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16-12-88/CZINFO
This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.
Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.
Tape/disk: | Home » CEEFAX disks » telesoftware11.adl |
Filename: | 16-12-88/CZINFO |
Read OK: | ✔ |
File size: | 1255 bytes |
Load address: | 0000 |
Exec address: | FFFFFFFF |
Duplicates
There is 1 duplicate copy of this file in the archive:
- CEEFAX disks » telesoftware11.adl » 16-12-88/CZINFO
- CEEFAX disks » telesoftware7.adl » 04-06-88/CZINFO
File contents
COMBAT ZONE Volume 1:- the Battle of the Stormlands, written by Danni Segal 1.1 Introduction Combat Zone 1 is a fantasy wargame for 2-4 players. Each player takes on a fantasy race in an attempt to capture the Stormlands. Each army consists of 9 units:- 1 leader, 2 support, 3 general and 3 archer units. All four armies:- goblin, orc, paladin (human) and elf have different characteristics..... a) Goblins are small and clumsy, but have huge numbers b) Orcs are fast, and quite good in combat c) Humans are slow, but are the best in combat d) Elves are fast, and the best archers 2.1 Starting up When the game loads you will be see a title page. After a few seconds, or on pressing a key, the options menu will appear. This shows the army colours, as well as which armies are in use. Armies can be toggled on/off by pressing their number. Option 5 on the menu is for scenery, and if on will add a river to the Stormlands. Once all this is done, press 0 to start play. 2.2 The Display Once 0 is pressed, the game display appears. This shows the map (with river if option 5 is on), the four army shields, the number of troops left in each army (if they are in play) or a cross (if they are not), and the status area. All interaction takes place in the status area. 2.3 The Status Area The status area displays the shield of the currently active army, as well as its details (movement, bowskill, combat skill, armour). It also shows which of the units is in use and in what capacity (M - Movement, F - Fighting, A - Archery), as well as the number of troop left in that unit. 3.1 Game Play Play goes in the order: Goblins, Orcs, Humans and Elves. Each turn consists of 2 phases - movement and combat (fighting or archery). The sequence of turns continues until only one army is left on the map. That army is declared winner. 3.2 Movement Phase In movement phase a player may move all his units. Movement is in numerical order. Each unit may be moved as many squares as the status panel states (ie 2 for Goblins and Paladins, 3 for Orcs and Elves), and movement is via the arrow keys. If for some reason the player does not wish a unit to take its full move allowance, pressing COPY will move to the next unit, otherwise control will go on as soon as full movement is completed. 3.3 Combat If a unit ends a movement phase in an adjacent square to an enemy unit, he may elect to attack it in the combat phase. If an attack is possible, the status will display an F and the unit number. To attack, press the arrow key in the direction you wish to attack, or COPY not to attack. The attack will then take place. The resulting number of deaths will be reported in the status panel, and if a unit is wiped out, a gravestone will be placed on the map. 3.4 Archery If units 7,8 or 9 are not in a combat position, 1 but are 2 squares (or 1 diagonal square) from 2 3 an enemy unit, they may elect to fire arrows at 4 * 5 that unit by pressing a number key as shown on 6 7 the right (where * is the firing unit). Archery 8 is then conducted much as normal fighting. The firing unit is superimposed with a sights symbol to make play easier. 4.1 The River The river (option 5) flows east/west through the Stormlands. It is very fast flowing, so cannot be crossed except at the points visible on the map. 4.2 Army Scores The scores given in the status area reflect their relative skill in each of the characteristics. In each case, 6 is the worst, 3 being the best. For the trivia buffs, assume the elves wear leather armour, the orcs and goblins wear chainmail, and the humans wear plate armour. 5.1 Tactics In the test games played during development, it became clear that the tactics used by each player were ofter more important then the armies' characteristics. The elven army, due to their armour, tend to die quickly in combat, but tended to surround the enemy and let the archers use their bows. The humans, the best in combat, trapped the enemy and cut them down. The goblins usually went into the fray, counting on their numbers to win. The orcs relied on out manouvering the enemy to defeat them. Bear in mind, enemy armies can be backed up against the river and trapped, and an army block on all 4 sides can't move away! 6.1 A Note on Design Combat Zone 1 was written after visiting a friend who owns a teletext adaptor, and was playing "Salemanca" and "Tobruk". He liked the games, but wanted something multi-player. That evening I started work...... 6.2 And Finally Battle of the Stormlands is dedicated to Simon 'Fraggle' Crag. And thanks to the R.O.M. gang for their advice (which I ignored!).
