Zap commands the ChipWit to attack with its plasma beam anything directly ahead in the room.
Specifications #
ARGUMENTS:
None
CREATES A TRUE OR FALSE BRANCH?:
No, it does not create a T/F branch.
NUMBER OF CYCLES USED:
7
RANGE:
DESTROYS:
Good Things
Bad Things
NOTE: Using Zap depletes your ChipWit’s Energy! Keep an eye on its reserves and how use depletes them via the green bar that will show above your ChipWit’s head in active gameplay.
Example of Use #
The ChipWit’s plasma beam for zapping is a powerful defense tool!
Say that there are Electro-crabs blocking off the doorway to a room, so the ChipWit must destroy them in order to continue.
In this example we will be using the “If See Electro-crab” in conjunction with Zap.
If the ChipWit sees an Electro-crab it will then fire its plasma at it, destroying it so the ChipWit can proceed safely!
History #
“Zap” as it appears in various historic incarnations of ChipWits!
COMMODORE 64:
Manual entry:
“Every CHIPWIT has a plasma beam generator to defend itself from Electro-crabs and Bouncers. This generator, also ca led the ‘Zapper ’, automatically appears through the cranial access port when needed. In some games, points are awarded for zapping bad things. In one game, however, you’ l lose points for destroying things with the zapper. The zapper is activated with this chip.”
APPLE II:
Manual entry:
“ZAP commands the ChipWit to attack with its plasma beam anything directly ahead in the room. (A ChipWit plasma beam can reach across a room. It will remove anything except walls and floors from an Environment.) ChipWit receives points only for ZAPping electro-crabs and bouncers. If it ZAPs a bomb, it will get itself blown up. If it ZAPs pie or coffee, it will not gain the fuel it would have had it picked it up. If it ZAPs disks or oil, it will not gain the points those Things are worth if they are picked up.
Like the PICK UP Operator, the ZAP Operator has no Arguments.”
CHIPWITS II (WINDOWS 95):
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