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+10. VIP Most Dangerous Game
+
+VIP Most Dangerous Game pits a hunter against a hunted in a maze. The hunter must
+shoot the hunted before either time runs out or the hunted escapes the maze.
+However, neither the hunted nor the hunter can see a wall in the maze until he runs
+into it. There is always at least one path through the maze.
+
+How To Play VIP Most Dangerous Game
+
+1. Load the CHIP-8 interpretor at 0000-01FF
+ and the game starting at 0200.
+
+2. Turn RUN switch on.
+
+3. Hunted's turn:
+ When the arrow appears in the lower left, it is the hunted's turn. Keys 2-4-6-8
+ control direction (up-left-right-down, respectively). The hunted continues to
+ move until a) he makes 5 moves, b) he hits a wall or c) key 0 is pressed.
+
+4. Hunter's turn
+ When the arrow appears in the lower right, it is the hunter's turn. The hunter's
+ turn consists of two modes, the move and the shoot. Keys 2-4-6-8 and 0 control both
+ modes. Like the hunted, the hunter continues to move until a) he makes 3 moves,
+ b) he hits a wall or c) key 0 is pressed. If he hits the wall, case b), he cannot
+ fire a bullet. The hunter may fire one of his bullets using the direction keys
+ 2-4-6-8. The bullet will travel four squares in the corresponding direction, unless
+ a wall is encountered. If the hunter prefers not to use a bullet, he must press key 0.
+
+5. Repeat steps 3 and 4 until:
+ a) The number of turns (upper left on the display) expire. The hunted wins.
+ b) The hunter lands on or shoots the hunted. The hunter wins.
+ c) The hunted lands on hunter, thereby giving up. The hunter wins.
+ d) The hunted reaches the lower right corner of the maze with at least 1 move
+ remaining in his turn. The hunted wins, by escaping the maze.
+
+6. Variations of VIP Most Dangerous Game may be played by changing certain bytes in
+ the program.
+
+Location Default Meaning
+0215 0F Number of turns in the game.
+0217 06 Number of bullets hunter has at start.
+0219 03 Number of moves per turn for the hunter.
+0221 01 Number of squares per move (hunted and hunter).
+022B 05 Number of moves per turn for the hunted.
+024B 01 If zero, walls are invisible.
+0355 04 Number of squares a bullet will go.
+04E3 70 Probability (out of 100Hex) of a wall appearing.
+04EB FE If FF, a wall may appear at previously tested boundaries.