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---===≡≡≡≡===---
SPECTRUM SORCERY
---===≡≡≡≡===---
Version 1.0
DESCRIPTION/OBJECTIVE:
Spectrum Sorcery is a game of strategy.
Two wizards are competing on a multi-colored playing field. Each
of them is attempting to change the entire field to his own color
by moving around the field and casting various spells. With each
section of the field that they change to their own color they feel
their own strength increase while their opponent's weakens. But
they must always carefully weigh their choices between improving
their own position and weakening their opponent's, lest their
opponent grow strong enough to once again challenge them. The
battle is not over until the last section of the board has been
claimed.
CONTROLS
Spectrum Sorcery is completely mouse driven, and will not operate
without a mouse. All selections are made by pointing at various
"buttons" on the screen and then clicking the left mouse button.
There are basically two types of buttons on screen: those that
deal with controlling and configuring the game, and those that
select actions within the game. Control buttons are located along
the left side and bottom of the playing field. Action buttons
are located to the right of the playing field.
The control buttons are as follows:
QUIT : Quit the game, return to DOS
RESET : Reset the game, begin a new game with current board
BOARD : Select a new board layout and begin a new game.
The various boards have different combinations of colors
and dead zones. Certain type of movements or spells
may be more or less effective due to the layout. The
smaller layouts allow for a shorter game.
SOUND : Toggle between SOUND and QUIET modes
HUMAN/
COMP1/
COMP2 : Select who will control this wizard, either a human
player, or one of two different computer players.
By changing the controller of each wizard you may
configure the game to play in single-player, two-
player, or demo mode. After changing the mode
control will take effect beginning with the next
turn.
The action buttons will be described below under GAME PLAY.
A note on the demo mode: If the computer is controlling both
wizards in demo mode the controls may seem a bit sluggish.
Simply click on a control and hold the mouse button down for a
second until the program notices your action.
GAME PLAY
The game loads up ready to play. It defaults to single player
mode with the computer controlling the Red Wizard and the
player controlling the Violet Wizard.
TERMS:
Board : The playing field consisting of 100 pads.
Pad : A single colored square on the playing field.
Color : A pad may be Red, Yellow, Green, Blue or Violet.
Additionally, some board layouts contain "Dead
Zones" which have no color.
DeadZone: A dark pad on the board. It cannot be moved onto
and it is not affected by spells. In fact they
may even hinder some spells by their layout.
Wizard : One of the players, either human or computer. One
wizard is of color red (identified by "R" on the
board) while the other is violet (identified by
"V" on the board).
Power : The amount of strength that a wizard has. It
determines how much activity the wizard can
perform. It is determined by the number of
pads on the board of that wizard's color at
the end of a round. Unused power at the end
of a round is retained for the next round.
Power is allocated each round as follows:
30 points + 1 point for each pad of the wizard's
own color. The maximum power that can be
allocated is 70 points.
Round : The larger unit of game play, which lasts until
both players have exhausted their power, or
until both players "pass" consecutively.
Turn : The smaller unit of game play, which consists of
a single action by each wizard in turn, repeating
until the round is over.
Action : An action taken by a wizard. Actions consist of
moving around the board or casting particular
spells.
Spell : Spells are used to actually change the color of
a pad. In doing so some of the wizard's power
is consumed. Some spells require a certain
minimum level of power to operate, even if not all
of this power will actually be used by the spell.
ACTIONS:
Pass : Select no action for this turn, allow play to
continue with other wizard, no cost.
Move : Move the wizard to an adjacent pad, and STOMP on
that pad once if sufficient power is available.
Costs 1 point, plus 1 point for STOMP.
Stomp : Change the color of the current pad by one
value closer to your own color. Costs 1 point.
Convert : Changes the color of the current pad to your
color, or as close as possible based on available
power. Costs 1 point per color change.
Transmute : Changes the color of all adjacent pads by one
value closer to your own color. Costs 1 point
for each pad affected - range 1 to 9 points.
This spell cannot be started unless at least 9
power points are available.
Blitz : Recursively changes the color of all bordering
pads that match the color of the current pad.
Continues until all bordering pads match your
color or power runs out. Costs 1 point per
color change per pad. This spell cannot be
started unless at least 16 power points are
available. Experiment with this spell on a two-
color board until you feel comfortable with its
behaviour.
Teleport : Move the wizard to any other pad on the board.
Cost is based on the difference in color between
the destination pad and the wizard - ranges from
1 to 5 points.
Lock : Place a lock on the current pad. A locked pad
cannot have its color changed until it has been
unlocked. The cost is based on the difference
in color between the pad and the wizard -
ranges from 1 to 5 points. In addition there
is a 1 point per lock maintenance fee for each
additional round that the lock is retained.
