              INSTRUCTION MANUAL FOR SAMPLE VERSION
                     OF NAVAL WAR SIMULATOR

              Published by Shadow Mountain Software

*************************************************************************
*									*
* Copyright (c) 1985 by :						*
*			Gary Lux					*
*			Leon Lux					*
*			Andrew M. Tkac					*
* All Rights Reserved							*
*									*
*************************************************************************

                    LIMITATION OF LIABILITIES

SMS SHALL HAVE NO LIABILITY OR RESPONSIBILITY TO A PURCHASER, CUSTOMER, 
OR ANY OTHER PERSON OR ENTITY WITH RESPECT TO ANY LIABILITY, LOSS OR 
DAMAGE CAUSED OR ALLEGED TO BE CAUSED DIRECTLY OR INDIRECTLY BY COMPUTER 
PROGRAMS DISTRIBUTED THROUGH SMS.

               INTRODUCTION TO NAVAL WAR SIMULATOR

Naval War Simulator is a stragity game specificaly designed to allow 
two people to engage in conventional World War Two naval warfare  via 
computer simulation. Naval War Simulator breaks the trend of traditional 
computer games, which seem only to support the man vs. machine type play, 
and revive the gregarious benefits of parlor play by allowing two players to
oppose each other through computer simulation. The computer provides the
extra dimension and excitement not found in conventional board and parlor 
games. The enhanced version allows even more excitement by using the 
phone lines for remote play, and adds other feaures for local play.


The enhanced version is available from Shadow Mountain Software and supports 
two players opposing each other remotely. That is one player may be 
at a remote computer running most any communication software package. 
The other may be running the simulator. The two computers may be linked 
via a MODEM.

                       EQUIPMENT REQUIRED

The sample version requires a screen divider for local play which is 
provided with the package.

Naval War Simulator is designed to be played using most IBM compatible 
computers to include at least the IBM, IBM XT Compaq, Columbia, Tandy
1000, Tandy 1200 and Sanyo. Naval War Simulator may run on other MSDOS 
computers.

The sample program, requires at least one single or double sided disk 
drive with at least 128K of memory,and a monochrome or color monitor.

The enhanced version, if played remotely, would require the above
equipment plus communication hardware such as a MODEM or serial
adaptors as necessary to go "ON LINE".

                       OBJECT OF THE GAME

The game is played on an area called the ocean. Each player uses their 
naval fleet, consisting of 10 ships and 5 mines, (more with the enhanced
version) to win the war in the following ways:

1. A player can capture the opponent's home port. This is done by 
getting through the opponents mine field and placing any ship except 
a Mine Sweeper into the opponents home port. For definition of ships 
and their codes see appendix B.

2. A player can destroy all of his opponents ships. This is done by by 
firing his ships in the same ocean space occupied by his opponents vessels.
 


                         GETTING STARTED

1. The program is loaded by typing NWS at the DOS prompt.

2. After reading the sales information a choice will be presented 
between remote and local play. The sample will only support local play.

3. After selecting local play it is now necessary to enter the players 
names.

4. After the names are entered, two graphic displays representing the 
ocean will appear on the CRT. At this time place the screen divider on 
the CRT such that each player cannot see the others graphic display.

5. You are now ready to start the game. Pressing X any time during the 
game will cause the program to exit to DOS.


                        THE PLAYING AREA 
                            THE OCEAN

The two playing areas represent the same ocean, however, each player
can only see their own ships and mines.

The ocean is made up of 12 by 22 coordinates whereupon each ship may 
be placed. Each player has a home port symbolized by two highlighted 
coordinates at the end of the ocean. Each players home port is protected 
by 5 mines.

The ocean is divided into enemy and friendly waters seperated by the
double dashed line across the center of the ocean. The player to the 
right has his friendly waters to the top. The player to the left has 
his friendly waters to the bottom. The dashed lines are considered 
to be part of each sides respective friendly waters.


                           SET UP MODE

At first, each player gets a turn to set up their ships in their friendly
ocean. The player to the left starts. 

During the SET UP phase of the game each ship may be placed anywhere
within the bounds of your friendly waters. Any of the 5 mines may also 
be moved from their original position, however must remain in any of 
the 6 coordinates adjacent to the home port. The program will not 
allow an illegal move, however you must be careful not to place two 
of your own ships or mines on the same coordinate. This will result 
in a loss of one of the two ship or mines.

To move a ship, or a mine, it is first necessary to select it by 
pressing the S key. See Appendix A for control key summary. This will 
cause the selected ship to become illuminated. If that ship is not 
desired simply press the S key again and the next ship will become 
illumated. If you accidently pass the ship that you desire to select 
continue pressing the S key until the selection comes around again.
The selection process is circular with no limit.

To move a ship press the following keys to produce the indicated
results:

	U -- Up   N -- Down  H -- Left K -- Right

After a ship is moved to the desired position press the S key again 
to select the next ship.

When you are sure of the placement of all your ships and mines press 
the carrage return. If at this time the other player has not yet set up 
their ships they will be able to do so at this time. If you are 
the last player to set up, the program will decide which player is to 
start, by displaying ACTION MODE to that player and PLEASE WAIT to the 
other player.

