MS-DOS Shareware: BATLSHIP
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- Publication date
- 1990-05
- Topics
- grid, hayes, program, peg, dialing, fleet, enemy, opponent, pressing, modem, simply press, red peg, hayes compatible, grid numbers, board grid, battle fleet
From the festival floppies collection.
B A T T L E F L E E T (C)
VERSION 2.3
Written By Wade L. Corby
Redmond, WA
BATTLE FLEET is similar to the Milton Bradley Battleship(R) game. The differences are the board grid numbers and the ship names and values. (BATTLE FLEET's board grid numbers are 0 to 9 instead of 1 to 10.)
BATTLE FLEET requires an EGA or VGA graphics card and can be played against your computer or over the telephone via Hayes or 100% Hayes compatible modem.
PLAYING AGAINST THE COMPUTER
At the DOS prompt type BATLSHIP.EXE and select PLAY COMPUTER.
The program will then prompt you to select the level of play. You may select a skill level from 0 to 9. Nine is the easiest level to beat the computer and zero is nearly impossible. Selection 4 is a good choice for a fairly even match.
PLACING YOUR SHIPS
The ships in your fleet have the following values...
Carrier - 5 spaces
Battleship - 4 spaces
Submarine - 3 spaces
Destroyer - 2 spaces
PT-Boat - 1 space
The ships are placed on the lower grid by specifying their starting points. The starting point is the intersecting point on the grid which corresponds to the letter/number or number/letter combination selected.
If you were placing the carrier and selected the letter/number combination B4, then the carrier would be placed HORIZONTALLY across B4, B5, B6, B7 and B8.
If you were placing the battleship and selected the number/letter combination 6C, then the battleship would be placed VERTICALLY across 6C, 6D, 6E and 6F.
(1)
RETURNING ENEMY FIRE
After all 5 ships have been placed, the enemy then moves into position and takes the first shot. A peg is placed on the lower grid where the enemy called his shot. (White peg for a "miss", red peg for a "hit".)
Using the upper grid to keep track of your shots, you respond with a letter/number combination such as F3. If you called a "miss", a white peg will be placed at F3 on the upper grid. If you called a "hit", a red peg will be placed at F3 on the upper grid and a red peg will also mark a ship on the left side of the screen, indicating which enemy ship was hit. The pegs on the left side of the screen indicate which ship was hit; they do not represent where the "hit" took place on the ship.
OTHER OPTIONS
Changing your mind...
Your number/letter or letter/number combination is automatically entered after pressing the second coordinate. However, if you enter the first coordinate and change your mind before pressing the second, you can press ESC to clear your choice and then select a new number/letter or letter/number combination.
Sound...
The sound default is on. On your turn, you may toggle the sound off or on by pressing "S".
Quit...
On your turn, you may end the game by pressing "Q". The enemy will then show you the location of his fleet on the upper grid.
PLAYING ANOTHER OPPONENT BY MODEM
Each player must have the following...
1. IBM or compatible computer with EGA/VGA graphics.
2. Hayes or 100% Hayes compatible modem.
3. A copy of the SAME VERSION OF BATTLE FLEET.
The modem switches should be set for auto answer, send result codes and respond in English (verbose).
At the DOS prompt type BATLSHIP.EXE and select PLAY BY MODEM.
Determine beforehand who will be making the call. The program will ask you which COM-PORT your modem is attached.
After locating the modem, a dialing directory will appear on the screen. You may now use the ARROW keys to move the highlight bar to one of nine lines.
Type your opponent's names in the left hand columns. Use the CTRL+LEFT ARROW key to move the highlight bar to the right hand columns and type in the phone numbers. The phone numbers and dialing strings can be up to 36 characters long, which should handle most long distance dialing services requiring additional phone numbers and access codes.
Example...
123-4567 ,,,,, 654321 765-4321
[Dialing service number]
[Commas used to wait for answer]
[Access Code]
[Opponents phone number]
You can edit any highlighted line and your changes are automatically saved. To call an opponent, simply press ENTER and the highlighted name or number will be called. To wait for an opponent to call, simply press ALT+A and a "WAITING FOR CALL" window will appear in the middle of the screen. If you selected the wrong opponent and want to stop the dialing process, or want to leave "WAITING FOR CALL" mode, simply press ESC. Once the communication link is established between the modems, the game will begin. Place your ships and try to destroy your opponents fleet. If for some reason your opponent does not seem to respond in a reasonable amount of time or you encounter a situation where the communication link locks-up the program, you can exit at any time by pressing CTRL+BREAK.
