BioSynth v2.0
	by Gordon Fay


Introduction:
BioSynth is a turn-based strategy/war game against the calculator.  Its object is simple: be the last one standing on the battlefield.  

BioSynth uses matrices [F], [G], and [H] but deletes [F] at the end.  If you want to design your own levels it will take matrix [E] as well.  It uses ALL the variables and L1.  Total space needed is about 6k, maybe a little more.

IMPORTANT: If you played the old version of BioSynth,[E] now holds user level data; levels in [F] will be overwritten.

My email address is <lathan_invari@yahoo.com>.  Email me with bugs, comments, ideas and so on.


Gameplay:
The game will ask if you want to start a new game or continue with your current army.  Like it says, press 2ND for a new game, ALPHA to use your old army.  You NEED to start a new game when you are playing for the first time.  Don't worry if you only had one unit alive at the end of the last battle, since the game automatically resets your units' strength to 10 after each battle.

You will then be given a menu where you can choose which map to battle on.  It's a standard menu, just press the number by the map or scroll down and press enter.  Only select number 7, USER DEFINED, if you have edited matrix [E] to hold a map (instructions for building maps are below).

The screen is divided into 3 sections.
________________________
|       1      |        |
|______________|        |
|              |        |
|              |        |
|              |    2   |
|      3       |        |
|              |        |
|              |        |
|______________|________|

Section 1 displays the hitpoints of every unit on the battlefield.  The six numbers on the left side of the section are the AI units' hitpoints.  The numbers on the right are your units' hitpoints.  Occasionally, section 1  will display a different message: Radiation Storm.  When this happens, all your  units are subjected to a barrage of radiation.  Since they are not used to the  radioactivity like the enemy units are, one of them might mutate during a storm.  
Mutations will either be beneficial or harmful: they will either add to or decrease the unit's hitpoints, attack power or defense power.  Section 1 refreshes at the end of the round, so don't
worry if your attacks don't show up immediately.

Section 2 displays individual unit information: name, hitpoints, attack power, defense power.
It's all pretty much self-explanatory.

Section 3 is the battlefield.  It displays everything that's happening.

Controls:
IMPORTANT: Your units are the ones that look like V's.  The AI's units look like boxes with legs. The unit that's blinking on and off is the one you can move.  Attacks are automatic; just move onto an enemy's hex to attack.

4------moves unit down and left.
5------moves unit straight down.
6------moves unit down and right.
7------moves unit up and left.
8------moves unit straight up.
9------moves unit up and right.
CLEAR--exit.
Anything else skips your turn.

If you win, you will be taken to a new screen where you can upgrade your units.  You can choose between 3 types of upgrade: Attack, Defense, and Hitpoints.  The amount of each upgrade is displayed at the top of the screen (it'll say something like 1A 1D 1H).  Select an upgrade using 1,2, or 3.  The calc will tell you to select the unit to upgrade.  Use the numbers again to apply the upgrade.

Levels:
Levels are made using the built-in matrix editor.  To access the editor, press MATRX, left arrow, then 6.  You can now edit matrix [E] which holds the level data.  One requirement, though: there MUST be 6 number 2's and 6 number 3's.  These are the units' original positions.  Also, the level will look different than what you had planned: this is both because the square matrix has to be converted to a hexgrid and because it draws the battlefield rotated 90 degrees.

Listing of array elements:
0--Ordinary ground (Please note, this is ZERO, not the letter O!)
1--Impassable ground.  Units cannot move onto it.
2--Starting positions of player's units.  There must be 6 and ONLY 6 of these.
3--Starting positions of AI's units.  Like the 2's, there must be 6 and ONLY 6 of these.
Do NOT put anything other than 0-3 in the matrix.