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I HAVE OVER 10000 HINTS TO VARIOUS GAMES...CHRIS KIRALY.....=}Hit any key to continue(L,F,N,S,A,Q, or ?) >HelpL. List all hintsF. Find single hint>}N. List game names of hintsS. List single hintA. Add new hintQ. Exit to BBS(Please add new hints - Thanks!)(L,F,N,S,A?},Q, or ?) >List all hintsHit any key to continue___________________________________ Game Hints/Cheats file_______@}____________________________KAZOO: If you're about to getkilled, press the space bar topause the game. The monster willA}pass right through you and you cancontinue by pressing the space baragain.___________________________________GHOSTBUSTERSB}: use "GOO" as name,11111111 as account number. Enterthe name WIHOIT, MIKE and the code#40706604 and you will start offwC}ith $32,000.00. When the banner'Marshmallow Alert' comes on, pressB and the Marshmallow Man won'tcrush a building - but yD}ou will get$2000.___________________________________ DIMENSION X: Press CHit any key to continueE}(L,F,N,S,A,Q, or ?) >List single hintEnter name of game to list hintfor >DIMENSION XDIMENSION X: Press CONTROL-F whileF}load for a Fort Apocalypse demo,press CONTROL-S to play Slime.Hit any key to continue(L,F,N,S,A,Q, or ?) >Invalid inG}put; please re-try(L,F,N,S,A,Q, or ?) >* Lǚ?00  ݝ,  L "̢)д ƋФ ݝ?0I}II00)`8`LwAM w5},ҥ}-ѥi wJ} 𢽃Н ?000iĩ0a]JZ kĩ?08i Ő i wŐK}  L"I,wm '0ؽ`!p!}5ý04H}P!@h))L}))0Њ J0!)ҊJJJѩ i< ŒwŠ4줞 A ŮHM} h Ƥ`L )ҘJJJѥ`H /JX}oPԩ( f! \L?J(J0h7"9ɐ.Fj(jȦ恘e扰)Y}?0 ݢ`e`H Fh00H F0h |6QȽ6QȽ6QȽ6QȽ6QȽ6Qi(Z}`JJIƅJEJJJJZG |6#6J'*0I恥JJJJ^5 66`J4)[}I)  I )00I0)I`i@!H) ^|6~6~6~6~6~6ृJJJ & & & &\} &eihei7hJJ`H Vœ  pp0Nh76N@eB5A]}/<? DT????<1UU<0@@^}1? QU7??LUUU0<PPP@1? QU3??MUU_}U TTP@1?? QU3SUUU@CEUUT@@<<<0`}@< <0@@@0< Pa}PP@ P@%7J]p     b}         @@@@1111222233334444%4CRap$4CRbr"2BRbr!2BRct0ARc}ct 0ARdv .@Rdv.@Rex$3BQ`o~#2BQ`p!1AQaq 0AQar /@Qbs .@Qbt -?Qcu,?Qcv0(124(12((124(12((d}124(12((124(12((124(12((124(12((124(1243124(1243124(1243124(1243124(1243124(1243124(1243224(1247224(1247e}224(1246244(1126244(1126244(1126244(1126244(112>244(112>244(112>244(112<244(111<444(111<444(111<444(111x<444(f}111h<444(111h<444(111h<444(111hh848888(1h848888(1h848888(1l848888(1l8888888(l88888888l88888888l88888888q}B%DOS SYSB*)DUP SYSB<SDZONE COMBDZONE TXTBEUCHRE BASB5HINTS TXTB9HMANUEV COMB#MANUEV DOCBTMANUEVRUDOCBRESUREX TXTB=RESUREX2OBJBuCTETRIS3DCOMB'TETRIX DOCBTETRIX EXEBdTETRIX HSCl88888888lC8888888lC8888888nC8888888nG8888888nG8888888nG8888888fG8888888fG8888888fn61A88844g61A88844g>1A88844g>1A88844g>1Ar}88844g>1A88844c>1A88844c>1A88844c>1A88842X<1A88842H<1A88842H<2A88842H<2A88842H<2A88842H<2A88842H<2A88842H<2A88s}842LL822A8422L822A8422L822A8422L822A8422L822A8421L842A842AL842A842AN842A842AN842A842ANG42A842ANG42A842ANG42At}842ANG42A842ANG42A842ANG42A842AGG42A842AGG42A842AGG42A842AG0N84A84A8GN84A84A8GN84A84A8GN84A84A88N84A84A88N84A84A88N84A84Au}88N84A84A8(N84A84A8(L84A84A4(L84A84A4(L84A84A4,z}fffffff>`<|fl0fF68of;p88pf< 80 0 ~~`0 0`|}``nf>ff~fff~~f<flxxlf`````~cwkccfv~~}}nfx x~}00p`gg0``g }88pp33ܜaaaa? 08888p 8|88}88pp||lnx0011ccgg}000xxppacpppc灁Ç 888` xsq}q?pppǃcc@@ @@ ``,}@ @ `@-& @@ @@ @ @ 6@@@ @@@@@  @@@@@@ @@HHH$HHH@H $@H}H@H@$@H}}-.<= >|= > <.<>|=> @@``h}l@ @ @@ @ @ @ @ `l`h }}}8Manuevering on the Atari.Please read the file RULES.DOC for instructions on how to play thegame.Manuevering is only a tw}o player game right now. A computer strategyis partially working, but not present in this version. Additionalinfo about t}he computer routines will be presented later.Your system must have a MEMLO of $1F00 or lower to run this game.You will be} presented with a board, and a marquee cursor. The cursoris the same color as the ships for the current player's turn. The}cursor can be moved with the joystick, and will repeat if held in thesame direction. To pick up a piece, press the fire bu}tton, and thecursor shape will change to show you are carrying a ship. To pick upa double ship, either press the fire butt}on twice, or hold it untilthe second ship is picked up.When you are carrying a ship, the cursor movement is a bit differen}t.When moving the stick in the various directions, the cursor will jumpdirectly to the destination square, based on the die} roll, and only ifthat direction represents a valid move. Since there are two dice,holding the stick in the same direction} will toggle once per secondbetween the destination squares corresponding to each die. Press thefire button to confirm