169 lines
7.4 KiB
Plaintext
169 lines
7.4 KiB
Plaintext
Synergistic Software Presents
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BOLO
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====
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Copyright 1992
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by Evlyn Software
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SCENARIO
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Somehow, the aliens had known.
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They were waiting with their primitive robot tanks when your spacecraft
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landed. Out of an entire unit of highly trained men, you alone survived the
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ambush that reduced one of your side's finest military spacecraft to a pile
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of rubble. Even just one Mark XXIX BOLO could have defeated those puny,
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stupid robots! The aliens, of course, knew this as well as you did, so they
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hit you before your ship had even settled to the ground.
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Now, from your hiding place just inside their proving ground, you watch
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your government's worst fears come true. The alien's experimental
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replicator factories are already operational. Somewhere within the huge
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building, sophisticated machinery copies a matrix, reshaping the atomic
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structure of raw materials into a finished tank. A single BOLO could
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destroy hundreds of the simple-minded machines, but it takes months to
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build a BOLO, and these replicators can produce one of their weaker
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versions in minutes! And, according to the briefing officer, the aliens
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intend to send these monstrous factories on unmanned drone ships to all of
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your inhabited worlds! Using the bedrock of the planet itself for raw
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material, even one such drone could overrun a continent in weeks.
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One of the enemy devices spots you, turns your direction and opens its
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antipersonnel ports. You dodge behind a half crumbled wall and run, hoping
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that it will be too stupid to find you again. These wall look far too weak
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to pen a groundcar, much less these behemoths. Looking closer, you notice
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the slight sheen of a force field. Good thing you didn't lean against it!
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You run on, staying well away from the deceptively frail barriers.
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Wait... that hulk up ahead looks vaguely familiar. A BOLO? Intelligence
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section had reports that the aliens had captured a few of the Terran
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self-aware tanks. The design of the machine ahead of you looks Terran, not
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alien, but it's different from the Mark XXVIII's and XXIX's you're used to.
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As you approach, you see the designation "BKI 156 BOLO Mark XXV" on the
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side. One of the ancient Stupendous class? It must be 200 years old! Still,
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the enemy machines aren't even that good. Maybe there's a chance to
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complete your mission yet.
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Faint panel lights greet you as you enter the observer's command area
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through the service hatch. At least the secondary power cells have some
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life left in them. A quick scan reveals the enormous butchery the aliens
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performed on this BOLO trying to learn its secrets. Most of the
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psychotronics have been removed, the personality center destroyed, the
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introspection complex and experience sections useless. Even the battle
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reflex circuitry is a mass of wreckage.
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Sending out a call on the short range Brigade channel, you receive faint,
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automatic responses. Somewhere within this maze there are four other BOLOs.
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The manual controls check out operational. Most of the weapons systems are
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junk, but for some reason the aliens did not remove the main Hellbore.
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Their mistake, and it may be their last. If you can destroy the
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replicators, your fleet may have enough time to prepare before the aliens
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can build more. You leave the proving ground and hide, hoping to hijack a
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transport back to your own lines. To hide would be safer, yet you place
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your hands on the controls and move the BOLO forward... for the honor of
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the Regiment.
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GAME PLAY
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The objective of Bolo is to maneuver your Bolo tank through the treacherous
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maze and destroy the enemy's six tank bases. Each base is continuously
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manufacturing a variety of opponent tanks. The tank types vary from the
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primitive drone version encountered early in the game to the faster torpedo
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tanks and the deadly hunter/killer tanks. The intelligent assassin tanks
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will pursue you at high speed by the most efficient route.
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To begin, place the Bolo diskette into disk drive #1 and tun on your
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computer. The disk will boot automatically, and you will see a brief
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demonstration of the Bolo game. To end the demonstration hit any key, and
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the option screen will appear.
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The option screen allows you to choose both the level of play and the maze
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density you want. There are nine increasingly difficult levels of play and
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five maze densities. Press the number of the one you want to try. Since a
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new battle maze is generated by the computer every time you play, you will
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have to wait anywhere from a few seconds to three minutes for the maze
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completion.
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When the maze screen appears, the tank control panel will be shown on the
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right. The panel shows your score, the number of tanks left (you start with
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five), the fuel gauge (a red stripe), a base locator, and a radar scope
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showing the position of your tank in the maze. The base locator indicates
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the direction of the nearest tank bases by the green squares in its
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quadrants.
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COMMANDS
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The key board controls are arranged in two identical sets for right- and
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left-handed players, centered on the 'L' and 'S' keys respectively. The
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keys used by a left-handed player are shown in parentheses next to the
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right-handed player's keys.
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Hit O (W) to increase forward speed by 1, or decrease backward speed by 1.
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Hit . (X) to increase backward speed by 1, or decrease forward speed by 1.
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Hit K (A) to turn 45 degrees counter-clockwise.
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Hit ; (D) to turn 45 degrees clockwise.
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Hit 1 (:) to turn the player tank turret 45 degrees counter-clockwise.
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Hit 2 (-) to turn the player tank turret 45 degrees clockwise.
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Hit L (S) to stop moving.
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Hit space bar to fire the turret gun.
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Hit the ESCAPE key to freeze the game. Hit the ESCAPE key again to restart
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the game.
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Hit CTRL S to toggle the sound between the speaker and the cassette port.
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If you do not have a speaker connected to your cassette output, this will
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effectively shut off all sound
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Combination Controls (For advanced players)
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Hit I (Q) to increase forward speed while turning counter-clockwise.
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Hit P (E) to increase forward speed while turning clockwise.
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Hit , (Z) to increase backward speed while turning counter-clockwise.
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Hit / (C) to increase backward speed while turning clockwise.
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SCORING
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Points are won by destroying the enemy tanks and tank bases. To destroy a
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tank base you must hit the circle in the middle of the base, causing it to
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blow up. Hitting the circle is difficult since you must first blast through
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the self-healing walls.
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Once you have cleared a maze level of all six tank bases, you are awarded
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one extra tank. Then the game will generate a new maze with six new tank
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bases to find and destroy. Hitting a tank on level one scores 1 point. When
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you hit a tank on level two you score 2 points, and so on, up to level
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nine.
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Destroying a tank base on level one scores 100 points. When you destroy a
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tank base on level two you score 200 points, and so on, up to level nine.
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HINTS
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When learning to play Bolo, master the simple keyboard commands first, then
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learn the combination commands. Do not worry about turret action until you
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have mastered movement.
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When firing at a wall or tank base, beware of shrapnel ricocheting back at
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you.
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[Extra Notes]
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These instructions are possibly not complete.
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Note that some keys are not in the "correct" positions when running on an
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Apple // emulator (ie. the IBM keyboard layout is different), so that if
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you play using the right-hand keys, then it is very difficult to hit the
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':' key. I recommend using your left hand on the '1', '2' and space bar,
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and your right hand on the other keys centred around the 'L'.
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