00000000 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000010 20 20 20 20 20 20 20 20 20 20 20 20 43 4f 4d 42 | COMB| 00000020 41 54 20 5a 4f 4e 45 0d 56 6f 6c 75 6d 65 20 31 |AT ZONE.Volume 1| 00000030 3a 2d 20 74 68 65 20 42 61 74 74 6c 65 20 6f 66 |:- the Battle of| 00000040 20 74 68 65 20 53 74 6f 72 6d 6c 61 6e 64 73 2c | the Stormlands,| 00000050 20 77 72 69 74 74 65 6e 20 62 79 20 44 61 6e 6e | written by Dann| 00000060 69 20 53 65 67 61 6c 0d 0d 31 2e 31 20 49 6e 74 |i Segal..1.1 Int| 00000070 72 6f 64 75 63 74 69 6f 6e 0d 43 6f 6d 62 61 74 |roduction.Combat| 00000080 20 5a 6f 6e 65 20 31 20 69 73 20 61 20 66 61 6e | Zone 1 is a fan| 00000090 74 61 73 79 20 77 61 72 67 61 6d 65 20 66 6f 72 |tasy wargame for| 000000a0 20 32 2d 34 20 70 6c 61 79 65 72 73 2e 20 45 61 | 2-4 players. Ea| 000000b0 63 68 20 70 6c 61 79 65 72 20 74 61 6b 65 73 20 |ch player takes | 000000c0 6f 6e 0d 61 20 66 61 6e 74 61 73 79 20 72 61 63 |on.a fantasy rac| 000000d0 65 20 69 6e 20 61 6e 20 61 74 74 65 6d 70 74 20 |e in an attempt | 000000e0 74 6f 20 63 61 70 74 75 72 65 20 74 68 65 20 53 |to capture the S| 000000f0 74 6f 72 6d 6c 61 6e 64 73 2e 20 45 61 63 68 20 |tormlands. Each | 00000100 61 72 6d 79 20 63 6f 6e 73 69 73 74 73 0d 6f 66 |army consists.of| 00000110 20 39 20 75 6e 69 74 73 3a 2d 20 31 20 6c 65 61 | 9 units:- 1 lea| 00000120 64 65 72 2c 20 32 20 73 75 70 70 6f 72 74 2c 20 |der, 2 support, | 00000130 33 20 67 65 6e 65 72 61 6c 20 61 6e 64 20 33 20 |3 general and 3 | 00000140 61 72 63 68 65 72 20 75 6e 69 74 73 2e 20 41 6c |archer units. Al| 00000150 6c 20 66 6f 75 72 0d 61 72 6d 69 65 73 3a 2d 20 |l four.armies:- | 00000160 20 20 67 6f 62 6c 69 6e 2c 20 6f 72 63 2c 20 70 | goblin, orc, p| 00000170 61 6c 61 64 69 6e 20 28 68 75 6d 61 6e 29 20 61 |aladin (human) a| 00000180 6e 64 20 65 6c 66 20 68 61 76 65 20 64 69 66 66 |nd elf have diff| 00000190 65 72 65 6e 74 0d 63 68 61 72 61 63 74 65 72 69 |erent.characteri| 000001a0 73 74 69 63 73 2e 2e 2e 2e 2e 0d 61 29 20 47 6f |stics......a) Go| 000001b0 62 6c 69 6e 73 20 61 72 65 20 73 6d 61 6c 6c 20 |blins are small | 000001c0 61 6e 64 20 63 6c 75 6d 73 79 2c 20 62 75 74 20 |and clumsy, but | 000001d0 68 61 76 65 20 68 75 67 65 20 6e 75 6d 62 65 72 |have huge number| 000001e0 73 0d 62 29 20 4f 72 63 73 20 61 72 65 20 66 61 |s.b) Orcs are fa| 000001f0 73 74 2c 20 61 6e 64 20 71 75 69 74 65 20 67 6f |st, and quite go| 00000200 6f 64 20 69 6e 20 63 6f 6d 62 61 74 0d 63 29 20 |od in combat.c) | 00000210 48 75 6d 61 6e 73 20 61 72 65 20 73 6c 6f 77 2c |Humans are slow,| 00000220 20 62 75 74 20 61 72 65 20 74 68 65 20 62 65 73 | but are the bes| 00000230 74 20 69 6e 20 63 6f 6d 62 61 74 0d 64 29 20 45 |t in combat.d) E| 00000240 6c 76 65 73 20 61 72 65 20 66 61 73 74 2c 20 61 |lves are fast, a| 00000250 6e 64 20 74 68 65 20 62 65 73 74 20 61 72 63 68 |nd the best arch| 00000260 65 72 73 0d 0d 32 2e 31 20 53 74 61 72 74 69 6e |ers..2.1 Startin| 00000270 67 20 75 70 0d 57 68 65 6e 20 74 68 65 20 67 61 |g up.When the ga| 00000280 6d 65 20 6c 6f 61 64 73 20 79 6f 75 20 77 69 6c |me loads you wil| 00000290 6c 20 62 65 20 73 65 65 20 61 20 74 69 74 6c 65 |l be see a title| 000002a0 20 