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MASTERIX.DOC
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1992-02-24
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┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐
│ M │ │ A │ │ S │ │ T │ │ E │ │ R │ │ I │ │ X │
└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘
The Ultimate Game of Strategy
Version 1.00
Copyright (c) 1992 by Master Software
Master Software
c/o Richard D. Rost
74 Lemans Dr., Lwr
Depew NY 14043
716/656-8563 voice
716/656-8573 BBS
Written using Turbo C v2.0
MASTERIX
Masterix is designed to be an interactive game of strategy
between BBS (computer Bulletin Board System) users and the
computer itself. There are unlimited levels of play, and a
score listing (aka the Hall of Fame) is kept so that users
may compete with each other for the highest score.
Masterix's logic-oriented strategy should keep players on
their toes for quite some time.
Users may challenge the computer and try for their name in
the Hall of Fame, or they may play against another user (in
real-time, if there is another user present with him), or
even play against the sysop himself, if he's available.
Masterix is designed to be used with Wayne Bell's WWIV v4.xx
BBS (c) software. Because WWIV handles IO redirection, this
program does not contain any built-in modem drivers. See
SETUP below.
STRATEGY
Masterix is played on a board, or "matrix" which is an 8 x 6
grid on the computer terminal. Each player is granted 24
game pieces, or "units", and must acquire points by
destroying and/or capturing his opponent's units. Players
alternate until no possible moves remain, at which time the
player with the highest score wins. If it is a one-player
game, and the user wins, he is able to advance to the next
difficulty "level" and add to his score.
STARTUP
The first thing you are asked to do is activate your NUM
LOCK key. This is important. Cursor codes cannot be easily
transmitted via a modem, so MASTERIX is played using your
numerical keypad and number values. If you do not have a
keypad, don't panic. You'll still be able to play. See
MOVING UNITS below for help.
Next, MASTERIX's introductory screen is displayed. It will
show the current version of the program, followed by a
copyright notice, and a Shareware registration notice
(either "Unregistered copy" or "Registered to...").
You are then asked if you would like instructions on how to
play MASTERIX. This is the text file that is printed for
instructional purposes. You can abort at any time by
pressing any key WHILE the text is scrolling on the page.
Next, enter the number of players you wish to have play. If
you select ONE player, you will be pitted against Masterix
himself (the computer) and will be allowed to try and get on
the Hall of Fame. If you select TWO players, you may play
against someone else (if they are there with you), or the
sysop (if he is around, and wishes to play). You will NOT be
able to qualify for the Hall of Fame if you play in TWO
player mode.
You are next asked to input your name (or names, if in TWO
player mode). Your name will be truncated to eleven (11)
characters. You can bypass entering a name by simply
pressing the [RETURN] key, in which case your name will be,
properly enough, "Player 1". (Don't worry, though. If you
make the Hall of Fame, you can change it then.)
Finally, THE MATRIX is displayed. You will notice that you
will have 24 blue units randomly placed with Masterix's 24
red units somewhere on the matrix. (NOTE: non-color users
can still play Masterix; the blue and red units have
different-sized chaacters.)
To the sides of the matrix are yours and Masterix's (or
player TWO's) statistics, including (in order), name,
designation (i.e. "Blue" or "Red"), score THIS round, and
percentage of the matrix which you "own". In later rounds
(higher levels) you will notice your TOTAL score above your
name. See SCORING below.
MOVING UNITS
The object of Masterix is to destroy/capture your opponent's
units and cover the matrix with your own. You do this by
"jump"ing one of your units onto a space in which one of
your oppoent's units rests. In doing so, you destroy his
unit, and capture any of his units directly adjacent to that
space.
Sound complicated enough? It's really quite easy. Take a
look at this diagram below (red is represented by 'R', and
blue 'B'):
1 2 3 4 5
┌───┬───┬───┬───┬───┐ In this example, it is BLUE's
a │ R │ │ │ │ R │ turn. He can move one unit in
├───┼───┼───┼───┼───┤ one direction, so long as he
b │ R │ R │ │ B │ │ lands on a space occupied by
├───┼───┼───┼───┼───┤ an opponent's unit. He decides
c │ │ │ R │ R │ B │ to move his unit (d,3) to
├───┼───┼───┼───┼───┤ (c,3).
d │ │ B │ B │ B │ B │
└───┴───┴───┴───┴───┘
1 2 3 4 5
┌───┬───┬───┬───┬───┐ Now, BLUE loses possession of
a │ R │ │ │ │ R │ space (d,3) because he moved
├───┼───┼───┼───┼───┤ his unit to (c,3), but he then
b │ R │ B │ │ B │ │ captures any RED units which
├───┼───┼───┼───┼───┤ are adjacent to (c,3), which
c │ │ │ B │ B │ B │ is - in this example, (b,2),
├───┼───┼───┼───┼───┤ and (c,4). It is now RED's
d │ │ B │ │ B │ B │ turn to move. Etc...
