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.