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- 10. VIP Most Dangerous Game
- VIP Most Dangerous Game pits a hunter against a hunted in a maze. The hunter must
- shoot the hunted before either time runs out or the hunted escapes the maze.
- However, neither the hunted nor the hunter can see a wall in the maze until he runs
- into it. There is always at least one path through the maze.
- How To Play VIP Most Dangerous Game
- 1. Load the CHIP-8 interpretor at 0000-01FF
- and the game starting at 0200.
- 2. Turn RUN switch on.
- 3. Hunted's turn:
- When the arrow appears in the lower left, it is the hunted's turn. Keys 2-4-6-8
- control direction (up-left-right-down, respectively). The hunted continues to
- move until a) he makes 5 moves, b) he hits a wall or c) key 0 is pressed.
- 4. Hunter's turn
- When the arrow appears in the lower right, it is the hunter's turn. The hunter's
- turn consists of two modes, the move and the shoot. Keys 2-4-6-8 and 0 control both
- modes. Like the hunted, the hunter continues to move until a) he makes 3 moves,
- b) he hits a wall or c) key 0 is pressed. If he hits the wall, case b), he cannot
- fire a bullet. The hunter may fire one of his bullets using the direction keys
- 2-4-6-8. The bullet will travel four squares in the corresponding direction, unless
- a wall is encountered. If the hunter prefers not to use a bullet, he must press key 0.
- 5. Repeat steps 3 and 4 until:
- a) The number of turns (upper left on the display) expire. The hunted wins.
- b) The hunter lands on or shoots the hunted. The hunter wins.
- c) The hunted lands on hunter, thereby giving up. The hunter wins.
- d) The hunted reaches the lower right corner of the maze with at least 1 move
- remaining in his turn. The hunted wins, by escaping the maze.
- 6. Variations of VIP Most Dangerous Game may be played by changing certain bytes in
- the program.
- Location Default Meaning
- 0215 0F Number of turns in the game.
- 0217 06 Number of bullets hunter has at start.
- 0219 03 Number of moves per turn for the hunter.
- 0221 01 Number of squares per move (hunted and hunter).
- 022B 05 Number of moves per turn for the hunted.
- 024B 01 If zero, walls are invisible.
- 0355 04 Number of squares a bullet will go.
- 04E3 70 Probability (out of 100Hex) of a wall appearing.
- 04EB FE If FF, a wall may appear at previously tested boundaries.
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