                           ACTION MODE

At the start of any player's turn they may choose to fire or move
a ship. They may also move one of their mines only if an opponents 
Mine Sweeper has removed a mine.  (See Moving a Mine During Play)  
Only one of the above actions may be performed during one turn.

                          MOVING A SHIP

If it is desired to move a ship it is first necessary to press the
S key until the ship that you whish to move is selected.  The
same keys as listed in the SET-UP MODE will move the ship.

Each ship may move within a square area as listed in Appendix B.
The program will limit the maximum move.

After deciding on the placement of the ship press the carrage return.  
This will enable your opponent's turn.

                          FIRING A SHIP

If a player chooses to fire a ship they must first select the ship
with the S key.  After the ship has been selected press the F
key.  An illuminated area will appear on the CRT, this is the area 
that is affected by the firing pattern.

If the player desires, the firing pattern may be moved, however the
ship that fired must remain within the pattern.  The program will
not allow a illegal move.  To move the pattern simply press the same
keys used to move the ship.   If any opponents ships are within this 
pattern they will be sunk.

The subs fire a unique straight line pattern.  It is only possible to
rotate this pattern about the sub, this is done by pressing any of the
movement keys.

The fire pattern has no affect on your ships, only your opponents.

After deciding on the position of the firing pattern, press the carrage
return.  This will enable your opponent's turn and remove any
opponents ship that were within the fire area.

If any of your opponents ships are sunk by the fire, their code letter
will appear in the list of sunk ships on your CRT.  This will give
you the status of your opponents fleet.

                    MOVING A MINE DURING PLAY

During your opponent's turn one or more of your mines may disappear 
from your display.  This could have been caused by (1) your opponent 
removing a mine(s) with a Mine Sweeper or (2) your opponent ran
his ship into your port and encountered your mine which has caused 
destruction of both the mine and your opponents ship.

If during your subsequent turn you cannot select a mine by pressing 
the S key this means that your opponent's Mine Sweeper has removed the mine.
If pressing S allows selection of the mines then your opponents ship has been 
destroyed and you may reposition your mines at the cost of a turn.

                          EXAMINE MODE
            EXAMINATION OF OPPONENTS FIRING PATTERNS

Although the location of a player's ship is not visible to their opponent, 
the fireing patterns are, and can be examined.  By pressing the E
key from the ACTION MODE the program will display the opponents last 
fireing pattern along with EXAMINE MODE. By pressing the E key again 
the past 5 fire patterns may be viewed.  When it is desired to return to 
the ACTION MODE simply press the carrage return once.  An indicator of 
which fire pattern is currently displayed on the CRT as a number from -1
to -5.  The number -1 is the most recent.

                        CANCELING A MOVE

You may cancel a move only before you enter the carrage return. This is
done by pressing the ESC key.  If a ship was moved ESC will return it to 
the original position.  If a ship was firing ESC will cancel the fire
pattern.  However, if you run into your opponents mine,  your ship
will be destroyed and it will be your opponents turn.  After you
cancel a move you may select another ship by pressing S.

                        EXITING THE GAME

You may exit the game at any time by pressing the X key.  This
will return you to your operating system.

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                           APPENDIX A
                         COMMAND SUMMARY

DIRECTION CONTROL KEYS

U -- Moves selected ship or firing pattern up
N -- Moves selected ship or firing pattern down
H -- Moves selected ship or firing patter left
K -- Moves selected ship or firing pattern right

Note:
Pressing any of the above keys will rotate the subs firing pattern.

ESC -- Cancels a move

X -- Exit to system

S -- Selects the ship to be moved or fired

F -- Fires a selected ship.

CARRAGE RETURN -- Finished with a particular mode.  
	
	If in ACTION MODE returns you to PLEASE WAIT (done with turn)

	If in EXAMINE MODE returns you to ACTION MODE.

	If in SET-UP MODE functions as a signal that you are done setting
	up.

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                           APPENDIX B
                         SHIPS AND MINES

The "playing pieces" and their associated moves and power are 
listed below:

NAME       DISPLAY    MOVE    FIRE     NOTES
  :        SYMBOL     RANGE   RANGE    :
  :          :         :        :      :
================================================================

Battleship  (B)       5x5      5x5    Most powerful ship square
                                      fire pattern.

Cruiseer    (C)       4x4      4x4    Square fire pattern.

Destroyer   (D)       3x3      3x3    Square fire pattern.

Sub         (S)       2x2      6x1    Fire is one coordinate wide
                                      in only one direction.

MineSweeper (M)       2x2      -0-    Cannot fire, however is the 
                                      only ship that can remove an
                                      opponents mine without being
                                      destroyed.

Mine        (*)        -        -     Any mine can only be moved at
                                      set-up time, or if an opponent's
                                      ship, other than a Mine Sweeper,
                                      is destroyed by a mine and hence,
                                      destroys that mine.              


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NOTE:

Many different types of ships are available in the enhanced version 
which makes the game all the more exciting.

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