70 61 67 65 2e 20 41 66 74 65 72 20 61 20 66 | page. After a f| 000002b0 65 77 20 73 65 63 6f 6e 64 73 2c 20 6f 72 0d 6f |ew seconds, or.o| 000002c0 6e 20 70 72 65 73 73 69 6e 67 20 61 20 6b 65 79 |n pressing a key| 000002d0 2c 20 74 68 65 20 6f 70 74 69 6f 6e 73 20 6d 65 |, the options me| 000002e0 6e 75 20 77 69 6c 6c 20 61 70 70 65 61 72 2e 20 |nu will appear. | 000002f0 54 68 69 73 20 73 68 6f 77 73 20 74 68 65 20 61 |This shows the a| 00000300 72 6d 79 0d 63 6f 6c 6f 75 72 73 2c 20 61 73 20 |rmy.colours, as | 00000310 77 65 6c 6c 20 61 73 20 77 68 69 63 68 20 61 72 |well as which ar| 00000320 6d 69 65 73 20 61 72 65 20 69 6e 20 75 73 65 2e |mies are in use.| 00000330 20 41 72 6d 69 65 73 20 63 61 6e 20 62 65 20 74 | Armies can be t| 00000340 6f 67 67 6c 65 64 20 6f 6e 2f 6f 66 66 0d 62 79 |oggled on/off.by| 00000350 20 70 72 65 73 73 69 6e 67 20 74 68 65 69 72 20 | pressing their | 00000360 6e 75 6d 62 65 72 2e 20 4f 70 74 69 6f 6e 20 35 |number. Option 5| 00000370 20 6f 6e 20 74 68 65 20 6d 65 6e 75 20 69 73 20 | on the menu is | 00000380 66 6f 72 20 73 63 65 6e 65 72 79 2c 20 61 6e 64 |for scenery, and| 00000390 20 69 66 20 6f 6e 0d 77 69 6c 6c 20 61 64 64 20 | if on.will add | 000003a0 61 20 72 69 76 65 72 20 74 6f 20 74 68 65 20 53 |a river to the S| 000003b0 74 6f 72 6d 6c 61 6e 64 73 2e 20 4f 6e 63 65 20 |tormlands. Once | 000003c0 61 6c 6c 20 74 68 69 73 20 69 73 20 64 6f 6e 65 |all this is done| 000003d0 2c 20 70 72 65 73 73 20 30 20 74 6f 0d 73 74 61 |, press 0 to.sta| 000003e0 72 74 20 70 6c 61 79 2e 0d 0d 32 2e 32 20 54 68 |rt play...2.2 Th| 000003f0 65 20 44 69 73 70 6c 61 79 0d 4f 6e 63 65 20 30 |e Display.Once 0| 00000400 20 69 73 20 70 72 65 73 73 65 64 2c 20 74 68 65 | is pressed, the| 00000410 20 67 61 6d 65 20 64 69 73 70 6c 61 79 20 61 70 | game display ap| 00000420 70 65 61 72 73 2e 20 54 68 69 73 20 73 68 6f 77 |pears. This show| 00000430 73 20 74 68 65 20 6d 61 70 20 28 77 69 74 68 0d |s the map (with.| 00000440 72 69 76 65 72 20 69 66 20 6f 70 74 69 6f 6e 20 |river if option | 00000450 35 20 69 73 20 6f 6e 29 2c 20 74 68 65 20 66 6f |5 is on), the fo| 00000460 75 72 20 61 72 6d 79 20 73 68 69 65 6c 64 73 2c |ur army shields,| 00000470 20 74 68 65 20 6e 75 6d 62 65 72 20 6f 66 20 74 | the number of t| 00000480 72 6f 6f 70 73 20 6c 65 66 74 0d 69 6e 20 65 61 |roops left.in ea| 00000490 63 68 20 61 72 6d 79 20 28 69 66 20 74 68 65 79 |ch army (if they| 000004a0 20 61 72 65 20 69 6e 20 70 6c 61 79 29 20 6f 72 | are in play) or| 000004b0 20 61 20 63 72 6f 73 73 20 28 69 66 20 74 68 65 | a cross (if the| 000004c0 79 20 61 72 65 20 6e 6f 74 29 2c 20 61 6e 64 20 |y are not), and | 000004d0 74 68 65 0d 73 74 61 74 75 73 20 61 72 65 61 2e |the.status area.| 000004e0 20 41 6c 6c 20 69 6e 74 65 72 61 63 74 69 6f 6e | All interaction| 000004f0 20 74 61 6b 65 73 20 70 6c 61 63 65 20 69 6e 20 | takes place in | 00000500 74 68 65 20 73 74 61 74 75 73 20 61 72 65 61 2e |the status area.