the} move into the desired square. You maypress fire with the stick centered to return the ship to its initiallocation, withou}t making a move.I do not believe the game will automatically cancel a die that cannotbe moved. Pressing any key will pass} your turn, but please rememberthat the game rules require you to make a move if it is available toyou -- even if you don't} want to! All of the routines are availableto determine all valid moves, and it would probably be pretty easy toinclude an} automatic cancel, or at least prevent the misuse of thecancel function.The game also does not recognize victory condition}s, and it will be upto you to know when you have won the game.The game can be configured to use one or two joysticks. Pre}ss '1' ifyou wish both players to use one joystick. Press '2' to enable twojoystick use.The 'Esc' key may be used to tak}e back your last move.BUGSThe empty marquee cursor changes size along with the boardperspective, but it does not do this} when displaying a ship outline.THE COMPUTERThis game has given me tremendous respect for the human mind. Thingsa human} can do instantly, require thousands of lines of code. Theconcept of trapping is a bit abstract, since walls can be created} inmany shapes. Detecting partial walls as they begin to form, and whichships are 'in danger', was a major project. Most }of it is actuallydone, with the exception of detecting which ships are in the bestposition to close up the remaining holes.}Even though this game does not require 'looking ahead' like a chessprogram does, the number of potential moves on any one }turn isstaggering. You can for example, move ship 1 direction 1, and ship 2direction 1. Or you can move ship 2 another 7 }directions. Or you canmove ships 3-24 up to eight directions. After all that, you can comeback to ship 1 and move it dire}ction 2, along with all thosecombinations again. And so on. Then you get to do it all over againwith the opposite die num}bers. At one point I had worked out thestatistics for what that number was. Between this, and the complexityrequired to a}nalyze prospective moves, brute force testing would havetaken several *days* for the computer to make each move. Ugh... A}different approach had to be found, and I think it came out well.Even though it can't possibly test every combination, I thi}nk it willalmost always find the optimum choice, within the limits of its boardanalysis routine. Every piece is tested as }an individual move, andonly combinations between the best moves, or any 'specialcircumstance' moves, are actually tested fo}r a final rating. Thisallows a vast majority of the combinations to never be tested, sincethey will most likely not result} in anything useful.Even though these routines are not finished, I believe they are themost advanced AI algorithms done fo}r a personal computer. If you wishto study them, (after the source is released), I can probably help youunderstand some of} the tougher sections.Basic instructions for Manuevering.SETUPThe game is played on a standard 8x8 checkerboard, and each playerstarts with 24!} ship pieces. The initial setup is one piece persquare, in the first 3 rows, for each side of the board.MOVEMENTEach pl!}ayer rolls two dice at the beginning of their turn, and mustmove two ships, each one according to the number of spaces indic!}atedby each die. This is like the movement in Backgammon, except that youmay not move the same piece twice in one turn. E!}very piece can movein any of 8 directions, which includes diagonals, but must move in astraight line. You must also move t!}he exact number indicated on thedie -- you can't move a partial distance. Later in the game, manypaths will be blocked, an!}d it is possible that you will not be able tomove any of your ships using one or both of the die numbers. Whenthis happens!}, moves are forfeited for any die that cannot be used togenerate a move. On the flip side, if any move exists, you MUST tak!}eit. Even if you don't want to move the piece.Each square on the board can contain up to two ships. This can beeither t!}wo of the same, or one ship from each player. When the twoships belong to the same player, this is referred to as a 'double!}'ship, and from then on, it can be moved as one piece. You can movetwo double ships per turn, since they move like any oth!}er piece. Itis not 'forced' to remain in one piece, and can be split up later onif desired. (This is rare though).If yo!