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- TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
- T
- A TTTTTTTTTTTT A CCCCC K K SSSSSSS
- A A T T A A C K K S S
- A A T T A A C KK SS
- AAAAAAA T T AAAAAAA C K K SSS
- A A T T A A C K K SS
- A A T T A A CCCCC K K S
- SS
- SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
-
-
-
-
- Modeled after the arcade game called Ataxx, it's a new strategy
- game for the Amiga world. I'm pretty sure I have all the kinks worked
- out. Hope you all like it. But what you all want to know is how to
- play.
-
-
-
- HOW TO PLAY
- -----------
-
- Attacks is a strategy game played by two, one, or no players on
- a seven by seven grid. Some of the squares of the grid are empty,
- some have barriers, and some are occupied by either of the two playing
- sides.
-
- A move is accomplished by selecting a piece of your color
- (indicated by the color of the mouse), dragging it to an empty
- location, and then releasing the mouse button. This should be a
- maneuver that you are all very familiar with. If not, I suggest
- reading the manual that came with your Amiga, unless you've thrown it
- out already.
- An empty square is simply a square that is not occupied
- by a block square (shaded dark grey) or a circular piece of either
- color. Simply put, an empty square is drawn as a plain light grey
- square.
-
- There are two types of moves: GROW and JUMP. If the destination
- square is adjacent to the starting square of a move, then the move is
- a GROW. In this CASE, a new piece of the player's color is put in the
- destination square. A JUMP is when the move goes two squares away
- from the starting square. Here, the piece is removed from its
- original location and placed in the destination square. These are the
- only allowable moves. You cannot move more than two spaces away.
-
- IMPORTANT!
- The results of a move are what makes Attacks the game that it is.
- Every opposing piece that is adjacent to the destination of a move (be
- it a GROW or a JUMP) is changed to the color of the player that made
- the move. You'll probably notice that this changes the face of the
- game dramatically.
- Also, if you're trying to save precious memory by skimping on the
- stack, think again. This program needs about 10000 bytes of stack
- space to run properly in every mode. So go ahead and beef up your
- stack. Your mom would be proud of you.
-
-
-
- WINNING
- -------
-
- The winner is simply the person with the most squares occupied
- with their color at the end of the game. The game is concluded when
- either all the empty squares are filled or only one color is remaining.
-
-
-
- MENU OPTIONS
- ------------
-
- Like most things, this program has options. There is most
- everything that I wanted implemented, but the menus may not be crystal
- clear upon first glance. So here are the gory details about what they
- do (at least what they are supposed to do). Like similar keyboard
- shortcuts on other programs, using the right Amiga button in
- conjunction with the letter indicated in the menu selection will allow
- you to do the menu selection with the keyboard only. Only the
- indicated menu selections have shortcuts.
-
-
-
- Project It seems like every program has a menu column labeled
- ------- "Project". So why shouldn't I?
-
- New Game
- --------
-
- This tells the program that you are done with the current game.
- The program responds by drawing a new board randomly selected from an
- internal list and setting up a new game.
-
-
-
- Edit Board
- ----------
-
- So, you don't like the boards that I have, hunh? Well, here's
- your chance to go ahead and make the perfect setup for yourself.
- Interestingly, the game changes dramatically with different board
- setups. Experiment to your heart's desire. During editing, the menus
- change. This new menu strip is explained later in the Editing
- section.
-
-
- About
- -----
-
- This is the obligatory self-glorification part of the program.
- It'll show you an address where I can be reached in case you win the
- lottery and care to share your wealth. Simply click the left mouse
- button to continue on your merry way.
-
-
- Quit
- ----
-
- If you don't know what this means, you probably don't know how to
- turn your computer on either.
-
-
-
- Commands In trouble? or just curious about what's happening? Check
- -------- out this menu column. Important: whenever you Backup or
- Redo, the program disables the computer's ability to make
- moves. This is done so that you can take your time while
- looking at the effects of the help functions. Once you
- make a move with your mouse or force the computer to move,
- the computer will assume that you are done with the help
- and will continue to play as usual.
-
-
- Backup A Move
- -------------
-
- When this menu item is selected, the game reverts to the previous
- state. That is (in most cases) the last move is undone, and it is now
- the previous player's turn to move. This can be done all the way back
- to the beginning of the game, but not back to previous games.
-
-
- Redo A Move
- -----------
-
- You backed up a move, but change your mind? No problem. Attacks
- remembers not only all the moves you made in the past, but also all
- the moves you made in the future, if that makes any sense. What it
- means is that moves that were backed up may also be replayed.
- However, if you back up some moves and then start playing, you no
- longer have those moves that you backed up. Aaah, it's really easier
- to do than it is to explain. Just fool around with these two options
- until you get the feel of it. Incidentally, it is often instructive
- to Backup and then Redo an entire game.
-
-
- Force Computer to move
- ----------------------
-
- This allows you to let the computer take over for just this one
- turn. It also tells the program that you are through backing up and
- redoing moves. Please note that if you back up some moves and then
- choose this option, you will no longer be able to "Redo" the moves you
- backed up.
-
-
-
-
- Options These are the parameters that you can modify to affect
- ------- how the game is played. Note that when a new game is
- started, the settings in this menu column are not changed.
-
- Red is Human <- Default
- Red is Computer
- Blue is Human
- Blue is Computer <- Default
- ----------------
-
- These tell Attacks how many players you want. The sides which
- aren't played by humans (who must all use the regular mouse--yep, you
- have to share) are automatically tackled by the computer. The check
- marks indicate what the current settings are. The default is Red (who
- usually plays first) is Human, and Blue is played by the Computer.