| 00000510 0d 0d 32 2e 33 20 54 68 65 20 53 74 61 74 75 73 |..2.3 The Status| 00000520 20 41 72 65 61 0d 54 68 65 20 73 74 61 74 75 73 | Area.The status| 00000530 20 61 72 65 61 20 64 69 73 70 6c 61 79 73 20 74 | area displays t| 00000540 68 65 20 73 68 69 65 6c 64 20 6f 66 20 74 68 65 |he shield of the| 00000550 20 63 75 72 72 65 6e 74 6c 79 20 61 63 74 69 76 | currently activ| 00000560 65 20 61 72 6d 79 2c 20 61 73 20 77 65 6c 6c 0d |e army, as well.| 00000570 61 73 20 69 74 73 20 64 65 74 61 69 6c 73 20 28 |as its details (| 00000580 6d 6f 76 65 6d 65 6e 74 2c 20 62 6f 77 73 6b 69 |movement, bowski| 00000590 6c 6c 2c 20 63 6f 6d 62 61 74 20 73 6b 69 6c 6c |ll, combat skill| 000005a0 2c 20 61 72 6d 6f 75 72 29 2e 20 49 74 20 61 6c |, armour). It al| 000005b0 73 6f 20 73 68 6f 77 73 0d 77 68 69 63 68 20 6f |so shows.which o| 000005c0 66 20 74 68 65 20 75 6e 69 74 73 20 69 73 20 69 |f the units is i| 000005d0 6e 20 75 73 65 20 61 6e 64 20 69 6e 20 77 68 61 |n use and in wha| 000005e0 74 20 63 61 70 61 63 69 74 79 20 28 4d 20 2d 20 |t capacity (M - | 000005f0 4d 6f 76 65 6d 65 6e 74 2c 20 46 20 2d 0d 46 69 |Movement, F -.Fi| 00000600 67 68 74 69 6e 67 2c 20 41 20 2d 20 41 72 63 68 |ghting, A - Arch| 00000610 65 72 79 29 2c 20 61 73 20 77 65 6c 6c 20 61 73 |ery), as well as| 00000620 20 74 68 65 20 6e 75 6d 62 65 72 20 6f 66 20 74 | the number of t| 00000630 72 6f 6f 70 20 6c 65 66 74 20 69 6e 20 74 68 61 |roop left in tha| 00000640 74 20 75 6e 69 74 2e 0d 0d 33 2e 31 20 47 61 6d |t unit...3.1 Gam| 00000650 65 20 50 6c 61 79 0d 50 6c 61 79 20 67 6f 65 73 |e Play.Play goes| 00000660 20 69 6e 20 74 68 65 20 6f 72 64 65 72 3a 20 47 | in the order: G| 00000670 6f 62 6c 69 6e 73 2c 20 4f 72 63 73 2c 20 48 75 |oblins, Orcs, Hu| 00000680 6d 61 6e 73 20 61 6e 64 20 45 6c 76 65 73 2e 20 |mans and Elves. | 00000690 45 61 63 68 20 74 75 72 6e 0d 63 6f 6e 73 69 73 |Each turn.consis| 000006a0 74 73 20 6f 66 20 32 20 70 68 61 73 65 73 20 2d |ts of 2 phases -| 000006b0 20 6d 6f 76 65 6d 65 6e 74 20 61 6e 64 20 63 6f | movement and co| 000006c0 6d 62 61 74 20 28 66 69 67 68 74 69 6e 67 20 6f |mbat (fighting o| 000006d0 72 20 61 72 63 68 65 72 79 29 2e 20 54 68 65 0d |r archery). The.| 000006e0 73 65 71 75 65 6e 63 65 20 6f 66 20 74 75 72 6e |sequence of turn| 000006f0 73 20 63 6f 6e 74 69 6e 75 65 73 20 75 6e 74 69 |s continues unti| 00000700 6c 20 6f 6e 6c 79 20 6f 6e 65 20 61 72 6d 79 20 |l only one army | 00000710 69 73 20 6c 65 66 74 20 6f 6e 20 74 68 65 20 6d |is left on the m| 00000720 61 70 2e 20 54 68 61 74 0d 61 72 6d 79 20 69 73 |ap. That.army is| 00000730 20 64 65 63 6c 61 72 65 64 20 77 69 6e 6e 65 72 | declared winner| 00000740 2e 0d 0d 33 2e 32 20 4d 6f 76 65 6d 65 6e 74 20 |...3.2 Movement | 00000750 50 68 61 73 65 0d 49 6e 20 6d 6f 76 65 6d 65 6e |Phase.In movemen| 00000760 74 20 70 68 61 73 65 20 61 20 70 6c 61 79 65 72 |t phase a player| 00000770 20 6d 61 79 20 6d 6f 76 65 20 61 6c 6c 20 68 69 | may move all hi| 00000780 73 20 75 6e 69 74 73 2e 20 4d 6f 76 65 6d 65 6e |s units. Movemen| 00000790 74 20 69 73 20 69 6e 0d 6e 75 6d 65 72 69 63 61 |t is in.numerica| 000007a0 6c 20 6f 72 64 65 72 2e 20 45 61 63 68 20 75 6e |l order. Each un| 000007b0 69 74 20 6d 61 79 20 62 65 20 6d 6f 76 65 64 20 |it may be moved | 000007c0 61 73 20 6d 61 6e 79 20 73 71 75 61 72 65 73 20 |as many squares | 000007d0 61 73 20 74 68 65 20 73 74 61 74 75 73 0d 70 