B.A.T. II (bat2_man.txt)

B.A.T. II
Manual

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RIGHT FIRSTLY I HATED DOING THIS DOC, AND I`VE ONLY PUT IN ABOUT 75% OF
IT.DIDN'T ENJOY IT AT ALL..I`VE PUT IN ALL THE CHARTS AND REFS NEEDED..HOPE
IT HELPS..OH RIGHT MERRY XMAS TO ALL OUR READERS!!!
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THE CREATION OF AN AGENT
------------------------
YOU CAN EITHER CHOOSE A PRE-DEFINED AGENT(CLICK INITIALLY ON THE `GAME`
MENU WITH THE RHMB.THEN ON THE LHMB,OR CREATE YOUR OWN AGENT(CHOOSE THE
`CREATE` OPTION AND CLICK ON THE LHMB. A MENU OF AGENTS WILL APPEAR AT THE
BEGINNING OF THE CREATION PROCESS AND VARIOUS OPTIONS WILL LET YOU EITHER
CREATE AN ENTIRELY NEW AGENT OR PLAY WITH AN AGENT THAT WAS ALREADY
CREATED. A STANDARD PRESENTATION SCREEN WILL APPEAR IF NO ACTION IS TAKEN.

PLAYING WITH AN AGENT
---------------------
TO PLAY WITH AN AGENT,CLICK ON THE NAME OF THE DESIRED AGENT IN THE MENU.

CREATING YOUR AGENT
-------------------
WHEN YOU SELECT THE OPTION `CREATE AN AGENT` A NEW SCREEN APPEARS THAT
PRESENTS SEVERAL BAR GRAPHS(THE AGENTS CHARACTERISTICS) A DESCRIPTION OF
THE BODY SELECTED AND A MODEL 3D HEAD THAT REFLECTS THE AGENTS
PROFILE(OVERLY LARGE HEAD FOR AN INTELLIGENT AGENT,LARGE JAW AND HIGH
CHEECK BONES FOR A STRONG AGENT ECT..)

THE B.A.T FILE CONTAINS A LARGE DATA BANK OF AGENTS.FIND ONE THAT YOU
DESIRE THE MOST. TO DO THIS.CLICK DIRECTLY ON THE BARGRAPH AT THE DESIRED
LEVEL.REPEAT THIS OPERATION FOR EACH CHARACTERISTIC.

IF YOU HAVE NO IDEA WHAT 9OR WHOM) TO CHOOSE,SELECT THE OPTION `NEXT` THIS
WILL DISPLAY ALL AGENTS IN THE DATA BANK ON THE SCREEN ONE BY ONE.

WHEN YOU HAVE FOUND A BODY FOR YOUR AGENT,SELECT THE OPTION `OK` A NEW
SCREEN WILL APPEAR WHICH WILL ALLOW YOU TO TRAIN AND CONDITION YOUR AGENT.
          ------------------------------------------------------
TRAINING YOUR AGENT
-------------------
THIS PHASE ALLOWS YOU TO HONE YOUR AGENT IN CERATAIN,SPECIFIC AREAS.

YOU HAVE 8 WEEKS AT YOUR DISPOSAL OR THIS TRAINING.YOU MUST DIVIDE THE TIME
UP FOR VARIOUS TYPES OF TRAINING.

PHYSICAL; TRAINING, THIS WILL AUGMENT THE STRENGTH AND VITATILTY OF YOUR
AGENT

INTELLECTUAL; TRAINING, INTENSIVE TRAINING IN THIS AREA WILL GIVE YOUR
AGENT A BETTER UNDERSTANDING OF LANGUAGES,THE ABILITY TO SPEAK LANGUAGES
BETTER,AND VARIOUS SCIENTIFIC COMPETENCES.THIS TRAINING WILL AUGMENT THE
INTELLECTUAL CAPABILTIES AND THE CHARISMA OF YOUR AGENT.

SENSORY; TRAINING, COMPLETE CONTROL OF THE SENSES IS INDESPENSABLE FOR ALL
B.A.T AGENTS.TRAINING IN THIS DISCIPLINE WILL IMPROVE THE REFLEXES AND
PERCEPTION OF AN AGENT.

PSYCHOLOGICAL; TRAINING, THIS TYPE OF TRAINING WILL ALLOW YOUR AGENT MORE
JUDICIOUSLY MANIPULATE OTHER PEOPLE AND TO BETTER INTERGRATE HIMSELF IN
VARIOUS SITUATIONS AND PLACES. THIS TRAINING WILL ALSO INCREASE YOUR AGENTS
CHARISMA

SELF CONTROL;THIS TRAINING INCREASES YOUR AGENTS CAPACITY TO CONTROL HIS
ACTIONS,AND BETTER KNOW HIS LIMITATIONS. A MINIMAL AMOUNT OF TRAINING IS
NECESSARY TO TAP ALL THE POTENTIAL OF THE B.O.B REFLEXES AND VITATILTY ARE
ALSO FAVOURABLY INFLUENCED BY THIS TRAINING.

WEAPONS; TRAINING, DURING THIS PHASE OF TRAINING YOUR AGENT WILL BE TRAINED
IN METHODS OF COMBAT(GUNS,SELF-DEFENCE ECT) THEREBY IMPROVING HIS APTITUDE
FOR SHOOTING INSTINCTIVELY AND SHOOTING PRECISION.

SURVIVAL; TRAINING, THIS TRAINING IMPROVES YOUR AGENTS RESISTANCE TO
HOSTILE ENVIROMENTS, THE GENRAL CONSTITUTION,STRENGTH,AND VITALITY OF YOUR
AGENT WILL IMPROVE WITH THIS TRAINING.

NOTE: TO TRAIN YOUR AGENT IN A SPECIFIC AREA, CLICK ON THE + KEY,LOCATED TO
THE RIGHT OF THE NAME OF THE TRAINING. THE NUMBER NEXT TO THE KEY WILL
INCREASE BY ONE UNIT. CLICK ON THE `-` KEY LOCATED TO THE LEFT OF THE NAME
OF THE TRAINING TO DECREASE THE AMOUNT IN THIS AREA.

WHEN YOUR 8 WEEKS ARE ALLOCATED,CLICK ON `OK` KEY; A NEW SCREEN WILL APPEAR
SHOWING YOUR AGENTS NEW CHARACTERISTICS AFTER HIS TRAINING IS FINISHED. YOU
WILL ALSO BE ABLE TO ENTER HIS CODENAME HERE WITH THE KEYBOARD.

