_____ __ ___ ____ _______ ______ / ___/\ /\ \ \ / _/ / __ \ /_ ___ \ /\____/\ /\ /\ / / _/ / / /__/\/ / / / / \ \ / /__/ / / / / / / / / / \ \ \_/ / __/ / / / / /\/ / //___/ / / / / / / / / /\ \ \ / /\ \ / / / / / / / / \ \ / / / / / / __ / / / /__\ \ / /__\ \__ / /_ / /___/ / / /__ \ \_\/___/ / \ \/ /\/ / \/____\/ \/__/ \__/ \/_/ \/_____/ \/__/ \________/ \/_/\_\/-bbox Presents the docs to Bar Games from Accolade!!! Typed by Sentry and Mictlantecuhtli of Skid Row ============================================================================= Ah, the tavern. Since time immemorial, it has served mankind as a place of solace, camaraderie and entertainment. Joe the Bartender slides you a beer, you tell him your troubles, maybe have a pickled egg, a few beer nuts. Some buddies show up. You buy a round. Next thing you know, you're on the faculty at M.I.T. Yeah, bars are amazing sociological phenomena. They can be quiet or loud, cozy or cavernous, dark dives or trendy pyrotechnic palaces. But they all have one thing in common: Games. Bar Games. Let's face it: Bar Games are what made America great. If, as the Britons say, the First Great War was won on the playing fields of Eton... well, then the Second Great War was won in Harry's Tavern, somewhere between the pool table and the dart board. We need it. We crave it. Competition. The thrill of victory, and the agony of an Air Hockey puck in the teeth. You know what I'm talking about. Maybe you've lost a buck or two at Liar's Dice. Or lost your innocence to some Pick-up Artist. (The keenly competitive mating rituals of your common bar patron can be a sight to see. Somebody oughta do a PBS documentary.) Yeah, BAR GAMES. The REAL American pastime. ~~~~ HOW TO INSTALL ONTO A HARD DRIVE 1. Boot up the computer and hard disk using the appropriate steps for the hard disk. 2. Insert Disk 1 of BAR GAMES into any drive. 3. Double-click on BAR GAMES disk icon. 4. Double-click on "HD Install" icon. 5. Type the path (such as dh0: or dh1: to copy BAR GAMES programs and press return. 6. When prompted, replace the program disk with the data disk. GETTING STARTED BAR GAMES will run on Amiga models 500, 100, and 2000. You need at least 512K to play. If your machine has only 512K and you have any trouble booting BAR GAMES, disconnect any external drives to free up memory. BOOTING UP BAR GAMES 1. Insert Disk 1 of BAR GAMES into DF0:. If you have more than one disk drive, insert Disk 2 of BAR GAMES into another drive. 2. Following the title screen and credits, you'll be ask to identify a glass on the screen. (This annoyance has been removed by SKID ROW!) You can also run BAR GAMES from Workbench or Harddrive, but more than 512K is recommended. BAR GAMES assumes you have "mathtrans.library" in your libs: directory on Workbench. If for some reason you don't, the copy that file from the libs: directory of the BAR GAMES disk to libs: directory of Workbench. CHOOSE YOUR POISON After successfully identifying the bar glass, use LEFT/RIGHT arrow keys (or joystick LEFT/RIGHT) to advance through the pages of the BAR GAMES Menu. Press RETURN (FIRE button) to select items on the menu. HOW TO ENTER NAME ONTO THE PLAYER ROSTER Before playing an event, you must enter in the name (up to eight characters) of each player. 1. Use the Up/Down arrow keys (Forward/Back on joystick) to position the on-screen arrow next to the number of the player you want to name or edit, then press RETURN (or FIRE button). 2. Type the name of a player followed by RETURN. Use the BACKSPACE and DELETE keys as needed. 3. When all names (up to four) have been entered, press the RIGHT arrow key (or move the joystick to the right) to advance to page three of the BAR GAMES Menu. From there you can select and Single Event to play. If you wish to play a tournament, press the RIGHT arrow key once to advance to page 4. PLAYING A SINGLE EVENT Each of the events of BAR GAMES can be played individually. 1. Use the UP/DOWN arrow keys (Forward/Back on joystick) to indicate which one of the following events you want to play: LIAR'S DICE WET'N WILD LAST CALL AIR HOCKEY PICK-UP ARTIST 2. Press RETURN (Or FIRE button) to play that event. PLAYING A TOURNAMENT In the tournament, players face each challenge in succession, starting with LIAR'S DICE, then WET'N WILD, etc. Player ONE always plays each event first (no "honors", where the highest score from the previous event goes first). 