61 |as the status.pa| 000007e0 6e 65 6c 20 73 74 61 74 65 73 20 28 69 65 20 32 |nel states (ie 2| 000007f0 20 66 6f 72 20 47 6f 62 6c 69 6e 73 20 61 6e 64 | for Goblins and| 00000800 20 50 61 6c 61 64 69 6e 73 2c 20 33 20 66 6f 72 | Paladins, 3 for| 00000810 20 4f 72 63 73 20 61 6e 64 20 45 6c 76 65 73 29 | Orcs and Elves)| 00000820 2c 20 61 6e 64 0d 6d 6f 76 65 6d 65 6e 74 20 69 |, and.movement i| 00000830 73 20 76 69 61 20 74 68 65 20 61 72 72 6f 77 20 |s via the arrow | 00000840 6b 65 79 73 2e 20 49 66 20 66 6f 72 20 73 6f 6d |keys. If for som| 00000850 65 20 72 65 61 73 6f 6e 20 74 68 65 20 70 6c 61 |e reason the pla| 00000860 79 65 72 20 64 6f 65 73 20 6e 6f 74 0d 77 69 73 |yer does not.wis| 00000870 68 20 61 20 75 6e 69 74 20 74 6f 20 74 61 6b 65 |h a unit to take| 00000880 20 69 74 73 20 66 75 6c 6c 20 6d 6f 76 65 20 61 | its full move a| 00000890 6c 6c 6f 77 61 6e 63 65 2c 20 70 72 65 73 73 69 |llowance, pressi| 000008a0 6e 67 20 43 4f 50 59 20 77 69 6c 6c 20 6d 6f 76 |ng COPY will mov| 000008b0 65 20 74 6f 0d 74 68 65 20 6e 65 78 74 20 75 6e |e to.the next un| 000008c0 69 74 2c 20 6f 74 68 65 72 77 69 73 65 20 63 6f |it, otherwise co| 000008d0 6e 74 72 6f 6c 20 77 69 6c 6c 20 67 6f 20 20 6f |ntrol will go o| 000008e0 6e 20 61 73 20 73 6f 6f 6e 20 61 73 20 66 75 6c |n as soon as ful| 000008f0 6c 20 6d 6f 76 65 6d 65 6e 74 20 69 73 0d 63 6f |l movement is.co| 00000900 6d 70 6c 65 74 65 64 2e 0d 0d 33 2e 33 20 43 6f |mpleted...3.3 Co| 00000910 6d 62 61 74 0d 49 66 20 61 20 75 6e 69 74 20 65 |mbat.If a unit e| 00000920 6e 64 73 20 61 20 6d 6f 76 65 6d 65 6e 74 20 70 |nds a movement p| 00000930 68 61 73 65 20 69 6e 20 61 6e 20 61 64 6a 61 63 |hase in an adjac| 00000940 65 6e 74 20 73 71 75 61 72 65 20 74 6f 20 61 6e |ent square to an| 00000950 20 65 6e 65 6d 79 20 75 6e 69 74 2c 20 68 65 0d | enemy unit, he.| 00000960 6d 61 79 20 65 6c 65 63 74 20 74 6f 20 61 74 74 |may elect to att| 00000970 61 63 6b 20 69 74 20 69 6e 20 74 68 65 20 63 6f |ack it in the co| 00000980 6d 62 61 74 20 70 68 61 73 65 2e 20 49 66 20 61 |mbat phase. If a| 00000990 6e 20 61 74 74 61 63 6b 20 69 73 20 70 6f 73 73 |n attack is poss| 000009a0 69 62 6c 65 2c 20 74 68 65 0d 73 74 61 74 75 73 |ible, the.status| 000009b0 20 77 69 6c 6c 20 64 69 73 70 6c 61 79 20 61 6e | will display an| 000009c0 20 46 20 61 6e 64 20 74 68 65 20 75 6e 69 74 20 | F and the unit | 000009d0 6e 75 6d 62 65 72 2e 20 54 6f 20 61 74 74 61 63 |number. To attac| 000009e0 6b 2c 20 70 72 65 73 73 20 74 68 65 20 61 72 72 |k, press the arr| 000009f0 6f 77 0d 6b 65 79 20 69 6e 20 74 68 65 20 64 69 |ow.key in the di| 00000a00 72 65 63 74 69 6f 6e 20 79 6f 75 20 77 69 73 68 |rection you wish| 00000a10 20 74 6f 20 61 74 74 61 63 6b 2c 20 6f 72 20 43 | to attack, or C| 00000a20 4f 50 59 20 6e 6f 74 20 74 6f 20 61 74 74 61 63 |OPY not to attac| 00000a30 6b 2e 20 54 68 65 20 61 74 74 61 63 6b 0d 77 69 |k. The attack.wi| 00000a40 6c 6c 20 74 68 65 6e 20 74 61 6b 65 20 70 6c 61 |ll then take pla| 00000a50 63 65 2e 20 54 68 65 20 72 65 73 75 6c 74 69 6e |ce. The resultin| 00000a60 67 20 6e 75 6d 62 65 72 20 6f 66 20 64 65 61 74 |g number of deat| 00000a70 68 73 20 77 69 6c 6c 20 62 65 