********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warantee of the original document, if any, that may included in this etext. No other warantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of the ~Six Gun Shootout softdox~, converted to etext by anonymous, obtained from the Asimov Apple ][ site ftp://ftp.apple.asimov.net/pub/apple_II/images/games/strategy/SSI/ sixgun_shootout.zip, pointed to by Evin Mulron's Apple ][ SSI page http://www.concentric.net/~evin/ssi/. 6GUNSH10.TXT, May 1997, etext #238#. ********* Six Gun Shootout Softdox ------------------------ COMMAND SUMMARY: A) General commands I - Identify phasing character, shows HP, weapon status, ammo status, and current weapon in hand. TM indicates terrain modifiers, positive numbers indicate greater vulnerability X - Exit. End charcters activity for the segment B) Special commands T - Set message display speed 1(fast) to 10000(slow), 5000(default) D - Use dynamite. Only the designated dynamite carrier may use the dynamite, and he must be adjacent to the target. May be used only once per game. M - Clear map. Temporarily removes characters from map so terrain may be viewed V - Highlights the squares in a characters line of sight. It will prompt for a viewing altitude. If "standing" is chosen, all enemies in line of sight will be highlighted. To see if there are kneeling or prone enemies in line of sight, choose the approprii|m(~aaing altitude. C) Movement commands 1,2,3,4,5,6,7,8 - Move one space in the indicated direction. A directional display appears in the lower right hand corner of the screen. TM affect movement ability. E - Stand erect K - Kneel P - Prone position D) Fire commands R - Ready a weapon, or change weapons. Only those available for the current segment will be displayed. L - Load one round into weapon in hand F - Fire a shot. Cursor and range finder will appear in the lower right hand corner of the screen to aid in target selection. X - Exit fire routine E) Posture effects When an erect character moves on a clear or planking space, he is prompted for a second command. When a kneeling character stands erect, he also is prompted for a second command. All other actions end a characters activity for the segment. TERRAIN, ALTITUDES, AND LINE OF SIGHT: Terrain effect table -------------------- TYPE ALT PROT TH MOD MOVEMENT EFFECT ---- --- ---- ------ --------------- Full wall 11 255 NA Prohibited Half wall 5 255 +1 Note 1 Light half wall 4 127 +2 Note 1 Ground 1 255 -1 No effect Planking 2 255 0 No effect Rough 4 255 -3 Note 1 Mud 0 255 -2 Note 2 Tree 10 255 NA Prohibited Tall Brush 7 113 NA Prohibited Low Brush 4 27 +2 Note 1 Cactus 4 142 +2 Note 1 Rocks 4 255 +1 Note 1 Covered Wagon 10 255 NA Prohibited Open Wagon 4 255 +1 Note 1 Hitch 4 57 +2 Note 1 Trough/Tub 4 255 +1 Note 1 Barrel 4 198 +1 Note 1 Boxes 4 169 +2 Note 1 Window 5 255 +3 Note 1 Stove 5 255 +1 Note 1 Table 5 227 +1 Note 1 Desk 5 255 +1 Note 1 Safe 5 255 +1 Note 1 Chair 5 84 +2 Note 1 Bed 5 255 +1 Note 1 ========================================================= ALT = Altitude PROT = Protection THMOD = To Hit Modifier NA = Not applicable --------------------------------------------------------- Note 1: Character must be erect to enter. Loses movement capability for next segment. Note 2: Character loses movement capability for the following segment. A) Character altitude Normally a character is considered to be at the altitude equal to the height of his head. Each body part is assigned an altitude according to posture and terrain. B) Line of Sight Six Gun Shootout uses a line of sight to ensure you see only what your character could see. Walls, etc. block your vision making other characters seem invisible to your sight. Use V to see your line of sight. WEAPONS: Characters may carry a maximum of 3 weapons. Only a weapon in hand may be loaded, fired or used in combat. Some weapons must be cocked or loaded often, thus making them un-ready after a segment. A) Posture modifiers Posture Table ------------- Standing Kneeling Prone -------- -------- ----- Head +5 +4 +1 Chest +4 +3 +1 Gut +3 +2 +1 Legs +2,+1 +1 +1 Weapons Table ------------- # Weapon R1 R2 R3 LD PT M1 M2 CK BK - ------ -- -- -- -- -- -- -- -- -- 1 Saber 1 1 1 0 0 0 0 0 0 2 Tomahawk 1 2 3 0 42 +2 -4 0 0 3 Knife 1 2 3 0 56 +2 -4 0 0 4 Spear 1 2 4 0 85 +2 -4 0 0 5 Bow and Arrow 3 6 12 30 70 +2 -2 1 0 6 Derringer 0 1 2 2 28 +1 -4 1 1 7 LSA Pistol 1 3 6 6 42 +2 -3 1 1 8 MSA Pistol 1 3 7 6 85 +2 -3 1 1 9 HSA Pistol 2 4 8 6 170 +2 -3 1 1 10 LDA Pistol 1 2 5 6 56 +2 -3 0 1 11 MDA Pistol 1 3 6 6 70 +2 -3 0 1 12 HDA Pistol 1 3 7 6 155 +2 -3 0 1 13 Shotgun 2 4 8 2 99 +3 -5 0 1 14 S/O Shotgun 1 2 4 2 56 +5 -7 0 1 15 Breechloader 7 15 30 1 212 +1 -1 1 1 16 Rifle 5 10 20 16 155 +1 -1 1 0 17 Repeater 3 6 12 12 141 +1 -1 0 0 18 Carbine 6 12 25 1 184 +1 -1 1 0 =========================================================== R1 = Max short range R2 = Max medium range R3 = Max long range LD = Max ammo load for weapon PT = Penetration factor for weapon (ability to pass through objects) M1 = Close ronge accuracy modifier M2 = Long range accuracy modifier CK = Indicates whether weapon must be readied after each segment BK = Indicates whether weapon must be readied after becoming unloaded COMBAT: A) Procedure When it is a character's turn, and his weapon speed is fast enough to allow him to fire during the segment, he may fire at an opposing character. The target must be in range of the firing weapon. After hitting 'F' for fire, the targeting cursor appears on the firing character. Move the cursor by hitting the number of the direction you wish by choosing from the direction table in the lower right side of the screen. The cursor will cause a status report for each character it moves over. When the appropriate target is selected, hit then a '9' when it asks for target again, to fire. 'X' will exit to cammand level again. If an unloaded weapon is fired, the segment is lost and the message CLICK is displayed. Hand to Hand combat works much the same way, but the characters must be adjacent. B) Hit Locations Hit locations are determined mainly by the computer, though it sometimes allows sharpshooting. C) Wounds Wounds can cause knockdowns, incapacitation, and death. A character who has any part of the body reduced to 0 HP is knocked prone. If the head or chest is reduced to 0 HP then the character is dead and removed from the game. When a character has his gut and any other part of the body reduced to 0 HP he is dead. When a character has any combination of two of legs or arms at 0 HP then the character is incapacitated and removed from the game. D) Winning The winner is the player with the most points at the end of the scenario. Killing all the opposition does not insure victory. ********* End of the Project 64 etext of the Six Gun Shootout softdox. *********