******Elemental Eights******  (V.1 / 30JAN02)
for TI-83+ / by Taren Nauxen
*Programmed in TI-83+ BASIC*
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Overview:
I had an inspiration to design a turn-based fighting game. I was thinking of making it similar to Final Fantasy Tactics, but I never really liked the game, and I thought 'attack' then 'move' on and on would be dull.

That big mess on the screen:
On the left, there's a big grid. That's where the players move around (Using D-buttons). Each square of the 8x8 grid contains an 'element'. These elements are mainly used to attack your opponent, but can provide defense (and weakness!) against the enemy's attacks. The little mark on the right side of a square indicates that it has been traversed already, and contains no element. It IS legal to move into the square already occupied by your opponent, but there's no real advantage to it.

The elements on the right are aligned with the upper-left corner of the keypad. To attack using an element, use the corresponding key... (How are these elements used to attack your opponent? This is where your imagination comes in handy!)

*---------------------------------*
| Black  White         2nd   Mode |  
| Green  Yellow   --\  ALPHA XT0n |
| Purple Orange   --/  Math  Apps |
| Red    Blue          X-1   Sin  |
*---------------------------------*

...and your opponent's HP will decrease. Both HP levels start out at 100, but as you progress in the game, the enemy's HP increases. The round is over when one player's HP drops to zero.

Initiative Lights:
Along the bottom of the grid, there are eight lights that can possibly show up at any time. Lights below the leftmost and rightmost columns indicate whose turn it is. The left one indicates it's the player's turn, and the right says it's the computer's turn. The third from the side lights up when a command is entered. If it's a bad command, the second from the side will light up. If an element is found, the fourth will light up.

Knowledge is power...
-THE ELEMENT SYSTEM-
Prepare to be confused. 
There are eight elements in this game. They are, in a circular order: Black, Green, Purple, Red, White, Yellow, Orange, and Blue.
[See elementsystem.jpg] Elements can be used at any time, regardless of range to your opponent.

The thick, black lines represent major oppositions, like Black and White. (Now, wasn't that obvious?) The thinner, gray lines are the minor oppositions. Also, there are major and minor identities. All elements identify with themselves, and their minor identities are the adjacent colors.

When you use an element that utilizes a major opposition, it increases the damage greatly. Even minor oppositions slightly increase damage. On the other side of the coin, damage is decreased by that element's identities.

For example:
You attack with White. The enemy has two blues, three blacks, a green, no yellows, one white, and four reds. How much damage is done?
Base damage is always 10.
Bl (minor op.) +1 x2 =+2
Bk (major op.) +3 x3 =+9
Gr (minor op.) +1 x1 =+1
Ye (minor id.) -1 x0 =-0
Wh (major id.) -3 x1 =-3
Rd (minor id.) -1 x4 =-4
         Total Damage=15

On the screen, it's easier to figure. Opposite elements are listed side-by-side, and minors are the ones above and below these opposites. Play around a bit... you'll see.

Version 1.0 (Original Release): Could use some tweaking here and there to create more of a challenge/surprise... 3194 bytes.

"What I really want for Christmas..." (AKA Possible Future Updates)
---Better AI. This AI is enough to play, and that's about it. It does not take into account any elemental attributes or numbers, or move around in any different patterns. It'll always be up and down until I give it something better to do.

---More variety in the grid. Every space contains an element. Whoop-dee-doo. Nothing really surprising is going to come out of that. I'm thinking that there could be spots with special traits, like Healing Panels, Traps, etc.

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Questions? Comments? Suggestions? 
Email me: x12x300x@aol.com
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LEGAL: ELEMENT8.8XP is (c) Taren Nauxen.