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+14. VIP Programmable Spacefighters
+
+Programmable Spacefighters is a combat game involving 2 to 8 spaceships competing
+for the domination of a contained field in space. The field of play is a
+two-dimensional representation of an oblong spheroid.
+
+The movement and fire of each spacefighter is controlled by programming a series of
+commands into each fighter's instruction storage table. Once all the spacefighters
+are programmed, they carry out their commands by sequentially executing a single step
+at a time. The play of the game ins divided into rounds. Each spacefighter may
+execute between 1 and 15 commands per round.
+
+The fighters all have the same appearance and capabilities. Players distinguish
+between fighters by examining the defense strength and position of their fighters
+at the begining of every round.
+
+Each fighter may face in any of 8 directions. All firing and forward movement
+occurs in the direction the fighter is currently facing. As a spacefighter crosses
+outside the two-dimensional field of play, it wraps around and re-enters on the
+opposite side of the field. Laser bursts terminate when they travel outside the
+field or hit a target.
+
+Each round consists of a selected number of steps. Each step is executed in 2 parts.
+During the first part, every spacefighter wishing to fire may execute a fire operation.
+The defense strength of any fighter which is hit by a laser burst is reduced by 1
+and a small flash appears.
+
+After all fighters have had an opportunity to execute fire instructions, the movement
+part of the step begins. Any fighter which has had its defense strength reduced to 0
+is destroyed and a longer flash appears. The defense strength is changed to a special
+code so that the fighter will no longer be programmable or take part in the execution
+phase. The destroyed fighter will still be open to examination during the Defense/
+Position Check phase. Fighers having a defense strength greater than 0 may execute
+a movement command if there is one. Breaking each step into 2 such parts removes any
+strategic advantage to moving first.
+
+The nature of the game, in that there are variable parameters and no fixed victory
+conditions, allows the players a lot of freedom. Two to eight players can command
+single fighters. Four or less players can each command multiple fighters. Two
+fleets could complete to destroy their opponents' flagship first. Handicaps can
+be implemented through an imbalance of fighters in different fleets. An odd number
+of players can play in a free for all or team game. In a non-combat approach, a full
+complement of space fighters could be programmed to preform in kaleidoscope or other
+type formations.
+
+
+How to Play VIP Programmable Spacefighters
+
+1. Load the CHIP-8 interpreter at 0000-01FF and
+ the game starting at 0200.
+
+2. Turn RUN switch on.
+
+3. Initalization of Game.
+ Various parameters are entered at the start of the game to determine the number
+ of spacefighters and other aspects of play.
+
+ S: Enter number of spacefighters. 1 to 8 spacefighters may be used. The program
+ will adjust invalid enteries to the nearest valid number.
+
+ D: Enter defense strength. A spacefighter may be hit from 1 to F times by laser
+ before being destroyed.
+
+ E: Enter number of command entries. A spacefighter may be programmed with 1 to F
+ commands during the programming phase of each round.
+
+ C: Enter clock duration/no clock. A timer clock 1 to F phorseks in duration may
+ be selected. Each phorsek equals 4 seconds. The clock is not enabled if a 0
+ is entered. The clock time is the time allowed for each fighter to be set up.
+
+ F: Enter fire power available. A spacefighter may be allowed to fire 1 to F
+ laser bursts per round.
+
+ A: Enter accumulation/no accumulation. A spacefighter may be allowed to accumulate
+ all unused laser bursts by entering 1 to F. Accumulation is not allowed if a
+ 0 is entered.
+
+4. Presentation of Field and Spacefighters.
+ The two-dimensional representation of the palying fields consists of 10 vertical
+ by 15 horizontal positons indicated by grid markings around the perimeter. The
+ spacefighters will be in their initial positions.
+
+5. Defense/Position Check.
+ Enter number of spacefighter to be examined.
+ S: Current spacefighter being examined.
+ D: Defense strength of current spacefighter.
+ Enter 0 to end defense/position check phase.
+
+6. Program Spacefighters.
+ Surviving spacefighters are programmed in ascending order. Enter 0 to begin
+ programming first spacefighter. Defense strength and position are shown during
+ programming.
+ E: indicates number of enteries left after current command.
+ C: indicates time remaining to program current fighter if clock was entered.
+
+ COMMAND FUNCTION
+ 1 Rotate 45 ccw, Move fwd
+ 2 Move fwd
+ 3 Rotate 45 cw, Move fwd
+ 4 Rotate 45 ccw
+ 5 Fire
+ 6 Rotate 45 cw
+ B Erase all commands and reprogram current spacefighter
+ E End programming of current spacefighter
+ 7-A,C,D,F Rest, No operation
+ 0 Rest, Begin programming next spacefighter
+
+ Enter 0 to begin programming each successive spacefighter.
+
+7. Execute Commands.
+ Enter 0 after all spacefighters are programmed to start execution of commands.
+
+8. The recommended starting point when tryint the game out is with 1 or 2 spacefighters,
+ any defense, F (15) entries per round, no clock, F (15) fire power and any accumulation
+ S: 1 or 2
+ D: 1
+ E: F
+ C: 0
+ F: F
+ A: 0
+
+ Use the above to try out the movement and fire execution of the fighters. Try
+ performing loops, figure 8's, tight turns, maximum fire coverage techniques, etc.
+ Start out simple when first playing the game against an opponent.
+ Eight spacefighters can get very complicated.
+
+9. Changing different parameters creates very different effects on the play of the game.
+ The main effect of a large number of fighters is a more complicated game. A large
+ number of enteries per round results in a more lively game involving farsighted
+ planning. Fewer enteries involves more thinking and reacting to immediate developments
+ but is not without strategy when there are multiple fighters opposing each other.
+ The clock provides pressure which can be greatly increased by the moves-to-time ratio.
+ More fire power increases the importance of movement and positioning. Accumulation
+ of fire power can have long range effects if there is low fire power and a large
+ number of moves per round.