Sense of game what to remember, where there are dangerous sites and to carry out the ship on a safe route to a beacon to a beacon. at first show an empty field. then consistently show an arrangement of each dangerous site (on a second on everyone). and already then show, where there is a beacon and the ship. from this point it is possible to conduct the ship. management - cliques of a mouse or kursorny keys. the ship can come back to already visited cage some time. visit of a dangerous site is set off as a mistake only once. it is possible to return and again to come on it, but as a mistake it any more засчитытают. for each successfully complete round add points. for mistakes fine. each round consists of two parts - the main part and a bonus part. in the main part it is necessary to finish the ship to a beacon, having avoided dangerous sites. in a bonus part it is necessary to specify an arrangement of dangerous sites. you will be mistaken once - and all sites are opened, the round comes to an end, points are counted up. complexity levels easy paul 4x4. the quantity and an arrangement of enemies is set in a random way but so that the distance between the ship and a beacon was not less than 6 cages (without considering cages on which initially there is a ship and a beacon). from enemies - mines and submarines. that reached a beacon live, 50 points charge. unmistakably specified all dangerous zones - 50 more. normalполе 5x5. the quantity and an arrangement of enemies is set in a random way, but so that the distance between the ship and a beacon was not less than 10 cages (without considering cages on which initially there is a ship and a beacon). from enemies - mines and submarines. following the results of a round (if it was possible to reach a beacon live) charge 200 points. unmistakably specified all dangerous zones - 200 more. hard paul 6x6. the quantity and an arrangement of enemies is set in a random way but so that the distance between the ship and a beacon was not less than 15 cages (without considering cages on which initially there is a ship and a beacon). from enemies - mines, submarines and to ktulkh. following the results of a round (if it was possible to reach a beacon live) charge 500 points. unmistakably specified all dangerous zones - 500 more. extreme paul 7x7. the quantity and an arrangement of enemies is set in a random way but so that the distance between the ship and a beacon was not less than 20 cages (without considering cages on which initially there is a ship and a beacon). from enemies - mines, submarines and to ktulkh. following the results of a round (if it was possible to reach a beacon live) charge 1000 points. unmistakably specified all dangerous zones - 1000 more.
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