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Tank Fight by Chromance

Tank Fight CHROMANCE - PPRESENTS AS OLDIE SMAL - 'TANNK FIGHT' ALIAS 'PANZE - (C)1985 64'ER SONDERH - - I - - - - - - - - - - =83.)% /XUQNLIGECBA - =72-)$ /XTQNKIFECBA - ]P-INTRO NTSC FIX BY MIDFIT- X - CHROMANCE PRESENTS AS OLDIE SMALLIE: 'TANK FIGHT' ALIAS 'PANZERKAMPF' (C)1985 64'ER SONDERHEFT - INTRO BY ATOMICRO/FIX:MIDFIT! - TANK FIGHT - PANZERKAMPF! MANUAL TRANSLATED & ADDED, A LOOT OF CRAP REMOVED AND ONE-FILED. ORIGINAL SUPPLY BY TU MUNICH. THIS IS JUST A FILL UP TO WASTE MY TIME THE GOOD GUYS... JAZZCAT, LION, HOK, MASON, CACTUS, MICHAEL PLATE, PHOENIX PIRATES.EMUCAMP.COM - ATATA ATA ATA ATATA ATA ATATATA - - R - - - ( - ONDERHEFT - GAME WHERE EVERYTHING DEPENDS ON SKILLAND QUICKNESS. - RICK OUT YOUR ENEMY BUT DON'T BECOME NERVOUS YET. [ - =] TURN PAGES - [ - IGHT - A GAME FOR TWO - ANZERKAMPF - IS A GAME WHERE EVERYTHING DEPENDS ON SKILLAND QUICKNESS. - RICK OUT YOUR ENEMY BUT DON'T BECOME NERVOUS YET. - ATCH OUT FOR INTRUDERS: KEEP YOUR BACK FREE. - - OR THE PRESENT SOME GAME INSTRUCTIONS- 1. - HE GAME MAP - HE GAME MAP CONSISTS OF A GRID OF WALLS. - HE ONE OPPONENT'S BASE IS ON THE TOP LEFT, THE OTHER ONE'S ON THE BOTTOM RIGHT. 2. - HE DISPLAY - T THE DISPLAY YOU CAN READ THE FOLLOWING FOR GREEN (RIGHT) AND BLUE (LEFT): A) - UEL, 2000 LITRES AT THE START B) - OMBS, 40 UNITS AT THE START C) - OMBS, A CROSS AFTER ' - ' INDICATES TEMPORARY INABILITY FOR SHOOTING. D) - OLLISION SHOWS THE CONDITION OF THE TANK'S TRACKS. 100% AT THE START. E) - CORE F) - ANKS, NUMBER OF NOT YET BOMB WRECKED TANKS (PANZER) 3. - ONTROLLING THE TANKS - HE TANK CAN DRIVE FORWARDS AND BACK- WARDS BY MOVING THE JOYSTICK INTO THE CORRESPONDING DIRECTION. - T IS TURNED BY A SHORT IMPULSE INTO THE DIRECTION YOU WANT TO TURN TO AND WAITING TILL THE TANK HAS TURNED. - F YOU DECIDE DURING TURNING TO CONTINUE DRIVING INTO THE OLD DIRECTION YOU MAY CORRECT YOUR ORIGINAL INTENTION AGAIN BY A LONGER IMPULSE INTO THE OLD DIRECTION. - HIS SOUNDS MORE COMPLICATED THAN IT REALLY IS. 4. - HOTS - OU CAN ONLY FIRE ONE SHOT AT A TIME. - WALL IS DESTROYED IF IT IS HIT BY A FIRED BOMB. - T ANY RATE YOU MAY NOT BE TOO CLOSE TO THE WALL BECAUSE ELSE THE SHOT COULD FLY OVER IT (THE BARREL DOESN'T ALLOW TO BE ADJUSTED THAT LOW) - OOD' APPROPRIATE SCORE IS GIVEN (SEE BELOW). - HE SAME GOES FOR THE ' - VERGOOD' (SEE BELOW). - URING FIRING A BOMB THE BOMBS PARTITION IS OPENED, A BOMB IS TAKEN OUT, THE PARTITION IS CLOSED AND THE BOMB IS PUT INTO THE BARREL AND FIRED OFF. - F YOU PRESS FIRE BUTTON DURING THE TANK IS TURNING THE BOMBS PARTITION IS OPENED AND BOMBS 'RATTLE' OUT. 5. - HE WALLS - OU CAN ALSO GET OVER WALLS WITHOUT SHOOTING BY GIVING ONLY SHORT JOYSTICK IMPULSES INTO THE DESIRED DIRECTION. - UT THEN THE COLLISION DISPLAY COUNTS DOWNWARDS AND IF - = 0% YOU LOSE A TANK. 6. - OOD - OOD ARE EXTRANEOUS AGGRESSORS WHICH APPEAR NEXT TO BOTH BASES. - HEY PARTLY MOVE FREELY AND PARTLY THEY MOVE CONTINGENTLY ON THE GRID. - OU MAY SHOOT THE - OOD BUT BE CAREFUL! - HEN HIT THEY DO A FINAL DEATH JUMP AND YET COULD KILL YOU. - ONTACT WITH THE - OOD IS DEADLY TOO. 7. - VERGOOD - FTER SOME TIME THE - VERGOOD NOW AND THEN UNMOTIVATEDLY TURNS UP, MOST LIKELY IN THE SECOND TRACK FROM ABOVE. - E IS DIFFICULT TO HIT, BUT IF YOU HIT HIM HE'S HARMLESS. - E EXPLODES WITH LOUD NOISE. 