1. Use the LEFT/RIGHT arrow keys (Left/Right on joystick) until the Tournament Menu is visible (page 4) 2. Press RETURN key (FIRE button) to start the tournament. VIEWING HIGH SCORES The high scores are shown in the last several pages of the BAR GAMES Menu. Use the LEFT/RIGHT arrows (Left/Right on joystick) to flip the pages of the BAR GAMES Menu until the desired high scores are visible. TOURNAMENT STANDINGS When you complete a tournament, the Tournament Standings screen lists the order of finish for the tournament just played. LEAVE THE BAR Takes you back to Workbench. 1. Use the LEFT/RIGHT arrows key until the last page of the BAR GAMES Menu is visible (page 12). At the bottom of the page, a "Leave the bar" option appears. 2. Press RETURN to leave the bar. Only tournament high scores are saved when you leave the bar - but not Single Event scores. CONTROLS You can use either the keyboard or joystick to play BAR GAMES. Additional keyboard controls: HELP During a game, takes you to a Help screen; Space Bar resumes the game. ESC Pauses the game. Hit any key to resume. CTRL+Q During a game, voids the game and returns you to the BAR GAMES Menu; during a tournament, voids the game and the entire tournament, and returns you to the BAR GAMES Menu. EVENTS Rowdy nonstop action is the essence of BAR GAMES. Of course, in any evening's festivity, there are those occasional moments when one must answer the call of nature... or perhaps some other equally urgent imperative. To PAUSE the game at any time, press ESC. To restart, hit any key. OK, here's the lineup: LIAR'S DICE Each player begins this game with 100 chips. There are ten rounds. If, however, your chip total becomes zero at the end of any round, the game is over. Each round opens with your first WAGER (in increments of five, from 5 to 500 chips - although, of course, you cannot WAGER more chips than you have.) To WAGER, use the UP/DOWN arrow keys to increase or decrease your wager in five chip increments. To increase or decrease your wager in 50 chip increments, use the LEFT/RIGHT arrow keys. Then press RETURN (or FIRE). The POT is then set to twice your wager (because your opponent, the "bartender", matches your wager). The dice are automatically shaken, thrown. Your five dice appear on the bottom left corner of the screen, and the word BID is highlighted. Now someone must make a BID. The object is to guess the best possible hand that combines your dice with those of your computer opponent. The higher the number of dice of the same face value, the better the hand. For example, six Twos beats five Twos. But if the number of dice in opposing bids are the same, the higher hand is the one whose die value (pips of dice - a pip, in this case, is a dot on a die, not a back up singer to Gladys) is higher. For example, a bid of six Threes is higher than six Twos. Bluffing, and calling bluffs, are important elements of the game - hence the name, Liar's Dice. In Round 1, you BID first. In Rounds 2-10, the first bidder is whomever won the previous round. To BID, use the LEFT/RIGHT arrow keys (or joystick) to highlight: o the NUMBER (1-10) of dice bid, o the DIE, o or the word BID. When BID is highlighted, you can use the DOWN arrow key (or joystick) to highlight the word CALL. If you decide not to CALL, use the UP arrow key (or joystick) to enter the BID. When NUMBER is highlighted, use the UP/DOWN arrow keys (or joystick) to increase/decrease the number of dice (1-10) in your bid. When the DIE is highlighted, the UP/DOWN arrow keys will cycle the die to show from 1 to 6 pips. Once you've got your "number of a kind" ready to bid, highlight BID and press RETURN (or FIRE). You opponent will then either bid higher, or call your bid. If she bids higher, and you wish to call her bid, highlight CALL and press RETURN (or FIRE). * Scoring YOU WIN if: You CALL your computer opponent and her bid is higher than the actual combination of hands; or your opponent CALLS your BID, and the actual combination of hands is equal to, or greater than your bid. YOU LOOSE if: You CALL the computer opponent and her bid is equal to or less than the actual combination of hands; or Your opponent CALLS your BID, and the actual combination of hands is less than your BID. * Things to Keep in Mind - To speed up the game, press RETURN or FIRE when the computer opponent is "thinking" during her turn to BID. She will then