20 72 65 70 6f 72 |hs will be repor| 00000a80 74 65 64 20 69 6e 0d 74 68 65 20 73 74 61 74 75 |ted in.the statu| 00000a90 73 20 70 61 6e 65 6c 2c 20 61 6e 64 20 69 66 20 |s panel, and if | 00000aa0 61 20 75 6e 69 74 20 69 73 20 77 69 70 65 64 20 |a unit is wiped | 00000ab0 6f 75 74 2c 20 61 20 67 72 61 76 65 73 74 6f 6e |out, a graveston| 00000ac0 65 20 77 69 6c 6c 20 62 65 20 70 6c 61 63 65 64 |e will be placed| 00000ad0 0d 6f 6e 20 74 68 65 20 6d 61 70 2e 0d 0d 33 2e |.on the map...3.| 00000ae0 34 20 41 72 63 68 65 72 79 0d 49 66 20 75 6e 69 |4 Archery.If uni| 00000af0 74 73 20 37 2c 38 20 6f 72 20 39 20 61 72 65 20 |ts 7,8 or 9 are | 00000b00 6e 6f 74 20 69 6e 20 61 20 63 6f 6d 62 61 74 20 |not in a combat | 00000b10 70 6f 73 69 74 69 6f 6e 2c 20 20 20 20 20 20 20 |position, | 00000b20 20 20 20 20 31 0d 62 75 74 20 61 72 65 20 32 20 | 1.but are 2 | 00000b30 73 71 75 61 72 65 73 20 28 6f 72 20 31 20 64 69 |squares (or 1 di| 00000b40 61 67 6f 6e 61 6c 20 73 71 75 61 72 65 29 20 66 |agonal square) f| 00000b50 72 6f 6d 20 20 20 20 20 20 20 20 20 20 20 32 20 |rom 2 | 00000b60 20 20 33 0d 61 6e 20 65 6e 65 6d 79 20 75 6e 69 | 3.an enemy uni| 00000b70 74 2c 20 74 68 65 79 20 6d 61 79 20 65 6c 65 63 |t, they may elec| 00000b80 74 20 74 6f 20 66 69 72 65 20 61 72 72 6f 77 73 |t to fire arrows| 00000b90 20 61 74 20 20 20 20 20 20 20 34 20 20 20 2a 20 | at 4 * | 00000ba0 20 20 35 0d 74 68 61 74 20 75 6e 69 74 20 62 79 | 5.that unit by| 00000bb0 20 70 72 65 73 73 69 6e 67 20 61 20 6e 75 6d 62 | pressing a numb| 00000bc0 65 72 20 6b 65 79 20 61 73 20 73 68 6f 77 6e 20 |er key as shown | 00000bd0 6f 6e 20 20 20 20 20 20 20 20 20 20 36 20 20 20 |on 6 | 00000be0 37 0d 74 68 65 20 72 69 67 68 74 20 28 77 68 65 |7.the right (whe| 00000bf0 72 65 20 2a 20 69 73 20 74 68 65 20 66 69 72 69 |re * is the firi| 00000c00 6e 67 20 75 6e 69 74 29 2e 20 41 72 63 68 65 72 |ng unit). Archer| 00000c10 79 20 20 20 20 20 20 20 20 20 20 20 38 0d 69 73 |y 8.is| 00000c20 20 74 68 65 6e 20 63 6f 6e 64 75 63 74 65 64 20 | then conducted | 00000c30 6d 75 63 68 20 61 73 20 6e 6f 72 6d 61 6c 20 66 |much as normal f| 00000c40 69 67 68 74 69 6e 67 2e 0d 54 68 65 20 66 69 72 |ighting..The fir| 00000c50 69 6e 67 20 75 6e 69 74 20 69 73 20 73 75 70 65 |ing unit is supe| 00000c60 72 69 6d 70 6f 73 65 64 20 77 69 74 68 20 61 20 |rimposed with a | 00000c70 73 69 67 68 74 73 0d 73 79 6d 62 6f 6c 20 74 6f |sights.symbol to| 00000c80 20 6d 61 6b 65 20 70 6c 61 79 20 65 61 73 69 65 | make play easie| 00000c90 72 2e 0d 0d 34 2e 31 20 54 68 65 20 52 69 76 65 |r...4.1 The Rive| 00000ca0 72 0d 54 68 65 20 72 69 76 65 72 20 28 6f 70 74 |r.The river (opt| 00000cb0 69 6f 6e 20 35 29 20 66 6c 6f 77 73 20 65 61 73 |ion 5) flows eas| 00000cc0 74 2f 77 65 73 74 20 74 68 72 6f 75 67 68 20 74 |t/west through t| 00000cd0 68 65 20 53 74 6f 72 6d 6c 61 6e 64 73 2e 20 49 |he Stormlands. I| 00000ce0 74 20 69 73 20 76 65 72 79 0d 66 61 73 74 20 66 |t is very.fast f| 00000cf0 6c 6f 77 69 6e 67 2c 20 73 6f 20 63 61 6e 6e 6f |lowing, so canno| 00000d00 74 20 62 65 20 63 72 6f 73 73 65 64 20 65 78 63 |t be crossed exc| 00000d10 65 70 74 20 61 74 20 74 68 65 20 70 6f 69 6e 74 |ept at the