IF YOUR AGENT IS SATISFACTORY,SELECT THE `OK` OPTION, THIS WILL SAVE YOUR
CHARACTER TO DISK,OTHERWISE CLICK ON THE `CANCEL` OPTION TO RETURN TO THE
BEGINNING OF THE CREATION PROCESS...
          ------------------------------------------------------
DESCRIPTION OF AGENTS CHARACTERISTICS
-------------------------------------
THESE NUMBERS DESCRIBE YOUR AGENT.THEY RANGE FROM 0-100(DO NOT HOPE FOR
MORE DURING CREATION) BUT CAN PASS THE MAXIMUM DURING THE COURSE OF THE
GAME(YOUR AGENT WILL THEN HAVE SUPER POWERS). THE FOLLOWING LIST DESCRIBES
THE VARIOUS CHARACTERISTICS.

STRENGTH; THIS REFLECTS THE PHYSICAL POTENTIAL OF YOUR AGENT.THE VALUE
DETERMINED DURING CREATION CORRESPONDS TO THE MAXIMUM POSSIBLE VALUE FOR
YOUR AGENTS STRENGTH(EXCEPT IN SPECIAL CONDITIONS) WHEN IN GOOD PHYSICAL
CONDITION. A MINIMUM OF 70% IS RECOMMENDED.

INTELLIGENCE; THIS REFLECTS YOUR AGENTS MENTAL CAPACITIES. INTELLIGENCE
ENABLES YOUR AGENT TO SOLVE COMPLEX PROBLEMS.OR, FOR EXAMPLE,TO TAKE THE
UPPER HAND DURING A CONVERSATION.WITH ANOTHER CHARACTER HAVING WEAKER
MENTAL FACILITIES. A GENIUS IS DEFINED AS HAVING A VALUE OF 100 FOR
INTELLIGENCE,WHEREAS HAVING A VALUE OF 0 WOULD BE FATAL (BRAIN DEAD).

CHARISMA; IS YOUR AGENTS ABILITY TO BE ATTRACTIVE,WETHER THAT BE PHYSICAL
OR MENTALLY IN NATURE. THIS CHARACTERISTIC CAN BE VERY USEFUL DURING A
NEGOTIATION OR EVEN A FRIENDLY CHAT. THE MAX WILL GIVE YOUR AGENT A
HYPNOTIC EFFECT ON OTHERS WHILE THE MIMIMUM WILL RENDER HIM OR HER
INVISIBLE TO OTHER CHARACTERS.

THE REST ;PERCEPTION.VITALITY,REFLEXES,EXPERIENCE ECT ARE BASICALLY THE
SAME, THE HIGHER THE % THE BETTER.

ANNEX 1; WEAPON CHARACTERISTICS
-------------------------------
THE FOLLOWING IS A LIST OF THE PRINCIPAL WEAPONS THAT YOU CAN FIND IN
ROMAII.

* VOKTRASOF; A LIGHT, PEN LIKE WEAPON WHICH CAN BE CARRIED IN THE
POCKET.NOT VERY POWERFUL,BUT EASY TO CONCEAL.

* BECKMANN; A CLASSIC PHOTONIC BEAM WEAPON,HAVING AVERAGE POWER AND
WEIGHING AROUND 2KG.

* HASS 10; A MINI PISTOL SHAPED MISSILE LAUNCHER

* GLADIUS; A LIGHT,CYLINDRICAL,HAND HELD WEAPON THAT EMITS SMALL PHOTONIC
BEAMS, IT SERVES PRIMARILY AS A SELF DEFENSE WEAPON,BUT CAN BE VERY USEFUL
IN DESPERATE SITUATIONS.ROMAII`S PRISON GUARDS CARRY WEAPONS,CALLED PAIN
PROBES,THAT RESEMBLES A GLADIUS.

* PILUM LASER; A SORT OF LASER-LAUNCHER;NOT VERY PRACTICAL,BUT RATHER
POWERFUL.THESE WEPAONS ARE USED PRIMARILY BY THE CATAPHRACTAIRES OF THE VIA
(VIA-EXPRESS POLICEMEN) THEY CAN CONTROL,AT A DISTANCE ANY WOULD BE
RUFFIAN.

* ASOA50; THE ASOA SYSTEM(AUTOMATIC SHOT BY OPTICAL ADJUSTMENT) IS MADE UP
OF 2 PARTS,BOTH OF WHICH ARE LOCATED ON THE HANDLE. THE FIRST PART IS AN
AIMING DEVICE THAT FIXES A LASER BEAM ON A TARGET.THE SECOND PART OF THE
WEAPON EJECTS A `QUADRILLAGE` LASER WHEN THE TRIGGER IS PULLED. THIS LASER
IS DESIGNED TO EMPRISON OR KILL THE AGGRESSOR,ALSO KNOWN AS A SLING SHOT
LASER, THIS WEAPON IS THE FAVOURITE IF THE ROMAN POLICE.

* PLASMATRON; AN EXTREMELY POWERFUL AND RELIABLE WEAPON

* LASKOLT 45; RUN OF THE MILL LASER PISTOL. THE SUCCESSOR OF THE BECKMAN,IT
IS THE WEAPON CHOICE FOR THUGS.

* HASTA 2000; A HAND HELD SONIC CANNON.CAN BE CARRIED IN ONE HAND(CONTRAY
TO THE MOZ OF B.A.T 1- BUT LESS POWERFUL)

* HASTA 1000; THE MODEL JUST BENEATH THE HASTA 2000
                ------------------------------------------------

NAME		COEFF PERF	MAX RANGE	CARTRIDGE	PRICE
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VOKTRASOF	4		80		LP-12		150
BECKMANN	5		100		LP-57		390
HAAS 10		5		130		N-29		560
GLADIUS		3		70		LP-02		100
PILUM LASER	8		180		LP-110		800
ASOA 50		9		250		FILLUM 12	1300
PLASMATRON	9		90		PLAS-1		1200
LASKOLT		6		140		LP-45		400
HASTA 2000	7		220		K2		600
HASTA 1000	5		110		K1		400
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ANNEX 2; PROTECTION CHARACTERISTICS
-----------------------------------

