an -c -der o voy NORTH ATLANTIC CONVOY RAIDER RULES FOR: TRS-80, Level II, 16K PET, 16K Apple II, Applesoft Basic, 16K beyond Basic

Similar documents
\ Ball PADDLE CONTROL: FOR: TRS 80 Colo~ 16K Cassette with Joystick Controller TDP S-100, 16K Cassette with Joystick Controller INTRODUCTION:

Voyager Instructions

Microchess 2.0 gives you a unique and exciting way to use your Apple II to enjoy the intellectually stimulating game of chess. The complete program lo

MIDWAY. Call1paign RULES FOR THE MIDWAY CAMPAIGN COMPUTER GAME

ADVENTURE. ~!SI!?!2fT th Ave. N.E.. Suite 200 Bellevue, WA 98004

Axis & Allies Europe FAQ

COLDITZ OVERVIEW. by Derrick Dains DLC

Great Western Shoot Out. Sheriff's Report. for the Apple IIGS Britannica Software. by fanfaret M

ADVENTURE CREATOR PLAY EDIT

Frontier/Modern Wargames Rules

PLASMA goes ROGUE Introduction

The winner rules the Spanish Main until the next encounter!

Portable Wargame. The. Rules. For use with a battlefield marked with a grid of hexes. Late 19 th Century Version. By Bob Cordery

DISCO DICING SAW SOP. April 2014 INTRODUCTION

INSTALLATION & PROGRAMMING MANUAL PROGRAMMABLE TIMER (MODEL LP-2)

Monte Carlo based battleship agent

German Raider Strategies By Elihu Feustel

COMMUNICATE! Communication can be critical during a crisis. Phones may not work when most needed.

ARMY COMMANDER - GREAT WAR INDEX

Mega-Bug Program: 1982 Datasoft Inc. Licensed to Tandy Corporation All Rights Reserved.

Axis & Allies Pacific FAQ

Battleship Advance Rules

ABPA Backgammon.txt. BACKGAMMON CARTRIDGE INSTRUCTIONS (For 1 or 2 Players)

6. What to Do If... This section describes error messages that may appear on the display and how to resolve problems that can occur during operation.

WCS-D5100 Programming Software for the Icom ID-5100 Data

Military Technology in the World Wars

Sample file TABLE OF CONTENTS

System Components. Commando, Getting Started. your mission is to. pause a game during play; You've discovered the secret underground treasure hoard of

( ) Operation Faxback Doc. # Turn on your Pro-2020 by rotating [VOLUME] clockwise. (When first turned

Airplane. Estimated Casualty Statistics for the Battle of Tannenberg Allied Powers: 267,000 Central Powers: 80,000

Annex IV - Stencyl Tutorial

Triple Challenge.txt

Curse of Crowley Manor Earthquake - San Francisco 1906 Escape From Traam Saigon: The Final Days

MATHEMATICAL RELATIONAL SKILLS AND COUNTING

UWYO VR SETUP INSTRUCTIONS

OF CLAYMORGUE CASTLE

GETIING STARTED. title screen will appear. Note: Make sure the computer is off before inserting or removing the cartridge.

Airplane. Estimated Casualty Statistics for the Battle of Tannenberg Allied Powers: 267,000 Central Powers: 80,000. Artillery

Huqt for the sun god

TX4400 UHF CB RADIO INSTRUCTION MANUAL TX4400 INSTRUCTION MANUAL PAGE 1

FIRE FROM THE SKIES. Leonard R. Heinz

Final Project Specification

NavTac: Coronel & Falklands World War I Naval Miniatures Rules Game

The D70 only controls one external group of flashes. You can use many external flashes, but they will fire at the same power.

Victory by Any Means - Fire As She Bears! Edition

The NES Files

LeCroy UWBSpekChek WiMedia Compliance Test Suite User Guide. Introduction

16.0 OPTIONAL RULES These rules may be introduced to add variety to your games. WWII on the High Seas

Klixx instructions. Hello here is your instruction manual for your Klixx box. low quality or not working, just choose a different one INDEX

Rules: Axis and Allies 1942

In this project, you will create a memory game where you have to memorise and repeat a sequence of random colours!

CONTENTS. 1. Number of Players. 2. General. 3. Ending the Game. FF-TCG Comprehensive Rules ver.1.0 Last Update: 22/11/2017

Play with good sportsmanship and have fun!

TELLING TIME WITH DONALD

Project VI Testing Naval Artillery and other Things That Blow Up

EA SPORTS PGA TOUR Golf Team Challenge Upgrade Instructions

ECOSYSTEM MODELS. Spatial. Tony Starfield recorded: 2005

Klixx instructions. Hello here is your instruction manual for your Klixx box INDEX

Game Turn 11 Soviet Reinforcements: 235 Rifle Div can enter at 3326 or 3426.

