Files
scorch_src/Manuals/man_cart_txt_EN.asm
T
2023-07-08 21:27:07 -04:00

890 lines
45 KiB
NASM

dta d" Basic instruction manual: "
dta d"--------------------------- "
dta d" "
dta d"You can play using the keyboard (all "
dta d"functionality) or controllers in all of "
dta d"the ports (all functionality necessary "
dta d"for gameplay). "
dta d" "
dta d" 1. Game Option Selection. "
dta d"--------------------------- "
dta d" "
dta d" "
dta d"On the first screen, you can configure "
dta d"gameplay options: "
dta d"* number of players (2 - 6) includes "
dta d"both human and computer-controlled "
dta d"players "
dta d"* the initial amount of cash of each "
dta d"player (2K is the optimal value we "
dta d"chose, but for short games, it is worth "
dta d"choosing a higher value) "
dta d"* gravity "
dta d"* maximum wind strength (wind is drawn "
dta d"at the beginning of each round or during"
dta d"the round between turns, here we can "
dta d"choose how strong it can be): "
dta d" * 1B - maximum wind strength: 5 "
dta d" * 3B - maximum wind strength: 20 "
dta d" * 5B - maximum wind strength: 40 "
dta d" * 7B - maximum wind strength: 70 "
dta d" * 9B - maximum wind strength: 99 "
dta d"* number of rounds in a game "
dta d"* missile speed (does not affect the "
dta d"flight path - only changes the apparent "
dta d"missile speed - does not change anything"
dta d"in the gameplay itself) "
dta d"* frequency of suicides :) - if for a "
dta d"number of turns the game has not "
dta d"recorded hits (tanks are constantly "
dta d"shooting inaccurately), after one of "
dta d"such misses a tank commits suicide - "
dta d"here you determine how long they can "
dta d"""shooting for the stars"" :) - if only "
dta d"people play the optimal setting is "
dta d"""norm"", in the case of "
dta d"computer-controlled players ... you "
dta d"choose. "
dta d"* The height (and undulation) of the "
dta d"mountains from almost flat (NL - Kingdom"
dta d"of the Netherlands), to soaring and high"
dta d"(NP - Federal Democratic Republic of "
dta d"Nepal) "
dta d"* the way the walls (edges of the "
dta d"screen) work: "
dta d"* none - projectiles that flew off the "
dta d"screen do not return (black color of the"
dta d"screen frame) "
dta d"* wrap - the screen ""wraps"" and "
dta d"projectiles that flew to the right "
dta d"appear on the left side and vice versa "
dta d"(purple color of the screen frame) "
dta d"* bump - the right and left walls "
dta d"deflect projectiles that want to fly "
dta d"through them (dark blue color of the "
dta d"screen frame) "
dta d"* boxy - just like bump, except that the"
dta d"""ceiling"" also reflects projectiles "
dta d"(green color of the screen frame) "
dta d"* rand - at the beginning of each round,"
dta d"one of the above 4 ways the walls work "
dta d"is drawn. "
dta d" "
dta d"During gameplay, the current mode of the"
dta d"walls is represented by the color of the"
dta d"screen frame: "
dta d"* none - black, "
dta d"* wrap - purple, "
dta d"* bump - dark blue, "
dta d"* boxy - green. "
dta d" "
dta d"Select options with cursor keys or a "
dta d"controller. "
dta d" "
dta d"The [TAB], [SELECT] or second controller"
dta d"button (supported Joy 2B+ standard or "
dta d"compatible) key change the color of the "
dta d"mountains (3 versions to choose from). "
dta d"If the cursor indicates the wind "
dta d"strength selection option ""Wind"" change "
dta d"the way the wind strength is drawn from "
dta d"""every round"" to ""every turn"" and vice "
dta d"versa. Drawing every turn is indicated "
dta d"by the ""?"" sign next to the word ""Wind""."
