Toasted Terra V 1.1 (C)1993 Tony Garton victim@eskimo.com This program is being distributed as SHAREWARE. If you use this program regularly you are required to register. Registration is $5.00 US dollars. $10 will get you a cassette or PDD2 disk, plus this manual reduced to fit in a disk box or cassette case. I don't have access to a DVI or PDD1. If you have either of these you will need to order a cassette and save the program to disk. Send registration fees and other inquiries to: Anthony Garton 4700 176th St SW #A-315 Lynnwood, WA 98037 victim@eskimo.com voice:206-742-3622 INTRODUCTION: This program is based on a PC game produced by Wendell Hicken. When I first played his 'Scorched Earth' I instantly fell in love with the game. I had played many artillery games in the past and this one took the concept to the limit. There was just one problem: It needed a VGA monitor, and I didn't have one. I'm not that good with PC's (although I am now converting this program to GWBASIC so any PC can run it.) So I decided to try and see how close I could get to copying his game on the M100, just so I would be able to play. At first I thought that I was only going to be able to get the basic features of the game to work before I ran out of memory or patience. Six weeks and about two dozen double mochas later, I had this program. It's slow, but almost every feature of Scorched Earth plus a few extras are there. GAME CONCEPT: You and up to four human or CPU tanks are placed on a randomly generated landscape. You then take turns firing artillery shells at each other by specifying what angle and power to launch them at. You earn money for destroying other tanks and for being the last one left alive. You can use this money to buy bigger and better weapons and accessories. There are weapons that are capable of mass destruction and worse. Shields & other defenses are available to keep you alive a LITTLE longer. Some of the accessories can make the game a bit easier (For a price, usually high.) by guiding your weapon to a specific target or triggering the explosion at just the right moment. The computer skill can be set from totally retared to totally unfair. The game is addictive, especially when you play with other people. The Model 100's portability makes this a great party game. SYSTEM REQUIREMENTS: This program will run on a TRS-80 model 100,102 or 200 with 32K. I am not sure if it will be compatible with any other models, but it SHOULD work on an NEC or other model 100 clone. It does not address memory directly and uses no system calls. It should even work on other TRS-80's with level II BASIC and 32k of RAM. INSTALLATION: If you have TOAST.BA on cassette all you have to do is load and go. You will need at least 5K of free RAM after the program is loaded to run it. The program has been saved over and over again on both sides of the tapes supplied by me so you should have no problems loading it. Use 2/3 volume and maximum tone on your tape deck. If you load it from disk you will need to use the FREMEM.BA program that was included on your system utility disk to kill FLOPPY after you load TOAST.BA so you will have enough memory to run it. If you download the TOAST.BA ascii text you can load it into the Model 100 from a PC with a serial cable: Model 100:Kill all ram files, enter BASIC. Type LOAD"COM:68N1E" and hit return. The M100 will appear to do nothing but look hung up. On the PC side just upload the TOAST.BA text as an ASCII upload at 2400 baud. When the PC is done uploading, hit SHIFT-BREAK on the M100. The M100 will report an "I/O error" but that means nothing. The game will be in memory. You can save it to a RAM file and then to tape or disk. You can download the TOAST.BA text directly into your Model 100 if you split the file into two pieces. I am also distributing the TOAST.BA text as TOAST1.DO and TOAST2.DO so it can be directly converted on a Model 100. First, kill all RAM files and load the first text file. Look at it with the editor to make sure that you have CR's as well as line feeds. Some BBS's will corrupt the ends of lines and you will have to enter them yourself with the editor. Go to BASIC and type MERGE"TOAST1.DO". When the program lines are entered into memory, delete the .DO file and load the second piece Do the same with it, and you should have a complete program that you can save to tape or disk. PLAYING THE GAME: First you will be asked for the number of HUMAN players. Note that ZERO is an option here, and you can just watch the computer opponents slug it out for a game demo. Human players will always be assigned the lower player numbers. Next, enter the number of computer players you want to compete with. If there is only one human player and you choose ZERO computer players, you will be in a 'target practice' mode where you can pop off shots without worrying about computer opponents trying to kill you while you learn how to shoot. Next, you will be asked for the names of the human players (if any). There are six different levels of computer IQ. Level 1, Moron, will just fire a shot in the general direction of a randomly selected opponent with their biggest weapon. This can be rather comical unless of course their Nuke lands in your lap. Level 2-5 opponents use a little more discretion in who they fire at and what they use. The higher level CPU opponents will shoot more accurately and buy weapons more wisely than the stupider