134 lines
4.8 KiB
Plaintext
134 lines
4.8 KiB
Plaintext
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| S H O R T C I R C U I T S O F T D O C S |
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| Written by The Compiler for "Oceania" (713) 778-9356 24hrs. |
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| Use on other boards permitted as long as this notice is intact! |
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\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\////////////////////////////////////
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THE SCENARIO: DEVICE ZX88B - mistakenly activated during a moment of
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feverish international tensions- is about to trigger twenty DOOMSDAY
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Bombs from a series of enemy satelites encircling the Earth! The world
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holds it's breath as you are assigned to disarm the device before it
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detonates the bombs.
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Device ZX88B is a sophisticated failsafe system designed to resist
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tampering. It can't be turned off. It can't be destroyed. The twelve
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microchips within it are designed to send detonation pulses to the
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enemy satelite network within minutes of activation. The source of
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these pulses is the microfuse built into each of the twelve
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microchips.
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Game Play:
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Motherboard: The Motherboard within DEVICE ZX88B represents all twelve
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microchips and shows you which are available for entry at any given
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time. Enter a microchip by typing it's number. As long as the game
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lasts, you will always have a choice of at least two microchips to
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enter. The game evaluates your play on each chip,and awards a greater
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number of choices after a well played screen. If a chip defeats you,
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you may choose to re-enter it immediately, or re-enter it later in the
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game.
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Microbatteries: You must use the power stored in each of the
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microbatteries to OVERLOAD, and disarm each microchip. You must go to
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a battery to transfer power to each of the other two batteries on each
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microchip. You continue to go to a battery and send charges to the
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other two until one of them becomes overloaded and begins to flash. At
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this time the flashing microchip is vulnerable and so are you. You
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must reach the overload without being hit. This causes the circuit to
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blow. You then begin a "Lightning Run" for bonus points. The "charge"
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on the overloaded battery becomes the amount of time available to you
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for the lightning round.
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Neutrons, Double Neutrons, and Photons: Avoid being hit by these
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foriegn particles that pulsate throughout the microchip. Contact with
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any of them will drain power from the batteries and alert THE DEVICE
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of your intrusion. FIVE hits will cause the system to eliminate you
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and make micro fuse contact.
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Microspark: Microsparks usually appear in dead ends and contact with
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them will send a power surge throughout the circuit, further charging
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the batteries.
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Microfuse: The microfuse is the herat of the microchip. Do not let the
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left and right sides connect. If connection is made a detonation pulse
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will result. Polarity on the fuse can be flipped by making contact
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with it, thus slowing it down.
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Lightning Run: During the lightning round you can run up your score
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and get revenge on the neutrons and photons by running over as many of
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them as you can.
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Lightning: During the lightning round the spark becomes lightning and
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acts as a point multiplier. Each time you contact it point values for
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the neutrons and photons double.
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Vacuum: The vacuum roams the wires of the microchip during the
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lightning round. Contact with it will bring the lightning round to an
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end.
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The Twelve Micro-chips:
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1. Bouncing Neutrons- slow
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2. Quicker Neutrons- medium fast
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3. Neutron Chambers- normal
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4. Photon Chamber- Beware of the flashing electron guns that fire
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Photons.
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5. Chamber Maze- Travel through the walls of the maze instead of the
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wires.
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6. Double Cross Chamber-Where you enter determines if you travel in
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the walls or in the wires.
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7. Magnetic Chamber-The walls draw you from side to side, changing
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without warning.
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8. High Speed Micro-chip- Batteries drain faster and microfuse makes
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contact in half the time of a normal chip.
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9. The Short Circuit- Short circuit moves quickly, timing is crucial
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to jump through it.
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A. Photon Wire Maze- Beware of the One Way wires.
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B. Photon Walls- Combine all your talents to jump wires and move
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through the chamber walls.
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C. Photon Diamonds- Manuver the diamond maze and skillfully jump
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through the short circuit.
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The Controls:
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Space Bar - Begins Game
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CTRL-J - Joystick
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CTRL-P - JoyPort
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1-9,A-C - Select Micro-chip
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Button 0 - Jump
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CTRL-S - Toggle sound
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CTRL-R - Restart
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ESC - Pause
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