dta d"If the cursor indicates the gravity "
dta d"selection option ""Gravity"" changes the "
dta d"procedure of falling the ground to a "
dta d"less impressive but faster one, and vice"
dta d"versa. The selection of fast ground fall"
dta d"is indicated by the letter ""f"" next to "
dta d"the word ""Gravity"". "
dta d" "
dta d"The [RETURN] key or a controller button "
dta d"moves to the next screen. "
dta d" "
dta d" 2. Names of players and AI opponents "
dta d"-------------------------------------- "
dta d" "
dta d" "
dta d"The second screen is shown for each "
dta d"player. Here you can use the cursor keys"
dta d"or controller to select whether the tank"
dta d"will be driven by a human (HUMAN option)"
dta d"or a computer (other options). "
dta d"The [TAB], [SELECT] or second controller"
dta d"button allows to choose which controller"
dta d"port the player will use. "
dta d"The [INVERSE] or [OPTION] key allows you"
dta d"to select one of the 3 available tank "
dta d"shapes. "
dta d"At the same time, you can enter the name"
dta d"of the selected player from the "
dta d"keyboard. "
dta d"When the [RETURN] key is pressed or the "
dta d"controller button is pressed briefly, "
dta d"the screen switches to the next player "
dta d"until the difficulty levels for each "
dta d"player are selected. "
dta d"The player's name can also be entered "
dta d"with the controller. After pressing and "
dta d"holding the button for more than 1s, you"
dta d"can use up/down movements to change the "
dta d"letter being entered, and left/right "
dta d"movements to change its position in the "
dta d"name. Releasing the button ends the name"
dta d"entry and returns to the level "
dta d"selection. "
dta d" "
dta d"If the name is not entered, it will be "
dta d"supplemented with the default name. "
dta d" "
dta d" 3. Shopping screen (before each round) "
dta d"----------------------------------------"
dta d" "
dta d" "
dta d" "
dta d"On this screen, you can make purchases "
dta d"of offensive and defensive weapons. Only"
dta d"those weapons that the player can afford"
dta d"are visible, along with information "
dta d"about the price and the number of units "
dta d"of a given weapon that will be obtained "
dta d"for that price. The information on the "
dta d"screen probably needs no more "
dta d"description. You move through the lists "
dta d"with the cursor keys (up and down) or "
dta d"with the controller, the [TAB] key or "
dta d"the left arrow, the left controller tilt"
dta d"or second controller button change the "
dta d"screen to defensive or offensive "
dta d"weapons, the [SPACE] key or the right "
dta d"arrow and also the controller to the "
dta d"right does the purchase of the indicated"
dta d"weapon. "
dta d" "
dta d"The [RETURN] key or the controller "
dta d"button press switches to the defensive "
dta d"weapon activation screen. Here you can "
dta d"activate previously bought defensive (or"
dta d"offensive after switching with [TAB], "
dta d"etc) weapons. "
dta d" "
dta d" "
dta d" "
dta d"This makes it possible to activate "
dta d"shields and others before the round "
dta d"starts. "
dta d" "
dta d"Another [RETURN] key or controller "
dta d"button press switches to the next "
dta d"player's shopping screen. "
dta d"(For computer players this screen is not"
dta d"shown.) "
dta d" "
dta d" 4. The main screen of the game "
dta d"-------------------------------- "
dta d" "
dta d" "
dta d"The status line shows which player is "
dta d"currently allowed to take a shot and a "
dta d"set of other information: "
dta d"* player's tank name, "
dta d"* active controller number or difficulty"
dta d"level of computer-controlled player "
dta d"(1-**Moron** - 8-**Unknown**), "
dta d"* currently selected offensive weapon "
dta d"(symbol quantity and name), "
dta d"* the player's remaining energy points "
dta d"and if he has an active defensive weapon"
dta d"that has its energy - in parentheses the"
dta d"energy level, "
dta d"* the angle and the direction of the "
dta d"barrel set by the player, "
dta d"* the shot strength set by the player "
dta d"(the maximum shot strength is limited by"
dta d"the player's energy - it can not exceed "
dta d"the energy * 10 . This means that you "
dta d"can fire weaker shots only when having a"
dta d"small amount of energy, "
dta d"* the current round number, "
dta d"* wind speed and direction, "
dta d"* ""computer"" symbol if **Auto Defense** "
dta d"is active, "
dta d"* in parentheses is the name of the "
dta d"active defensive weapon - if there is "
dta d"any activated by the player. "
dta d" "
dta d"The basic controls are simple enough - "
dta d"cursor keys or controller: left/right - "
dta d"change the angle of the barrel, up/down "
dta d"- change the the force of the shot. "
dta d"Other functions: "
dta d" "
dta d"* [SPACE] or controller button pressed "
dta d"briefly - firing a shot. "
dta d"* [TAB] or [SELECT] or second controller"
dta d"button - selection of offensive weapons "
dta d"(this option is not available directly "
dta d"with one button controller - you need to"
dta d"select Inventory). | "
dta d"* [I] or longer holding the controller "
dta d"button - go to Inventory. It is a screen"
dta d"(actually two) with the same layout as "
dta d"the shopping menu, it also works "
dta d"similarly except that here you don't buy"
dta d"weapons, but choose one of the offensive"
dta d"ones to shoot or activate a defensive "
dta d"weapon. | "
dta d"* [A] or [OPTION] - go directly to the "
dta d"defensive weapons activation. "
dta d"* [M] - disable/enable background music."
