InterState:The Game pits player against computer in a cross country race of 5000 miles (5 rounds of a 1000 miles each). During your driving, you must slow or stop your enemy, while fixing a dent, changing a tire, or filling the gas tank on your own car. After the computer sorts the 108 playing cards, your pointer will re-appear. At that time you may make a move or choose a menu option (See MENU). To do the former, you must first choose your move option. In the center of the screen are two boxes marked PLAY and DISCARD. Click in the one you wish to do. The other will vanish highlighting the choice. If you wish to change your mind, click in the alternate box. It's word will reappear and the previously chosen will be gone. The card to be played or discarded can then be chosen by clicking on one of the seven cards in your hand (under the windshield). If you discard, a garbage can smack will sound and the card will be placed in the discard pile (middle of center column). If you play that card, the appropriate action will be taken. If it is not a legal move, a warning buzzer will sound and you must re-enter both the PLAY/DISCARD command and the card. There are five rounds. At the start of each, the cards are reshuffled and dealt. A round ends when a player reaches 1000 miles in the distance odometer or no more cards remain. This will be indicated when a card in your hand is not replaced with another card from the deck. The winner will be decided after the fifth round. Good Luck! FIRST MENU (GAME OPTIONS): Sound Toggle: Check indicates sound is active. Game moves quicker without sound. Prose Toggle: Check indicates that at the end of each round, you will get a "poem" from your sponsor. Instructions: You are here! SECOND MENU (PROGRAM): Restart/Quit:Allows one to restart the game before the five rounds are completed. The 500 point bonus for a shutout (See SCORING) is not counted here. WARNING: This option has no prompt to ask if you are sure so be careful... About:Author Information Hazards, like Nail In Tire, Syphon Fuel, & Fender Bender, can be played in defense only if your opponent has a Roll card in his Status slot and does not have the corresponding Safety Card to protect him (See CARD AMOUNTS). NOTE:Fender Bender will only shake screen if sound is turned on. Speed Limit is a special hazard in that the player may still travel, but only 25 or 50 miles maximum per turn. It does not effect the ROLL Status, however it can only be played when the enemy's status is Roll. Stop will stop your foe. Play Roll/Green Light to restart. Repairs (Extra Tire, Fuel, & Fix Car) will repair their appropriate hazards. A Roll card to continue is still a must unless you have a Green Light safety in your Safety row. (See GREEN LIGHT) End Speed Limit will lift the 25-50 mile limit, played at any time a Speed Limit is active. Roll, although not really a repair, will cure the Stop invoked upon you. Safeties (Steel Tire, Spare Tank, and Driving Expert) will make you immune to their appropriate hazards. They may be played at any turn, but try and save them. To use them as a repair will cause a Point Bonus worth 200 points. The Green Light Safety will give you a permanent Roll card and immunity from Stop and Speed Limit hazards. Using this safety to lift either will result in a Point Bonus (200 points). May be played as a Roll card with all benefits intact, except a Point Bonus will not be granted upon using it if the Stop Status resulted from a Hazard. The Point Bonus is a 200 point gain, given when a safety is used to repair a hazard. All effort should be made to keep the safety in your hand as long as possible for maximum scoring. (See CARD AMOUNTS to find out the proper card rela- tionships). Mileage may be played anytime you have a ROLL Status, except 75, 100, & 200 can only be used when a speed limit is not in affect against you. Also a player may only utilize two 200 mile cards in a single round. Wild cards may be played in place of any card, excluding a safety or 200 mile card. When selected, a window will open with possible choices. Click on the needed card. To accept hit OKAY or to cancel your selection, click on FORGET IT! You will have a chance to then play your chosen card... Scores are as follows: Mileage (Distance traveled) Completed Trip 400 pts Shut Out 500 pts Safeties 100 each Point Bonus 200 each Shut out is when your opponent shows 00000 mileage in it's distance counter at round's end. Amount of each card:(108 Total) Nail In Tire 3 Syphon Fuel 3 Fender Bender 3 Extra Tire 6 Fuel 6 Fix Car 6 Speed Limit 4 End Speed Limit 6 STOP 5 ROLL 14 Steel Tire 1 Spare Tank 1 Driving Expert 1 Green Light 1 200 Miles 4 100 Miles 12 75 Miles 10 50 Miles 10 25 Miles 10 Wild Card 2 TOTAL 108 Card Relationships: 1. HAZARD: Nail In Tire REPAIR: Extra Tire SAFETY: Steel Tire 2. HAZARD: Syphon Fuel REPAIR: Fuel SAFETY: Spare Tank 3. HAZARD: Fender Bender REPAIR: Fix Car SAFETY: Driving Expert 4. HAZARD: Stop REPAIR: Roll SAFETY: Green Light 5. HAZARD: Speed Limit REPAIR: End Speed Limit SAFETY: Green Light