Unlock : Remove a lock from the current pad to allow the
color to be changed in the future. The cost is
based on the difference in color between the pad
and the wizard - ranges from 1 to 5 points.
Release : Release all locks owned by you. In case you find
that the lock maintenance fee is too high you can
immediately cancel all of your locks. There is
no cost.
Help : Ask the computer to select an action for you.
Cost is dependant upon which action the computer
selects.
The game begins by asking the Violet Wizard to select an action.
Game play proceeds with each wizard selecting an action in turn,
until both wizards have used all of their energy or both wizards
pass consecutively. Power is then recalculated based on the
status of the board and a new round begins. This continues until
all colored pads are either red or violet, at which time the
winner is declared. The wizard with the most power at the start
of a new round will be the first to select an action. In case of
a tie, the last wizard who acted first will again act first.
If you select an action that cannot be performed (such as moving
onto a dead zone, or converting a locked pad, or trying to start
a blitz without enough power) you will hear an error sound and
you will be asked to make another selection. You do not lose
a turn for trying to take actions that fail.
There are several indicators at the bottom of the screen that
offer an indication of the progress of the game. In the center
is the Power Balance meter which shows a bar graph of the
relative strengths between the two wizards based on current
board configuration. As the bar moves to one side it indicates
that the board is closer to being completed for that particular
wizard. Note that the power meter may not completely move to
either side if there are dead zones on the board.
Next to the Power Balance meter on either side is a display of
the current power of each wizard. This allows you to keep
track of your power, and therefore your options, throughout a
round. At the beginning of each round these numbers can be
compared to get further information on the balance of the game.
The wizard that received more power points this round has a
better position on the board.
STRATEGY
While all of the board layouts begin with an equal color balance,
that does not mean that all boards offer equal chances for both
wizards. The random scattering of pads may favor a particular
wizard early on thus allowing him to build up an advantage
more easily than the other wizard. However this advantage is
usually slight, and statistically it will average out such that
both wizards face equal odds.
Your primary concern should be to completely convert pads to your
own color, partially converting a pad will not gain you any power
points next round. You may approach this in a number of ways:
convert those pads closest to your location to reduce the amount
of energy spent on moving around the board; convert those pads
closest to your own color early on in the game to build power
quickly; convert those pads of your opponents color first to
weaken his position while improving yours.
It might be instructive to pit the two different computer players
against each other in demo mode and learn from their actions.
Computer1 is a more balanced player who moves only as necessary
converting pads completely as it moves. Computer2 is much more
aggressive and will search out its opponent's pads first.
Also try the computer players on different boards to get a feeling
for how the board layout affects strategy. For example, while
Computer2 is often more effective on the normal board, Computer1
is usually better on board 8 (dual rings, closed). Always
consider the layout of the board when deciding on a strategy.
BOARD LAYOUTS
There are 11 different board layouts that provide variations on
the basic game:
1. Basic game, 10x10, 5 color
2. Basic game, two color (blue-yellow), low starting power
3. Basic game, two color (red-violet), high starting power
4. Shorter game, 8x8
5. Shortest game, 5x5
6. Single ring
7. Dual rings, open
8. Dual rings, closed
9. Diagonals
10. Small corners
11. Large corners
SHAREWARE
Spectrum Sorcery is being distributed as shareware and may be
freely distributed in its original form. This program may not
be sold. However, a reasonable service charge (not to exceed $7)
may be asked in order to cover handling and/or materials costs.
This release of Spectrum Sorcery contains the following files:
SORCERY.EXE
SORCERY.DOC
If you have enjoyed playing this game you are encouraged to
support both the author and the shareware concept in general by
registering your copy by sending $10 to
David Bollinger
P.O. Box 894
Denair, CA 95316
Comments and suggestions are welcome.
LEGAL STUFF
Spectrum Sorcery is (C) Copyright 1993 David Bollinger.
Disclaimer:
The author makes no representations or warranties with respect to
this software or documentation, and specifically disclaims any
express or implied warranties of merchantability or fitness for
any purpose.
HISTORY
April 1993. Version 1.0 is the first publicly available version
of Spectrum Sorcery.
Note:
This game is based upon the game "Spectral Sorcery" which I had
seen on the Atari ST. It has been reverse engineered based on
a rather inaccurate memory of the original. I apologize if
anyone else was familiar with the original and finds that this
version plays differently. Hopefully it has gained more than
it has lost in the translation (such as the larger field, mouse
support, optional board layouts, more intelligent computer
player, etc.).