dta d"| "
dta d"* [S] - disable/enable effect sounds. | "
dta d"* [START] - speed up some game "
dta d"animations. | "
dta d"* [O] - end the current game and jump to"
dta d"the Game Over screen with a summary. The"
dta d"summary of the results does not take "
dta d"into account the current round of the "
dta d"game, but only the rounds completed "
dta d"earlier. This corresponds to pressing "
dta d"the [ESC] key with the difference that "
dta d"the summary and credits are displayed. |"
dta d"* [START] + [OPTION] - immediately force"
dta d"the end of the game (Game Over), just "
dta d"like [O] but without confirmation. "
dta d"* [G] - changes the mountain shading | "
dta d"* [ESC] - during the entire game at any "
dta d"time (unless the computer is playing, "
dta d"then sometimes you have to wait a while)"
dta d"you can press the [ESC] key, which "
dta d"allows you to abort the game and return "
dta d"to the beginning (of course, there is "
dta d"protection against accidental pressing)."
dta d"| "
dta d"* [Y] - when asked to abort or terminate"
dta d"the game - confirmation | "
dta d"* [CTRL] + [HELP] - Toggle ""visual "
dta d"debug"" mode. It displays distances "
dta d"measured, laser aiming, and aiming "
dta d"technique. It leaves a mess on the "
dta d"screen, but it does not impair the game,"
dta d"just makes it a bit harder. | "
dta d" "
dta d" 5. Game mechanics - offensive weapons "
dta d"--------------------------------------- "
dta d" "
dta d" Energy of tanks. "
dta d"------------------ "
dta d"At the beginning of each round, each "
dta d"tank has 99 ash units of energy. "
dta d"Tanks' energy is depleted in 3 ways: "
dta d"* one unit after each shot "
dta d"* while falling (one pixel down -2 "
dta d"units). "
dta d"* when a projectile hits the tank or "
dta d"next to it - and here the amount of "
dta d"energy subtracted depends on the "
dta d"distance from the center of the "
dta d"explosion and the type/power of the "
dta d"projectile. "
dta d" "
dta d" How energy and money works: "
dta d"----------------------------- "
dta d"After each round the amount of money "
dta d"gained/lost is calculated, this is done "
dta d"on the basis of two variables "
dta d"accumulated by each tank during the "
dta d"round. These variables are: "
dta d" "
dta d"gain - energy ""captured"" from tanks hit "
dta d"(also if you hit yourself :) and here's "
dta d"the catch, if you have very little "
dta d"energy left it can be profitable to hit "
dta d"yourself with a powerful weapon "
dta d" "
dta d"lose - energy lost due to explosion/fall"
dta d"(and here it is important - to count the"
dta d"total loss of energy even if the tank "
dta d"has less at the moment of hit). "
dta d" "
dta d"In addition, the tank that won the round"
dta d"has a parameter gain (captured from hit "
dta d"tanks energy) increased by the remaining"
dta d"energy at the end of the round (because "
dta d"it did not die and should have it - "
dta d"although it also happens otherwise :) ) "
dta d" "
dta d"Specifically: "
dta d" "
dta d" After each round: "
dta d"------------------- "
dta d"money = money + (20 * (gain+energy)). "
dta d" "
dta d"money = money - (10 * lose). "
dta d" "
dta d"if money <0 then money=0. "
dta d" "
dta d"(at the start of each round gain and "
dta d"lose have a value of 0). "
dta d" "
dta d"During a round, if another tank is hit "
dta d"as a result of a shot fired by a tank, "
dta d"the tank firing the shot ""gets the "
dta d"energy"" taken away from the hit tank. "
dta d" tank taking a shot: "
dta d"--------------------- "
dta d"gain = gain + EnergyDecrease. "
dta d" tank hit: "
dta d"----------- "
dta d"lose = lose + EnergyDecrease. "
dta d" "
dta d"Where EnergyDecrease is the loss of "
dta d"energy due to the hit. "
dta d" "
dta d"Of course, at the same time the hit tank"
dta d"loses the amount of energy stored in "
dta d"EnergyDecrease, except that here the "
dta d"loss cannot exceed the energy you have. "
dta d" "
dta d" How a hit works. "
dta d"------------------ "
dta d"Each weapon that results in an explosion"
dta d"has its own blast radius. "
dta d" "
dta d"After the explosion, every tank in its "
dta d"range loses energy. "
dta d" "
dta d"It works in such a way that if the hit "
dta d"is exactly on the center point of the "
dta d"tank EnergyDecrease receives the maximum"
dta d"value for the weapon, and for each pixel"
dta d"of distance from the center of the tank "
dta d"this value is reduced by 8. "
dta d" "
dta d"For example, if a hit with the Baby "
dta d"Missile weapon hits the center of the "
dta d"tank perfectly, it will lose exactly 88 "
dta d"units of energy (plus what it loses "
dta d"falling after the explosion). "
dta d"If you hit with the same weapon at a "
dta d"distance of 10 pixels from the center of"
dta d"the tank, the loss will be only 8 units."
