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CHECKERS.EXE. A Machine Language (ML) checkers game for 1 or 2 players. Refer to the accompanying&} instructions for details. (from CompuServe, via the Genesee Atari Group in Flint, MI; G.A.G. Disk #132)2. CHESS.EXE. An &}outstanding chess game for 1 or 2 players. All ML! See instructions below. (from GENIE via G.A.G. Disk #132)3. CLASH.EXE& }. "THE CLASH OF KINGS" is an excellent 2 player warfare game - 100% ML. The below instructions contain necessary details. &!}(by Barry Kolbe and Bryan Schappel, from ANALOG #40, March '86, pg 45)4. RAILKING.EXE. Attempt to become the most powerfu&"}l railroad tycoon in this role-playing simulation. Instructions below. Written in ACTION. (by David Neal, from CompuServe &#}via G.A.G. Disk #117)5. STUDPOKR.EXE. "5 CARD STUD POKER". In compiled BASIC. Use joystick #1. (from Portland Atari Clu&$}b's "CARD GAMES" Disk)6. HELPDOCS.EXE. Displays or prints out instructions/text documentation files. You're using it now!&%} (by Jim Thompson via ANTIC PD)NOTES: 1. Atari DOS 2.5 is included on both sides of this disk. 2. If you have a pri&&}nter, you may make printed copies of all documentation files (this file is named DOC.000; the others are: DOC.001, DOC.002, e&'}tc.) for convenient and immediate use as required. 3. Some of the documentation and instruction files were written by the &(}S*P*A*C*E Librarian based upon limited use of the subject program. Therefore, it is possible that certain program features m&)}ay be omitted, incorrect or not fully explained. Your corrections, additions or enhanced programs would be, as always, great&*}ly appreciated!Thanks for supporting S*P*A*C*E... to S*P*A*C*E DISK #64, STRATEGY GAMES, Created February 1987.$=CHECKERS=============================(Doc fn: DOC.001, Feb 5,'87)A 100% machine language checkers game for 1 or 2 playe*,}rs. A single player plays against the computer.SETUP:Press START to start or restart a new game.Press SELECT for mode*-} (displayed at top of screen), then OPTION for desired option: LEVEL - Choose Beginner, Novice, Expert, Master, Grand Mas*.}ter, or Champion. GAME - Choose COMPUTER (1 player) or MANUAL (2 player). 1ST MOVE - Choose RED 1ST or RED SECOND. */} MANUAL BOARD SET - Press OPTION to select the color or type player to be manually set. View the current setting in the upp*0}er left square of the board. Move the "X" cursor to the desired square and press FIRE to position a player on the board.*1}SPECIAL NOTES: 1. In the 1 player ("Computer") game the computer is very slow in deciding its next move ("Thinking")*2} if the game level is MASTER or higher. 2. It is possible, under some rare conditions, to get total "lock-up" of the comp*3}uter when playing the 1 player game.: DOC.001, Feb 5,'87)A 100% machine language checkers game for 1 or 2 playe(.CHESS=============================(Doc fn: DOC.002, Feb 5,'87)A 100% machine language chess game for 1 or 2 players. A.5} single player plays against the computer.COMMAND KEYS:ESC - Exits the Auto Play mode.Arrow Keys or JoyStick - Moves cu.6}rsor to desired square.Return or Fire - Executes move or desired operation.A - Enters the Auto Play mode.C - Clears the.7} board of all pieces.E - Manually set pieces on the board: B - Bishop K - King N - Knight P - P.8}awn Q - Queen R - Rook Return or Fire - to position Return only - to exit mode.G - Begin (resta.9}rt) new game.X - Exchange colors (rotate board) and automatic move.achine language chess game for 1 or 2 players. A,LThe Clash Of Kings==================(Doc fn: DOC.003)Program by Bryan Schappel and Barry Kolbe (from ANALOG #40, pg 44)2;}Welcome, one and all. Welcome to the 48th Intergalactic Clash of Kings. Today, we have with us the champions, humanoids 2<}from the planet Zorn, of the Ribos system. Their worthy opponents have just arrived from planet Mechtron, of the Aldeberon s2=}ystem. (Mechtron is inhabited only by a race of robots.) As is well known, the challengers have their choice in the form of2>} combat to be used. This year, the game will be Terri-wars (terrain wars, for those with no imagination). The champions wil2?}l return to their home planet with the Trophy of Kings.I can see in the distance that the teams (each team is composed of n2@}ine players) are taking their positions on the field now.Allow me to quickly explain the rules of Terri-wars, for those of 2A}you who are attending for the first time. Turn up your interpreters and listen. The goal is to destroy the opponent's king.2B} Simple?As the game begins, players are positioned on a maplike field. The players move alternately, one square at a time.2C} Diagonal moves are not permitted, and if an illegal move is attempted the team is alerted either by a tone or a verbal expl2D}anation. Combat is initiated by moving on an opponent. The two players involved are then whisked away to their Heli-Battle 2E}Globes (HBGs). At this point, the viewing monitor shifts to the Terri-wars battlefield.The HBGs are equipped with Plasmato2F}n Disruptors (also known as highly high-tech, extremely dangerous, very nasty Zappo-guns). These are traditionally used to i2G}onize your opponent in some way. But this year, when an HBG is hit, the instant befopdcomputer teleports the lucky occupant to safety, or so the theory goes. You see, this year the teleportation systems