NAME			COEFF EQUIP		PRICE
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FORCE FIELD 6		6			600
FORCE FIELD 8		8			800
FORCE FIELD 9		9			900
DEFLECTOR VEST 1	4			400
DEFLECTOR VEST 2	5			500
DEFLECTOR HELMET	4			300
DEFLECTOR COUDIERRES    3			200
DEFLECTOR LEGGINGS	2			150
PRISM ARMOUR		7			650
IONIC SCUTUM		9			850
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ANNEX 3; TABLE OF WEIGHT MEASUREMENTS
-------------------------------------
                NAME				EQ. GRAMS
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SUB DIVISIONS|  UNCIA (OUNCE)	= 1/2 POUND	27.25
	     |  SEXTIANS	= 2 OUNCES	
	     |  QUADRANS	= 3 OUNCES	
             |	TRIENS		= 4 OUNCES
	     |  QUINCUX		= 5 OUNCES
             |  SEMIS		= 6 OUNCES	163,50 GR
	     |  SEPTUNX		= 7 OUNCES	
             |  BES		= 8 OUNCES
	     |  DODRANS		= 9 OUNCES     
	     |  DEXTANS		=10 OUNCES
	     |  DEUNX	 	=11 OUNCES
UNIT	     |  LIBRA [POUND]   =12 OUNCES       327,00 GR
MULTIPLE     |  AZMAHAN	        +1000 LBS        327,00 KG
----------------------------------------------------------

ANNEX 4; TABLE OF LENGTH MEASUREMENTS
-------------------------------------
		NAME				 EQ METRES
----------------------------------------------------------
SUB DIVISIONS|  DIGITUS [INCH]	  =       	 0,0184M
	     |  PALMUS  [PALM]    = 4 INCHES	 0,0736M
UNIT	     |  PES     [FOOT]    = 4 PALMS	 0,2944M
	     |  PALMIPES	  =20 INCHES	 0,3860M
	     |  CUBITUS		  =24 INCHES     0,4416M
MULTIPLES    |  GRADUS  [DEGREE]  = 2FT+2 PALMS  0,736M
             |  PASSUS  [STEP]    = 5FT          1,472M
             |  MILIA PASSUM[MILE]= 1000 STEPS   1472M
----------------------------------------------------------

ANNEX 5; CURRENCY TABLE
-----------------------
                NAME                         VALUE
----------------------------------------------------------
		AS     [BRONZE]		     = 100 CREDITS
		NUMMUS [BRASS]		     = 4   AS
		DENANRIUS	             = 4   NUMMI
		AUREUS			     = 25  DENIERS
----------------------------------------------------------

          ------------------------------------------------------
			     B.O.B
                             -----
YOUR AGENT POSSESSES,AS DOES EVERY B.A.T AGENT, A Biodirectional Organic 
Bioputer (B.O.B) IN HIS LEFT ARM.
BOB ANALYSES IN (REAL TIME) YOUR AGENTS ORGAMISM BY MONITORING SEVERAL
IMPLANTS IN YOUR AGENTS BODY AND BY CONTROLLING HIS BLOOD FLOW. BOB IS NOT
A GADGET; IT IS A TOOL THAT WILL HELP YOUR AGENT AND CAN EVEN SAVE HIS
LIFE. EVEN IF YOU DECIDE NOT DECIDE TO TAP ALL BOBS POTENTIAL(BY USING THE
ADVANCED PROGRAMMING MODULE AND IT IS NOT NECESSARY TO DO SO TO COMPLETE A
MISSION) WE RECOMMEND,NONETHELESS,THAT YOU TRY TO TAKE ADVANTAGE OF THE
EXTRAORDIANRY POWER THAT B.O.B CAN AFFORD YOU.

TO ACCESS B.O.B CLICK ON THE RHMB TO FREE UP THE MOUSE,AND THEN CLICK ON
THE B.O.B WINDOW IN THE UPPER RIGHT OF THE SCREEN WITH THE LHMB. YOUR
AGENTS ARM WILL THEN A PPEAR WITH A MAIN MENU.

DESCRIPTION OF ARM/ICONS AS FOLLOWS...

TOP ICON     [LEFT]. 	   [LITTLE MAN] CHARACTERISTICS ICON
MIDDLE ICON  [LEFT]. 	   [WAVES]      BIO ICON
BOTTOM ICON  [LEFT]. 	   [CHIP ICON]  IMPLANTS ICON
CENTRE OF ARM     .        TIME
CENTRE OF ARM NEXT TO TIME PROGRAMMING ICON

TO RETURN TO THE GAME, CLICK ON THE RHMB WHILE YOU ARE IN THE MAIN B.O.B
MENU.

THE 4 ICONS ARE THE MEANS OF ACCESS TO THE 4 PRINCIPAL FUNCTIONS OF B.O.B
(CHARCTERISTICS,BIO,IMPLANTS,PROGRAMMING MODULE) CLICK ON THE ICON WITH THE
LHMB TO ACCESS IT.
          ------------------------------------------------------
                             THE `CHARACTERISTICS` FUNCTION
                             ------------------------------
THIS FUNCTION SUMMARARIZES THE GENERAL STATE OF YOUR AGENTS CHARACTERISTICS
(STRENGTH,INTELLIGENCE,VITALITY,REFLEXES,PERCEPTION,CHARISMA) WEAK
CHARACTERISTICS WILL FLASH IN RED. YOUR AGENTS EXPERIENCE AND PROGRESSION
ARE ALSO DISPLAYED.
          ------------------------------------------------------
                             THE `BIO` FUNCTION
                             ------------------
THIS DISPLAYS YOUR AGENTS HEART BEAT, A GRAPH SHOWING HIS CONSUMPTION
LEVELS,A REPRESENTATION OF THE IMPACTS(BLOWS) HE HAS RECIEVED,AND ACCESS TO
A DIAGNOSTIC PROGRAM.

TOP LEFT OF SCREEN	HEART BEAT
MIDDLE LEFT OF SCREEN	CONSUMPTION GRAPHS
BOTTOM LEFT OF SCREEN	EXIT
OFF CENTRE OF SCREEN	MAN IN 3D
MIDDLE RIGHT OF SCREEN  COMMAND ZONE FOR THE MAN IN 3D
MIDDLE/FAR RIGHT SCREEN	DIAGNOSTIC FUNCTION.

THE HEART BEAT IS DISPLAYED AS A CARDIOGRAM THAT SHOWS THE DILLATORY AND
CONTRACTORY MOVEMENTS OF THE ARTERIES. A NORMAL RHYTHM IS AROUND 60-70 BPM.
YOU CAN DECREASE THE RHYTHM(WITH A PROGRAM) TO PREVENT,FOR EXAMPLE,
EXCESSIVE BLEEDING WHEN YOUR AGENT IS WOUNDED.SIMILARLY, YOU CAN AUGMENT
YOUR AGENTS CARDIAC RHYTHM TO TEMPORARILY HIS REFLEXES.BE
CAREFUL,HOWEVER,NOT TO OVERSTRESS YOUR AGENT...