dta d" "
dta d"And here are the values of maximum "
dta d"energy loss for individual weapons. If a"
dta d"weapon explodes several times, each "
dta d"explosion is calculated independently "
dta d"(additional values in the table): "
dta d" "
dta d"Offensive weapons and maximum energy "
dta d"loss: "
dta d"* Baby Missile: 88 "
dta d"* Missile: 136 "
dta d"* Baby Nuke: 200 "
dta d"* Nuke: 240 "
dta d"* LeapFrog: 136 112 112 "
dta d"* Funky Bomb: 168 88 (* 5) "
dta d"* MIRV: 136 (* 5) "
dta d"* Death's Head: 240 (* 5) "
dta d"* Napalm: 40 (this weapon is different "
dta d"and the distance from the center is not "
dta d"determined, simply any tank in range of "
dta d"the flames loses 40 units of energy) "
dta d"* Hot Napalm: 80 (the rule is the same "
dta d"as in Napalm) "
dta d"* Baby Roller: 88 "
dta d"* Roller: 168 "
dta d"* Heavy Roller: 240 "
dta d"* Riot Charge: 0 (no energy is "
dta d"subtracted, but a portion of the ground "
dta d"upward from the hit point in a 31-pixel "
dta d"radius is removed) "
dta d"* Riot Blast: 0 (as in Riot Charge, but "
dta d"in a radius of 61 pixels) "
dta d"* Riot Bomb: 0 (no energy is subtracted,"
dta d"but the ground in a radius of 17 pixels "
dta d"from the hit point is destroyed - as in "
dta d"the case of Missile. The weapon is "
dta d"useful for digging out after being "
dta d"buried, or for undermining an opponent) "
dta d"* Heavy Riot Bomb: 0 (as in Riot Bomb, "
dta d"but the explosion radius is 29 pixels "
dta d"from the point of impact - as in the "
dta d"case of Nuke) "
dta d"* Baby Digger: 0 (no energy is "
dta d"subtracted, but a portion of the ground "
dta d"is undermined in a radius of 60 pixels "
dta d"from the point of impact) "
dta d"* Digger: 0 (as above - greater "
dta d"undermining) "
dta d"* Heavy Digger: 0 (as above - greatest "
dta d"undermining) "
dta d"* Sandhog: 0 (as above - another way of "
dta d"undermining) "
dta d"* Heavy Sandhog: 0 (as above - largest "
dta d"dig) "
dta d"* Dirt Clod: 0 (no energy is subtracted,"
dta d"but a ground ball with a radius of 12 "
dta d"pixels from the hit point is created. "
dta d"The weapon is useful for burying the "
dta d"opponent) "
dta d"* Dirt Ball: 0 (as above, but the radius"
dta d"of the ball is 22 pixels) "
dta d"* Ton of Dirt: 0 (as above, but the "
dta d"radius of the ball is 31 pixels) "
dta d"* Liquid Dirt: 0 (floods the ground at "
dta d"the point of hit with liquid soil, "
dta d"filling in the depressions) "
dta d"* Stomp: 0 (no energy is subtracted, but"
dta d"all tanks within a radius depending on "
dta d"the force of the shot are pushed back, "
dta d"and after being pushed back they may "
dta d"fall or be buried. With a maximum force "
dta d"of 990 units, the radius of action is "
dta d"about 60 pixels) "
dta d"* Laser: 100 (but here it is also "
dta d"different - only in a case of a direct "
dta d"hit simply subtract 100 units of energy "
dta d"- that is, the tank always dies) "
dta d" "
dta d"Large points received by the player is "
dta d"the number of tanks that died earlier "
dta d"than him. If any of the other tanks "
dta d"capitulated earlier (**White Flag**) is "
dta d"not added to those that died and does "
dta d"not give points. "
dta d"Only these points determine the order in"
dta d"the summary. "
dta d" "
dta d" 6. And now for defensive weapons: "
dta d"----------------------------------- "
dta d"* **White Flag** - causes the surrender "
dta d"of the player (can sometimes be useful "
dta d"in a hopeless situation). The advantage "
dta d"is that by surrendering you don't give a"
dta d"big point to your opponents and don't "
dta d"cause one of them to gain by killing us,"
dta d"you also limit the loss of your energy "
dta d"and also cash. An important note - this "
dta d"is the only defensive weapon that can be"
dta d"deactivated. All you have to do is "
dta d"re-enter inventory and once again select"
dta d"its activation. "
dta d" "
dta d"* **Battery** - when activated, it "
dta d"recharges the tank's energy to full (99 "
