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Lobo is Logo Bolo: a re-envisioning of the classic tank game by StuartCheshire in NetLogo. Below you will find a short tutorial on how to play, someknown bugs and limitations, and credits.
TUTORIAL
In Lobo, you control a tank and attempt to gain strategic control of the map byposessing all of the refueling bases, while simultaneously using your bulletsand automated 'pillboxes' as defensive or offensive weapons.
You move your tank, which is black, by clicking anywhere on the playing field –you'll drive to that square and stop once you've reached it. If you change yourmind and want to stop immediately, double-click anywhere on the map orpress 'C' (cancel order). The color of the tile represents the type of ground,which determines how fast you drive over it. You drive the fastest on road,which is black; light green grass gives you a medium speed; dark green forestmakes you move slowest.
When you start, you'll have a bit of ammunition and full armor. Fire your gunstraight by pressing 'F', lowering your ammo count by one. Getting shot byanother tank or a pillbox will lower your armor count by one, and if thatreaches zero, you'll die and respawn randomly. (Both of these counts aredisplayed on the top-left of the screen.)
The map contains a few bases, which look like yellow squares. At the start ofthe game, they are gray (neutral) and any tank can claim one by driving overit. If you own a particular base, stopping over it will refuel your tank withammo and armor. An base you don't own won't refuel you, but you can repeatedlyshoot at it to weaken it, then drive over it to 'capture' it.
The map also contains a few pillboxes, or 'pills', which look like gray circleswith colored rectanges sticking out of them. Pills will automatically shoot attheir nearest target within range, and they have infinite ammo, but notinfinite armor. Destroy an enemy pill (red) and pick it up by driving over it,then place it below you, anywhere on the map, with 'P'. It'll be green, andwill shoot at your enemies instead of you!
You win the game by controlling all refueling bases on the map and thendestroying your rival tanks – tanks that don't control any bases don't respawn!
ADVANCED TIPS
Refueling bases have limited reserves of armor and ammo, which regenerateslowly over time. In particular, shooting at a base lowers its armor reserves,and it is 'destroyed' when its armor count reaches zero. Therefore, trying torefuel yourself on a recently captured base might not help that much!
At the start of the game, try your hardest to ignore the enemy tanks andpills and go straight for bases – controlling bases is the most importantstrategic element, after all.
To protect your bases from enemy attack, try placing pillboxes directlyadjacent to them.
Pillboxes have 'anger' – they'll shoot faster if you shoot at them, butthey'll calm down over time. In other words, it might not be the best idea totake down an entire pillbox in one go, but hurt it and then come back later.
Consider shooting your own pillboxes if an enemy is nearby – you'll 'anger'it, and it will shoot at your opponent faster! Also, don't hesitate to destroyyour own pills completely and re-place them in a better location, or even inthe same location with full health if they were damaged beforehand.
BUGS / LIMITATIONS
In the original Bolo, the map takes up many screen widths and is scrollablewith the tank at the center. 'follow' by itself wouldn't work, because NetLogodoes not allow objects off-screen. I spent a while trying to figure this out,at one point essentially rewriting the rendering engine and using a table of'actual' patch coordinates that was translated into 'virtual' patch coordinateseach frame – not only was this very slow, but it was very overcomplicated and Iwasn't able to do everything I had wanted. Instead, the map was made one screensize.
In the original Bolo, patches are not merely colors - they have patterns onthem (grass has little green lines, forests are spotted, roads have whitestripes). This was not possible in NetLogo because patches can only have asingle color.
Time was also a limiting factor: I had planned a lot of additional featuresfound in the original Bolo, like a nicer GUI for showing armor and ammunition,water as a ground-type (which drowns your tank), allies and multiple enemies(grr!), a nicer game-over screen, and a much, much smarter AI. These wereskipped so more work could be spent on general polishing and testing.
CREDITS / MISC
Stuart Cheshire for the original Bolo game. Some graphics used in thisproject (tanks, pillboxes, and bases) were heavily based on old sprites takenfrom Bolo.
My dad for introducing me to Bolo many years ago, and for helping me simplifythe original Bolo game into something possible with NetLogo.
Josh Hofing for advice on implementing certain features and positiveencouragement.
Chain Algorithm - I wrote the entire AI routine in less than an hourimmediately before the project was due (ha!), and I don't think it would bepossible if I hadn't been listening to your music on loop the entire time.Really gets your blood pumping, y'know? Yeah.
This project is available on GitHub. I usedit for syncing code between my netbook and my desktop when working on theproject away from home.