THE CONSUMPTION GRAPH(BELOW THE CARDIAC RHYTHM DISPLAY) SUMMARIZES THE
CALORIC AND WATER INTAKE OF YOUR AGENT AND THE AMOUNT OF SLEEP HE HAS
RECIEVED. THE RED CURVE INDICATES THE CALORIC LEVEL, THE GREEN CURVE
INDICATES THE LEVEL OF CORPORAL HYDRATION,AND THE BLUE LINE INDICATES THE
AMOUNT OF SLEEP NEEDED BY YOUR AGENT. YOU SHOULD TRY TO MAINTAIN THE CURVES
IN THE CENTRE OF THE SCREEN.

AN IMPACT RECIEVED BY YOUR AGENT WILL BE DISPLAYED ON THE ROTATING 3D
MAN.IMPACTS ARE DISPLAYED IN RED ON THE BODY. YOU CAN
ENLARGE,REDUCE,IMMOBILIZE THE BODY OF THE 3D MAN BY CLICKING ON THE COMMAND
TO THE RIGHT.
NOTE; AN IMPACT SIGNIFIES THAT THE AGENT IS BLEEDING,CONSEQUENTLY MEDICAL
ATTENTION SHOULD BE SOUGHT.

THE DIAGNOSTIC PROGRAM IS ACCESSED BY MEANS OF THE DIAGNOSTIC KEY. THIS
DIAGNOSTIC FUNCTION IS A REAL `EXPERT SYSTEM` MICRO-PROGRAM. A SCREEN
SUMMARIZING THE HEALTH OF YOUR AGENT WILL APPEAR. THE SCREEN DISPLAYS
TEMPERATURE,BLOOD PRESSURE(IF YOUR AGENT IS SICK!) AND MOST IMPORTANTLY,A
SUMMARY OF THE GENERAL CONDITION(FROM NORMAL TO CRITICAL) THAT DISPLAYS IN
RED WHAT YOUR AGENT NEEDS MOST URGENTLY(DRINK,SLEEP,SEEK,CARE,ECT)
          ------------------------------------------------------
                             THE `IMPLANTS` FUNCTION
                             -----------------------
THIS FUNCTION ALLOWS YOU TO CONTROL THE FIVE IMPLANTS(CYBERNETIC FUNCTION
THAT IMPROVE YOUR AGENTS ABILITIES) LOCATED IN THE BODY OF YOUR AGENT.
THESE IMPLANTS ARE.

* ATS 43.   (ANTI SLEEP S1) ALLOWS AGENTS TO STAY AWAKE FOR LONG PERIODS
* FIBRINE.  (HEALING AGENT S2) FIBRINE ALLOWS AGENTS TO HEAL SMALL WOUNDS
            RAPIDLY

* HYPERCEP. (HYPER PERCEPTION S3) THIS IMPLANT ACTIVATES A LIGHT
            AMPLIFICATING FILTER IN YOUR PUPIL OF YOUR AGENT.ALLOWING HIM TO
            SEE AT NIGHT.OTHER SOUND AMPLFIERS(LOCATED IN AGENTS EARS)WILL
            ALLOW HIM TO HEAR FAINT SOUNDS.

* MORPHO L7.(DEFORMANT S4) THIS IMPLANT ACTIVATES MOCROSACKS ON THE FACE OF
            THE AGENT,RENDERING HIM UNRECOGNIZABLE. HE WILL BE UNOTICED FOR
            A WHILE...

* PSY       (EXTRA SENSORIAL S5) THIS IMPLANT ALLOWS YOUR AGENT TO HAVE
            PREMONITONS OF IMMENIENT DANGERS. THE PREMS MANIFEST THEMSELVES
	    AS `RED FLASHES` 

IMPORTANT NOTES;
THE ACTIVATION OF THESE IMPLANTS CONSUMES LARGE QUANTITIES OF VITAL ENERGY. 
YOU MUST NOT OVER USE THEM OR YOUR AGENT WILL FATIGUE AND WIND UP EASY PREY.

THESE IMPLANTS HAVE MEMORY.IF YOU ACTIVATE AN IMPLANT SEVERAL TIMES.IT WILL
REMAIN ACTIVATED FOR SEVERAL HOURS!
          ------------------------------------------------------
                             THE PROGRAMMING MODULE
                             ----------------------
IN CONJUNCTION WITH THE FUNCTIONS OF BOB, YOU HAVE AT YOUR DISPOSAL AN
EDITOR THAT ALLOWS YOU TO WRITE PROGRAMS. YOU WILL BE ABLE TO AUTOMATE MANY
ACTIVITIES IN YOUR AGENTS LIFE. THE LANGUAGE YOU PROGRAM IN IS CALLED
`PARALLEL TOKEN` AND IS ENTIRELY GRAPHICAL IN NATURE(ICONS ONLY) `PARALLEL`
BECAUSE IT ALLOWS YOU TO CREATE SEVERAL COMPLETELY INDEPENDANT PROGRAMS AND
EXECUTE THEM AT THE SAME TIME (IN PARALLEL) `TOKEN` BECUASE ITS EXECUTION
MODULE INJECTS SELF-PRODUCING TOKENS INTO THE PROGRAM THAT ACTIVATE(OR
DE-ACTIVATE) VARIOUS FUNCTIONS. AS THE TOKENS CAN REPRODUCE THEMSELVES.THE
PARALLELISM EXISTS NOT ONLY AT THE PROGRAM LEVEL,BUT ALSO AT THE LEVE;L OF
THE PATHS WITHIN A PROGRAM.

TO PROGRAM, YOU HAVE AT YOUR DISPLOSAL AN 18 X 12 BLOCK WORKSHEET.EACH
BLOCK CAN CONTAIN CERTAIN FUNCTION ICONS. THIS WORKSHEETS REPRESENTS YOUR
PROGRAMMING AREA.