Radio / Cassette. Verona RCR 45. Operating instructions

Moving money forward. CASSIDA TillTally + TillTally Elite Money Counting Scales

Mobile Application Programming: Android

(A SEQUEL TO CASTLE WOLFENSTEIN ) COPYRIGHT 1984 MUSE SOFTWARE. All Rights Reserved PUBLISHED BY: SOFTWARE. 347 N. Charles Street Baltimore, MD 21201

Initial Power-Up Tests

CSCE 2004 S19 Assignment 5. Halfway checkin: April 6, 2019, 11:59pm. Final version: Apr. 12, 2019, 11:59pm

An Adventure TRS KLevelI&n MICRO COMPUTER SYSTEM. Cat. No

LESSON 1 CROSSY ROAD

TANTRUM BEAT GENERATOR/COMPOSER ZX SPECTRUM 16k/48k* MANUAL.

Section 1.0 GAME COMPONENTS

VIII Corps: The Somme 1916

IMPORTANT. BUS SPEED As a rule of thumb the bus speed should be about 10MHz.

Tutorial: Creating maze games

Advanced Strategy in Spades

Scholastic Wi ware 1~~~modore 64

Texas Hold Em Operating Manual

COMMONLY ASKED QUESTIONS About easyfreeincome.com system

Radio / Cassette. Bologna RCR 126. Operating instructions

A VIDEO REDEMPTION/AMUSEMENT GAME (Revision: )

Warehouse Instruction Guide

ÂØÒňΠGuitar synthesizer July 10, 1995

CHUCK E. CHEESE S MATCH GAME

Questions #21 - #30 From Facebook Page A Teacher First - Pg 1 -

Ancient/Medieval Campaign Rules

Field Command By Charles &#34Sid&#34 Heal

ENGLISH DEUTSCH FRANÇAIS ITALIANO NEDERLANDS SVENSKA. Operating instructions ESPAÑOL PORTUGUÊS ACR 3251

HOW TO PLAY This megagame is about the emergence of civil war in a fictional African country.

Getting Started with Coding Awbie. Updated

COMPONENTS. 2 Special Square tiles. 12 Command Board tiles 4 double-sided Special Square tiles

The Learning Company. Addition Magician. Author: Dale Disharoon Manual by: Janet Joers. 545 Middlefield Road Menlo Park, CA 94025

Getting Started with Panzer Campaigns: Budapest 45

Assignment 6 Play A Game: Minesweeper or Battleship!!! Due: Sunday, December 3rd, :59pm

United Planetary Federation's Second Sathar War Simulator User's Guide

Voice Control System Operation Guide. Mercedes-Benz

YEDITEPE UNIVERSITY CSE331 OPERATING SYSTEMS DESIGN FALL2012 ASSIGNMENT III

REVIEW OF HALLMARK MINIATURES 1:6000 SCALE FIGUREHEAD SHIP MINIATURES by Rich Sartore August 28, 1999

STAUNING Trade-In Internet Sales Process with /Voic Templates to Non-Responsive Prospects 2018 Edition

HOW TO PLAY /KARl WARRIORS

For Commodore 64 / 64C/ 128

Discovery Of The Bismark By Robert Ballard READ ONLINE

Midnight Malady" COPYRIGHT 1981 AVANT GARDE CREATIONS AUTHOR: STEVEN SACKS. A Product of. 'I're Software Guild SYSTEM REQUIREMENTS

Transcription:

o voy an -c -der NORTH ATLANTIC CONVOY RAIDER RULES 1980 Microcomputer Games, Inc., division of The Avalon Hill Game Co., Baltimore, MD, Printed in USA FOR: TRS-80, Level II, 16K PET, 16K Apple II, Applesoft Basic, 16K beyond Basic Trademarks of Tandy Corp., Commodore, and Apple. INTRODUCTION This game pits the Bismarck against the British Home Fleet in a desperate attempt to bring England to her knees by sinking merchant ships or by dealing a decisive blow to her Home Fleet. The action occurs during the spring of 1941 in, the North Atlantic Ocean. OBJECT OF THE GAME You are the Captain of the Bismarck; the computer handles the British Home Fleet, convoys, and airsearch. The game is played on a 12 x 12 grid representing a portion of the Atlantic Ocean. The object of the game for you is to sink as many British merchant ships and battleships as possible while bringing the Bismarck back to port. The object for the computer is to sink the Bismarck as quickly as possible or at least force it back to port before substantial damage can be done to the British forces.