}u use the first half of your roll, (i.e., one die), to create adouble ship, you cannot move that double with the second die.!} All youcould move is the other single ship on the square, since that piecehasn't moved yet. The double can be moved on y!}our next roll.There are two differences between double and single ships. Doubleships are protected from being captured, a!}nd double ships form a blockthat no other ships can pass through -- including your own ships. Asquare containing one ship !}of each type is also a block, although oneof the ships may be captured as described in the next section. Torepeat, no ship!}(s) can pass through a square that already contains twoships.Rolling doubles on the dice carries some extra priviledges. !}Aftermoving your ships according to the doubles, the player may roll againand make an additional move. If the player again!} rolls doubles, hegets to make yet another roll, however three rolls in a row are themaximum allowed.There is also one sp!}ecial move that can only be made when you haverolled doubles. You may move one of your double ships, based on thenumbers o!}n the dice, into a square occupied by one of your opponent'sdouble ships. To perform this move, the square immediately past!} theopponent's double ship, and in the same line of travel, must becompletely empty. The opponent's double ship is placed !}in this emptysquare as a result of the move. It is like you are pushing, ordisplacing the opponent into the next square yo!}u would have occupied,had you moved one extra space. This special move takes up your entireroll of doubles. You cannot mo!}ve another ship at the same time whenperforming this move.CAPTURINGAny time you can move two of your ships into a square!} containing onlyone opponent's ship, the opponent's ship is captured and is removedfrom the board. There are three ways th!}is move can occur.1- Using both dice, move two of your ships from different locations, converging onto one of your oppon!}ent's ships.2- Moving one of your double ships onto one of your opponent's ships. Note that this only takes one die, and !}so another of your doubles could capture a second opponent's piece on the same roll.3- If a square already contains one s!}hip from each player, then moving a single ship onto that square will capture the opponent's piece. It is for this reas!}on that it is not a good idea to leave your turn with a one-and-one situation, since that ship will be even more vulner!}able than a single ship by itself.Double ships cannot be captured at all.TRAPPINGThe objective of the game is to 'trap'!} one of your opponent's ships.Any one of them. Trapping one or more of your opponent's ships is animmediate condition for !}victory, regardless of the total number ofships on each side.Because double ships form a block that other ships cannot mov!}ethrough, it is possible to completely surround an opponent's ship sothat it has no way to escape. The formal definition o!}f a trap, issurrounding one or more of your opponent's ships, leaving at most oneempty square in the trapped area, and leav!}ing no paths for escape.This can technically happen in the middle of the board, but inpractice, you will almost always be t!}rapping a ship in a corner, oragainst one of the side edges of the board.This is not a game where you try to take all of t!}he pieces. Becausedoubles can't be captured, it should be clear that taking all of thepieces isn't going to be possible. !}The only reason for capturingships, is to reduce the number of doubles that your opponent cancreate, which reduces his flee!}t of ships that can be used to create atrap.Here are some examples of traps, to help you understand the concept:X=player!} 1's ships O=player 2---------------------------------| X |OO | | | | | | || | | | | | | | |!}---------------------------------| |OO | | | | | | || | | | | | | | |----------------------!}-----------|OO |OO | | | | | | || | | | | | | | |---------------------------------| | | !} | | | | OO| OO|| | | | | | | | |---------------------------------| | | | | | OO| OO| X |!}| | | | | | | | |---------------------------------| | | | | | OO| XX| || | | | | | !} | | |---------------------------------| | | | | | OO| OO| OO|| | | | | | | | |------------!}---------------------| | | | | | | | || | | | | | | | |---------------------------------!}Here are some examples that are NOT valid traps. The first, becauseof too many emtpy squares within the trapped area. The !