NOTES; CREATING `PARALLEL` PROGRAMS REDUCES VITAL ENERGY CONSUMPTION.
       YOU CAN HAVE UP TO 5 PROGRAMS RUNNING IN TANDEMS

THE EDITOR; THE EDITOR COMPRISES OF THREE MAJOR AREAS.
----------
THE LEFT HALF OF THE BOB SCREEN IS A 5X5 GRID SECTION OF THE PROGRAMMING
WORKSHEET. THIS GRID SECTION IS  CALLED THE `VIEWSHEET` YOU CAN MOVE IT
AROUND THE PROGRAMMING WORKSHEET BY USING THE DIRECTIONAL ARROWS LOCATED TO
THE RIGHT OF THE GRID.
THE UPPER RIGHT OF THE SCREEN IS THE FUNCTION FABRICATION ZONE(ZFI) THE
UPPER TWO LINES DISPLAY THE NAME OF THE INSTRUCTION JUST COMPLETED. THE
THREE BLOCKS BELOW ARE THE ACTIVE PARTS OF THE INSTRUCTION.(THE ACTIVE
FUNCTION IS THE ONE THAT YOU INSERT IN THE VIEWSHEET). BY CLICKING ON ONE
OF THEM,YOU WILL SCROLL THE PARAMETERS OF THE INSTRUCTION.

THE FIRST PARAMETER IS THE TYPR OF FUNCTION(STATE,DO,IF) THE TWO OTHERS ARE
THE PARAMETERS OF THE INSTRUCTION.

THE FOUR KEYS THAT ALLOW YOU TO ERASE AN INSTRUCTION. TO LINK INSTRUCTIONS
TOGETHER IN A `VIEWSHEET`(LINK `KEY`) TO COMPLETELY ERASE THE PROGRAMMING
WORKSHEET(`NEW KEY`) OR TO RETURN TO THE MAIN MENUAND,CONSEQUENTLY, START 
A COMPLILATION ARE LOCATED ON THE LOWER RIGHT OF THE SCREEN.

THE ERASE FUNCTION IS `ACTIVE` WHEN YOU CLICK ON IT(CLICK ON IT AGAIN TO
DE-ACTIVATE IT).WHEN ACTIVE, YOU CAN ERASE AS MANY INSTRUCTIONS AS YOU
WANT. THE LINK FUNCTION IS ALSO AN ACTIVE FUNCTION,WHEN ACTIVE,CLICK ON THE
SPOT OF THE VIEWSHEET WHERE YOU WANT TO BEGIN A LINK. A RED LINE THAT MOVES
FREELY WILL APPEAR ON THE VIEWSHEET.MOVE THIS LINE TO THE DESIRED
DESTINATION AND CLICK; THE LINK WILL BE DRAWN AUTOMATICALLY.DO NOT CREATE
LINKS THAT ARE TOO COMPLEX-THE PROGRAM HAS AN ALGORHYTHM THAT OPTIMISES
CONNECTIONS AND IT WILL BE THROWN AWRY BY COMPLEX LINKAGES. KEEP THE LINKS
SIMPLE AND DIRECT TO AVOID FINDING YOURSELF IN AN INCOMPRHENSIBLE MESS...

BOB IS ALSO FURNISHED WITH AN ALARM. TO SET,INSERT THE FUNCTION IF HOUR=
ALARM IN THE VIEWSHEET AND CLICK ON THE ALARM CLOCK ICON. THEN CLICK ON THE
ARROWS TO CHANGE THE ALARM TIME.

YOU CAN SEE THE ENTIRE PROGRAM WORKSHEET(ZOOM FUNCTION) BY CLICKING ON THE
RHMB(ONLY WHEN YOU ARE INEDITOR) A 5X5 SQUARE WHICH REPRESENTS THE
VIEWSHEET,WILL BE DISPLAYED ON THE 8X12 WORKSHEET.CLICK ON THE LHMB TO MOVE
THE VIEWSHEET.CLICK ON THE RHMB TO RETURN TO THE EDITOR.

THE COMPLIER
------------
A COMPLILER IS AN ALGORHYTM THAT TRANSLATES THE COMPUTER LANGUAGE OF A
PROGRAM INTO BINARY CODE(THE LANGUAGE MOST SIMILAR TO THE THOUGHT PROCESS
OF A COMPUTER) BEFORE THE EXECUTION OF THE PROGRAMME. THIS TRANSLATION
CONSIDERABLY AUGUMENTS THE EXECUTION SPEED OF THE PROGRAM. `PARALLEL` TOKEN
HAS A COMPILER. THE BOB OF BAT 1 HAD AN INTERPRETOR, A PROGRAM THAT
TRANSFORMS INSTRUCTIONS TO BINARY CODE AT THE MOMENT OF THEIR EXECUTION.

WHEN YOU SELECT THE `EXIT` OPTION WHILE IN THE EDITOR,YOU AUTOMATICALLY
LAUNCH THE COMPILER WHICH WILL COMPILE THE PROGRAM/S ON YOUR WORKSHEET(IF
THERE ARE ANY). THE RESULT OF THE COMPILATION IS DISPLAYED IN THE MAIN MENU
AS A FLASHING MESSAGE. THE MESSAGE WILL BE EITHER `RUNNING`,IF THERE ARE NO
ERRORS FOUND(THE PROGRAM IS THUS EXECUTED AUTOMATICALLY) OR `ERROR` IF THE
COMPILERE FINDS AN ERROR.

IF AN ERROR IS FOUND,THE VIEWSHEET WILL AUTOMATICALLY DISPLAY THE ERROR
WHEN YOU RETURN TO THE EDITOR. THE LOCATION WHERE THE COMPILER STOPPED WILL
BE HIGHLIGHTED IN RED.

PARALLEL TOKEN - BEGINNER LEVEL
-------------------------------
THE PARAALEL TOKEN HAS 3 BASIC FUNCTIONS;THE `STATE FUNCTIONS` A `DO` 
FUNCTION AND A TEST FUNCTION;`IF` THE POSSIBLE INSTRUCTIONS ARE;

* RUN (STATE FUNCTION) THIS ICON STARTS A PROGRAM(OBLIGATORY AT THE
BEGINNING OF ALL PROGRAMS)

* STOP (STATE FUNCTION) STOPS A TOKEN,THUS TEMPORARILLY STOPPING THE
EXECUTION OF A PROGRAM.