ones. These computer opponents cannot compensate for high winds that well. The Uncanny. This guy will sit and calculate the most devastating attack possible, often scheming to wipe out EVERYBODY (himself included if that's the only way). Wind is not a problem with this opponent. The level 6 opponent will sometimes take a while to decide what to do, so if you want a quick game don't have too many of these. WALLS: There are nine different types of walls: OPEN: If a shot goes off the sides of the landscape, it will not come back onto the screen unless the wind blows it back. If your weapon has a large enough blast radius part of the blast might come onto the screen when the shot hits. The ceiling is open. WRAPAROUND: Shots going off one side of the landscape will emerge on the other side. Explosions will NOT wrap around, but individual bombs from multiple impact weapons such as MIRV's and Funky Bombs will. The ceiling is open. SOLID: Shots hitting the walls or ceiling will explode. MIRV's, Rollers & other such weapons will NOT arm, just go poof. PADDED: Shots hitting padded walls bounce back with significantly less momentum than they hit with. Each bomb from a multiple impact weapon will also bounce from these walls. The ceiling is padded too. RUBBER: Like padded, but the shot(s) are reflected exactly. SPRINGY: Shots will bounce from these walls with a 'kick', picking up speed after they do. MUTABLE: The walls will change to one of the six basic types each round, and stay that way until somebody has won. ERRATIC: The walls will change to one of the six basic types each SHOT. SPASTIC: The walls are constantly in flux, and you never know what kind of wall it's going to be until a shot hits it. If you are playing with a level 1-5 computer opponent you will want an open ceiling type like OPEN or WRAP, they tend to shoot high with lots of power. Level 6 computer players will use the walls to their advantage just like you should. WIND: You will be asked to enter a maximum wind value. If you are playing against level 1-5 CPU opponents you will want low wind (<25). Wind speed above 100 is not recommended. You can enter 0 here for no wind. WEAPON SUMMARY: BASIC WEAPONS: You fire these and they explode, causing damage to targets caught in the blast. Nuclear weapons cause LOTS of damage. Shells:FREE, but you have to hit your target directly to cause any damage. Mini Missiles: Slightly more damaging than a shell. But not much. Missiles: Probably the smallest weapon worth firing at anyone. Mega Missiles: The best weapon to use against a single target. Fairly large blast radius. You might by able to get two enemies with this if your aim is good. Mini Nuke: A tactical nuclear bomb with a very large blast radius. The base damage is very high, and is a good weapon to use against shielded enemies. Nuke: The most powerfull weapon you can buy (and it 'aint cheap). This bomb can take out almost half the screen. Make sure it lands VERY far away from you. RIOT BOMBS: These are high-tech weapons that will destabilize material with low density, but do nothing to denser materials like steel. In other words, they destroy earth but not tanks. tanks can take damage indirectly from falling into the hole these create, and they can also be used to blast your way out when someone buries you with an earth producing weapon. They are cheaper than regular bombs. Mini Riot Bomb: Same blast as a Mega Missile. Riot Bomb: Makes as big a hole as a Mini Nuke. Mega Riot Bomb: Goes off like a nuke. Tanks without parachutes will fall to their doom. ROLLERS: These bombs don't explode when they hit ground unless it's level. These will roll down hills until they reach a level area or upward slope, then explode like a normal bomb. Mini Roller: Explodes like a missile. Roller: Same blast as a Mega Missile. Mega Roller: A mini nuke on wheels! MIRV-TYPE WEAPONS: These contain many small warheads that can separate and hit multiple targets. You need to purchase the proper fuses for airial separation, otherwise the warheads will all explode in the same area, drilling into the ground. Beehive: Several Mini-Missiles, released in a tight arc. MIRV: Several regular Missiles, with a wider arc than the Beehive. Mega Mirv: Each warhead is a Mega Missile, with a very wide arc. capable of destroying everyone if used properly. Leapfrog: This bomb does NOT require a different fuse to work. When it hits, it will bounce once, hop a short distance, then explode like a mega missile. This will repeat three times, each shell emerging from the point of impact of the previous one. Funky Bomb: A totally unpred- ictable attack that goes off like a fountain, spewing bombs of varying power in all directions from the point of impact. These can even contain Mini Nukes. The Moron CPU opponent's favorite weapon. PLASMA BLAST: This is a high-tech weapon that discharges electromagnetic radiation in a sphere around your tank. This radiation will weaken and destroy the armor of nearby tanks. A counter field is set up inside your own tank to protect you from the effect. A small charge of power is included in the weapon, but batteries will be needed for more power and distance. DIGGERS: When these weapons hit ground they will bore into the earth until they reach a wall or air, then explode. Wind and gravity will not affect these once they start boring into the ground. Mini Digger: Once it emerges from a mountain or