instantly make her bid. - Aces (dice showing one pip) are "wild" - that is, counted as the same die face value as each bid. - The pot automatically doubles when a bid of six or more of any die face is made. Don't worry - this happens without you wagering more chips. * Tournament Mode Player One plays ten rounds, then Player Two plays ten rounds, etc., until all players have played ten rounds - unless any player's chip total hits zero at the end of any round. WET'N WILD Better known as a Wet T-Shirt Contest, the object of this lubricious enter- tainment is to dunk as many buckets of water as you can from a catwalk onto a contestant on a stage below. You get a maximum of 16 buckets and one minute per round to get the hardbody below at least 80% wet. Each time you do, you move on to a new contestant. There are 8 possible ROUNDS. A round is over when all your buckets are empty OR the time hits zero OR you have gotten a contestant 100% wet. The GAME is over when you fail to get any contestant at least 80% wet, or when the timer hits zero in the final (8th) round. To MOVE YOUR MAN along the catwalk, use the LEFT/RIGHT arrow keys or the joystick. Press SPACE BAR or FIRE button to dump the BUCKET OF WATER that your MAN is standing above. Each bucket can be tipped only once per round. * Contestant Interference In Rounds 3, 4, 7 and 8, the previous round's contestant will walk out onto the catwalk and try to kick off your buckets. Once a bucket is kicked off, it is lost for the game. (See Scoring and Extra Buckets below.) To stop inter- ference, bump the interlopers with your man - they will immediately retreat. But they'll be back, so keep on your toes. * Heads Up In Rounds 5 and 6, a malicious little man randomly appears through trap doors above the catwalk. He will gleefully try to drop BOWLING BALLS, 1-TON WEIGHTS, BOMBS and BARRELS on your head. If he hits you, your head will literally spin... putting you out of commission for precious seconds. At the bottom of the screen is a bank of 20 LIGHTS. If you dump a bucket onto any LIGHT that is on - and you don't hit the contestant below - your man will get the SHOCK of his life. (Indeed his hair will stand on end.) He will also be frozen in place until the shock is over. * Scoring and Extra Buckets You can earn points for each percentage point that you get any contestant wet. Check the WETNESS GAUGE, a horizontal bar above the contestant's name, to see how wet you've gotten the contestant. Direct hit = 25% Wet Near hit = 12% Wet Marginal hit = 6% Wet Miss = 0% Wet For every 200 points you score, you earn one EXTRA BUCKET. These appear only at the beginning of succeeding rounds, and only replace those buckets kicked off by earlier contestants. If you get any contestant 100% wet, you earn 5 BONUS POINTS for each second remaining in the round, as well as 10 BONUS POINTS for each unused bucket remaining. (No bonus points for unused Extra Buckets.) * Tournament Mode The game alternates between players after each round (or contestant). LAST CALL You are the bartender. Your job: Slide mugs of beer down a long, sleek, 3-tiered bar to thirsty patrons. Precision throwing is a pure art - too weak, and the mug slides off the bar short of the mark; too strong, and the mug goes tumbling over your customer's outstretched hand. Each of the four rounds consists of a one hour shift, and the rounds take place on four consecutive "nights" - Tuesday, Wednesday, Thursday and Friday. Naturally, as you head into the weekend, each night is a lot tougher than the preceding one. * Beer Quota Each shift has a quota of beers that must be served successfully. The BAR is a single connected surface, but on the screen it is divided into 3 tiers. Thus, if you slide a beer to the far end of the bar, it will move left to right across each tier in succession from the bottom of the screen to the top. At full capacity, your bar seats sixteen patrons - seven on the top tier, seven in the middle, two on the bottom (closest to the bartender). Near the bottom of the screen are a DIGITAL CLOCK, a POWER BAR, the number of BEERS SERVED and your SCORE. The DIGITAL CLOCK, surprisingly enough, keeps track of the time remaining in your shift. The POWER BAR lets you determine how far you want to make a mug slide along the bartop. You do this by pressing the Space Bar or FIRE button, which starts the "mercury" of the POWER BAR moving from left to