dta d"units). It is one of three defensive "
dta d"weapons that does not deactivate other "
dta d"defensive weapons when used. "
dta d" "
dta d"* **Hovercraft** - a weapon that allows "
dta d"the tank to move. It has its own fuel "
dta d"supply in form of electric eels and in "
dta d"addition, it can be activated multiple "
dta d"times during the same turn, and after "
dta d"using it, you can activate another "
dta d"defensive weapon and fire a shot in the "
dta d"same turn. After using it, the tank "
dta d"rises above the mountains and using the "
dta d"cursor keys or a controller you can move"
dta d"the tank to a new position. [SPACE] or "
dta d"the controller button cause the tank to "
dta d"land in a new place. You can fly until "
dta d"the tank runs out of eels (presented on "
dta d"the status bar like the energy of a "
dta d"defensive weapon), if the eel fuel runs "
dta d"out the tank will fall down on its own. "
dta d"It is not possible to land on other "
dta d"tanks. "
dta d" "
dta d"* **Parachute** - does not protect "
dta d"against loss of energy due to a "
dta d"neighboring explosion, makes you not "
dta d"lose energy during ONE fall. After such "
dta d"a fall, it deactivates and a new "
dta d"parachute must be activated. "
dta d" "
dta d"* **Shield** - the simplest shield works"
dta d"exactly the opposite of **Parachute**, "
dta d"it does not protect against energy loss "
dta d"while falling, instead it protects "
dta d"against energy loss caused by ONE "
dta d"adjacent explosion. It protects once, no"
dta d"matter how strong the explosion is "
dta d"(whether tis but a scratch or a direct "
dta d"hit with a nuke), and deactivates "
dta d"immediately afterward. "
dta d" "
dta d"* **Heavy Shield** - a shield with its "
dta d"own energy (at the start of 99 units), "
dta d"it works the same as **Shield** (does "
dta d"not protect against falling) with the "
dta d"exception that it has its own energy "
dta d"resource. When exploding, the energy of "
dta d"this shield is reduced first, and if it "
dta d"reaches 0, the shield deactivates and "
dta d"further reduces the tank's energy. Due "
dta d"to this action, a tank with this type of"
dta d"shield can be ""killed"" by undermining "
dta d"it, because falling reduces the energy "
dta d"of the tank and not the shield. "
dta d" "
dta d"* **Force Shield** - the strongest "
dta d"shield - works just like Heavy Shield "
dta d"only that it is combined with "
dta d"**Parachute**. What is important in this"
dta d"case, falling does not take energy away "
dta d"from the shield or the tank. It is only "
dta d"taken away by hits. "
dta d" "
dta d"* **Bouncy Castle** - a "
dta d"passive-aggressive weapon :). It works "
dta d"as follows - in a case of a direct tank "
dta d"hit (and shield), it causes the "
dta d"projectile to ""bounce"" in the opposite "
dta d"direction with the same force with which"
dta d"it was fired. In the absence of wind and"
dta d"a difference in level, the weapon then "
dta d"hits the tank that fired it. After such "
dta d"a bounce, it deactivates. As the weapon "
dta d"reacts in this way only to precise hits,"
dta d"it is also works like **Heavy Shield** "
dta d"and has 99 units at the start (we will "
dta d"probably have to rethink this value and "
dta d"give a smaller one here). "
dta d" "
dta d"* **Mag Deflector** - the second "
dta d"passive-aggressive weapon :) . In case "
dta d"of a direct hit on a tank (and shield), "
dta d"it causes the hit point to move randomly"
dta d"to the left or right side of the "
dta d"protected tank, but not very far, so you"
dta d"can get ""shrapnel"" with stronger "
dta d"weapons. As in the case of **Bouncy "
dta d"Castle**, it is also a shield that "
dta d"corresponds to the action of **Heavy "
dta d"Shield** and has 99 units at the start "
dta d"(probably here we will have also to "
dta d"rethink this value and give a smaller "
dta d"one). "
dta d" "
dta d"* **Nuclear Winter** - adds nothing, "
dta d"takes nothing away :) - in fact, it is "