were pr2I}ovided by Defectron, whose slogan is: "If it doesn't work it needed fixing, anyway."Each player begins with a certain numb2J}er of strength points, displayed as a bar graph at the bottom of your viewing screen. Each hit an HBG receives reduces the p2K}layer's strength by one. When a player's strength reaches zero, that person is removed from play. (This is actually quite t2L}rue. The teleportation systems have one minor flaw: each time someone is teleported, some body mass is lost, and the player'2M}s strength is decreased. When the points reach zero, the remainder of the player is collected and transported to the hospita2N}l for the severely impaired.)The players, board positions, names and strength points are given below. Board pos2O}itions. +-------------------------+ | 5 E | | 6 2 B F | | 7 3 1 2P} A C G | | 8 4 D H | | 9 I | +-------------------------+ Hum2Q}anoid -- Planet: Zorn. +---------------------------+ | Player# Name Points | +---------------------------+2R} | 1 King 9 | | 2,4 Vipers 7 | | 3 Canine 4 | | 6,8 Bipeds 2S} 3 | | 5,7,9 Scorpions 5 | +---------------------------+ Robots -- Planet: Mechtron. +-------2T}--------------------+ | Player# Name Points | +---------------------------+ | A Cyborg 9 | 2U} | C,E Serv Droids 7 | | B Land Rover 4 | | F,H Warbots 3 | | D,G,I Avions 2V} 5 | +---------------------------+This year, to make Terri-wars more challenging, the battlefield has a randomly c2W}hanging maze of pylon stars. Players aren't allowed to move through these, but bumping into them doesn't damage the battle g2X}lobe.The field also has randomly generated terrain features at the beginning of each game. There's at least one path throu2Y}gh the terrain composed of rocks, trees and mountains. Players aren't allowed to move over these terrain features.Notes o2Z}n the program.The impressive introduction screen for Clash of Kings was achieved by a Display List Interrupt (DLI) and a li2[}ttle fine vertical scrolling. The DLI will shade any object that's 16 scan lines high (equal to a graphics 2 character in he2\}ight) in all the shades of one color. This makes the text look as if it were cut from a polished metal bar.The terrain boa2]}rd border was accomplished by using a character that was defined with every other bit turned on. This technique was also use2^}d to create the multi-colored terrain features. The players' pieces are composed of four redefined characters, forming a 2x22_} grid. The cursor was done with player 0 in double width.The battlefield was done in graphics mode 2, and the HBGs are pla2`}yers 0 and 1, while the missiles are players 2 and 3. The battlefield portion runs almost completely in the vertical blank. 2a} Explosion sound effects were borrowed from Tom Hudson and Kyle Peacock's game, Fire Bug (Analog #23).Playing the game.T2b}he Clash of Kings is a two-player game that requires two joysticks plugged into ports 1 and 2. The joystick in port 1 contro2c}ls the player on the left, and stick 2 controls the player on the right. To move a player on the terrain board, move the cur2d}sor over the player you want and press the fire button. A short tone is given when a player is chosen.Once you choose a pl2e}ayer, it must be moved; illegal moves are not permitted, so choose with caution and skill. If you choose a player which can'2f}t be moved, you'll be told, and you may choose another piece. Move the cursor in one of the four cardinal directions and pre2g}ss the FIRE button again to make the choice final.The cursor is on a rubber band. If you try to move it more than once in 2h}one direction, it snaps back to its original position for another choice. Clash of Kings will wait one-half second before sn2i}apping back the cursor. During this time, you may press the trigger to select a piece destination. Move onto a square held 2j}by your opponent to do battle. You're not permitted to move onto your own pieces.On the battlefield, control the Battle Gl2k}obes by moving your stick in the four cardinal directions. To fire a Plasmaton Disruptor, press the stick button and move th2l}e stick in the direction you want to fire. You can only fire one shot at a time, and you can't fire again until your Disrupt2m}or hits an object.Pressing RESET at any time will return you to the title screen, ready to play again.Well, that's all2n}. We hope you enjoy winning the Trophy of Kings and taking it back to your home planet. Now, let the games begin.)0|RAIL KING==================(Doc fn: DOC.004)RAIL KING (c) 1985 by David H. Neal. Contributed to the Public Domain for 6p}private use only.48K REQUIREDWritten in compiled ACTION! from Optimized Systems Software. Use binary load from DOS to lo6q}ad.GAME DESCRIPTION: "Rail King" is a railroad empire building simulation for one to four players, playing either hum6r}ans or the computer. The appropriate age range for this game is probably 15 and up, although precocious 12-year-olds may enj6s}oy it. The objective of the game is to be the first to accumulate $300 million. This objective is accomplished by building 6t}track (cost) and using that track to pick up and deliver goods (costs and earnings) to markets selected from a list randomly 6u}generated by the computer. Random events inhibit operations and increase the suspense. The game alternates between the p6v}layers, presenting information on a split