}second,because of a possible way to escape. (Even though it takes multipleturns.)---------------------------------| XX|!} |OO | | | | | || | | | | | | | |---------------------------------| |OO |OO | | | | !}| || | | | | | | | |---------------------------------|OO |OO | | | | | | || | | | |!} | | | |---------------------------------| | | | | | | OO| OO|| | | | | | | | |------!}---------------------------| | | | | | | OO| X || | | | | | | | |-----------------------------!}----| | | | | | OO| | XX|| | | | | | | | |---------------------------------| | | | | !} | OO| OO| OO|| | | | | | | | |---------------------------------| | | | | | | | || | !} | | | | | | |---------------------------------STRATEGY HINTSFirst of all, I'd like to say that Manueverin!}g is probably the beststrategy board game I have ever played. It has what I feel is the*perfect* blend of strategy and cha!}nce. The element of chance,created by the dice, will give you a large variety of gameexperiences, including a bunch of sur!}prises and change of fortune.And yet, since there are so many things you can do on any given turn,it is rarely a feeling of!} being at 'the mercy of the dice.' It is easyto play as a beginner, and yet the longer you play it, the moreintricate it be!}comes. There are a lot of unique elements to thisgame, and many of these you will not discover until after you haveplayed !}awhile. The reason I have mentioned these things, is toencourage you to really give the game a good chance. It is anextre!}mely worthwhile experiance if you can learn to play this game atan intermediate-expert level, but it may take some time to d!}iscoverall of the subtle aspects. If you have any questions, please ask me.Double ships are the key to the game. They ne!}ed to be set up as earlyas possible, and be placed in good positions. Initially, the bestpositions are the four squares tw!}o spaces away diagonally from thecorners. The next best positions are anywhere else in the front lineof your opponent's sh!}ips.The best opening moves will take two of your individual ships, andmove them into your opponent's side of the board -- !}ideally, into hisfront row of ships, making a capture at the same time. These movesare not always available, since they re!}quire two numbers that areclose together. Like 3&5 or 4&5. Even if you get something like 2&3,it is best to move two ship!}s forward, creating one double, than it isto create two doubles in your backfield. This will give you a lotmore options fo!}r a better use of the dice on the next roll. Rollingsomething like 6&5 will make it tempting to capture a ship in themiddl!}e row of your opponent. Be aware that your opponent could likelyform two doubles on the top row, blocking you into and behi!}nd hisships, possibly ending in a very quick game!'The mercy of the dice' can be greatly reduced by leaving yourself adec!}ent, or at least non-disaterous move for each of the potential dienumbers. It can be rather unpleasant to have a trap almos!}t completed,roll a six, and find that your only piece capable of moving six is thekey to holding your trap closed! You sho!}uld always have a piecesomewhere that is capable of moving large numbers, in order to avoidsuch circumstances. Conversly, !}if you are about to be trapped, andyou see that your opponent has very few options for high numbers, youcan place a double !}in a position to block his 'safe' high numbermoves, thus forcing him to move one of his other pieces in the eventhe rolls a!} high number. The game can change very quickly insituations like this. A six may force a well positioned ship to moveall !}the way across the board onto one of the edges, where it might getpounced on in the next turn!If requested, I can reveal a"}s many strategy hints as you wish. Ithink it will be enjoyable for you to discover them yourself, and in arelaxed manner, "}and so I will stop here for now. !Date: 7 Mar 91 21:09:01 GMT From: noao!asuvax!cs.utexas.edu!swrinde!zaphod.mps.ohio-state.edu!magnus.ircc.ohio-state.edu!news&}@arizona.edu (Frank E. Seipel) Subject: Resurex2 -- Alternate Reality Cheat Program To: Info-Atari8@naucse.cse.nau.edu Prog&}ram to allow you to enhance character attributes in Datasoft's (Phil Price's) Alternate Reality. 