dta d"not so much a defensive weapon as a "
dta d"double-edged one. It floods the area "
dta d"with ""radioactive"" fallout, which is "
dta d"ordinary soil. If you do not have at "
dta d"hand any weapon that digs up the "
dta d"terrain, and for that a shield "
dta d"(preferably disposable), then after such"
dta d"""fallout"" you will have to shoot "
dta d"yourself - because being underground is "
dta d"otherwise impossible. Alternatively, "
dta d"**White Flag** always remains. "
dta d" "
dta d"* **Long Schlong** - a special weapon :)"
dta d"- Costs a lot, doesn't really help with "
dta d"anything (except possibly digging "
dta d"yourself out but only when slightly "
dta d"buried but it has a cool name and looks "
dta d"cool :) - It can be activated "
dta d"independently of other defensive weapons"
dta d"and remains active until the end of the "
dta d"round (it cannot be deactivated). "
dta d" "
dta d"* **Lazy Boy** - it is not actually a "
dta d"defensive weapon. It is an aiming aid. "
dta d"When it is activated, the tank tries to "
dta d"aim at the nearest enemy and "
dta d"automatically adjusts the power of the "
dta d"shot and angle. If it has too little "
dta d"energy, it can sometimes aim wrong (it "
dta d"uses a method like **Cyborg** to aim). "
dta d"Like **Battery**, it does not deactivate"
dta d"other defensive weapons when used. Note:"
dta d"There is no point in activating this "
dta d"weapon before the round, targeting will "
dta d"not take place because there is nothing "
dta d"to target yet. "
dta d" "
dta d"* **Lazy Darwin** - works just like "
dta d"**Lazy Boy** but targets the weakest "
dta d"opponent. In this weapon, after "
dta d"automatic targeting, ""visual targeting"" "
dta d"remains active, so you can easily change"
dta d"the target and independently select "
dta d"another opponent by seeing if you hit "
dta d"him. "
dta d" "
dta d"* **Auto Defense** - activates the mode "
dta d"of automatic activation of defensive "
dta d"weapons. After its activation, the tank "
dta d"automatically activates the strongest "
dta d"shield it has (consuming it, of course) "
dta d"at any time when there is no shield "
dta d"(also between shots of other players). "
dta d"At the same time, if the tank's energy "
dta d"level drops below 30 units, it "
dta d"automatically activates **Battery** if "
dta d"it has it. This weapon remains active "
dta d"until the end of the round and is "
dta d"indicated by the ""computer"" symbol "
dta d"before the name of the active defensive "
dta d"weapon in the status line. It is the "
dta d"second defensive weapon that does not "
dta d"deactivate other defensive weapons when "
dta d"used. "
dta d" "
dta d"* **Spy Hard** - Help for the forgetful "
dta d":) . When activated, it shows a preview "
dta d"of information about the next opponents "
dta d"one by one. Left/Right - changes the "
dta d"""spied"" tank. Fire/Space/Return/Esc - "
dta d"ends the ""spying"". This is the last "
dta d"defensive weapon, which does not "
dta d"deactivate other defensive weapons when "
dta d"used. "
dta d" "
dta d"Due to the different warhead tracking "
dta d"system of **MIRV** weapons, the **Bouncy"
dta d"Castle** and **Mag Deflector** defensive"
dta d"weapons only use the shielding function "
dta d"when hit by these weapons. In addition, "
dta d"**MIRV** warheads do not bounce or fly "
dta d"through sidewalls when falling "
dta d" "
dta d"None of the shields protect against "
dta d"**Napalm**. **Bouncy Castle** or **Mag "
dta d"Deflector** on a direct hit will deflect"
dta d"it or carry it past, but just hit very "
dta d"close to a tank and its shield will not "
dta d"save it. "
dta d" "
dta d"**White Flag**, **Hovercraft** and "
dta d"**Nuclear Winter** weapons, when "
dta d"selected, require activation, this is "
dta d"accomplished by ""firing a shot"" after "
dta d"the selection of that weapon. Of course,"
dta d"the shot of the offensive weapon is then"
dta d"not fired, but only the selected "
dta d"defensive weapon is activated. "
dta d" "