8. - EFUELLING - F YOU RUN SHORT ON ROUNDS, DON'T HAVE NO FUEL ANYMORE OR THE TRACKS ARE RUINED YOU CAN GET SUPPLY IN YOUR BASE. - HEREFORE YOU VERTICALLY DRIVE BACKWARDS TO YOUR BASE, REFUELLING PROCESS STARTS. - HEN ONLY 500 TO 600 LITRES FUEL ARE REMAINING LIFE BECOMES DANGEROUS. - LSO YOU SHOULD NOT WAIT UNTIL THE LAST BOMB IF YOU HAVE TO REFUEL SINCE YOU WILL BE HELPLESS ON YOUR COURSE BACK TO THE BASE. 9. - CORE - VERGOOD = 1200 - OOD = DEPENDS ON THE LENGTH OF THEIR DEATH JUMP - WALL = 13 - HE ENEMY = 1000 - ACH OF YOUR OWN TANKS SURVIVING IN THE END = 1000 10. - IM OF THE GAME - HE AIM OF THE GAME IS TO DESTROY THE ENEMY BASE. - HIS IS ACHIEVED BY BOMBING ALL ENEMY TANKS. - FTER THAT INTERPRETATION FOLLOWS. 11. - ENERAL CONTROL - OAD THE GAME WITH - ",8 AND START WITH - EMAINING FILES ARE LOADED FROM DISK AND IT STARTS AUTOMATICALLY. - T THE BEGINNING YOU CAN WEAKEN ONE OPPONENT USING THE JOYSTICK (IF TWO DIFFERENTLY STRONG PLAYERS PARTICIPATE) BY REDUCING THE AMOUNT OF TANKS DOWN TO THREE. - OREOVER THE DIFFICULTY LEVEL CAN BE ADJUSTED TO THREE GRADES. - OU CAN ALWAYS RETURN TO THE START MENU WITH THE ' - ' KEY. - F COURSE YOU NEED TWO JOYSTICKS TO PLAY. 12. - ACTICS - T IS IMPORTANT TO NEVER HAVE THE ENEMY IN THE BACK BUT AT MOST LATERALLY. - S IT TAKES SOME TIME UNTIL THE TANK HAS REACHED HIS NEW POSITION DURING TURNING THIS IS ESPECIALLY DANGEROUS. - F AN ENTIRE PASSAGE IS FREE YOU CAN SEDUCE THE ENEMY TO FIRE INTO THIS PASSAGE. - HILE THE FLIGHT OF HIS BOMB YOU HAVE FREE PLAY. - OOKIES SHOULD CONTROL THE JOYSTICK IN A COOL WAY, NOT HECTICALLY. - VEN IF IT IS DIFFICULT IN THE BEGINNING: - F YOU CAN DRIVE THE TANK BY TIME IT TRULY STARTS TO BE FUN. - NE MORE ADDENDUM TO THE TOPIC REFUELLING: - Y NO MEANS YOU MAY TURN DURING REFUELLING ELSE YOU WILL SKID INTO THE PIT WHICH LIES BEFORE THE BASE AND YOU WILL BE HELPLESS FOR A LONGER TIME (YOU GET OUT AGAIN BY 'STEPPING ON THE GAS' INTO ONE DIRECTION, A GOOD CHANCE FOR YOUR OPPONENT...). - - ROGRAM ON DISK ONLY - - URELY YOU WERE SURPRISED THAT IT CONTINUES WITH THE GAME ' - IGHT' IS MISSING. - UT IT WAS NEITHER FORGOTTEN NOR BAD PURPOSE. - OWEVER 14 PAGES (!) OF LISTINGWERE SIMPLY TOO MUCH. - F YOU LEAF THROUGH THE MAGAZINE OR READ THE FORE- WORD YOU WILL RECOGNIZE THAT THERE ARE MORE PROGRAMMS WHICH COULD NOT HAVE BEENPRINTED IN THE MAGAZINE. - HE PROGRAMMS ARE ON THE TWO DISKS ACCOMPANIED TO THE MAG, EACH OF THEM IS RECORDED TWO SIDES. - IGHT IS STARTED BY ENTERING - ",8 AND START WITH - AVE FUN AND CALM HANDS. ( - LINGE) - - R -