| поискавой системы для электроныых деталей |
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HT113FA датащи(PDF) 3 Page - Holtek Semiconductor Inc |
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HT113FA датащи(HTML) 3 Page - Holtek Semiconductor Inc |
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3 / 11 page ![]() • Three chances are offered to the player in each round. When the player’s submarine is hit by the enemy three times, GAME OVER is shown on the LCD and the game goes into the DEMO mode. At this time, if the START/PAUSE key is not pressed within 2 minutes, power is automatically turned off. The record of being hit is cleared to zero whenever the hitting number is less than three and a new round begins. • The player’s submarine can only fire one shot at a time. Only when the player’s torpedo hits its target or the target disappears can another torpedo or missile be fired. In addition, vari- ous sounds accompany with the firing. A pic- ture of an explosion and a sound are generated whenever the enemy’s or the player’s submarine gets hit. When the player’s missile or torpedo hits the enemy’s, a "TU" sound is derived. In addition, a jubilant music is played each time a round is completed. When the player’s subma- rine gets hit three times and the game is over, a sad music is played. However, no sounds are generated if the MUTE key is pressed. To re-in- itiate the sounds, press the MUTE key again. • Each time the player hits the enemy and scores are added, the highest score recorded is compared with the present score. The highest score is replaced when the current score is greater than the recorded score. Otherwise, the recorded score is maintained. The highest score and game level achieved are reserved as long as the RESET key is not pressed or the batteries are not removed. • The moving range of the player’s submarine is limited to the upper and lower waterways. The player can use the up, down, left and right shift keys to move the submarine. • When the player’s submarine gets hit, a sub- marine picture is shown at the upper right side of the LCD to specify the submarine has been hit once. Another picture of submarine is added when the player’s submarine is being hit again. However, the third hit of the player’s submarine ends the game and displays GAME OVER at the upper right side of the LCD. • The enemy’s bombers can appear from either the left or the right side. Each direction is further divided into the upper and lower routes. The Following is the code for the indi- vidual routes: ♦ The first route is: A1 → B2 → C2 → E2 → D5 → F2 ♦ The second route is: A1 → B2 → C8 → E8 → D5 → F2 ♦ The third route is: F5 → D2 → E5 → C5 → B5 → A3 ♦ The fourth route is: F5 → D8 → E5 → C5 → B5 → A3 Given this, the maximum number of bombers appearing on the LCD is four. The warships emerge at the right side and then move to the left side. As for the enemy’s submarines, they appear in the upper waterway or sometimes in the lower waterway. The submarines then move upward and downward. However, the submarines will automatically disappear af- ter moving to and fro without being attacked. • The enemy’s bombs have two directions of flight, namely vertically down and slanting downward: ♦ The routes for vertical flights are: The first route: B3 → B6 → B9 → B13 ♦ The second route: C3 → C6 → C9 → C12 → C16 ♦ The third route: E3 → E6 → E9 → E12 → E16 ♦ The fourth route: D3 → D6 → D9 → D12 → D16 ♦ The fifth route: F3 → F6 → F9 → F12 ♦ The routes of the slanting flights are: The first route: A2 → B6 → C9 → E12 → E16 ♦ The second route: C9 → E12 → E16 ♦ The third route: B3 → C6 → E9 → D12 → D16 ♦ The fourth route: E9 → D12 → D16 ♦ The fifth route: C3 → E6 → D9 → F9 → F12 ♦ The sixth route: E3 → D6 → F9 → F12 ♦ The seventh route: F6 → D9 → E12 → E16 ♦ The eighth route: D9 → E12 → E16 ♦ The ninth route: D3 → E6 → C9 → B9 → B13 ♦ The tenth route: E6 → C9 → B9 → B13 HT113FA 3 25th Nov ’98 |
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