dta d"You can only have one defensive weapon "
dta d"active at a time (except **Long "
dta d"Schlong** of course :) ). You can always"
dta d"change the decision and activate another"
dta d"defensive weapon or deactivate **White "
dta d"Flag** before firing. "
dta d" "
dta d"And of course, activating a weapon when "
dta d"you already have some other weapon "
dta d"activated causes the loss of the "
dta d"previous one (no returns :) ). "
dta d" "
dta d" 7. ""Other"" weapons: "
dta d"--------------------- "
dta d" "
dta d"* **Best F...g Gifts** - this is a 'loot"
dta d"box', not a weapon per se. Buying it "
dta d"draws one of the offensive or (rarely) "
dta d"defensive weapons and adds it to the "
dta d"player's arsenal. It is a lottery in "
dta d"which you can lose (if you draw a weapon"
dta d"cheaper than the **Best F...g Gifts** "
dta d"price) but also gain. You can get a "
dta d"weapon otherwise not affordable at all "
dta d" "
dta d" 8. AI opponents: "
dta d"------------------ "
dta d" "
dta d"The game has 8 difficulty levels of "
dta d"computer-controlled opponents. Or "
dta d"actually 7 different ones and one "
dta d"""surprise"". Each has its own way of "
dta d"buying defensive and offensive weapons "
dta d"and a different method of target "
dta d"selection and targeting itself, as well "
dta d"as weapon selection. They are arranged "
dta d"in the list according to increasing "
dta d"""skills"": "
dta d" "
dta d"* **Moron** - the dumbest of opponents "
dta d"(which does not mean the safest). Shoots"
dta d"completely at random using only one "
dta d"weapon - **Baby Missile**. He doesn't "
dta d"buy anything and doesn't know how to use"
dta d"defensive weapons. "
dta d" "
dta d"* **Shooter** - This opponent does not "
dta d"shoot blindly. He chooses one direction "
dta d"for himself. Based on his own position -"
dta d"he shoots in the direction from which "
dta d"there is more space assuming that this "
dta d"is where the other tanks are. He starts "
dta d"firing from a high angle and shot after "
dta d"shot changes this angle to a lower and "
dta d"lower angle trying to fire the entire "
dta d"area on the chosen side. He always fires"
dta d"with the best weapon he has (the highest"
dta d"on the list of weapons he has - that is,"
dta d"not necessarily the best). He does not "
dta d"use defensive weapons even though he "
dta d"buys them "
dta d" "
dta d"* **Poolshark** - When attacking, he "
dta d"sets the nearest tank as his target, "
dta d"then selects the angle of the shot, and "
dta d"tries to select its strength by drawing "
dta d"it from the selected range. He always "
dta d"shoots with the best weapon he has. He "
dta d"uses defensive weapons. With a "
dta d"probability of 1:3, he activates the "
dta d"best defensive weapon he owns (the "
dta d"highest on the list of weapons he owns -"
dta d"that is, not necessarily the best) "
dta d"before firing. If his energy level drops"
dta d"below 30 units - he uses **Battery** (of"
dta d"course, if he bought it before), if the "
dta d"energy drops below 5 and he has no "
dta d"**Battery** he surrenders - **White "
dta d"Flag**. At the beginning of the round he"
dta d"makes 1 attemp to buy defensive weapons "
dta d"and 6 offensive weapons. "
dta d" "
dta d"* **Tosser** - When attacking, he acts "
dta d"exactly like **Poolshark** however, he "
dta d"may have a ""better"" weapon inventory due"
dta d"to a different purchase tactic. He "
dta d"always activates the best defensive "
dta d"weapon he has before shooting. And just "
dta d"like **Poolshark** he uses **Battery** "
dta d"and **White Flag**. At the beginning of "
dta d"the round, he assesses how much money he"
dta d"has and depending on that, he makes "
dta d"(money/5100) attempts to buy defensive "
dta d"weapons and then checks again how much "
dta d"money he has left and makes (money/1250)"
dta d"attempts to buy offensive weapons. "
dta d" "
dta d"* **Chooser** - Takes as a target the "
dta d"weakest opponent (with the least amount "