right. When the mercury hits what you think is the appropriate spot on the POWER BAR, hit the Space Bar or FIRE button again to send the beer down the bar. The first segment of the POWER BAR lets you see the mercury begin to travel. The next three segments represent the three tiers of the bar. The fifth and final segment represents "too far" - that is, past the upper tier of the bar. * Scoring You start out the first night with 32 beer mugs. If you break one, it's gone for good. However, you earn additional mugs for every 100 points. How do you score points? Accurately served beers are worth 25 points each. You also earn 5 bonus points for each minute left on your shift after you've served your quota. All patrons raise their hand to order a beer. It's important to note the order in which the patrons raise their hands - because that's the order in which you must fill their requests. More patrons will appear on each succeeding night, which means that you will have to fill more orders in the same amount of time. After the first night, patrons are more thirsty as well; each wants two beers (not at the same time) instead of one. And, just to make things a bit tougher, on Thursday night the first measuring line on the POWER BAR disappears, and on Friday the first measuring line re- appears, and the second line is gone. * Tournament Mode The game alternates between players after each shift. All players serve a shift on Tuesday, then Wednesday, etc. A player must meet his nightly quota in order to advance to the next shift. AIR HOCKEY A simple game that requires complex motor skills, always present in any bar situation. On screen is a standard air hockey table. The object is to score goals by using your PADDLE to knock the PUCK into the slot (goal) on the opponent's end of the table. Press the Space Bar or FIRE button to start each new round. Move your PADDLE with the arrow keys or the joystick. You can also press the Space Bar or FIRE button - the paddle will move forward a bit, then back to its original position (In addition, you can use the numeric keypad to direct the paddle in three directions: horizontally, vertically, and diagonally.) If you score, the PUCK reappears at the center line, the moves toward your opponent; if your opponent scores, then vice-versa. The first to score seven goals wins the round. * Scoring You play four opponents - Clyde, Nina, Willard and Barbi - in that order. Each new opponent is tougher, and you must beat each of them two out of three rounds in order to advance. As you advance, goals are worth more points and the bonus "constant" is higher (see chart below). Here's how the bonus structure works, using Barbi as an opponent: You get a bonus of 75 points for each goal in the margin of victory - that is, if you beat Barbi 7 to 4, the margin of victory is 7 - 4 = 3, so you get 3 x 75 or 255 bonus points. NAME POINTS/GOAL BONUS CONSTANT Clyde 25 25 Nina 40 40 Willard 60 60 Barbi 75 75 * Tournament Mode The game alternates between players after someone (computer player or human) wins two out of three rounds. PICK-UP ARTIST The bar game to end all bar games - and probably why bars were invented in the first place. In our version of this not-so-trivial pursuit, you first espy three lovely ladies sitting at the bar on a Wednesday night with their backs turned to you. From one of these three lovelies, you receive a secret message, the upshot of which is that she wants to meet you and that she is wearing a flower. Thus you have... * The Overiding Objective Employing your best pick-up lines, find the girl with the flower on Wednesday night, so that you can take her on a series of three dates. If you can satisfy her conversational desires on Thursday, Friday, and Saturday as well - then you receive the big Weekend Reward. If that sounds easy, you haven't been riding on the dating circuit in a while. * How it Works if You're Infallible Once you gather enough gumption to strike up a conversation, there are some basic conversational guidelines. No matter which girl you choose to talk to on the first night (Wednesday), the computer will ask you a series of three questions, and you have three possible replies to each question. (See "The Mechanic" section below to learn how to select girls and replies.) If you select the correct replies to all three questions - AND she is the one with the flower - then you can earn the right