* END (STATE FUNCTION) THIS ICON DESTROYS THE TOKEN THAT IT ENCOUNTERS AND
RE-INJECTS A TOKEN AT THE LAST ENCOUNTERED `RUN` ALL PROGRAMS MUST
TERMINATE WITH AN `END`

* DO P1,P2; THIS ICON EXECUTES THE FUNCTION `P1,P2`(PARAMETER 1,
PARAMETER 2)ONLY P1,P2 ARE DISPLAYED ON THE VIEWSHEET.(eg- DO DISPLAY
STRENGTH)

* IF P1,P2; THIS FUNCTION ALLOWS YOU TO TEST,IF CONDITION P1.P2 IS TRUE,THE
TOKEN WILL TAKE THE DIRECTION OF THE RIGHT ARROW(`1` LOGIC) OTHERWISE,IT
WILL MOVE DOWNWARDS(`0` LOGIC)
          ------------------------------------------------------
PROGRAMMING RULES
-----------------
WHEN STARTING OFF FOLLOW THESE PROGRAMING RULES(SEE ALSO ANNEX 6)

* A TOKEN NEVER MOVES IN AN UPWARD DIRECTION.do not make any upward links

* A TOKEN ALWAYS ARRIVES AT AN INSTRUCTION FROM ABOVE.connect from above

* THE FIRST PARAMETER WILL BE EXECUTED AT A JUNCTION

* ALWAYS BEGING PROGRAMS WITH `RUN`

* FINISH ALL BRANCHES WITH `END` or reloop them toward an END

* BEGIN ALL INSTRUCTIONS REGARDING YOUR CHARACTER WITH THE INSTRUCTION `DO
  ANALYSE ME` and all instructions regarding an EVI with DO ANALYSE HUMAN.


                             TABLE OF INSTRUCTIONS
                             ---------------------
TABLE OF `DO` INSTRUCTIONS
--------------------------
DO DISPLAY (PARAMETER 2)	DISPLAYS PARAMETER 2
				(STRENGTH,INTELLIGENCE,RHYTHM,TIME, ECT...

DO ALERT ME			SOUNDS A BEEP

DO INC (PARMETER 2)		AUGUMENTS THE LEVEL OF IMPLANTS BY ONE
                                LEVEL(FOR SECURITY) IDENTICAL FOR THE 
				CARDIAC RHYTHM.

DO ANALYZE ME			ANALYSES THE AGENTS ORGANISM

DO ANALYZE HUMAN		ANALYSES THE ORGANISM OF THE NEAREST EVI

DO SUBSTn NORMAL		RESETS IMPLANT N (n=1-5) TO NORMAL LEVELS

DO RHYTHM NORMAL		RESETS YOUR AGENTS HEARTBEAT TO 60 BEATS
				PER MINUTE.

DO TRANSLATE			TRANSLATES SHEDISH INTO RECOGNISIBLE
				LANGUAGE.
          ------------------------------------------------------
                             TABLE OF `IF` INSTRUCTIONS
                             --------------------------
IF ME (PARAMETR 2)              TESTS IF YOUR AGENT IS HUNGRY,THIRSTY,TIRED

IF HUMAN (PARAMETER 2)		TESTS IF NEAREST HUMAN IS
				HUNGRY,THIRSTY,TIRED. IF HE IS AGGRESSIVE,
				SHEDDISH ECT...

IF STRENGTH			TESTS IF THE STRENGTH OF THE BEING ANALYSED
				(BY DO ANALYSE) IS LARGE,NORMAL,WEAK.

IF INTELL (PARAMETER 2)		SAME FOR THE INTELLIGENCE
IF VITALIT(PARAMETER 2)		SAME FOR THE VITALITY
IF PERCEPT(PARAMETER 2)		SAME FOR PERCEPTION
IF REFLEX (PARAMETER 2)		SAME FOR THE REFLEXES
IF CHARISM(PARAMETER 2)		SAME FOR THE CHARISMA

IF STATE(PARAMETER 2)		TESTS THE STATE OF THE BEING ANALYZED(BY
				`DO` ANALYZE)
IF TEMP(PARAMETER 2)		TESTS THE TEMPERATURE(WORKS ONLY FOR YOUR
				AGENT)

IF PRESSIO(PARAMETER 2)		SAME FOR THE BLOOD PRESSURE(WORKS ONLY FOR
				YOUR AGENT)

IF SUBSTn(PARAMETER 2)		TESTS THE LEVEL OF THE IMPLANT (N=1-5) ONLY
				AVAILABLE FOR YOUR AGENT.

IF TIME = ALARM			COMPARES THE TIME TO THE TIME SET FOR ALARM

IF RHYTHM (PARAMETER 2)		TESTS THE FREQUENCY OF THE CARDIAC
				RHYTHM(ONLY FOR THE AGENT)
          ------------------------------------------------------

STEP BY STEP CONSTRUCTION OF A PROGRAM
--------------------------------------
AS AN EXAMPLE,WE WILL LOOK AT THE CREATION OF THE FOLLOWING SIMPLE PROGRAM.

RUN
DO display TIME
IF Time = alarm
Do alert me 
END

THIS PROGRAM DISPLAYS THE TIME (IN THE BOB WINDOW) AND IF THE TIME IS THE
SAME AS THE TIME SET FOR ALARM(WE WILL SET IT FOR 6.30) YOU WILL HEAR A
BEEP.

1) CLICK (IN THE ZFI) UNTIL THE `RUN` ICON IS DIAPLAYED

2) CLICK IN THE UPPER LEFT CORNER OF THE VIEW SHEET TO INSERT THE `RUN`
   ICON THERE.

3) CLICK ONCE IN THE ZFI(ON THE FUNCTION TYPE) TO MAKE THE `DO` ICON APPEAR

4) CLICK 17 TIMES ON THE 2ND ICON TO THE RIGHT TO MAKE THE INSTRUCTION 
   DISPLAY TIME` APPEAR.

5) CLICK UNDER THE `RUN` INSERTED ON THE VIEWSHEET TO INSERT THE `DO`
   DISPLAY TIME.

6) CLICK ONCE IN THE ZFI TO MAKE THE `IF` ICON APPEAR

7) CLICK 19 TIMES TO THE RIGHT OF THE ICON TO MAKE THE INSTRUCTION
   `TIME=ALARM` APPEAR.

8) CLICK UNDER THE FUNCTION `DO DISPLAY TIME` ON THE VIEWSHEET TO MAKE THE
   INSTRUCTION `F TIME= ALARM1 APPEAR.

9) CLICK 3 TIMES IN THE ZFI TO MAKE THE `END` ICON APPEAR.

10)CLICK ON THE DOWN ARROW(TO THE RIGHT OF THE VIEWSHEET)TO SCROLL THE
   VIEWSHEET DOWN BY ONE BLOCK.

11) CLICK IN THE LOWER LEFT CORNER OF THE VIEWSHEET TO INSERT THE `END`

12) CLICK ONCE IN THE ZFI TO MAKE THE `DO` ICON APPEAR

13) CLICK ONCE TO ITS RIGHT TO OBTAIN THE `ALERT ME` INSTRUCTION.

