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SPACE - Library 1 - Volume 1.iso
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1988-07-14
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158 lines
Shadow Box...
INTRODUCTION
Is it really there?
Shadow box is a game for one or two players. The objective
is to find a number of 'hidden' balls within an 8 x 8 grid. The
only way to detect a ball's presence is by shooting a ray of light
into a port in the side of the box. By watching where this light
exits, you can determine what occurred inside the 'Shadow Box'.
Four things can happen to this ray of light once it is shot
into the box. It can pass straight through the box, be deflected
to an unexpected exit, be reflected out the same port into which
it was shot, or be absorbed. To shoot the ray of light into the
box, click on the grey block surrounding the box. This will be
the light's entry point. In most cases a unique marker will
appear at the point of entry and exit. This indicates the
entrance and exit for that specific ray of light. A ray that was
reflected will only produce one symbol, an 'R' at the point of
entry. An 'A' at the point of entry indicates an 'absorbed' ray.
The object of the game is to locate four, five or six balls
(selectable at the start) in a minimum number of attempts.
A RAY'S REACTION
As stated before, a ray can pass through the box, in which
case it exits the box directly opposite the entry point. A ray
that is absorbed has run directly into a hidden ball. An 'A' will
appear at the entry point.
A --------*
A ray that is deflected has approached a ball in an adjacent
square and has altered course to avoid the ball. A unique symbol
will indicate it's point of entry and exit.
@ ____*
|
@
A ray that is reflected has either tried to pass between two
balls separated by a vacant square, or was deflected before
entering the playfield. This is indicated by the letter 'R'.
* |*
R ---- R|
* |
HOW TO PLAY
Select the game (one or two players), number of balls (four -
six) and set up (computer or human) from the beginning menu. To
fully understand the theory of the game, select single player,
four balls and human set up. This allows YOU to place the balls
and observe the rays reaction to them.
Placing the balls:
If you selected human placement, you will drop the balls where
you want by clicking in the 8 x 8 grid. A light blue ball will
appear in that block. To remove a ball, click on it a second time.
Once you have put the prerequisite number of balls in place, click
on 'hide'. In a two player game, player two must move away from
the screen while player one hides the balls. Once the balls are
found, player two will 'hide' the balls while player one looks away.
Looking for the balls:
When you think you know the location of a ball, click on the
square where you think it may be. A red ball will appear. If you
change your mind, click on the same square and the ball will dis-
appear. Once you feel the red balls are all in the proper location,
click on 'reveal'. The actual balls will be displayed in black.
Scoring:
You will be charged one point for every block on the outer
perimeter which is filled. For example, six 'deflections' (2 pt
ea), two reflections and four absorbtions (1 pt ea) would equal 18
points. Any incorrect 'guesses' will cost you five points.
How to win:
In a one player game, you should always score less than five
times the number of balls (4 balls<20 pts). An average game would
be considered four times the number of balls (4 balls=16 pts) and a
great game would be three times the number of balls (4 balls=12
pts). In a two player game, as always, just BEAT THE OTHER GUY.
The finish:
After completion of a round, a menu will offer "CONTINUE, NEW
GAME, QUIT". CONTINUE will retain all scores and offer another
round. NEW GAME will reset all scores and return to the starting
screen, and quit will leave the game.
Final notes:
This primary functions of this game was written in GFA BASIC
while enroute from Hong Kong to Guam, homeport of the USS PROTEUS
(The finest submarine repair ship in the world), in a period of
two weeks. The logic is relatively simple, though it was tricky
getting started. Written in GFA BASIC.
I am involved with a number of other projects (Tire of one,
move to another) for which I have high hopes. The first, PATROL!,
is an Anti-Submarine Warfare simulation in which the player must
locate and destroy a renegade Soviet submarine whose captain has
decided to begin WW III. The twist to this game is that it
involves an American ASW aircraft vs. varying degrees of Soviet
technology. Dropping sonobouys and analyzing returns, utilizing
radar and Magnetic Anomaly Detectors while remaining undetected
will prove to be a challenge. The hunt is on!
The next project is DOGFIGHT! (I like the XXXX! format, OK?)
which is a WW I tactical dogfight strategy game. Select your
maneuver from an menu. Your success is dependant on your
experience and the aircraft you fly. Once you are in position,
take the shot and send your opponent(s) to a fiery death. This is
a highly underrated genre of games. But who can complain when it
is SHARWARE?
The last of my major projects is QUARTERMASTER!. This is a
navigation simulation which takes you through a number of congested
waterways. In real time, you will control your vessel, providing
safe navigation to your destination while at the same time
observing all the (Official) 'Rules Of The Road' and responding to
emergency situations. Along with being a great challenge, it will
help those studying the 'Rules Of The Road' to identify the move-
ment of vessels at night.
PATROL! is now 85% complete. Both DOGFIGHT! and QUARTERMASTER
are just out of the starting blocks. Your support will make a
difference! Many, many hours are spent in front of the computer
entering code. While it is a pleasure for me, my wife hates me for
it. But if it proves to provide some measure of profit, then it is
justified. Each donation provides encouragement. While it is easy
to 'plan' on sending in the equivalant of a Big Mac, Fries and
large Coke, it doesn't often happen. Take time and do it now.
SHAREWARE is one of the best deals yet. Lets keep it alive.
Send donations to: (Request source code specifically - $10 minimum)
Robert A Beatty
USS PROTEUS AS-19 Div R-4
FPO San Fransisco, CA
96646-2575
SHADOW BOX is NOT in the Public Domain. You may copy it and
distribute free copies, providing the original code remains
unchanged and all files are retained. This product may NOT be
sold. Not intended for resale in any public domain package offer.
Copyright Cutlass Software.
Comments directed to: CompuServe: [70317,3045]
Delphi: BRUISERSQUID