game play proceeds with each wizard selecting an action in turn,
- until both wizards have used all of their energy or both wizards
- pass consecutively. Power is then recalculated based on the
- status of the board and a new round begins. This continues until
- all colored pads are either red or violet, at which time the
- winner is declared. The wizard with the most power at the start
- of a new round will be the first to select an action. In case of
- a tie, the last wizard who acted first will again act first.
-
- If you select an action that cannot be performed (such as moving
- onto a dead zone, or converting a locked pad, or trying to start
- a blitz without enough power) you will hear an error sound and
- you will be asked to make another selection. You do not lose
- a turn for trying to take actions that fail.
-
- There are several indicators at the bottom of the screen that
- offer an indication of the progress of the game. In the center
- is the Power Balance meter which shows a bar graph of the
- relative strengths between the two wizards based on current
- board configuration. As the bar moves to one side it indicates
- that the board is closer to being completed for that particular
- wizard. Note that the power meter may not completely move to
- either side if there are dead zones on the board.
-
- Next to the Power Balance meter on either side is a display of
- the current power of each wizard. This allows you to keep
- track of your power, and therefore your options, throughout a
- round. At the beginning of each round these numbers can be
- compared to get further information on the balance of the game.
- The wizard that received more power points this round has a
- better position on the board.
-
-
-
- STRATEGY
-
- While all of the board layouts begin with an equal color balance,
- that does not mean that all boards offer equal chances for both
- wizards. The random scattering of pads may favor a particular
- wizard early on thus allowing him to build up an advantage
- more easily than the other wizard. However this advantage is
- usually slight, and statistically it will average out such that
- both wizards face equal odds.
-
- Your primary concern should be to completely convert pads to your
- own color, partially converting a pad will not gain you any power
- points next round. You may approach this in a number of ways:
- convert those pads closest to your location to reduce the amount
- of energy spent on moving around the board; convert those pads
- closest to your own color early on in the game to build power
- quickly; convert those pads of your opponents color first to
- weaken his position while improving yours.
-
- It might be instructive to pit the two different computer players
- against each other in demo mode and learn from their actions.
- Computer1 is a more balanced player who moves only as necessary
- converting pads completely as it moves. Computer2 is much more
- aggressive and will search out its opponent's pads first.
-
- Also try the computer players on different boards to get a feeling
- for how the board layout affects strategy. For example, while
- Computer2 is often more effective on the normal board, Computer1
- is usually better on board 8 (dual rings, closed). Always
- consider the layout of the board when deciding on a strategy.
-
-
-
- BOARD LAYOUTS
-
- There are 11 different board layouts that provide variations on
- the basic game:
-
- 1. Basic game, 10x10, 5 color
- 2. Basic game, two color (blue-yellow), low starting power
- 3. Basic game, two color (red-violet), high starting power
- 4. Shorter game, 8x8
- 5. Shortest game, 5x5
- 6. Single ring
- 7. Dual rings, open
- 8. Dual rings, closed
- 9. Diagonals
- 10. Small corners
- 11. Large corners
-
-
-
- SHAREWARE
-
- Spectrum Sorcery is being distributed as shareware and may be
- freely distributed in its original form. This program may not
- be sold. However, a reasonable service charge (not to exceed $7)
- may be asked in order to cover handling and/or materials costs.
-
- This release of Spectrum Sorcery contains the following files:
- SORCERY.EXE
- SORCERY.DOC
-
- If you have enjoyed playing this game you are encouraged to
- support both the author and the shareware concept in general by
- registering your copy by sending $10 to
-
- David Bollinger
- P.O. Box 894
- Denair, CA 95316
-
- Comments and suggestions are welcome.
-
-
-
- LEGAL STUFF
-
- Spectrum Sorcery is (C) Copyright 1993 David Bollinger.
-
- Disclaimer:
- The author makes no representations or warranties with respect to
- this software or documentation, and specifically disclaims any
- express or implied warranties of merchantability or fitness for
- any purpose.
-
-
- HISTORY
-
- April 1993. Version 1.0 is the first publicly available version
- of Spectrum Sorcery.
-
- Note:
- This game is based upon the game "Spectral Sorcery" which I had
- seen on the Atari ST. It has been reverse engineered based on
- a rather inaccurate memory of the original. I apologize if
- anyone else was familiar with the original and finds that this
- version plays differently. Hopefully it has gained more than
- it has lost in the translation (such as the larger field, mouse
- support, optional board layouts, more intelligent computer
- player, etc.).
-
-
-
-
- ----------------end-of-author's-documentation---------------
-
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