Warlords
2.
Ready-to-Play Mode
& This mode
begins when sufficient coins have
P
been
accepted for
at least
a
one-player game. It
ends when either
player
presses a start
pushbutton
and the subsequent
countdown has ended. The
countdown lasts
about 10 seconds (counting
from
9
to
0)
and allows another
player to
insert coins and
join the
first
player.
3. Play Mode
The play mode begins when
either start button is
pressed
and
the countdown has
ended.
The
mode
ends
when
the last
player’s castle (containing a
crown) has been
penetrated
by
a
fireball. At this
point a
white cloud envelopes
the crown,
and the
latter disappears.
During
the countdown a
dragon flies
back and
forth
across the screen
with
a
fireball
in its
mouth.
At the end
of
the
countdown,
a
position
activated
by
a
start button has its
black knight
changed to a
king's
crown. A position not
activated
remains as a
knight and is
controlled by
the
computer. The
dragon then spits
the fireball
from its
mouth toward
a
player’s castle.
The
objective is
to
destroy
the
three
other castles,
while
protecting one’s
own castle
with
the moving
»
shield
(potentiometer).
The LED
pushbuttons
have
dual
functions: in
the ready-to-play
mode they work
as
start switches,
and
during
game
play
they be-
come
“power stones”
to allow
players to
capture
and
catapult
fireballs at
opponents.
The spinning
fireballs
released
from
a
shield
have
more destructive
force on a
castle
wall than
a
fire-
ball simply deflected
from
another
wall or the
sides
of the
playfield. However,
players
will soon find out
m
that they
cannot hold
onto a fireball for long,
since it
slowly
destroys their
own
castle
walls
adjacent
to
the fireball.
Additional fireballs
appear
at predetermined inter-
vals or when
a
castle
is destroyed, whichever
comes
first. A maximum of four fireballs
simultaneously ap-
pears on the screen.
In one- and two-player
games, the players’ crowns
will be accompanied
by
a zero,
to
begin scoring. The
point-scoring system is printed on each control
panel
(the
black
knights do not earn
points).
If the black knight has the surviving castle, the
game ends.
However, if
a
player (king) has the sur-
viving castle, that player receives bonus points, all
castles are rebuilt, and the game
continues with
a
new battle at a higher
“level.”
The
subsequent levels begin, as
mentioned
before,
with the fireball thrown out by
the dragon. In
the
higher levels black
knights play more accurately
and
faster.
If players abuse
the game and
activate the
slam
switch,
the computer
produces an
oscillating high-
pitched sound as a
warning signal.
However,
game
play is not
interrupted.
4.
High
Score
Initial Mode
If one
or more
players
have achieved
the Kighest
score
currently
in
the memory,
they can enter
their
initials.
Turning the
shield-control
knob will change
the
letters,
and pressing the
start
button will enter
the
selected
initial. Up
to
three
letters
will
be
dis-
played
next
to
the
individual
or
team
high score dur-
ing the
attract mode.
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