- Since most people who have computers are lonely geeks who aren't too
- bright, I figured that this is the most popular configuation. (Moving
- first is typically, but not always an advantage.)
-
-
-
- Tries to Lose
- Easy
- Kinda' Good <- Default
- Good
- Very Good
- -----------
-
- Here you find the difficulty level at which the computer will play.
- The first one means that the computer will play to lose (but it's not
- terribly bright about it). The other settings are pretty explanatory,
- but you should know that the brighter the computer gets, the longer
- it takes to think through its moves. The levels beyond Very Good take
- so long that I have not even bothered to allow them as options. As
- you know, the difficulty is a combinatoric explosion, or Order(n!).
-
-
-
- WHILE THE COMPUTER IS THINKING
- ------------------------------
-
- Well, your options are limited. All you really can do is abort the
- computer's thinking. It then stops playing, allowing you to move for
- it, back up and redo, and of course you can always force the computer
- to move again. This is a life-saver if you set the game to the bizarre
- setting of computer vs. computer and they are both playing to lose.
- At the lower levels, the computer generally moves so fast that you
- won't have time to access the menus, but it's here and it works
- nevertheless.
-
-
-
- EDITING
- -------
- So, you want to venture out and play god with my program, eh?
- Great! I was hoping you'd get the nerve to try it. The cursor should
- help you figure out which kind of square you are currently building.
- to change a square, simply click with the left mouse button while the
- mouse is above the square to change. The Square menu column allows
- you to change the current square type. You options are an empty
- square, a block square, and a square occupied by the red player or a
- blue player.
- While in the Edit mode, the menu bar changes. Here are the
- descriptions of the new menu selections. One final note: while in
- the Edit mode, you cannot access any of the regular menu selections.
- in other words, the "hot keys" don't work when editing.
-
-
- Project Exactly what does "Project" mean anyway?
- -------
-
- Exit Edit Mode
- --------------
-
- Does what it says it does. Play resumes as normal on the board
- as it looks when this item is selected.
-
-
-
- Player This allows you to change whose turn it is to move. The
- ------ checkmark and the message above the playfield indicate
- who is currently about to play.
-
- Red to move
- Blue to move
- ------------
-
-
- Build Here you can change which kind of square you are making.
- ----- The menu shows a check mark and the mouse cursor alters
- to display which kind of square has been selected. To
- then alter the board, simply click on the desired
- location.
-
- Empty <- Default. Makes an empty location.
- Block Draws an impassable block.
- Red Puts a red player at the location.
- Blue Same for blue.
- -----
-
-
-
- Major As it turns out, there are some useful editing features
- ----- that are a pain to do. This provides some shortcuts and
- an easy way for you to change your mind.
-
- Cancel All
- ----------
-
- Ahh, isn't life easier when you can so simply change your mind?
- Selecting this menu option reverts the board to exactly the way it was
- when you started editing.
-
-
- All Empty
- ---------
-
- Not particularly intuitive, but I was running out of space in the
- menus. What this does is it clears the entire board, making every
- space an empty space. This is very useful for creating a brand new
- board to play on.
-
-
- All Blocks
- ----------
-
- Similar to All Empty, this makes every square on the board a
- block square. I find this menu selection surprisingly useful.
-
-
-
-
- &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
-
- Okay, here's the boring stuff. You should be thankful that I put
- it way back at the end so you don't have to wade through this muck
- like you do in most documentations.
-
- First, and most importantly, this program is public domain. It's
- my gift to you the Amiga community. I don't care if the source code
- is distributed or not, since most people don't want it anyway. But if
- you'd like to see the code for whatever reason and don't have it with
- your copy of the program, drop me a note. I can be found at locations
- listed at the end of this document.
-
- It'd be damn shitty if someone decided to charge $$ for this
- program. It's FREE! Get it? I'd prefer if public domain distributors
- and bulletin boards wouldn't charge anything for distributing this
- software, but I really shouldn't complain about very minor fees to
- recoup media costs (but I don't have to like it though).
-
- Next, I'd like to thank Chris Mlsna for doing all the grunt work
- for the menus. Jennifer Comeau should also be given a big hug for
- putting up with me while I've been working on this big waste of time.
-
-
- This program took me about a hundred hours or so to do. It was
- programmed in Modula-2, using the Benchmark compiler by Leon Frenkel
- (Avant Garde Software). I use an Amiga 500 with a hard drive and
- some extra memory. I also run just about everything in Workbench 1.2
- using various versions of the Amiga Replacement Project (ARP) that I
- find lying around. I don't access anything in any funny ways, so
- there should be no compatability problems, but who knows? I'll be
- damned if I'm gonna stick my neck out and say it's guaranteed to work
- on every machine in the world.
-
- If there are some bugs that you've just gotta have fixed, or if
- your just want to correspond, or if YOU'VE GOT A JOB TO OFFER, I can
- be reached at the following locations:
-
-
- biggs@cs.utexas.edu
-
-
- 6313 Walnut Hills
- Austin, TX 78723
-
-
- Wallingford Electronics BBS
- (512) 452-0955
- I'm user number 39
-
-
-
- Well, that's about it. Maybe we'll run into each other. Maybe not.
- So it goes.
-
-
- Scott Biggs
- aka Mighty Dog
-