hits a wall, it explodes like a Missile. Digger: Blast is equal to a Mega Missile. Mega Digger: This is a Mini Nuke that can bore through the ground, and emerge to exterminate it's prey. SANDHOGS: The best way of describing these would be to say that they are underground MIRV's. You can fuse them to separate in the air or leave them on impact and they will separate when the bomb hits ground. The individual warheads released will core into the earth like diggers, but they will not explode when they hit a wall, instead they will bounce away and continue digging until they hit air. Note that if you trigger the separation in the air, the individual bombs can be affected by gravity, wind, and walls, until they start boring into the earth. Mini Sandhog: Contains several warheads which explode like Missiles when they reach the surface. Sandhog: Same as the Mini Sandhog, but with more warheads and a wider arc. Mega Sandhog: Same number of warheads as a Sandhog, but they explode like Mega Missiles when they reach the surface. Capable of mass destruction. NAPALM: When a canister of napalm hits ground, it will ooze down inclines and fill up holes, cracks, and small valleys. Tanks that are caught in the ooze will not take damage immediately, rather they will catch on fire. After each turn through the firing order, tanks that have been napalmed will take damage according to how much napalm has covered them. This will happen every turn until they die. This is great for taking out players with shields, but it might take a while unless you bury them totally. The only way to put out a napalm fire is to get buried under dirt, so dirt clods can double as fire extinguishers. Napalm: Causes 100 damage for each pixel ('dot' on the display) of napalm covering them Hot Napalm: Triple the damage of Napalm. EARTH PRODUCING WEAPONS: These are high-tech weapons that contain chemical compounds that solidify on contact with air. They will 'explode' like bombs, but instead of causing damage to tanks, they will fill the blast area with dirt. Tanks that have been covered by dirt bombs will show in inverse on the display. If your player number is in inverse, you have been buried and cannot fire without hurting yourself unless you fire a digger, riot bomb, or plasma blast. If a tank that is on fire from napalm is buried, the fire will be extinguished. Dirt Clod: Produces a ball of earth the size of a Mega Missile blast. Dirt Ball: Yields a small mountain. Ton of Dirt: This weapon can cover half the screen in dirt, burying your enemies alive. Liquid Dirt: Instead of bursting like dirt bombs, this is a quick-drying concrete like liquid that will run down hills and fill holes like napalm. Note that tanks covered only one pixel deep will still be able to fire. INFERNO: This weapon releases a tiny but incredibly powerfull blast, that can incinerate the most resilient of shields. Your aim has to be perfect though. This weapon is certain death when used with guidance. ACCESSORIES: You do not need to buy any of the accessories to win the game, but they can certainly help. Shields are a must if you want to survive more than one hit. Parachutes: These will deploy if your tanks falls more than five pixels into a blast crater. Falling can be very deadly at heights over ten pixels. This is a highly recommended defense. BATTERIES: These are tiny high-energy power cells required by some high-tech weapons and accessories. They are expendable, so you will need to stock a constant supply if you use shields or energy weapons. SHIELDS: There are five levels of protection offered here. If you live through a round with your shield still up you will need batteries to recharge it. BALISTIC GUIDANCE: This will launch your weapon at the proper angle and power to hit the selected opponent almost precisely. HOWEVER, this will not compensate for wind, walls, or very tall hills. Make sure you at least have a clear shot. HEAT GUIDANCE: This will zero your weapon in on an opponent when and if it gets close enough to them. VERTICAL GUIDANCE: This will drop your weapon on their head when it gets directly over them. The booster stage included here will even bore into the ground to destroy buried enemies. HORIZONTAL GUIDANCE: This will glide your weapon to the target when it gets a clear line of sight parallel with the horizon. It uses wings instead of boosters, so it can't bore through hills. AUTO GUIDANCE: This sets your weapon up as a cruise missile. It will navigate any terrain or wind to settle right on your opponent's head. HOWEVER, it is a flying weapon and will NOT hit buried enemies. APOGEE FUSE: This will detonate bombs or release multiple warheads when your shot reaches it's highest point ALTITUDE FUSE: This will detonate or release at a preset altitude AFTER your shot has reached apogee. PROXIMITY FUSE: This will detonate or separate your weapon when it gets within the specified range of the specified target. OPTIMUM PROXIMITY FUSE:Same as a proximity fuse except that it will get as close as possible to the target before activating the weapon. MOBILITY: This lets your tank move like a tank should. Otherwise it's just a gun emplacement. Three different speeds are available. This can be used to dig your way out from under dirt if you are covered by five pixels or less. Also, you can't climb inclines over five pixels high. AUTO REPAIR: This is a liquid metal, which when piped through the