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This does2} not exclude normal connect charges for online data services such as GEnie and CompuServe, nor does it prevent User Gro2}ups from making a nominal charge for club diskettes. INTRODUCTION ------------ Tetrix is a r2}emake of a popular Russian game with a similar name. The object is simple: shapes, or blocks fall into a pit. Your 2}job is to rotate the shapes, and fit them at the bottom of the pit. Whenever a row of blocks is completely filled up, 2}it disintegrates with a boom. The game ends when there is no more room for the shapes to enter the pit. Nine level2}s are provided in the game, to successfully pass one level, you must complete 10 lines. A surprise is in store for t2}he most adept player at the completion of all 1-9 levels. CONTROLS -------- At the main 2}menu, select the starting level using either the SELECT key or the joystick. Starting at level one gives you normal 2}play, whereas starting at any level other than one will give you a "practice" mode; you cannot advance levels. Durin2}g play, simply use the joystick to move the piece left and right, or use the 'J' and 'L' keys. To rotate a piece, push2} the trigger or press 'K'. To speed up game play and recieve bonus points, you may drop a piece from any height by 2}pulling down on the joystick, or by pressing the space bar. Also, a Next feature is implemented to show you which pi2}ece will come next, but the point value for that piece will be reduced. To toggle this feature, pull up on the joyst2}ick, or press 'N'. If you need to pause sometime in the game, press 'P'. To resume play, press any key. You may qu2}it the game at any time by pressing 'Q' during gameplay. The game will be ended instantly and high score checked. 2} SCORING ------- Each piece that is successfully placed earns a score of the number of rows 2}it has traversed. For example, a piece that falls 10 rows before coming to a rest earns 10 points. When the Next fe2}ature is on, all score that you would normally receive is halved. Dropping a pieve yields 2 points for evert row the pi2}ece has fallen. Completing a level gives you 100 points, and if you manage to complete four levels with one piece (t2}he long skinny one) you will receive a 1000 point bonus. Tetrix also keeps track of high score. When the game is load2}ed, it looks for a TETRIX.HSC on D1:. If, at the end of your game, you have tied or beaten the high score, Tetrix wil2}l prompt you for your initials. Only letters, numbers, and a few symbols will be accepted, any other key will restar2}t the entering process. After entering your initials, you have the choice of saving your score or not. If any errors2} occur during the save, Tetrix will abort, without attempting a retry. HINTS AND TIPS ----------2}---- Each Tetrix player will gain his or her own style with practice, but here are a few tips. Don't leave pieces w2}here they obstruct others, and don't put pieces in places which limit your possibilities. Finally, practice, practic2}e, practice, is the only thing that will give you success! FINAL WORDS ----------- Please 2}remember that for any shareware program, contributions will encourage the author to create more products. Your gener2}ous donations will also pay for the costs incurred, and time the author has devoted. Again, please do not hesitate to 2}support shareware authors; by doing this, you support the Atari community as well. I truly hope you enjoy Tetrix. 2} ---Darryl Yong--Proverbs 16:3 ---1970 Benita Drive, #1 ---Rancho Cordova, CA 95670 Complaints, comments? Don't fr2}et!! I can be reached on Compuserve, 72717,1450. I can also be found wandering (aimlessly?) around the Sacramento Q2}uadrature: ACCESS BBS: (916)423-2544 BREAKFAST CLUB BBS: (916)331-4722 CITY OF GREY: (916)487-8729 SEL2}ECT BBS: (916)392-7279 Thanks to Marty A., and Mark M. and all others who helped me test Tetrix. 2} Enjoy TETRIX0%MhihiHHȱȱ`8Hh` -%E…¦ -%`L-%` >%6}"Ff ee&8L_% >%_Wń児0 &&86.ń児86}儅充FfFf8L_% %` Fj` &`p B V8l @& VhhlT&HHJJJJ6}hh`hhlT& `iDiE`HhV&`Hh`Hh`Hh` w&IHiDiE B W&HI6} B W&`ԆՄ ؠ0ȑ8)ȑ`HhL&0L&II襢 &iȑȩ-`H & &hL&H6} & ('hL& &L[' &Ly' &L[' &L'Ly' &L'L' &L' &Lj' &L' &Lj' &L' &L& &L' &L& &L'6}ȩ$&*i0:iȑ`V& LFĆ>%>Ć5%/E)ԵH膇hCI46}HLP>,i,, k% +L > +7},m,,,i,,,, I5`L> J,,Ȍ,, ,L>,,L> ],, k%8!宅寅Š7}0L>L@,,,,,,I/L ?,L@I! P+I L(? =L@I# P+ILs?,I, .,LZ?,! 7}{6,ILn?,! I5I P+I L?8,, P+IL?,I L? 3=IL?8,.e.i7}, Y+L'@8,.e.i,,Ȍ,,,L'@,,L @,M,,M, ,M,L@,,, {7}6,,, p7,,L@,,, I5,,,,,,,L@,,, I5L>`L@, <, k% ee7} *m, (? J,8 ,@ J,I Y+LALEBI P+IL?A,,I L?A,I P+7}I LjA8,,,LjA ,,M,LBB, k% ee *m, (? 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