GAME DISPLAY The basic game display is the 12 x 12 grid which will be printed on the screen at the start of each Strategic Turn. Each grid zone represents approximately 10,000 square miles and is printed as a sequence of three characters. '.' is empty ocean and '*' is a German port. Convoys are represented by a 'C' and each battleship is represented by the first letter ofits name. Ifnecessary, all three characters will represent ships. For instance, a sequence of 'KBC' means that the German battleship Bismarck, the British battleship King George V, and a convoy all occupy the same grid zone. The order of characters is irrelevant. BEGINNING THE GAME At the beginning of the game, the computer will initialize a sequence of pseudo-random numbers which will determine the initial British positions and will also be used throughout the game to simulate chance events. The computer will then print a title and a list of the British battleships. After a few seconds of calculation, the first Strategic Turn will begin in foggy weather. STRATEGIC TURNS There are two types of game turns: Strategic Turns and Tactical Turns. The Strategic Turn begins with a printing of the 12 x 12 ocean map, including all convoys and battleships which are currently spotted. Useful information, such as damage and remaining fuel, is printed on the map display. After printing the grid, the computer will ask for a command. Typing an H followed by pressing ENTER will signal the computer for a change of heading. Pressing ENTER ('N' for PET) will use the current heading. After requesting the new heading (if necessary), the computer will ask how many hours to continue on course. Unless otherwise directed, the computer will not begin a new Strategic Turn until the input number of hours has elapsed. TACTICAL TURNS Each Strategic Turn will contain one or more Tactical Turns. A Tactical Turn is approximately thirty minutes to one hour of time. During the Tactical Turns, the computer does not normally require input. Messages will be typed on the screen to inform the player of events which transpire. When a major change occurs in the tactical situation, the computer will print a message and then wait approximately 4 seconds. Before beginning each new Tactical Turn, the computer will check for any input on the keyboard (holding down the space bar, for in-

stance). Ifthere is any input, a new Strategic Turn will be started immediately. In this way, the player can interrupt the Tactical Turns if necessary. COMBAT The Bismarck will fire its guns each Tactical Turn when sufficiently close to a British convoy or battleship. No input is necessary to fire at a convoy; it will be done automatically and the number of sinkings will be reported. When combat is necessary with a battleship, the computer will ask for a target ship. The player should reply with the name (the first character is sufficient) 0 f the battleship at which he wishes to fire, or press ENTER ('E' for PET) in case he wishes to attempt to withdraw from combat. In case the Bismarck has lost all firepower, an automatic withdrawal attempt will be made and no input is required. WEATHER AND LIGHT CONDITIONS There are two types of weather and two types oflight conditions. During clear weather, the British Home Fleet is assumed to know the position, course, and speed ofthe Bismarck, and will plot intercepts accordingly. During foggy weather, the British Home Fleet will rely on the last course computed during clear weather. The light conditions are simply day and night. Night lasts from 2100 hours to 0400 hours. During the night, British gunnery is less accurate and airsearch is impossible. MISCELLANEOUS DETAILS OF PLAY Headings are in standard compass degrees: 360 or 0 is north (up on the screen), 90 is east (right), 180 is south (down), and 270 is west (left). All convoys head due west at 10 knots. Occasionally, a convoy that has moved off the display is still close enough to be fired upon by Bismarck at the utmost western edge of the grid. Speed is measured in knots and fuel remaining is measured in hours. Heading east off the grid at a port zone will end the game. VICTORY The victory conditions are. heavily weighted toward the British (computer) to compensate for inferior ships and lack of a sophisticated strategy. Simply sinking one British battleship and then returning to port is not good enough. The game ends when the Bismarck is sunk or returns to a port, at which time the victor and level of victory are printed.

EXAMPLES OF PLAY This section gives some examples that will be useful for the computer game beginner. An important thing to keep in mind is that the computer expects the player to input his commands in a very precise format and terminate them by pressing the "ENTER" (or "RETURN") key. The computer is very literal-minded and can't make guesses about what was REALLY meant! (Note that there will be some very minor differences between the versions for the different computers, but all versions are very nearly identical.) There are really only two major decisions that the player has to make: which direction to head and whether to attempt to withdraw from combat. The following sequence is typical: COMMAND? (Computer puts this on the screen.) H [ENTER] (Player requests heading change.) HEADING? 270 [ENTER] (Player heads due west.) HOW MANY HOURS THIS HEADING? 2.5 [ENTER] (Player.) (Thecomputer now cycles through tacticalturns until 2.5 hours have passed, or until the player holds down the space bar.) HOOD SPOTS BISMARCK (21 :27) HOOD SPOTS BISMARCK (22:03) SURFACE COMBAT WITH HOOD (At this point, surface combat has started and the set time limit is discontinued. The game enters the combat sequence.) TARGET? H [ENTER] (Player. Short for Hood.) MAJOR HIT ON HOOD FROM BISMARCK MAJOR HIT ON BISMARCK FROM HOOD MAJOR HIT ON BISMARCK FROM HOOD (This completes one tactical turn of combat. One trick that many players tend to forget is that if the space bar is held down quickly after typing the target ship, a new heading can be entered during combat. However, the combat will resume immediately after the new heading is input.) TARGET? [ENTER] (Player. This is an attempt to withdraw.) ('E' RETURN for PET)

