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Text File
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1991-12-01
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6KB
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143 lines
DARTS 3.0
This program was written in Turbo Pascal 6.0, by Scott C. Williams.
You may copy and distribute this program with the following
restrictions.
1. No fee may be charged for this program, except for the cost
of materials used in the copying. ( Disks )
2. All of the files, and documentation must accompany the
darts30.exe file.
The files that should be included for darts 3.0 are:
DARTS30.EXE
DARTS30.TXT
EGAVGA.BGI
The EGAVGA.BGI file must be in the same directory as the darts30.exe
file
or the program won't run.
This document is divided into two sections. The first section is the
commands used, and the hardware requirements of darts 3.0. The
second section is the rules for the three games included with the
program.
I. Computer requirements and game commands.
A. Requirements
1. IBM Pc or compatible, with a VGA graphics card and monitor.
and at least xxx k of RAM.
B. Starting up
To run darts 3.0 simply type darts30 at the dos prompt. The
opening screen will first ask you for you name and then for the name
of a second player. To play the computer, simply hit [ENTER] at the
prompt for the second game.
You will then be asked for the skill level that you want to play
at. 0 is hardest and 5 is easiest. This number controls the speed
at which the throwbar moves across the screen(to be talked about
later). Then you must select which game you would like to play.
There are three choices: Cricket, Around the Clock, and 301.
Then you will throw a single dart for closest to center to see
who goes first. If there is a tie then you will throw again until
there is a winner.
C. How to aim your throw.
When the computer tells you it is your turn to throw you will
see a message, Position cursor and press [ENTER]. The cursor is a
small circle on the board. You move it with the arrow keys on both
the numeric keypad and the arrow keys on the extended keyboard. If
you have both sets of arrow keys then leave your NUM LOCK key on.
With the NUM LOCK key on the arrow keys move the cursor by large
jumps in order to move around the board quickly. With the NUM LOCK
key off, the cursor moves at very small jumps, or you could use the
arrow keys for small jumps and the number keys 8-up, 2-down, 4-left,
6-right, for the large jumps, if you only have one set of arrow keys.
Once you get the cursor where you want it then hit [ENTER].
D. How to throw the Dart.
To throw the dart, first aim it as described above. Then hit
the space bar to start the throw. A red bar will start moving across
the screen to the left. This is your backswing. The optimum
position is the red line above the bar. You must hit the space bar
again to start you fore swing. If your backswing goes to the left of
the red line then your dart will go above you aim spot. If to the
right, then your dart will go below your aim point. After hitting
the space bar the throw bar will turn blue and go back to the right.
Your optimum release point is the blue line. If you hit the space
bar when the throw bar is to the left of the line, then you will have
released too soon and the dart will to the right of you aim point.
If you hit the space bar to the right of the line, then you will pull
you throw and your dart will go to the left of the aim point.
You will normally throw three times each turn. The computer
takes care of all scoring, and to exit the program, just press 'q'
and the program will exit. If it is the computers turn when you
press the 'q' key then the program will end after the computers turn
is over.
II. RULES OF THE GAMES
A. CRICKET
Cricket is a game where you must score three each of the
following: 20s, 19s, 18s, 17s, 16s, 15s, and bulls. You score one
for a dart in the light gray parts of the board in the particular
section. The green circle is the double ring and is worth two of the
particular section. The red circle is the triple ring and is worth
three of the particular section. The green section of the bullseye
is a single bull and the red section is a double bull.
The computer scores cricket with slashes and circles. One score
of a section is denoted by a '/', two with a 'X', and three with a X
with a circle around it.
B. AROUND THE CLOCK
Around the clock is a simple game, but can be good for practice,
or younger players. The goal is to get one of each section on the
board including bulls, in order. So first you throw at 1s, then 2s,
etc. up through 20s then bulls. The double and triple rings have no
bearing in this game.
The computer displays what section you need next to the left of
the board.
C. 301
301 is probably the most popular game of darts. You start out
with a score of 301 and must take your score down to exactly 0. To
start your scoring you must double in. That is hit the double ring
and you subtract that amount from your score. For example, on your
first throw you hit a double 16. Your score now is 269. Once you
double in, then what ever you throw at you subtract from your score,
multiplying it by 2 if in the double ring and 3 if in the triple
ring.
A single bull is worth 25 and a double bull is worth 50.
At the end of the game you must double out exactly. Therefore
if you have 39 you must first get an even score, say by hitting a
single 1, now your score is 38 and you need to score a double 19 to
win. If you get your score to zero, but don't double out then you
will have busted and your entire score for that turn is not used and
you score returns to what it was before your turn. You will also
bust if your score goes to 1 (you can't double out), or if you go
under zero.
Your old and new scores are displayed at the right of the board.
The new score is what your score will be if you don't bust on this
turn, while the old score is what your score will go back to if you
bust.