screen. The following subscreens appear on the same screen with a United States ma6w}p representing the current player's rail system and his current position: Commands, including a message area for report6x}ing events and errors, and to let the player enter his intentions; a listing of valid markets for the Player, a lis6y}ting of the products to be found in each city, and a help listing of the various command keys.The Map and the Market L6z}isting are unique to the individual Player. The information presented on each screen is as follows: Commands--this is th6{}e "heart" of the game system. A Command line appears at the bottom of all operating screens to allow the player to select hi6|}s next action. In the case of a computer player, the human player(s) may observe the action of the computer player and advan6}}ce the game by pressing any key. The commands are abbreviated to a single letter. A screen displaying a detailed listing of6~} the commands responds to entering "H" for "Help". There are eight options available, depending on the Player's current Turn6} Phase (explained below): G save Game M view Markets listing T move Train L Load train U Unload tra6}in B Build track S view Supplier listing E End turn Markets Listing--displays 6 randomly selected cities, 6}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 Lis6}t is offered. Drawing a new market list automatically terminates the player's turn. Markets--each city potentially deman6}ds all the products that it does not supply. The price offered for a product is nominally based on the number of turns requi6}red to move from the supply city to the market city, with extra incentives added for the most distant. Market selection is a6} two-step process in the computer. The market city is randomly selected, then the product demanded by that city is randomly 6}selected. In the case of the initial draw or a redraw, 6 markets are thus selected. In the case of a delivery (unloading), 6}the satisfied demand is deleted from the list and a new market is drawn to replace it. Only markets in the Player's Market L6}ist will pay off on delivery of the specified product. Any other delivery location will just result in loss of the product. 6} If a product is unloaded at a city not demanding it, the program will ask if the player really means to unload. Supplier6}s Listing--displays the products available in each of the 10 cities. Each city offers three products representative of that6} region of the country. Some products are repeated for two or three cities, although most are unique to a particular city.6} The product list is:CITY PRODUCT---- ------------------------- #1 fish, imports, lumber #2 6} grain, cattle, sheep #3 machinery, fruit, sugar #4 cattle, coal, lead #5 grain, corn, pork #6 cattl6}e, cotton, oil #7 machinery, iron, cars #8 lumber, fish, machinery #9 coal, imports, fabrics #0 tobac6}co, cotton, fruit Building Track--All city-to-city connections are allowed except that #8 may connect directly only to #6}9. Track cost is nominally based on distance, whether over smooth terrain or mountains, and with a premium for crossing rive6}rs. The line from #3 to #4 is considered to cross the Colorado River only once. The player builds track by selecting the "B6}" command. The program then queries him on originating city and destination city. If he lacks the funds to build the track 6}segment, the program so informs him and cycles him back to issue a new command. The program reports the cost of the track an6}d draws it on his map. The player's rail system appears each time his turn comes up, with his current position marked by a "6}sprite" locomotive. As presently written, the program does not allow the player to review the various track costs, but he 6}should be able to get a good idea of relative costs by relative distance, the presence of mountains, etc. The text screen re6}ports the player's total value of track in case he should want to keep track of it. Building track automatically terminates a6} 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 rem6}ain in effect for one full turn. A random event is selected each time a market city is selected. There is a 1/4 chance that6} an event will be selected on any market draw. This does not (as might be expected) result in a lot of random events that af6}fect the player because all but one (strikes) occur only in certain regions on the map. On the occurance of an event, the ev6}ent is chosen randomly. The events are: 1. Hurricane--no movement allowed to or from City 0. 2. Snow in the West-6}-trains West and north of City #4 move at 1/2 speed. The speed adjustment is made automatically. 3. Snow in the East--t6}rains East and north of City #5 move at 1/2 speed. 4. Longshoreman's strike -- no loading or unloading in coastal cities6}. Prohibition of loading or unloading is automatic. 