point| 00000d20 73 20 76 69 73 69 62 6c 65 20 6f 6e 20 74 68 65 |s visible on the| 00000d30 0d 6d 61 70 2e 0d 0d 34 2e 32 20 41 72 6d 79 20 |.map...4.2 Army | 00000d40 53 63 6f 72 65 73 0d 54 68 65 20 73 63 6f 72 65 |Scores.The score| 00000d50 73 20 67 69 76 65 6e 20 69 6e 20 74 68 65 20 73 |s given in the s| 00000d60 74 61 74 75 73 20 61 72 65 61 20 72 65 66 6c 65 |tatus area refle| 00000d70 63 74 20 74 68 65 69 72 20 72 65 6c 61 74 69 76 |ct their relativ| 00000d80 65 20 73 6b 69 6c 6c 20 69 6e 20 65 61 63 68 0d |e skill in each.| 00000d90 6f 66 20 74 68 65 20 63 68 61 72 61 63 74 65 72 |of the character| 00000da0 69 73 74 69 63 73 2e 20 49 6e 20 65 61 63 68 20 |istics. In each | 00000db0 63 61 73 65 2c 20 36 20 69 73 20 74 68 65 20 77 |case, 6 is the w| 00000dc0 6f 72 73 74 2c 20 33 20 62 65 69 6e 67 20 74 68 |orst, 3 being th| 00000dd0 65 20 62 65 73 74 2e 0d 46 6f 72 20 74 68 65 20 |e best..For the | 00000de0 74 72 69 76 69 61 20 62 75 66 66 73 2c 20 61 73 |trivia buffs, as| 00000df0 73 75 6d 65 20 74 68 65 20 65 6c 76 65 73 20 77 |sume the elves w| 00000e00 65 61 72 20 6c 65 61 74 68 65 72 20 61 72 6d 6f |ear leather armo| 00000e10 75 72 2c 20 74 68 65 20 6f 72 63 73 20 61 6e 64 |ur, the orcs and| 00000e20 0d 67 6f 62 6c 69 6e 73 20 77 65 61 72 20 63 68 |.goblins wear ch| 00000e30 61 69 6e 6d 61 69 6c 2c 20 61 6e 64 20 74 68 65 |ainmail, and the| 00000e40 20 68 75 6d 61 6e 73 20 77 65 61 72 20 70 6c 61 | humans wear pla| 00000e50 74 65 20 61 72 6d 6f 75 72 2e 0d 0d 35 2e 31 20 |te armour...5.1 | 00000e60 54 61 63 74 69 63 73 0d 49 6e 20 74 68 65 20 74 |Tactics.In the t| 00000e70 65 73 74 20 67 61 6d 65 73 20 70 6c 61 79 65 64 |est games played| 00000e80 20 64 75 72 69 6e 67 20 64 65 76 65 6c 6f 70 6d | during developm| 00000e90 65 6e 74 2c 20 69 74 20 62 65 63 61 6d 65 20 63 |ent, it became c| 00000ea0 6c 65 61 72 20 74 68 61 74 20 74 68 65 0d 74 61 |lear that the.ta| 00000eb0 63 74 69 63 73 20 75 73 65 64 20 62 79 20 65 61 |ctics used by ea| 00000ec0 63 68 20 70 6c 61 79 65 72 20 77 65 72 65 20 6f |ch player were o| 00000ed0 66 74 65 72 20 6d 6f 72 65 20 69 6d 70 6f 72 74 |fter more import| 00000ee0 61 6e 74 20 74 68 65 6e 20 74 68 65 20 61 72 6d |ant then the arm| 00000ef0 69 65 73 27 0d 63 68 61 72 61 63 74 65 72 69 73 |ies'.characteris| 00000f00 74 69 63 73 2e 20 54 68 65 20 65 6c 76 65 6e 20 |tics. The elven | 00000f10 61 72 6d 79 2c 20 64 75 65 20 74 6f 20 74 68 65 |army, due to the| 00000f20 69 72 20 61 72 6d 6f 75 72 2c 20 74 65 6e 64 20 |ir armour, tend | 00000f30 74 6f 20 64 69 65 20 71 75 69 63 6b 6c 79 0d 69 |to die quickly.i| 00000f40 6e 20 63 6f 6d 62 61 74 2c 20 62 75 74 20 74 65 |n combat, but te| 00000f50 6e 64 65 64 20 74 6f 20 73 75 72 72 6f 75 6e 64 |nded to surround| 00000f60 20 74 68 65 20 65 6e 65 6d 79 20 61 6e 64 20 6c | the enemy and l| 00000f70 65 74 20 74 68 65 20 61 72 63 68 65 72 73 20 75 |et the archers u| 00000f80 73 65 20 74 68 65 69 72 0d 62 6f 77 73 2e 20 54 |se their.bows. T| 00000f90 68 65 20 68 75 6d 61 6e 73 2c 20 74 68 65 20 62 |he humans, the b| 00000fa0 65 73 74 20 69 6e 20 63 6f 6d 62 61 74 2c 20 74 |est in combat, t| 00000fb0 72 61 70 70 65 64 20 74 68 65 20 65 6e 65 6d 