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The PC-SIG Library 10
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The PC-Sig Library - Shareware for the IBM PC and Compatibles (PC-SIG)(Tenth Edition Disks 1-2804)(1991).iso
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Text File
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1984-10-04
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7KB
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142 lines
AFGHANISTAN
(C) COPYRIGHT 1983
BY JOHN D. ODNEAL
REQUIREMENTS
1. IBM PC WITH 128K RAM.
2. PC-DOS 1.1
3. 1 SINGLE-SIDED DISK DRIVE.
4. ANY DISPLAY.
5. PROGRAM IS IN MACHINE LANGUAGE SO IBM-BASIC IS NOT REQUIRED.
TO LOAD GAME
1. PLACE DOS DISKETTE IN DRIVE A AND TURN POWER SWITCH ON.
2. WHEN A> PROMPT APPEARS ON SCREEN, REMOVE DOS DISKETTE AND INSERT GAME
DISKETTE IN DRIVE A.
3. TYPE AF AND PRESS ENTER.
4. ANSWER SCREEN PROMPTS TO SET UP SOUND, COLOR AND FORCES.
TO SET UP GAME
1. PRESS ENTER TO CLEAR TITLE SCREEN AND START GAME.
2. WHEN ASKED FOR COLOR PRESS Y AND ENTER IF USING A COLOR MONITOR OR TV.
PRESS N AND ENTER IF USING A MONOCHROME MONITOR OR BLACK AND WHITE TV.
3. WHEN ASKED FOR SOUND PRESS Y AND ENTER FOR YES OR N AND ENTER IF NO
SOUND IS DESIRED.
4. WHEN ASKED FOR DIFFICULTY LEVEL SELECT NUMBER 1 (EASY), 2 (MEDIUM), OR
3 (HARD) AND PRESS ENTER.
5. WHEN ASKED FOR NUMBER OF UNITS SELECT ANY NUMBER BETWEEN 22 AND 35
AND PRESS ENTER. EACH UNIT COSTS 65 POINTS AND THIS IS DEDUCTED FROM
THE 2500 POINTS YOU START THE GAME WITH.
6. WHEN ASKED FOR MISSLES SELECT THE NUMBER OF UNITS TO BE ARMED WITH
MISSLES. EACH UNIT SO ARMED WILL COST 50 POINTS WHICH IS DEDUCTED FROM
YOUR REMAINING POINTS TOTAL. IF MORE THAN 2500 POINTS ARE USED OR IF
MORE THAN 300 POINTS ARE LEFT IN RESERVE THEN SELECTION OF FORCES WILL
BEGIN OVER WITH NUMBER OF UNITS.
7. WHEN ASKED IF BALANCE IS SATISFACTORY PRESS Y AND ENTER FOR YES OR
PRESS N AND ENTER TO RESTART SELECTION OF UNITS.
GAME MAP
1. THE MAP CONSISTS OF:
A. TERRAIN FEATURES MARKED BY ^
B. CITIES DESIGNATED BY LETTERS. H FOR HERAT, K FOR KABUL,
M FOR MAIMANA, AND F FOR FAIZABAD.
C. FRIENDLY UNITS DESIGNATED BY # IF UNIT HAS MISSLES AND BY + IF NOT.
D. ENEMY UNITS DESIGNATED BY ! ONLY IF CONTACTED AND VISIBLE.
COMMAND SECTION
1. THE COMMAND SECTION IS LOCATED BELOW THE MAP AND CONSISTS OF:
A. WEEK-CURRENT WEEK OF COMBAT.
B. STRENGTH-NUMBER OF FRIENDLY TROOPS REMAINING.
C. CITIES TAKEN-NUMBER OF CITIES IN FRIENDLY HANDS.
D. COMMAND-PROMPT FOR COMMANDS. W=START NEW WEEK WITH 3 MOVES PER UNIT.
S=STATUS TO DISPLAY UNIT STATUS BOARD. 1 THROUGH 35=NUMBER OF UNIT
TO MOVE.
2. AFTER SELECTING COMMAND PRESS ENTER. COMMAND MAY BE ERASED BEFORE IT
IS ENTERED BY USING BACKSPACE ARROW KEY.
3. AFTER SELECTING AND ENTERING A UNIT NUMBER THE COMMAND SECTION WILL BE
CLEARED AND YOU WILL BE ASKED FOR ORDERS FOR THAT UNIT.
A. SELECTION OF UNITS MAY BE MADE WITH THE NUMERIC KEYPAD OR THE TOP
ROW NUMBER KEYS.
MOVEMENT
1. AFTER SELECTING A UNIT TO MOVE, THE COMMAND SECTION WILL CLEAR ,THE
UNIT SELECTED WILL CHANGE TO AN X, AND YOU WILL BE ASKED FOR ORDERS FOR
THAT UNIT.
2. MOVEMENT IS MADE BY USING THE ARROW KEYS ON THE NUMERIC KEYPAD. EACH
UNIT CAN MOVE 5 PLACES DURING WEEK 1 AND 3 PLACES IN EACH WEEK AFTER
THAT. UNITS MAY BE STACKED ON TOP OF EACH OTHER.
