Traps

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Screenshots - Traps

Traps atari screenshot
Traps atari screenshot
Traps atari screenshot

Information - Traps

GenreBrain - MinesweeperYear1993
Language[unknown]Publisher[no publisher]
ControlsMouseDistributor
Players1Developer[n/a]
ResolutionHigh / VGA / RGBLicensed from
Programmer(s)

Kühn, Ulrich

CountryGermany
Graphic Artist(s)

Kühn, Ulrich

SoftwareEnglish
Game design

Kühn, Ulrich

Box / InstructionsEnglish
Musician(s)

[n/a]

LicensePD / Freeware / Shareware
Sound FX

[n/a]

Serial
Cover Artist(s)ST TypeST, STe, TT, Falcon030 / 0.5MB
MIDIVersion1.2
Dumpdownload atari Traps Download / MSANumber of Disks1 / Single Sided
Protection

Instructions - Traps

TRAPS(6)                     GAMES                      TRAPS(6)

NAME

    traps -- find all the hidden traps in a field


SYNOPSIS

    traps


DESCRIPTION
    On a rectanglular area is a number of covered fields, and under
    some of them are hidden traps. The goal is to uncover all the 
    fields with no traps under them. This can be done using two ways:
    first, use the left mouse button to uncover the field with the 
    mouse pointer above it; but if there is a trap, you loose. Other-
    wise, the field will open and the number of traps in the direct
    neighbourhood is displayed; this number ranges from 0 to 8, but
    a 0 is never displayed. If you know where a trap is hidden, you
    can mark this field with the right mouse button, but the field
    can also be unmarked this the right button, if it is marked.
    Second, if the correct number of traps in the neighbourhood of
    an uncovered field is marked, use the left button to uncover all
    other fields adjacent to it. But if there are marks that are set
    incorrectly, you will loose.

    In the top region of the window, there are two numbers displayed:
    on the left side is the number of traps still to mark, but 
    remember, that it is not necessary to set all marks, just uncover
    all possible fields; and if the number of marks is used up, no
    other marks can be set, but marks can still be unset.
    On the right side, the time used so far is shown. When all fields
    with no traps undern them are uncovered, the gae is won and the 
    final time will be used as a score. If this score is good enough,
    you can enter your name into a highscore table with 10 entries.
    Afterwards, this table will be saved to disk. A click with the
    left mouse button prepares for a new game.
    If the game is lost, the position of the traps is shown, the 
    wrong marks are also indicated. After a click the highscore table
    is shown. After another click a new games is started.


FILES
    traps.sco -- the highscore file, it is searched in the current 
                 directory of the program, and in all directories
                 given in the PATH environment variable.
                 This file will be created automatically if 
                 necessary.


SPECIAL FEATURES
    - Use the 'p' key to toggle a pause function; while the game is
      paused, the time measurement will not take place.
    - To abort the program, press either control-q or control-u
    - The program can be run as accessory, just rename it to
      traps.acc and copy it into the root directory of your boot
      device.


AUTHOR
    Copyright (C) 1992, 1993 
    Ulrich Kühn (kuehn@math.uni-muenster.de)
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