to take her on a date Thursday, the next night. On Thursday, it's just you and her, one on one. But again, you are asked three questions, and you have three possible responses to each one. If you select the right one each time, you get to take her on another date on Friday night. Once again, you'll face three more questions, have three more potential replies and if you're 100 percent right, it's on to Saturday's dream date. On Saturday, the formula continues. Three successive questions from her, three ripe responses for you to choose from for each question, and if you dazzle her all three times - you win. * How it Works if You're Human However, if you don't select the right response to each question, things are not so simple. Like love and life, final success in Pick-up Artist takes time and training. Let's examine the price of failure. - The First Night: As we said, the goal on Wednesday is to find the girl with the flower. You fail in this quest if you do not find the girl with the flower and answer all the questions correctly. For example, you choose a girl to talk to. The computer asks you a question, you select a response, but she rejects it. You'll know this immediately by her withering reply, and she disappears. Now two girls remain and you must select one to talk to. If you select an incorrect response for this girl, she disappears, leaving you with the last girl. If you select a wrong response for her, then your first night is a blowout. But remember, the goal on the first night is to find the girl with the flower. So even if you select three correct responses for any girl, if she isn't the one with the flower, you don't go on your first date. What do you do if you don't find the flower girl on the first night? Like any healthy, red-blooded male, you come back the next night, and try again with the same three girls in the same bar with the same questions and responses. (Be careful, however, a different girl could be wearing the flower on the second night.) If you strike out on the second night, too, you must return the third night. and so on, until you find the girl with the flower. You only get four nights (Wednesday through Saturday), however, to find the flower girl. - The Other Three Nights Once you find the flower girl, the following night becomes your first date. And the goal now is to answer all questions correctly to become eligible for another date. If you fail to answer all the questions correctly during any date, then you strike out and are returned the next night to the bar - to find the flower girl all over again. Remember, there's only four nights in this game. So in order to score the ultimate, you must find the flower girl on the FIRST NIGHT (Wednesday), then succeed on three successive dates (Thursday, Friday, and Saturday) * The Mechanics 1. To select a girl to talk to: o Press Space Bar (or FIRE) to stop the pointing fickle finger of fate at either the Left, Middle, or right girl. o After the selection, a question will appear and you are prompted to press the Space Bar (or FIRE) whenever you're ready to select a response. 2. Press the Space Bar (or FIRE) and three responses are revealed - along with the pointing fickle finger of fate 3. To select one of the three responses: o Press the Space Bar (or FIRE) to stop the pointing fickle finger of fate at the desired response. o If she responds positively, then you get a second question and three new responses appear. And so on. * Scoring There are two ways to score points in Pick-up Artist. The first concerns the on-screen timer, and the second concerns how successful you are at enticing your date or would-be-date. - Timer Points: The timer counts down. On the first night (or any night in which you're looking for the flower girl in the bar), you have 15 seconds in which to select a girl to talk to and 15 seconds to select a response to each question. On date nights, you get only 10 seconds to select your responses. If you don't stop the finger within the given time, the computer will make a selection for you. The sooner you press the Space Bar (or FIRE button) to stop the pointing fickle finger of fate on a selection, the more points you may get. - Bonus Points: You earn Bonus Points each night by successfully answering all of a girl's questions. Failure, however, cuts into that amount because it reduces the number of nights (from four) you can have in any game.