└───┴───┴───┴───┴───┘
Both sides continue to move in this fashion until there are
no more possible moves left (the computer will notify you of
when this has occured.).
If you still find this confusing, think of it like a bomb.
You drop one of your bombs on an enemy territory and destroy
not only the square in which you land, but also every enemy
unit in the adjacent squares to where you land. Get it now?
The maximum "kills" for one attack is eight (8). In other
words, you can capture at most eight enemy units (actually,
you're destroying one and capturing the rest.)
On the game matrix, you move your selection box around the
screen with the numerical keypad.
7 8 9
4 . 6
1 2 3
Eight (8) is straight up, and two (2) is straight down. You
may also move diagonally and horizontally. You may also move
your CURSOR BOX off one end of the matrix and appear on the
opposide side. (NOTE: your units CANNOT move off the edges
of the matrix, nor are you allowed to jump a move off the
end onto the other side.)
The "five (5)" key is used to represent the [RETURN] key. If
you find this easier than hitting return, please do so. If
not, make SURE you don't accidentally hit it!
Once you have selected the unit you wish to move, hit
[RETURN] (or 5). Your unit's box will then be highlighted
with bright white. You CANNOT select a unit which has no
possible jumps.
JUMPING
Once you have selected your MOVE unit, you must select a
JUMP target. This can be any on of your opponent's units in
a space directly adjacent to your own. To select, press the
keypad number which indicates the direction of your jump
(i.e. eight (8) to jump vertically up, seven (7) to jump up
and to the left, etc.) Your JUMP indication is RELATIVE TO
YOUR MOVE POSITION. For example, if you select a JUMP with
seven (7) and your first JUMP box appears up and to the
right of your MOVE box, pressing two (2) will move the JUMP
box to position two (and not down to position four as you
may think).
After you have selected the best JUMP for you, press
[RETURN] (or 5) and the computer will automatically
calculate how many captures you get, and award you points
for them (see SCORING, below). It is then Masterix's (player
TWO's) turn. This procedure repeats until there are no moves
left.
If this STILL sounds confusing to you, my best advice to you
is to just go ahead and play a few games and then read these
DOCs again. You'll have a fresh perspective on the game (and
a little more insight as to some of the mechanics). If you
are a sysop, remember that MASTERIX does not NEED to be run
with your BBS program, and can be a fun standalone game.
Users, ask your sysop to make Masterix available for you to
download so you can practice on your own.
SCORING
In the ONE-player mode, you are granted 2 points/level for
each capture/termination of your opponent's units. After all
possible moves have been made, you are also granted 1
point/level for each unit you have remaining on the matrix.
(For example, if you're playing LEVEL 4, each kill is worth
8 points, and each unit you have left is worth 4 bonus
points. Likewise, on level 10, each kill is worth 20, and
bonus points are worth 10.)
Throughout the game, you can also see how much of the matrix
you own. This is merely to give you a feeling of how
good/bad you are doing. The winner of the round is whoever
finishes with the most POINTS.
You are only awarded your points AFTER you have sucessfully
completed a level. For example, if you acquire 400 points
and finish level 6, but are defeated in level 7, you don't
get any points that you acquired while playing level 7.
Likewise, unless you finish at least the first level, you
won't get ANY points!!!
In the event of a tie, you must REPLAY the current level,
and receive no points.
Of all things, be careful once you start to go into the
higher levels (7-10). Masterix has been painstakingly
programmed with a logic circuit that becomes harder and
harder to beat. Just like some chess programs, Masterix will
actually scan for all possible moves and determine which is
the best for him to make. His ability to do this increases
in accuracy as you approach level ten (10).
THE HALL OF FAME
In ONE-player mode, you can try and make it on the Hall of
Fame, which is a listing of the ten best scorers on your
system.
Masterix comes with no user listing, but upon completion of
your first game, a file (SCORES.DAT) will be written to the
current working directory (which should be where
MASTERIX.EXE is located). After that, if you ever wish to
reset the Hall of Fame, merely DELete SCORES.DAT.
SCORES.DAT is stored in machine format, and is not editable
with a text editor. A sysop-editor may be released in the
future, if there is demand (i.e. if enough users say, "yes,
we'd like one!!!").
Oh, by the way, the Hall of Fame lists: Number, Name (11
char), Score, and last Level competed.
CONCLUSION
Well, that's about it. If you have any problems or
suggestions, please feel free to write to us! I can be
reached at
DaarKhan #1 @7653 WWIVnet
I love hearing from users who enjoy my work. Register your
copy and make me feel REAL good!
SUPPORT THE SHAREWARE CONCEPT!
RDR/mpr
2/5/92
06:07:00