frame of your tank, will harden and instantly repair armor damage. MONEY & BUYING WEAPONS: Before each round all the players will have the chance to spend their money to buy weapons and accessories. Money that you save until next round gains 30% interest, so you might want to spend cautiously if you are playing more than a few rounds. Hit B at the prompt if you want to shop, or E to exit. Once in the store, use the U and D keys to move up and down through the list of available items. Only the ones that you have enough money to buy are show. Weapons and accessories are sold in prepackaged quantities and you cannot buy them individually. After the price is show how many of that item you already have in your inventory. Hit B if you want to buy the item that is currently shown. The price of that item will then go up by 10%. Hit E to exit to the next player when you are done buying things. After all players have stocked up, the round will begin. Items that no one has bought any of will go down in price by 5%, and keep dropping until somebody buys some. This simulates a market economy, and adds variety to the game. SHIELD ACTIVATION: If you have a shield active or have shields left in your inventory you will be prompted with a shield control screen. If you have no shield active at the time, you will be in SELECT status. You can keep hitting S until you see which shield you want to use, or you can choose none. Hit the space bar when you are done, and if you selected a shield you will be put in active status with a fully charged shield. Hit the space bar again to go on with the game. If you still have a shield up, the display will show ACTIVE and list the type of shield and the charge remaining. MAX will appear after the charge remaining if your shield is at full power. If you have less than full power, you can hit C and add 100 to the charge, expending one battery. Repeat this until your shield is up to the desired level or you are out of batteries. If you hit S with a shield ACTIVE, it will be taken down and LOST. You will then return to select status. This will allow you to take down a weakened shield and put up a new one if you have no batteries to charge it. FIRING WEAPONS: When your turn comes up your tank will be shown by both your player number and a flashing pixel. If your tank is buried under dirt your player number will be show in inverse. If that is the case, be carefull what you fire, you can easily kill yourself. Wind is indicated by W:. Negative wind means it's blowing to the left. hit W to cycle through your weapon inventory untill the weapon comes up that you want to fire. Hit L to point your turret left or R to point right. U will increase your firing angle and D will decrease it. The shot power is controlled using the P ; [ and ' keys. If you have guidance available, you can hit G to cycle through the available guidance systems. Hit F to change fuses if you have any in your stock. When you have finished setting up your shot, hit the space bar. If you have not selected any guidance or fuse options, your shot will then be fired. GUIDANCE: If you are using guidance you will be required to select a target for it to track. Hit T to choose a target, then hit space when done. Auto and Balistic guidance systems do not require valid directions, angle or power. Heat, Vertical, and Horizontal guidance activate during the flight of a fired shot, so you will need to set your gun appropriately. FUSES: Apogee fuses work automatically. Altitude fuses will ask your for the altitude to detonate at after apogee is reached. Use U and D to change the altitude. Hit space when done. Proximity and Optimum Proximity fuses will require a minimum proximity and a target. Use T to change your target. Use U and D to change the proximity. Hit space when done. After the firing order has been gone through once, there are additional options: If your ARMOR (not shield) has taken damage and you have Auto Repair, you will be given the option to use it. If you posses Mobility, you will see a screen showing your movement allowance. Your tank position will be shown by both your player number and a flashing pixel. Hit L to move left and R to move right. If you cannot move because your movement allowance is expended or the terrain won't allow it, you will hear a beep. Hit space when you are done moving. Any tanks that are on fire from napalm will take damage at this time. The player to last hit that particular tank with napalm will get the credit for the kill if the burning tank dies, even if the player that fired the shot is dead by the time the napalm kills his target. If there is one tank left or everyone is dead, the round will end. The current player stats will be show and money awarded on the following basis: For being the last one left alive you will get $500 bonus per player in the game (including youself). One kill:$1000 Two kills:$3000 Three kills:$6000 Four kills:$10000 1% of the current market value of the weapons you have on hand. $100 per round for each player in the game. Play will then proceed to the next round unless the game is over. If the game is over the program will end, leaving the final stats showing. Firing order for the next round is LOSERS first (gauged by the total kills for the game). Buying order is sequential. Well, that's about it. Have fun and be sure to report any bugs. Also remember that registered users will get FREE updates!