BISMARCK ENCOUNTERS DENSE FOG (22:56) COMMAND? (The withdrawal attempt is successful and a new strategic turn is begun.) While entering commands may seem difficult at first, a little experience will make entering them almost second nature. Note that the computer won't let you do anything against the rules, so don't worry about that! CASSETTE LOADING INSTRUCTIONS TRS-80 With SIDE ONE of the cassette up, put it into the recorder, and rewind until the tape stops moving. Check that the volume control is set to the proper level (between 5 and 6 is normal). Press 'PLAY' on the recorder, type: CLOAD and press the 'ENTER' key on the keyboard. The recorder should start to move and your program will be loaded. This will be indicated by the flashing asterisk at the upper right corner of the screen. This program is not short, and will take several minutes to load. When the tape stops and the TRS-80 prints 'READY' on the screen, type: RUN and press 'ENTER' to play the game. APPLE II The APPLE program is located on SIDE ONE after the TRS-80 program. There are two copies ofthe TRS-80 program which must be skipped before the APPLE program can be loaded. By listening to the tape, you can tell the difference between the two programs. The APPLE program is easily recognized by the relatively high pitch and 'pure' quality ofthe calibration tone at the beginning of the program. This tone is free of the characteristic TRS-80 buzz. Find the beginning of an APPLE program and position the tape to just after the start ofthe calibration tone. Set up the recorder for input. On the keyboard, type: LOAD (Don't hit 'RETURN' yet).

Press 'PLAY' on the recorder and immediately press 'RETURN' on the keyboard. The computer will start reading in your program. The computer will beep twice, once at the beginning ofthe program and once at the end. This program is not short and will take a few minutes to load. When you hear the second beep, type: RUN and press 'RETURN' to play the game. COMMODORE PET 2001 Turn the tape over so SIDE TWO is up. Insert the tape in your recorder and rewind to the beginning of the tape. When ready, type: LOAD and press the 'RETURN' button on the keyboard, then the 'PLAY' button on the recorder. The tape should start moving, and start loading your program. This program is not short, and will take several minutes to load. The computer will tell you when it finds the program and starts loading. When done, the computer will print 'READY', and the tape will stop. Type: RUN and press 'RETURN' to play the game. IF YOU CANNOT LOAD THE PROGRAM 1. Check your equipment carefully to be sure that all cables and connections are correct. 2. Re-read the section in your computer's manual that tells you how to load a tape. Try to load the tape again. 3. Ifyou can adjust the volume on your recorder, try different settings, both higher and lower. 4. Each program is recorded twice on the tape, one recording right after the other. By listening to the tape, find the beginning ofthe second recording and try to load it. 5. Ifpossible, load another program from a tape you know works on your computer. This will prove that your equipment works. Try once more to load your game. 6. The normal reason tapes will not load is tape recorder head misalignment. Your computer may be able to save and load programs on its own recorder, but be

unable to read tapes made on a different recorder for this reason. Be sure your recorder heads are correctly aligned. Your local computer store or dealer can help you with this. 7. If the program still cannot be loaded, send the cassette, with a complete description of the problem (what type of computer you have, what the computer says, ifanything, when you try to load the cassette or play the game and what you did to try to get it to load.) to: Avalon Hill Microcomputer Games 4517 Harford Road Baltimore, Maryland 21214 Defective cassettes will be replaced. After the program is loaded Once you have your program loaded, it is a good idea to make a backup copy (for your own use). Follow the normal procedure for saving a basic program in your computer's manual.

YOU NAME IT, WE'VE GOT A GAME ON IT... The Avalon Hill Game Company is the world's largest publisher of a great variety of strategy board games of skill. We manufacture over 100 games; including wargames, sports strategy and statistical replay games, power politics games, adventure and role-playing games, and games on fantasy and science fiction. For complete information with pretty pictures, write the factory and ask for a game catalog on: D Adventure Gaming (including war, SF, and fantasy games) D Sports Gaming D Leisure Time and Family Gaming Send 50 for each catalog ordered. The Avalon Hill Game Company Consumer Relations 4517 Harford Road, Baltimore, MD 21214 QUESTIONS ON PLAY The clarity of these rules has been verified by Software Testers of Universal Microcomputer Programmers (STUMP) and deemed "complete" in all facets of instruction. Pleas~ re-read them in areas that seem unclear at first reading. Questions on play can be answered by the factory only upon receipt of a selfaddressed envelope bearing first-class postage. Package Design & Art: Bob Haynes Game Design: National Microcomputer Associates 4002001 U157