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XY`XXY`x|}I^=^xN^O^ pC<0A0@ixO^x8퐄N^80R^S^&} ł 0 R^S^ M }222 ł )Q 3Y/2"wwwLAL$L$ 2Е ĂIL} 8R^S^ }N^O^N^x`22)"2 I}q}`I}q}`I}q}`z0(Lք**8z}J L턩z`{0)L***8{J L{`0`0`0 ȍ΄}`0 ȍ΅`|0^mL|`}0]mL}`~0 `0 }`Ƽ #I  `G H#IG H `0 ȍ}΂`0 ȍ΃` 0 Έ0 Ή`E( ) E}JL冭 FI 8^8^ F ``F( ) `FJLFI 7^7^F `0 Ί`0 ΋`0 G`0,}!SJJJJ !SP0!Sd`0N-N0 `0B<0LJ݇ L܇ȍ}8J݇ `  yx Ä 5 J ] p ̅  I \ o  * ; K }} )ҽ҈0҈`}}^^^^^^^^ޗ^ ^ ^!^!^"^"#^#^$^@ ****************** * WALL WAR RULES * ****************** HOW TO TURN ON GAME ------ }------------- 1) Boot disk drive #1 by turning it on. 2) Remove any cartridges from the computer. 3) Place WALL } WAR disk into disk drive #1 and turn on computer. In a few seconds WALL WAR willstart up in one of its demo modes }(GAME: No Humans/Points/Lower Level 15). HOW TO START PLAYING WALL WAR ----------------------------- Any time }the microbots are actual-ly in combat control of the game maybe taken over. This is done by press-ing either the START or }SELECT but-tons.What happens when the START but-ton is pressed depends on whether thegame is in one of its demo modes orn }ot. If it is in a demo mode then thegame is started over except that thelower microbot may now be controlledby a human pla }yer using a joystickplugged into the leftmost jack. If itis not in demo mode then the game currently playing is started ov }er. Ifthe SELECT button is pressed insteadthen a new game may be selected asdescribed below. Both buttons term-inate demo } mode. HOW TO SELECT A GAME -------------------- Continually pressing the SELECTbutton while in select } game modecycles through the following possiblegame options: No Humans (Points) No Humans ( Spar ) One Human } (Points) One Human ( Spar ) Two HumansIf any levels are displayed thenthese may be changed by hitting anykey o }n the keyboard. If more thanone level is displayed then the onethat is being pointed to by the '<'will be the one effected }. The pointermay be alternated between the twolevels by using the OPTION button. The levels correspond to theproficien }tcy of the microbots, or howwell they perform. The higher thelevel rating the more experiencedthe microbot will fight. } Once the game desired is showingpress the START button to start play-ing it. JOYSTICK CONTROLLERS --------- }----------- If at least one human is playingthen joysticks must be used to con-trol those microbots the human(s)have }taken over. The diagrams belowshow what functions the joysticksprovide for the human player. Without Pressing The Fire B }utton - - - - - - - - - - - - - - - - - STOP (Fire both move lasers) ^ }| MOVE LEFT | MOVE RIGHT (Fire right <--+--> (Fire left move laser) | move laser) | } v STOP (Fire both move lasers) While Pressing The Fire Button - - - - - - - - - - - - - }- - - FIRE (Slow/Guided Missle) ^ | AUTO-FIRE | AUTO-F }IRE(Fast/Straight <-+-> (Slow/Guided Missles) | Missles) | v } FIRE (Fast/Straight Missle) Movement of the microbots isaccomplished by firing the move lasers located on e }ither side ofthem. These lasers are used to insurethat the microbots are travelling inthe direction desired. For example, }firing the left move laser will causethe microbot to move towards theright until a bumper is hit. Firingboth lasers at the } same time willstop the microbot where he is. Thesemove lasers may also be used to stopany slow missles fired by the oppon }-ent. When auto-fire is in force themicrobot will fire a missle at anytime it is possible. Also, duringthis time the }microbot may be movedback and forth using the joystickwithout the fire button pressed.Auto-fire is cancelled by firing any }single missle. MISSLES ------- Each microbot may only fire onemissle at a time. A missle wil }l ex-plode when it comes in contact withany solid object on the screen, andit is only at this time that anothermissle may } be fired. THE PLASMA FIELD ---------------- The goal in combat is to destroythe opponent's plasma fie }ld. Eachdirect hit by a missle on this fieldeliminates one of the twenty fivelayers of this field. Layers may alsobe remo }ved by hitting certain platesof the light barrier. THE MICROBOTS ------------- ..................... }............ . . . Picture of a Microbot with . . labels pointing to: . . } . . Shield . . Gun . . Right Blinker } . . Left Blinker . . Power Dome . ................................. } Any part of the shield may beused to fend off missles becausesuch a hit has no effect. However,a if a microbot's gun is } hit by amissle then it will become disabledfor a few seconds and no missles canbe fired. The blinkers on each side of } amicrobot indicates the damage doneto these sides. If one of theseblinkers is blinking then that sideof the microbot is }in perfect health.If this same side takes one hit thenthat side's blinker will turn solidwhite. This will have no adverse }effects on the microbots performance.If however an additional hit to thisside is sustained then the blinkerwill disappear }and that side's movelaser will only work spuradically.The blinker and move laser will healthemselves back to perfect healt }h after a few moments. The power dome may be used as alast resort to stop missles from hitting the plasma field. Most }hitson this dome will result in the sameaction as any other side hit, but afew may be absorbed by the dome'spower reactor } (which can be seen glowing). THE LIGHT BARRIER ----------------- The light barrier which sepa-rat }es the two opposing sides iscomposed of five beams moving inalternating directions. Each of thesebeams consists of one hun }dred plates.These plates must be shot away byeach side so that the opponent maybe attacked. The last three platesof any b }eam will start to shimmer.When these shimmering plates are hitthe microbot who fired the misslewill be given a bonus of re }ducing hisopponent's plasma field by one layer.Additionally, if the plate is thelast one left of a particular beamthen it } will flash on and off insteadof shimmering, and a hit on one ofthese flashers will not only reducethe opponents plasma fi }eld but willalso restore the beam to its originalone hundred plates. SPAR VS. POINT TYPE GAMES --------------- }---------- There are two basic types ofgames to choose from: SparringMatches and Playing for Points. In Sparring } Matches the battleis over when either (or both!) plasmafield(s) is destroyed. The plasmafield is the only thing which hol }dsthe Balls of Death from contactingthe only fatal spot on a microbot;the top of his power dome. Once theplasma field is }destoyed these ballswill be free to do there dirty work. In a Points game the microboton the bottom is the aggressor w }hilethe top one is the defender. Theaggressor scores points in the fol-lowing ways : What is destroyed Points - }- - - - - - - - - - - - Normal Plate 10 Shimmering Plate 110 Flashing Plate 510 !} Plasma Layer 100 Plasma Field (Bonus) 2000 The first defending microbotis of competency level 1. If "} theaggressor is successful in destroy-ing the plasma field of a defenderthen a new plasma field is construct-ed which is #} defended by a defenderwhose competency level is one higherthan the last one. The game ends when the aggres-sor's plas $}ma field is destroyed. SPECIAL BUTTONS --------------- Certain keys on the keyboardhave special func %}tions at varioustimes during the program. The chartwhich follows summarizes thesefunctions.Key When Fun &}ction--- ---- -------- B During play Shows banner or just after without ent- '} ering demo mode D During play, Sets up demo just after, mo (}de,repeat- or after game ing currently select mode selected game H D )}uring play Displays or after high score (Point games of current only ) sess *}ion C During play Shows in any demo copyright mode message. +} Exit by pressing H DEMO MODE --------- In demo mode the program fo ,}llows this sequence: (1) Show banner page (2) Play game selected until it is over. (3) Return to (1)Demo mode ca -}n be interrupted byhitting either START or SELECT. ****************** HOW TO TURN ON GAME ------ 5b'DOS SYSb*+DUP SYSbUAUTORUN SYSbGWWRULES