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-
- ACTIONAUTS(tm)
-
- by
-
- Advanced Program Technology
-
-
- If you've been enjoying video games
-
- for a while, you're probably ready
-
- for something that challenges your
-
- creativity as well as your reflexes.
-
- In fact, you might be ready for the
-
- next step--- creating your own game.
-
- ACTIONAUTS from APT lets you do
-
- just that by providing eight
-
- different figures you can program to
-
- move around a grid you design.
-
- The instructions for ACTIONAUTS are
-
- a little more complex than those for
-
- other computer games but are easy to
-
- learn once you get the hang of it.
-
- We have included a partial set of
-
- instructons and a step-by-step
-
- tutorial. Print this text file on
-
- your printer by pressing the 'P' key
-
- now. The first time out, be careful
-
- not to press the fire button until
-
- you're told to.
-
- The first section of instructions
-
- is designed to familiarize you with
-
- selecting and activating functions and
-
- actionauts. This section then shows
-
- you how to view a demonstration of
-
- moving actionauts. The second section
-
- shows you how to play a sample game
-
- of "TAG".
-
- The third section takes you through
-
- the designing of your unique game of
-
- "TAG". This section teaches you how
-
- to consruct your own playfield,
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- program actionaut movements, and save
-
- your game on disk.
-
- As you may have guessed, "TAG" is
-
- just one of many games you can create
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- with ACTIONAUTS. Other intriguing
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- actionauts and more complex commands
-
- can be used if you read the ACTIONAUT
-
- manual.
-
- The manual is availble by sending
-
- $3.00 to:
-
- Advanced Program Technology
- P.O. Box 50246, Dept. L
- Palo Alto, CA 94303
-
- With this manual and your
-
- imagination, the possibilities are
-
- infinite.
-
- **************************************
- INSTRUCTIONS
- **************************************
-
- --- Press RETURN to advance past the
- first screen; repeat to advance past
- second screen.
-
- I. Read This Section and Try The
- Moves Suggested.
-
- 1. TO SELECT A FUNCTION
- Move the joystick up and down---- the
- yellow highlight selects a function.
-
- 2. TO SELECT AN ACTIONAUT
- Move the joystick right and left----
- the blackened circle under an
- actionaut selects it.
-
- 3. TO ACTIVATE A FUNCTION OR AN
- ACTIONAUT
- Select a function or an actionaut;
- press (DON'T TRY THIS RIGHT NOW) the
- button to activate your selection.
-
- 4. TO SEE A DEMONSTRATION OF MOVING
- ACTIONAUTS
- Move the joystick up or down until
- ACTION is highlighted; press the
- joystick button. Press button to stop
- them.
-
-
- II. To Play a Sample Game Called
- "TAG".
-
- Before you start, copy the files
- "ACTION" and ".TAG " to a freshly
- NEWed disk. You cannot load TAG
- from the LOADSTAR disk. Use a copy
- program like EASYCOPY from LOADSTAR
- # 16.
-
- 1. Move the joystick up or down to
- select "TOYBOX"; press button. Select
- "LOAD GAME"; press button. Select
- "TAG"; press button.
-
- 2. Select "TEST". Select a robot
- from the left side of the screen.
- Press button--- the robot is in
- motion. Continue this procedure until
- all 4 robots have been put in motion.
-
- 3. Select "MANUAL"; select droid
- from the right side of the screen.
- Press button--- the droid is placed
- on the playgrid.
-
- 4. Move the droid with the joystick
- as you try to avoid colliding with
- the robots. Try to get around the
- entire grid (not easy).
- If the droid collides with a
- robot, he will disintegrate. The
- droid can be re-activated by pressing
- the button.
-
- 5. Stop the action by selecting
- "ACTION" and pressing button.
-
- III. Building a Simple Game
-
- 1. Select "GRID"; press button. Use
- joystick to move stamper. If a space
- is blank, press button to place tile.
- If a tile is in place, press button
- to remove it. When the grid is
- complete, press space bar.
-
- 2. Select "EDITOR"; press button. To
- get a feel for how the joystick
- operates in the EDITOR, move it in
- different directions. The highlight
- selects choices located along the
- four sides of the screen.
-
- 3. Select "FUNCTION"; press button
- repeatedly until "1" appears under
- the word "function".
-
- 4. Select "SELECT"; press button
- until "robot" appears under the word
- "select".
-
- 5. Select "SETUP"; keep button
- pressed down to remain in this mode.
- Use joystick to position robot in
- corner. Release button to return to
- "EDITOR".
-
- --- Repeat steps 3 through 5,
- replacing "FIGURE 1" with "FIGURE 2",
- "FIGURE 3", and "FIGURE 4". Make sure
- each figure is "SETUP" in a different
- corner of the grid.
-
- 6. Select "FIGURE"; press button
- repeatedly until "1" appears.
- Select "FACING"; press button
- repeatedly until "forward" appears
- under the word "figure".
-
- --- Repeat this step for "FIGURE 2".
-
- 7. Select "FIGURE"; press button
- until "3" appears. Select "FACING";
- press button repeatedly until "back"
- appears under "FIGURE".
-
- --- Repeat this step for "FIGURE 4".
-
- 8. Select "RETURN"; press button.
-
- --- NOW YOU ARE READY TO PROGRAM THE
- ROBOTS AS "ENEMIES"
-
- 1. Select a robot; select "MANUAL".
- Press button.
-
- --- Move robot in a simple pattern
- that ends in the same square in which
- it started. Position robot in the
- same direction in which it started
- (if forward, return it forward,
- etc.). Moving the joystick briefly
- in the direction you want the robot
- to face will change its position.
- Press button when done.
-
- 2. Select "TEST"; press button. To
- stop robot, press button.
-
- --- Repeat the 2 steps above for all
- 4 robots until you like the patterns.
-
- 3. Select "TOYBOX"; press button.
- Select "SAVE GAME"; press button.
- Type in "MYGAME"; press button.
-
- --- To play "MYGAME", follow the same
- directions as for "TAG", substituting
- "MYGAME" for "TAG".
- **************************************
-
- To learn more about ACTIONAUTS send
-
- $3.00 to:
-
- Advanced Program Technology
- P.O. Box 50246, Dept. L
- Palo Alto, CA 94303
-
-
- >FILES NEEDED: ACTION
- .TAG <== sample
- game
-
- ---------< end of article >-----------
-