5 thru 8 -- strike on the individual player's lines -- no movement 6}for 1 turn. Train Movement--Speed, including 1/2-speed, is controlled by the program. Speed (movement allowance) is a no6}minal 16 pixels per turn. Normal speed results in 2-4 turns to traverse from one city to another. When a train is en route,6} train movement is automatic on the selection of the "T" command. That is, the player defines his destination only once, and6} the destination is remembered by the program. A cost is associated with movement. This cost is reported to the player an6}d is deducted from his cash position. If a player can't move due to lack of funds, the game is effectively over for him. 6}The player places his train on the first move that he moves his train. From then on, the train moves from its last stop. Th6}us, the rail system should be "head-to-tail" since the train can't move where there is no track. The train must move to di6}stant cities in stages when there is not a direct connection. For example, suppose the player has track from 1 to 2 to 4 to 6}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 tr6}ain will stop in each city (announced by "YOU HAVE ARRIVED" to avoid confusion about the train's exact position on the map), 6}but, if the movement allowance is not used up, the player may immediately proceed to the next city in the sequence. Loadi6}ng and Unloading -- the player loads a product on his train by using the "L" command. His train must be empty and in a city 6}at the time and the product he loads must be supplied by that city -- otherwise, he gets an error message and is recycled to 6}the command screen. A player would typically begin his train movement on his second move (his first move having been expen6}ded by building track) by loading the desired product in the chosen supply city. The program will ask "Origin City?" and "Pr6}oduct?", then when the player uses "T" it will ask "Destination City?". For the remainder of the game "Origin City?" will no6}t appear, the origin for succeeding movements being the current position. The program will happily allow the player (if h6}e insists) to load his first train in a city in which he has no track, but he won't be able to go anywhere until he builds tr6}ack to that city. The player unloads his train in (hopefully) the city in his demand list that demands that product. If h6}e attempts to unload elsewhere he is given an opportunity to change his mind. Turn Phase -- The turn consists of two phas6}es. Train movement may occur only in Phase 1. Phase 2 may be viewed as simply the restriction that train movement can no lo6}nger occur. All other activities are possible in either phase. The market listing, supplier listing, or help listings may b6}e viewed at any time. Loading and unloading may be done at any time that a train is in a city, either before or after train 6}movement. Building track may be done in either phase, as may drawing a full new market list, but either of these actions aut6}omatically ends the turn. Ending the Turn -- Typically, a player will perform those actions necessary to advance the game6} and then terminate his turn with the "E" command. For example, if he is traveling enroute and has no desire to build new tr6}ack (and he can't load and probably wouldn't want to unload), he will simply end his turn when his train completes its allowe6}d movement. Save Game. To save the game in progress for later resumption, use the "G" command. Then, at the beginning of 6}the next session, answer "Y" to the question "Restore Old Game?"PLAY OF THE GAME:BEGINNINGS: Each player begins the gam6}e with $50 million. On the first turn, a player will check his market list, build the shortest track possible to make a deli6}very to one of the demand cities on his list (rarely, a player may not be able to cover the cost of the track for any of the 6}demands on his list and will have to draw a new list). On the second turn, he will issue the "L" command to load the selec6}ted product in the chosen supply city (to which he has built track), then issue the "T" command to carry that product to the 6}chosen demand city. From then on, it's a race to see who can accumulate earnings the fastest while minimizing his track bu6}ilding. To use the example given above, the prudent player with track connecting 1, 2, 4, and 5 will not build track to dire6}ctly connect 1 and 5. The gain in time (train movements) will be trivial and the cost will be substantial. The player sho6}uld be careful not to build himself into a corner as he may lose many turns while trying to draw a market list that will allo6}w him to break out. A typical game will begin with many new list draws and only minimum running of trains. Gradually, tho6}ugh, the players will build a system of track (it's interesting to see the patterns that emerge) and they will be concentrati6}ng on minimizing movements for a maximum of profits. The random events add an additional element of suspense, especially as 6}the players approach $300 million, most especially if they are close. The game system seems very complicated on reading a6}bout it, but it is quickly learned (requiring only a few turns to master), and even things like the Supplier Listing are quic6}kly memorized, and the program provides ample help messages. Each game is different because of the randomization.COMPUTER 6}PLAYER: The computer plays a competent game, but is short on strategic thinking. Therefore, it is given a few advantages to6} even things out with the humans. A properly played game by the human should beat the computer players (although not always)6}, and a sloppy game will almost always lose.)RAIL KING (c) 1985 by David H. Neal. Contributed to the Public Domain for 4.SEATTLE-PUGET SOUND ATARI COMPUTERENTHUS- IASTS Disk #64Strategy GamesCreated:Feb 5,87Librarian - Jim Chapman