79 |rapped the enemy| 00000fc0 20 61 6e 64 20 63 75 74 20 74 68 65 6d 20 64 6f | and cut them do| 00000fd0 77 6e 2e 0d 54 68 65 20 67 6f 62 6c 69 6e 73 20 |wn..The goblins | 00000fe0 75 73 75 61 6c 6c 79 20 77 65 6e 74 20 69 6e 74 |usually went int| 00000ff0 6f 20 74 68 65 20 66 72 61 79 2c 20 63 6f 75 6e |o the fray, coun| 00001000 74 69 6e 67 20 6f 6e 20 74 68 65 69 72 20 6e 75 |ting on their nu| 00001010 6d 62 65 72 73 20 74 6f 20 77 69 6e 2e 0d 54 68 |mbers to win..Th| 00001020 65 20 6f 72 63 73 20 72 65 6c 69 65 64 20 6f 6e |e orcs relied on| 00001030 20 6f 75 74 20 6d 61 6e 6f 75 76 65 72 69 6e 67 | out manouvering| 00001040 20 74 68 65 20 65 6e 65 6d 79 20 74 6f 20 64 65 | the enemy to de| 00001050 66 65 61 74 20 74 68 65 6d 2e 20 42 65 61 72 20 |feat them. Bear | 00001060 69 6e 20 6d 69 6e 64 2c 0d 65 6e 65 6d 79 20 61 |in mind,.enemy a| 00001070 72 6d 69 65 73 20 63 61 6e 20 62 65 20 62 61 63 |rmies can be bac| 00001080 6b 65 64 20 75 70 20 61 67 61 69 6e 73 74 20 74 |ked up against t| 00001090 68 65 20 72 69 76 65 72 20 61 6e 64 20 74 72 61 |he river and tra| 000010a0 70 70 65 64 2c 20 61 6e 64 20 61 6e 20 61 72 6d |pped, and an arm| 000010b0 79 0d 62 6c 6f 63 6b 20 6f 6e 20 61 6c 6c 20 34 |y.block on all 4| 000010c0 20 73 69 64 65 73 20 63 61 6e 27 74 20 6d 6f 76 | sides can't mov| 000010d0 65 20 61 77 61 79 21 0d 0d 36 2e 31 20 41 20 4e |e away!..6.1 A N| 000010e0 6f 74 65 20 6f 6e 20 44 65 73 69 67 6e 0d 43 6f |ote on Design.Co| 000010f0 6d 62 61 74 20 5a 6f 6e 65 20 31 20 77 61 73 20 |mbat Zone 1 was | 00001100 77 72 69 74 74 65 6e 20 61 66 74 65 72 20 76 69 |written after vi| 00001110 73 69 74 69 6e 67 20 61 20 66 72 69 65 6e 64 20 |siting a friend | 00001120 77 68 6f 20 6f 77 6e 73 20 61 20 74 65 6c 65 74 |who owns a telet| 00001130 65 78 74 0d 61 64 61 70 74 6f 72 2c 20 61 6e 64 |ext.adaptor, and| 00001140 20 77 61 73 20 70 6c 61 79 69 6e 67 20 20 22 53 | was playing "S| 00001150 61 6c 65 6d 61 6e 63 61 22 20 61 6e 64 20 22 54 |alemanca" and "T| 00001160 6f 62 72 75 6b 22 2e 20 48 65 20 6c 69 6b 65 64 |obruk". He liked| 00001170 20 74 68 65 20 67 61 6d 65 73 2c 0d 62 75 74 20 | the games,.but | 00001180 77 61 6e 74 65 64 20 73 6f 6d 65 74 68 69 6e 67 |wanted something| 00001190 20 20 6d 75 6c 74 69 2d 70 6c 61 79 65 72 2e 20 | multi-player. | 000011a0 54 68 61 74 20 65 76 65 6e 69 6e 67 20 49 20 73 |That evening I s| 000011b0 74 61 72 74 65 64 20 77 6f 72 6b 2e 2e 2e 2e 2e |tarted work.....| 000011c0 2e 0d 0d 36 2e 32 20 41 6e 64 20 46 69 6e 61 6c |...6.2 And Final| 000011d0 6c 79 0d 42 61 74 74 6c 65 20 6f 66 20 74 68 65 |ly.Battle of the| 000011e0 20 53 74 6f 72 6d 6c 61 6e 64 73 20 69 73 20 64 | Stormlands is d| 000011f0 65 64 69 63 61 74 65 64 20 74 6f 20 53 69 6d 6f |edicated to Simo| 00001200 6e 20 27 46 72 61 67 67 6c 65 27 20 43 72 61 67 |n 'Fraggle' Crag| 00001210 2e 20 41 6e 64 20 74 68 61 6e 6b 73 0d 74 6f 20 |. And thanks.to | 00001220 74 68 65 20 52 2e 4f 2e 4d 2e 20 67 61 6e 67 20 |the R.O.M. gang | 00001230 66 6f 72 20 74 68 65 69 72 20 61 64 76 69 63 65 |for their advice| 00001240 20 28 77 68 69 63 68 20 49 20 69 67 6e 6f 72 65 | (which I ignore| 00001250 64 21 29 2e 0d |d!)..| 00001255