ZX Review #3-4
22 июля 1997
  Игры  

Expert Tips - Stonkers.

<b>Expert Tips</b> - Stonkers.
       EXPERT ADVICE



           STONKERS

      (C) IMAGINE, 1983.

Expert: Komandin Ilya
Kaluga.


     STONKERS - Strategic
game, a representative of the genre REAL
TIME STRATEGY. This program relates to the direction of 
strategic games, in which the central role played by proper 
supply of troops. Although the game is not makes a strong 
impression She still has some nice hand: a small amount

forces, ease of control, intense battles and the possibility of
complete the game in a short time
(15-20 minutes). All the same its shortcomings have a very 
simple explanation - look at the date. 


             GAME.


     After downloading the program and
various CREDIT'ov you get into the menu where you can choose 
the control and the level complexity. This is done several 
extravagantly: a special window in turn offers various types of 
leave management, and you'll have the necessary time to press 
any key. Same thing with the level of complexity.


     After any necessary adjustments to start the game itself.


            Screen.


     The game screen is divided into
five parts. Middle-upper
located the main playing field. At the moment there is a 
large-scale map of the area. Your parts are marked for It 
attributes high brightness. Initially, all your troops are 
concentrated in two dark areas on the right side

maps, the same forces of the enemy - by
similar sites in the left
part. For large-scale map you move the cursor in the form
rectangle consisting of
diagonal lines. Clicking on the
press "fire", you will get in
small-scale map. Here
You get the cursor in the form
cross. In this mode maps
You will finally be able to see
their own and enemy forces, as well as give orders to their 
units (But more on that later). To get back to large-scale map, 
press the "fire", not moving cursor on any of the

its parts.

     On either side of the main playing field are two windows,
which shows all you have left and the enemy forces
(Right - you have left - the enemy).

     Below is a message box informing you constantly
about the game (on messages I
will elaborate in the late
description). The entire bottom half
the screen is a window to display information about the selected
part.


       Command and control.


     Point to one of
their parts (in the small-scale
map) and pressing "fire", you will see the following:

 1. Branch (eg, SUPPLY
UNIT or ARMOURED DIVISION).
 2. Stocks security (SUPPLY
STRENGTH).
 3. Fighting force (COMBAT
STRENGTH).
 4.Skorost movement (MOBILITY).
 5. State of (for example,
ENGAGING ENEMY or UNDER ATTACK).


     Now the details:

     1. In the game there are four
kinds of troops, three of them fighting and
a supply:


  INFANTRY DIVISION - infantry.

  ARTILLERY DIVISION - artillery
  theory.

  ARMOURED DIVISION - tanks.

  SUPPLY UNIT - trucks with

  supply.


     2. The main indicator of
game. It can vary from
0 to 99. The refractive
constantly decreasing. When it
becomes less than 15, the division
begins to decline fighting force.
If it reaches 0 division
will be destroyed. Restock software you can use the supply 
truck. 

     3. An analog CONSTITUTION in tactical games. With enough 
security, it increases, but can not be more 50.


     4. Can vary from GOOD
to LOW. Depends on the quality
supply, terrain, and how
a lot of moving parts.

     5. Part may be in
the following conditions:


  AWAITING ORDERS - part of the absolute
  absolutely does nothing and waits

  Your orders.

  ENGAGING ENEMY - combat divi
  Zia attacking the enemy.

  UNDER ATTACK - per division on
  fallen enemies.

  UNIT DESTROYED - part of the annihilation
  wife.


     The inscription is missing - part of
moves according to ordered it.

     So, when you hover
cursor on one of its parts and
press "fire", you will be able to give this part of the order 
(the mouse cursor at the same time change). Order is given 
trivially simple - move the cursor to the desired

place and once again press
"Fire". Part of the starts moving and
will not stop until until
not reach specified milestone.
Near a given point of the pull a little back and forth,
but in the end stop
where necessary. On the way to part
may happen:

     - A collision with the enemy.
Often when this changes color and begins to rapidly lose COMBAT
STRENGTH. Consumed Division
turns into a skull, from which you can always look at, but to 
control that you can not. Part supply in a collision with

the enemy is destroyed instantly.

     - Truck Collision
supplies with your own
combat division. Truck with
it disappears and gives its full
reserve to ensure the combat mix. If, instead of
disappear, truck bounces
ago, it means that stocks
provide for the division, and so
very well.

     - Contact of the water -
instantaneous destruction.

     From time to time to the site
the initial landing of infantry
suitable supply ship.
The number of available
You are in the presence of trucks sent to four (and, no
no difference how many there were before: all four or any
one). The most interesting thing here
that while the ship is not retired,
stocks supplies you have are endless. That is, once you
using one of the trucks
to replenish the combat part of
ship immediately appear new.
This can be beneficial to use.


           STRATEGY.


     The most winning strategy, in my opinion, is
Next: Build your fighting
part of the horizontal line
near the landing of supplies and
abundantly replenish stocks of software, using the above 
"focus". After 7-8 minutes to You begin to approach the first 
enemy compound. Using the fact that they attack with a few 
interruptions by one, You can quietly cracking down on them, 
attacking each division opponent to two or three own. When a 
short but fierce battle is over, you will discover that the 
enemy destroyed all or almost all connection, and you have - 
just 2-4. Often remain intact two

enemy units, but you
No one else is attacked. In this
case to see what's going on
you in the rear - with a great deal
probability can be predicted
that's where you are and find
stray enemy troops.
Destroy them fast tank
stroke and can shake the very
his hand and congratulated on his victory.


          COMMUNICATIONS.