B A T T L E F L E E T (C)
VERSION 2.3
Written By Wade L. Corby
Redmond, WA
BATTLE FLEET is similar to the Milton Bradley Battleship(R) game. The differences are the board grid numbers and the ship names and values. (BATTLE FLEET's board grid numbers are 0 to 9 instead of 1 to 10.)
BATTLE FLEET requires an EGA or VGA graphics card and can be played against your computer or over the telephone via Hayes or 100% Hayes compatible modem.
PLAYING AGAINST THE COMPUTER
At the DOS prompt type BATLSHIP.EXE and select PLAY COMPUTER.
The program will then prompt you to select the level of play. You may select a skill level from 0 to 9. Nine is the easiest level to beat the computer and zero is nearly impossible. Selection 4 is a good choice for a fairly even match.
PLACING YOUR SHIPS
The ships in your fleet have the following values...
Carrier - 5 spaces
Battleship - 4 spaces
Submarine - 3 spaces
Destroyer - 2 spaces
PT-Boat - 1 space
The ships are placed on the lower grid by specifying their starting points. The starting point is the intersecting point on the grid which corresponds to the letter/number or number/letter combination selected.
If you were placing the carrier and selected the letter/number combination B4, then the carrier would be placed HORIZONTALLY across B4, B5, B6, B7 and B8.
If you were placing the battleship and selected the number/letter combination 6C, then the battleship would be placed VERTICALLY across 6C, 6D, 6E and 6F.
(1)
RETURNING ENEMY FIRE
After all 5 ships have been placed, the enemy then moves into position and takes the first shot. A peg is placed on the lower grid where the enemy called his shot. (White peg for a "miss", red peg for a "hit".)
Using the upper grid to keep track of your shots, you respond with a letter/number combination such as F3. If you called a "miss", a white peg will be placed at F3 on the upper grid. If you called a "hit", a red peg will be placed at F3 on the upper grid and a red peg will also mark a ship on the left side of the screen, indicating which enemy ship was hit. The pegs on the left side of the screen indicate which ship was hit; they do not represent where the "hit" took place on the ship.
OTHER OPTIONS
Changing your mind...
Your number/letter or letter/number combination is automatically entered after pressing the second coordinate. However, if you enter the first coordinate and change your mind before pressing the second, you can press ESC to clear your choice and then select a new number/letter or letter/number combination.
Sound...
The sound default is on. On your turn, you may toggle the sound off or on by pressing "S".
Quit...
On your turn, you may end the game by pressing "Q". The enemy will then show you the location of his fleet on the upper grid.
PLAYING ANOTHER OPPONENT BY MODEM
Each player must have the following...
1. IBM or compatible computer with EGA/VGA graphics.
2. Hayes or 100% Hayes compatible modem.
3. A copy of the SAME VERSION OF BATTLE FLEET.
The modem switches should be set for auto answer, send result codes and respond in English (verbose).
At the DOS prompt type BATLSHIP.EXE and select PLAY BY MODEM.
Determine beforehand who will be making the call. The program will ask you which COM-PORT your modem is attached.
After locating the modem, a dialing directory will appear on the screen. You may now use the ARROW keys to move the highlight bar to one of nine lines.
Type your opponent's names in the left hand columns. Use the CTRL+LEFT ARROW key to move the highlight bar to the right hand columns and type in the phone numbers. The phone numbers and dialing strings can be up to 36 characters long, which should handle most long distance dialing services requiring additional phone numbers and access codes.
Example...
123-4567 ,,,,, 654321 765-4321
[Dialing service number]
[Commas used to wait for answer]
[Access Code]
[Opponents phone number]
You can edit any highlighted line and your changes are automatically saved. To call an opponent, simply press ENTER and the highlighted name or number will be called. To wait for an opponent to call, simply press ALT+A and a "WAITING FOR CALL" window will appear in the middle of the screen. If you selected the wrong opponent and want to stop the dialing process, or want to leave "WAITING FOR CALL" mode, simply press ESC. Once the communication link is established between the modems, the game will begin. Place your ships and try to destroy your opponents fleet. If for some reason your opponent does not seem to respond in a reasonable amount of time or you encounter a situation where the communication link locks-up the program, you can exit at any time by pressing CTRL+BREAK.
- Addeddate
- 2016-09-21 20:02:57
- Emulator
- dosbox
- Emulator_ext
- ZIP
- Emulator_start
- BATLSHIP.EXE
- Identifier
- msdos_festival_BATLSHIP
- Scanner
- Internet Archive Python library 1.0.9
- Version
- 2.3
- Year
- 1990
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