14) ON THE VIEWSHEET,CLICK JUST TO THE RIGHT OF THE FUNCTION `IF
    TIME=ALARM`(NEXT TO THE ARROW MARKED WITH A `I`) TO INSERT THE
    INSTRUCTION `DO ALERT ME`

15) CLICK ON THE `LINK` KEY

16) ON THE VIEWSHEET,CLICK ON THE ARROW MARKED WITH `0`(BENEATH THE `IF`
    FUNCTION) AND CONNECT IT BY CLICKING ON THE `END` FUNCTION.

17) CLICK ON THE `LINK` KEY

18) CLICK ON THE INSTRUCTION ICON(`DO` ALERT ME`) AND CONNECT IT TO THE
    CENTRE OF THE LINK. `IF` TOWARDS `END` THE CONNECTION OBTAINED SHOULD
    FORM AN ELBOW.

19) CLICK ON `EXIT` THE MESSAGE `RUNNING` SHOULD APPEAR

YOU SHOULD NOT HAVE ENCOUNTERED ANY PROBLEMS WHILE CREATING THIS PROGRAM.DO
NOT FORGET THAT THE `ERASE` KEY IS THERE IF YOU MAKE A MISTAKE.

NOTE; BY CLICKING ON THE 2ND ICON OF THE FUNCTION `IF TIME=ALARM`YOU CAN
SET THE ALARM.
          ------------------------------------------------------
PARALLEL TOKEN [ADVANCED LEVEL]
--------------
THE FOLLOWING PARAGRAPHS WERE WRITTEN FOR PLAYERS WHO ALREADY ARE FAMILIAR
WITH PROGRAMMING. THE FOLLOWING FUNCTIONS WILL ALLOW YOU TO GET THE MOST
OUT OF B.O.B

CASE OF A BLOCKED PATH
----------------------
USING THE INSTRUCTION `DO ANALYSE par 2` WILL BLOCK A PATH; IT USES A
SYNCHRONISATION INSTRUCTION THAT BLOCKS OTHER TOKENS. NOTE THAT A `DO`
INSTRUCTION CANCELS THIS STATE AND NOT AN `IF` INSTRUCTION. THIS ALLOWS YOU
TO CHAIN TOGETHER SEVERAL `IF` TESTS 

CONTROLLED PATHS
----------------
YOU CAN INSERT A `RUN` OR A `STOP` IN A RE-ROUTED PATH, YOU THEREBY
`CONTROL` YOUR PROGRAM LOCALLY AS YOU HAVE THE ABILITY TO CHANGE A `STOP`
TO A `RUN` AND VICE VERSA(BY CLICKING DIRECTLY ON THE VIEWSHEET)

THESE CONTROLLED PATHS OFETN PRODUCE A `TRAP MODEL`

CONDITIONAL INSTRUCTION
-----------------------
AS EXPLAINED PREVIOUSLY,THIS INSTRUCTION IS `IF par1,par 2`then...)

LOOPS
-----
`PARALLEL TOKEN` ALLOWS YOU TO HAVE A LOOP STRUCTURES IN YOUR PROGRAMS;
`REPEAT...UNTIL AND WHILE...WEND`

THE TRAP MODEL
--------------
THIS MODEL ALLOWS YOU TO TRAP A TOKEN IN A RE-ROUTED PATH.IT CAN
BEINTENTIONAL OR NOT. IN THE FORMER CASE IT IS CALLED A `TRAP MODEL` THE
INSTRUCTIONS TAKEN FROM THIS MODEL WILL BE EXECUTED IDEFINITILY FROM THE
MOMENT A TOKEN PENETRATES THE STRUCTURE. THIS CAN BECOME VERY USEFUL IF THE
MODEL IS LAUNCHED BY A CONDITIONAL INSTRUCTION.





                             THE SIMULATORS
                             --------------
THE VIA EXPRESS
---------------
THE DASHBOARD CONTAINS THE FOLLOWING.

BOTTOM SCREEN [FAR LEFT]	REAR VIEW SCREEN
BOTTOM SCREEN [2ND LEFT]	SPED
BOTTOM SCREEN [CENTRE]		PILOT STICK
BOTTOM SCREEN [FAR RIGHT]	FORCE FIELD INDICATOR
TOP    SCREEN [TOP RIGHT]	VIA EXPRESS MAP

THE NUMBER OF SHOCK IS TALLIED AND YOU WILL HAVE TO PAY A USAGE FEE WHEN
YOU ARRIVE AT YOUR DESTINATION. YOU CAN CHOOSE TO TRAVEL IN AUTO MODE (YOU
DO NOT PILOT THE VEHICLE) WHICH IS MORE EXPENSIVE BUT WILL ASSURE SAFE
ARRIVAL AT YOUR DESTINATION.

YOU SHOULD NOT EXPERIENCE ANY PROBLEMS WHILE IN MANUAL MODE.BE CAREFUL NOT
TO MISS YOUR EXIT!

THE VIA POLICE(CATAPHRACTAIRES) HAVE THE AUTHORITY TO PULL YOU OVER
WHENEVER THEY WANT.MAKE SURE YOUR AGENT IS CARRYING HIS PASS TO AVOID BEING
DETAINED.

NOTE; A FORCE FEILD SURROUNDS THE CITY.IT WILL PREVENT YOU FROM LEAVING THE
CITY - DO NOT TRY TO TRAVEL TOO FAR.

          ------------------------------------------------------
THE MOSQUITO SIMULATOR
----------------------
THE MOSQUITO IS A SMALL TAXI. IT IS YOUR MEANS OF TRANSPORTATION TO THE
SKYSCRAPER RUNWAYS OF THE CITY.

BOTTOM SCREEN [FAR LEFT]	SPEEDOMETER
BOTTOM SCREEN [2ND LEFT]	THROTTLE
BOTTOM SCREEN [CENTRE]		PILOT STICK
BOTTOM SCREEN [FAR RIGHT]	ALTIMETER

