textfiles/apple/DOCUMENTATION/the.other.side

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|\/\/\//\/\/\/\/\/\/\/\/\/\/\The/Other/Side/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
|/\/\/\\/\/\/\/\/\/\/\/\/\Cracked/by/Man/o/War/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
|\/\/\//\/\/\/\/\/\/\/\/A/Simlpex\/Elite/Release\/\/\/\/\/\/\/\/\/\/\/\/\/\|
|/\/\/\\/\/\/\/\/\/\/\/\/\/\Dox/by/Man/o/War/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
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The world of the other side consists of three parts-one side, your side,
the other side and an unclaimed frontier that separates and surrounds
the two sides. Each side has clearly defined borders that are visible
on the map. the entire world has been divided into 55 areas. In the
middle of this world (in area 28) there is a large chasm separating the
two sides. The goal of the game is to construct a bridge spanning this
chasm. Each team adds to the bridge brick by brick. Each brick costs
more as you build toward the other side.
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>--------------------------Playing-The-Game------------------------------<
/ \
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Each turn of The Other Side follows a simple and logical progression.
The four steps below make up each year/turn of the game
Planing Your Moves - Plan and then type in the actions you intend to
take during the upcoming year.
The Hotline - Communicate with the other side by typing in a short
message.
Executing Your Moves - Carry out the actions you had planned for this
year
Year End Report - Record the important domestic and international
information which will be used to plan your next year's moves
Planing Your Moves
At the beginning of each turn you will type in the moves you have
planned for the upcoming year. you must use the code which is described
below. You will be prompted for incomplete or improper commands. (refer
to the yearly planner in the players' tools section for a suggested
first turn.)
/-------------------------------------------------------------------\
| The Planning code |
| -------------------------------------------------------------- |
| Possible Actions b = build e = exchange |
| r = run mixer a = attack |
| t = tank repair f = fuel gift |
| i = inspection m = money gift |
| p = prospection c = cease fire zone |
| n = number sheet u = underground |
| |
| --------------------------------------------------------------- |
| Possessions: d = driller b = bomb |
| p = patrol c = covert patrol |
| |
| --------------------------------------------------------------- |
| Fuels: o = orange |
| b = blue |
| g = green |
\-------------------------------------------------------------------/
b = build.
You begin with a patrol in your capitol city. You can build another
possession in your capitol city or in any area adjacent to an area with
one of your possessions in it. An adjacent area is one which is
horizontal, vertical, or diagonal to an area. You can also build new
possessions anywhere you you already have. The other's possessions look
like yours, but they are black letters on a white background. Type , the
possession you want to build (d,p,b,c) and the area number you want to
place it in. 'bd31' will build a driller in area 31.
r = run mixer.
You make money by mixing fuels. To mix fuels, press the space bar
repeatedly. Continue pressing the space bar to continue mixing. When you
are done mixing, press return.
t = tank repair.
A leaky tank wastes fuel. To repair a leaky tank, type t and type of
fuel in the tank. 'tg' will repair the green fuel tank.
i = inspection.
You can inspect the areas which contain any of your possessions. Type i
and the area number you wish to examine. 'i20' will view area 20. To add
bricks to the bridge, you must inspect the bridge in area 28. a command
of 'i28 will take you to the bridge where you can add bricks, one at a
time, by pressing b on the keyboard.
p = prospecting.
A prospector looks for rare fuel on the other side and reports back in
the year end report. To send out a prospector, type p.
n = number sheet.
The number sheet displays the costs and values of all the actions and
items available to you. To look at the number sheet, type n
e = exchange.
You can exchange a possession you own for half of its original value. To
exchange a possession for cash, type e, the possession you wish to
exchange (d,p,b,c), and its location. 'eb53 exchanges a bomb you have in
area 53 for cash.
a = attack.
An attack by your patrol will destroy the other side's patrol or bomb in
that area and allow you to take over their driller if one was present.
Your patrol must be right next to the possession you are attacking. A
bomb attack destroys everything in a target area and releases
contamination. To attack with a bomb you must have already built one
(although not necessarily in or near the area you wish to attack). To
attack, type a, specify the possession with which you intend to attack
(p or b), and the area you wish to attack. 'ab48' will launch a bomb
toward area 48. If you have built more than one bomb, your C.A.D will
select which one to launch.
f = fuel gift.
Giving fuel to the other side can be helpful, but it costs you money to
transport it across the frontier. To give fuel from your storage tanks,
type f, the type of fuel (o,g.b), and the number of gallons you wish to
send. 'fg15' will send 15 gallons of green fuel to the other side.
Transportation costs for the gift will be deducted from your cash.
m = money gift.
Giving money to the other side can also be helpful, but there are
transfer charges you must pay. To give money, type m and the amount of
money, plus transfer charges, will be deducted from your cash.
c = cease fire zone.
For a fee, an area can be declared neutral to allow visits or building
by the other side which will not alarm your side's C.A.D. To declare a
cease fire zone, type c and the number of the area you wish to make
neutral. 'c30' will make a cease fire in area 30. Each side can only
have 1 at a time.
u = underground.
By setting off a bomb underground, new fuel resources may be released.
It may contaminate the fuel. First build the bomb then type u and the
area number. 'u8' will explode a bomb underground in area 8.
Placing a possession in an area
When building you will see a close up of the area where you are placing
the possession. To place to object using (i,j,k,m). patrols must be
right next to objects they are either protecting or attacking.
Breaking C.A.D. code
C.A.D. your computer assisted defense system, if your cash gets too low
or if the other side makes moves which seem agressive, C.A.D. may step
in and take over your moves. When it takes over, it acts swiftly and
directly. The only way to stop it is by typing in the appropriate
three-letter code (combination of a,b,c) which will turn it off. you can
get the code if the code breaker machine appears with C.A.D. this code
will only work during the year in which it was bought. To use the code
breaker, press return when the amount of money you wish to spend
appears. Type in the three letter code when C.A.D. appears again during
this turn.
Beyond your control
Occasionally events will occur that are completely beyond your control.
C.A.D. may take over or your country may experience a national strike.
A strike depletes your sides cash by $50 and causes you to loose your
turn.
Year end report
Watch this it tells all about your fuel and the condition of your fuel
tanks, the actions of the other side and the results of the prospectors
explorations. Also note the contamination levels as they increase
leaking from your tanks.