3. AN ATTEMPT TO MOVE UNIT OFF THE MAP WILL RESULT IN AN 'ILLEGAL MOVE`
INDICATION.
4. CONTACT WITH AN ENEMY UNIT WILL CAUSE LOSS OF MOVES FOR THE FRIENDLY
UNIT AND FRIENDLY UNIT WILL BE SET BACK TO SPACE SOUTH OF POINT OF
CONTACT. IF THAT SPACE IS OCCUPIED BY AN ENEMY UNIT ADDITIONAL LOSS
WILL BE INCURRED BY FRIENDLY UNIT.
5. YOU MAY END A UNIT'S MOVEMENT AND RETURN TO THE COMMAND SECTION AT ANY
TIME BY TYPING E AND PRESSING ENTER.
6. ALL ENEMY MOVEMENT TAKES PLACE WHEN NEW WEEK IS STARTED.
STATUS BOARD
1. TYPING S AND PRESSING ENTER WHILE IN THE COMMAND SECTION WILL DISPLAY
STATUS BOARD.
2. STATUS BOARD WILL DISPLAY ALL ACTIVE UNITS, UNIT STRENGTH, AND NUMBER
OF MOVES LEFT PER UNIT.
3. AT BOTTOM OF STATUS BOARD YOU ARE ASKED IF REPLACEMENTS ARE WANTED.
IF YOU DO NOT WANT TO ADD REPLACEMENTS TO A UNIT PRESS ENTER TO RETURN
TO GAME MAP.
4. IF REPLACEMENTS ARE NEEDED PRESS R AND YOU WILL BE ASKED FOR THE UNIT
NUMBER WHERE YOU WISH TO ADD THEM. YOU WILL THEN BE ASKED HOW MANY
MEN YOU WANT TO ADD TO THE UNIT. THIS NUMBER WILL BE DEDUCTED FROM THE
RESERVE POINTS ON A ONE PER ONE BASIS. AFTER TYPING THE NUMBER OF MEN
TO ADD, YOU MUST PRESS ENTER.
CONTACT WITH ENEMY
1. ALL ENEMY UNITS ARE INVISIBLE AT START OF GAME AND REMAIN SO UNTIL
CONTACT IS MADE BY FRIENDLY UNITS. AFTER CONTACT ENEMY UNITS REMAIN
VISIBLE FOR THE REST OF THE GAME.
2. THERE ARE ALWAYS ENEMY UNITS WITHIN ALL CITIES. THERE NUMBERS DEPEND
ON THE DIFFICULTY LEVEL SELECTED.
3. COMBAT ALWAYS OCCURS UPON CONTACT. FRIENDLY AND ENEMY LOSSES ARE
DETERMINED BY FRIENDLY STRENGTH VERSUS ENEMY STRENGTH.
4. IF ENEMY UNIT IS DESTROYED THEN FRIENDLY UNIT MAY CONTINUE ON TO THE
LIMIT OF IT'S REMAINING MOVES.
5. IF ENEMY UNIT IS NOT DESTROYED THEN FRIENDLY UNIT WILL SUFFER LOSSES
AND BE SET BACK ONE SPACE TOWARD THE SOUTH (BOTTOM) OF THE SCREEN.
IF THIS SPACE IS OCCUPIED BY ENEMY UNITS THE FRIENDLY UNIT WILL SUFFER
FURTHER LOSSES AND AGAIN BE SET BACK ONE SPACE TO THE SOUTH.
6. IF FRIENDLY UNIT IS DESTROYED IT WILL BE REMOVED FROM THE GAME MAP AND
THE STATUS BOARD.
7. IF CITY IS CAPTURED IT WILL BE REMOVED FROM THE MAP AND WILL REMAIN
IN FRIENDLY HANDS UNTIL THE END OF THE GAME. IT IS NOT NECESSARY TO
LEAVE A FRIENDLY UNIT IN A CAPTURED CITY.
END OF GAME
1. THE GAME ENDS WHEN ONE OF THE FOLLOWING CONDITIONS IS MET.
A. AT START OF WEEK 6 IF 0 CITIES HAVE BEEN CAPTURED.
B. AT START OF WEEK 8 IF LESS THAN 2 CITIES HAVE BEEN CAPTURED.
C. AT START OF WEEK 10 IF LESS THAN 3 CITIES HAVE BEEN CAPTURED.
D. AT START OF WEEK 12 IF ALL CITIES HAVE NOT BEEN CAPTURED.
E. WHEN ALL CITIES ARE CAPTURED.
F. WHEN ALL FRIENDLY UNITS ARE DESTROYED.
2. AT END OF GAME YOU WILL BE GIVEN AN ANALYSIS OF THE COMPLETED GAME
AND ASKED IF YOU WANT TO PLAY ANOTHER. PRESS Y AND ENTER FOR A NEW
GAME OR N AND ENTER TO FINISH.