dta d"of energy) and aims very precisely, but "
dta d"before the shot the energy of the shot "
dta d"is modified by the parameter of luck :) "
dta d", that is, despite the precise aiming it"
dta d"does not always hit. He shoots with the "
dta d"best weapon he has unless the target is "
dta d"close. Then he changes his weapon to "
dta d"**Baby Missile** to avoid hitting "
dta d"himself. He always activates the best "
dta d"defensive weapon he has before shooting "
dta d"and, like **Poolshark**, uses "
dta d"**Battery** and **White Flag**. He "
dta d"purchases just like **Tosser**. "
dta d" "
dta d"* **Spoiler** - He shoots exactly like "
dta d"**Chooser** except that he has more luck"
dta d":) , which means that even if he doesn't"
dta d"hit the target of his choice, it can be "
dta d"a more precise shot than **Chooser**. If"
dta d"he is unable to hit his chosen target, "
dta d"he tries to choose another target that "
dta d"he can accurately hit. He uses defensive"
dta d"weapons exactly like **Chooser**. At the"
dta d"beginning of the round, he assesses how "
dta d"much money he has and depending on that,"
dta d"he makes (money/5100) attempts to buy "
dta d"defensive weapons and then checks again "
dta d"how much money he has left and makes "
dta d"(money/320) attempts to buy offensive "
dta d"weapons. When buying defensive weapons, "
dta d"he buys only strong and precise weapons "
dta d"- that is, weapons that won't "
dta d"accidentally hurt him. "
dta d" "
dta d"* **Cyborg** - Takes aim at the weakest "
dta d"opponent (with the least amount of "
dta d"energy) but prefers human-controlled "
dta d"opponents. If he is unable to hit his "
dta d"chosen target, he tries to choose "
dta d"another target that he can accurately "
dta d"hit. Aims very accurately and in the "
dta d"vast majority of cases hits on the first"
dta d"shot. He fires the shot with the best "
dta d"weapon he has unless the target is "
dta d"close. Then he changes his weapon to "
dta d"**Baby Missile** to avoid hitting "
dta d"himself. He uses defensive weapons "
dta d"exactly like **Chooser** but if he has "
dta d"more than 2 pieces of **Battery** he "
dta d"uses them if the energy decreases below "
dta d"60 units.. He shops exactly like "
dta d"**Spoiler**. "
dta d" "
dta d"* **Unknown** - Before firing each shot,"
dta d"he randomly chooses a course of action "
dta d"from **Poolshark** to **Cyborg** and "
dta d"applies his tactics. However, the "
dta d"tactics of weapon purchases are always "
dta d"identical to **Tosser**. "
dta d" "
dta d"Trying to buy a weapon (offensive or "
dta d"defensive) is as follows: "
dta d"First, one of the weapons is drawn "
dta d"(among all possible offensive or "
dta d"defensive weapons). Then a check is "
dta d"performed to see if the drawn weapon is "
dta d"in the list of weapons possible for "
dta d"purchase by the tank. If not, no weapon "
dta d"is bought in this trial, and if so, its "
dta d"price is checked. If the tank has that "
dta d"much money, the weapon is bought, "
dta d"otherwise the trial ends without making "
dta d"a purchase. "
dta d" "
dta d"Weapons purchased by: **Shooter**, "
dta d"**Poolshark**, **Tosser** and "
dta d"**Chooser**: "
dta d"Offensive weapons: "
dta d"* Missile "
dta d"* Baby Nuke "
dta d"* Nuke "
dta d"* LeapFrog "
dta d"* Funky Bomb "
dta d"* MIRV "
dta d"* Death's Head "
dta d"* Napalm "
dta d"* Hot Napalm "
dta d"* Baby Roller "
dta d"* Roller "
dta d"* Heavy Roller "
dta d" "
dta d"Defensive weapons: "
dta d"* Battery "
dta d"* Parachute "
dta d"* Strong Parachute "
dta d"* Mag Deflector "
dta d"* Shield "
dta d"* Heavy Shield "
dta d"* Force Shield "
dta d"* Bouncy Castle "
dta d" "
dta d"Weapons purchased by: **Spoiler** and "
dta d"**Cyborg**: "
dta d"Offensive weapons: "
dta d"* Missile "
dta d"* Baby Nuke "
dta d"* Nuke "
dta d"* Hot Napalm "
dta d" "
dta d"Defensive weapons: "
dta d"* Battery "
dta d"* Strong Parachute "
dta d"* Mag Deflector "
dta d"* Heavy Shield "
dta d"* Force Shield "
dta d"* Bouncy Castle "
dta d" "
dta d" "