THE KATATRUCK SIMULATOR
-----------------------
THIS SIMULATOR IS OBLIGATORY. THE KATATRUCK IS A MAINTENANCE VEHICLE FOR
THE COMPANY CLEANING UP INC. AND IS LOCATED IN THE TB1 TERMINAL.
YOU CAN TAKE OFF AND LAND AT THIS TERMINAL AND ONE OTHER PLACE THAT WE WILL
LET YOU DISCOVER FOR YOURSELF...LANDING REQUIREMENTS ARE THE SAME AS FOR
THE MOSQUITO.
          ------------------------------------------------------
THE RAEDA V6 SIMULATOR
----------------------
THE RAEDA V6 IS AN INTERPLANETARY VESEL THAT ALLOWS YOU TO GO INTO SPACE.
THIS SIMULATOR IS OBLIGATORY.
YOU TAKE OFF AT ROMA II ASTROPORT AND MUST ALSO LAND THERE.TO LAND
SUCCESSFULLY,GUIDE YOURSELF VERY SLOWLY TOWARDS THE ][ ON THE RUNWAY AND
YOU WILL BE `CAUGHT`.
TO LAUNCH INTO SPACE,ANGLE THE VESSEL AT 30 DEGREES OR MORE RELEATIVE TO
THE HORIZONTAL AND GAS THE ENGINES TO MORE THAN 90%. ONCE IN SPACE YOU WILL
AUTOMATICALLY BE SET ON COURSE FOR BEDHIN 6. ENGAGE THE
HYPERPROPULSION.ONCE YOU ARE IN ORBIT AROUND THE SATELLITE,REDUCE GAS TO
AVOID RUNNING INTO THE ASTEROID BELT.
REMAIN IN ORBIT AND HEAD FOR THE RED ZONE(ACCESS TO SPACE STATION)

NOTE; WITH THE SIMULATOR, THE `S` KEY DOES NOT PRODUCE A SATELLITE VIEW,BUT
A GENERAL VIEW OF THE PLANETARY SYSTEM(SHEDISHAN IN THE CENTRE...)THE RED
TRAIL THAT APPEARS IS THE TRAJECTORY OF YOUR VESSEL.
          ------------------------------------------------------
THE SERSHOYER SIMULATOR
-----------------------
IN THE SPACE STATION,YOU WILL BE ABLE TO PILOT THE SERSHOYER,A SORT OF
SPACE DRILLER(THIS SIM IS OBLIGATORY)
YOU WILL FIND YOURSELF IN A MAZE OF TUNNELS. THE SATELLITE VIEW IS REPLACED
BY A MINE MAP OF BEDHIN 6. THE RED RECTANGLE(BELLOW) REPRESENTS THE STATION
AND THE BLIKING DOTS IS YOUR VESSEL.
WHEN YOU SEE A RED DOT IN FRONT OF YOU,YOU CAN CROSS IT AND RETURN DIRECTLY
TO THE STATION.
          ------------------------------------------------------
                             THE VIDEO ARCADE GAMES
                             ----------------------
YOU WILL FIND REAL GAMES IN ROMAS VIDEO ARCADE HALLS. THEY ARE THERE TO LET
YOU WIN(OR LOSE) MONEY AND MEET PEOPLE.

QUATTRO
-------
QUATTRO IS A `BREAKOUT` TYPE OF GAME WITH 4 PADDLES. DEMOLISH ALL THE
BRICKS IN THE CENTRE OF THE SCREEN BEFORE ADVANCING TO THE NEXT LEVEL. YOU
MUST NOT LET THE BALL GET PAST YOUR 4 PADDLES.
AT THE BEGINNING OF THE GAME,YOU MUST BET. THE MORE YOU BET THE FEWER BALLS
YOU HAVE WITH WHICH TO START.
2 PLAYING MODES HAVE BEEN INCORPORATED INTO THE GAME;MODE X AND MODE
XY(GAME MODE IS CHOSEN IN THE CONFIG BOX)
MODE X ALLOWS YOU TO CONTROL THE 4 PADDLES BY MOVING THE MOUSE LATERALLY.
WHEN YOU MOVE THE MOUSE TO THE RIGHT,THE RIGHT MOUSE DESCENDS AND THE LEFT
PADDLE MOVES UP.WHILE THE UPPER PADDLE MOVES TO THE RIGHT AND THE LOWER TO
THE LEFT.
MODE XY USES ALL THE MOVEMENTS OF THE MOUSE.A RIGHT-LEFT MOVEMENT MOVES THE
PADDLE FROM HIGH TO LOW AND AN UP-DOWN MOVEMENT MOVES THE PADDLES LEFT AND
RIGHT.
NOTE; SOMETIMES WHEN A BALL TOUCHES A BRICK,A BONUS IS DISPLAYED ON THE
SCREEN (IT MOVES AROUND) IF YOU TOUCH THE BONUS WITH A PADDLE,YOU WILL
RECIEVE A QUATTRO OPTION(2 BALLS,SUPER DESTRUCTOR BALL ECT.) IF THE BONUS
ALLOWS YOU TO FIRE,CLICK THE LHMB TO FIRE.
          ------------------------------------------------------
CHIDAM
------
CHIDAM IS A GAME OF CHINESE CRACKERS.

THE BOARD IS IN THE SHAPE OF A STAR AND EACH `CORNER` CONTAINS PIECES OF A
CERYTAIN COLOUR. THE GOAL IS TO MOVE YOUR 3 COLOURS(THOSE LOCATED IN THE
LOWER 3 CORNERS) INTO THEIR RSPECTIVE `HOMES` (THE UPPER CORNERS) MOVE YOUR
PIECES ONE HOLE AT A TIME. YOU CAN ALSO MOVE PIECES BY JUMPING OVER OTHER
PIECES.
THE SUM YOU BET IS DIRECTLY PROPORTAIONAL TO THE COMPUTERS GAME PLAYING
LEVEL. THE MORE YOU BET,THE FEWER `FREE` MOVES YOU WILL HAVE AT THE
BEGINNING OF THE GAME. IT WILL BE MORE DIFFICULT TO DEFEAT YOUR OPPONENTS
(WHO PLAY VERY WELL)
          ------------------------------------------------------
TUBULAR
-------
THE GOAL OF TUBULAR IS TO FILL SEVERAL RESERVOIRS UP AT THE SAME TIME. ONE
RESERVOIR RELEASES ITS FLUIDS THROUGH VARIOUS PIPES AND YOU MUST REGULATE
THE FLOW(WITH FAUCETS) SO AS TO HAVE LIQUID LEVEL THAT IS EQUAL TO ALL THE
RESERVOIRS.
THERE IS NO SCORE IS TUBULAR. THE REPRESENTATION OF A FACE IS, IN FACT THE
FACE OF YOUR AGENT.IF YOU LOSE,THE FACE BECOMES SERIOUS,ANGRY,AND FINALLY
FURIOUS. IF YOU WIN YOU RECIEVE A FAINT SMILE!
TO REGULATE A FAUCET,USE THE LHMB TO INCREASE THE FLOW AND RHMB TO DECREASE
THE FLOW(AT THE SPOT WHERE THE MOUSE BECOMES AN ARROW).
          ------------------------------------------------------

---
Typed by ANON and ANNIHILATOR

Quiz