     Well, that time has come to tell you about messages that 
appear in the info window for during the game. Below I will 
give all (Or nearly all) messages

brief explanations.


     SHIP IN ROUTE WITH SUPPLIES

     - Ship with software

     sent to the site dropped
     ki (in general, follow the ne
     displacements and rotations of your
     zheskom ship is better to
     th to the large-scale car
     those - there they are shown in

     the form of points.

     SHIP DOCKED AND UNLOADING -

     the ship docked and

     unloaded.

     NEW SUPPLIES READY FOR

     TRANSIT - made you
     fishpond truck supplies.

     SUPPLY SHIP SETTING SAIL -

     ship with software from
     walks on the beach.

     COMBAT DIVISION RESUPPLIED

     - Replenishment ensure
     radiation of one of your divi
     studied.

     DIVISION REQUEST RESUPPLY -

     combat division required

     supply.

     LOW SUPPLY LEVEL REPORTED -

     the division is very low UB
     Wen Software (less than

     10).

     UNIT DISBANDED (NO SUPPLI
     ES) - part of the disbanded

     because of poor supply.

     ENEMY ARMOUR ON THE MOVE -

     observed the movement of rotation
     ship we tanks.

     ENEMY ARTILLERY ON THE MOVE

     - Observed movement

     enemy artillery.

     ENEMY INFANTRY ON THE MOVE

     - Observed movement

     enemy infantry.

     ENEMY SUPPLY UNIT ON THE

     MOVE - move trucks

     supplies of the enemy.

     COMBAT DIVISION UNDER

     ATTACK - on your combat

     part of the enemies attacked.

     COMBAT DIVISION ENGAGING

     ENEMY - Fighting Division Date
     forges the enemy.

     COMBAT DIVISION HAS

     RETREATED - Your Division

     receded.

     ENEMY DIVISION IS

     RETREATING - Enemy di
     vision retreats.

     DIVISION DESTROYED IN

     COMBAT - Your warhead

     destroyed in battle.

     ENEMY DIVISION DESTROYED -

     enemy units destroyed.

     SUPPLY UNIT CAPTURED - y

     You captured the truck

     supply.

     ENEMY UNIT HAS BEEN RESUP
     PLIED - restock

     provide a more hostile
     Eva Division.

     UNIT LOST UNDER WATER -

     some died, hitting into the water.

     YOU'VE STONKED FOR ... N

     MINUTES - uninformative

     certificate showing

     How many minutes have passed on from
     We first game.


     Well, that's all. Hopefully, this
the game will give you at least a few pleasant hours.


            *







Other articles:

TR-DOS for beginners - Part 1.

Authoring - General Sound - Multimedia for the ZX Spectrum!

Business Card - Introducing the new electronic journal "Major Wares" (c) Codebusters & VMG

Computer novella - Knight Lore "legends of chivalry times."

New Programs - I. Roshchin. HELP_Z80. Davydov. Catalog's Base v1.8.

description of the shell of the journal "ZX-REVIEW"

Crossing Dragon - Aavlon, Castle of Dreams, Erik the Viking.

Crossing Dragon - Eureka!, Eye of Bain, Kentilla.

Crossing - Sherlock, Apollo, Shadows of Mordor, Rigels Revenge, Temple of Terror, ID, That's the Spirit, Return to Ithaka.

Retro - Dzh.Hardman, E. Hyuzon. Top 40 procedures.

Expert Tips - Castle Master.

Expert Tips - Firelord.

Expert Tips - Stonkers.

Forum Games - Insult Megademo, Catch 23, Livingstone, Rock Star ate my Hampster, UFO-2: Devils of the Abyss, Terminator 2, Venturama, The Spririts, Nipper, Sweewo'S World, King's Bounti -2, Hacker 2, Black Magic, Satcom, Star Heritage.

Forum - A. Gura. Code programmer.

Forum - A. Strelnikov. Prospects of development of ZX Spectrum.

Forum - Davydov. According to materials published in the ZX-REVIEW: Some issues related to autostart BASIC programs. Redefine Keys. How to print 42 characters per line. The procedure of multiplication HL = B * C. Refinement cloning downloaders. Mini-driver disk.

Forum - With 'Light'. Music processor ZX-Speccy.

Forum - Dmitry Fyodorov: Print images with a mask with pixel precision. Algorithm for calculating the address coordinates to within a pixel.

Forum - I. Roshchin. Sharing ZX ASM 3.0 and STS 5.1.

Forum - M. Bekarev. The calculation of the address display area of familiarity, and vice versa.

Forum - VP Fedin. Refinement Profi for conflict-free peripheral connectivity.

Forum - S. Astrov. Pseudorandom number generator.

reader-reader - V. Sirotkin. Protection program (look at the problem).

reader-reader - I. Roshchin. Display driver for the computer, "Pentagon-128.

Studies - A. Savinov: The procedure for displaying a double-height characters. Procedure "dissolution" of characters.

Studies - A. Urzha. The procedure for drawing a circle.

Studies - V. Sirotkin. Program checksum.

Studies - E. Volchkov. Improvement routines address calculation system on display file.

Studies - E. Frost. Running line.

Studies - I. Komandin. The program display screen.

Studies - I. Roshchin. Two graphic effect.

Studies - M. Lazutov: The modernization program font. Program encode / decode block codes. The effect of the attributes.

Studies - O. Smolyankin: Procedures for cleaning the screen. Output of text messages on the screen.


Темы: Игры, Программное обеспечение, Пресса, Аппаратное обеспечение, Сеть, Демосцена, Люди, Программирование

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