Carnival (Head On hardware, set 2)
Arcade (MAME)

Carnival (Head On hardware, set 2)

Descripción

Carnival is a 1 or 2 player alternate action game that simulates a carnival shooting gallery. The playfield consists of three target rows, a rotating pipe wheel, a bonus message panel, and a 'special' target block. The player uses a left right control to position a rifle at the bottom of the screen, and a shoot control to fire the rifle. Two rows of bullets at the bottom of the screen indicate the number of shots remaining to the player. Every time the player shoots, one of the bullets disappears from the screen. More bullets are given during the first round than the others, so, the inexperienced player will have a chance to enjoy the play. The game ends when the player runs out of bullets. This can occur on any round. A round ends when the player clears the playfield of all targets. At this point, a special 'shoot the bear' sequence appears, and when this is finished the player proceeds to the next more difficult (and higher scoring) round. This is gremlin's multi-phase design concept that keeps games challenging to players of all levels. When a player completes a round (ending with 'shoot the bear' sequence), the screen flips to the other player. When the original player resumes play, he advances to the next level of difficulty, exactly as he would have if the screen had not flipped to the other player. This method allows the players to more directly compare their scores, since they are always within one round of each other. Note that the player who ends the game first does not necessarily lose--he might still have the higher score when the game ends. The three target rows move in a horizontal line from left to right (top row), right to left (middle row) and left to right (bottom row). There are five types of targets. The rows move as a continuous band--the targets exiting the playfield from the right side of the bottom row reappear at the left of the top row. The point value for hitting a row target is indicated along the right side of the game--maximum points for a top row target, medium points for a middle row target, and minimum points for a bottom row target. These values increase from round to round. Rabbits and owls are simple targets, which disappear when hit. Numbered sign targets award additional bullets to the player when hit, as well as awarding the points indicated for the row. These targets appear only on the top two rows to make them relatively difficult targets. Five small letters, b, 0, n, u and s are randomly interspersed through the target rows. At the upper right of the playfield is the word ''bonus" spelled out is small letters. If the player manages to hit the moving bonus letters in order (b-o-n-u-s) a special bonus is awarded. The fact that the bonus is still active is shown by the bonus word in the upper right of the playfield. Every time a bonus letter in the correct order is hit, the small corresponding letter in the bonus panel enlarges to show that it has been hit. Whenever a bonus letter is hit out of order, the bonus panel disappears until the next round. The bonus panel reappears at the beginning of every round. The bonus value is determined by adding row target points into the bonus value. When the "b" letter is hit, the bonus value freezes for that round. This encourages waiting as long as possible before attempting to score the bonus. Ducks are special targets. Whenever a duck reaches the bottom row, it is capable of leaving the row and flying down toward the player. If the duck manages to get past the player's rifle without being shot, it flies down to the bullet row and quickly eats 10 bullets. A maximum of three ducks can escape simultaneously. The target rows move as a continuous band of targets, and no new owls, rabbits, or bonus letter targets are added once the round starts. 'more shots' targets and ducks are added during a round. The frequency of adding duck targets is tied to the round number. As the rounds get more difficult, more ducks are added as the round progresses. A flying duck hit scores no points. Bullets left over at the end of a round earn 50 points each. The between rounds 'shoot the bear' sequence operates as a shooting gallery bear. Whenever the bear is hit, it rears up, roars, and continues motion in the opposite direction. Each hit speeds up the bear, and increases the point value, which is shown above the bear for each hit. When the bear leaves the screen (which it will always do eventually, since it speeds up with each hit) the between rounds sequence ends and a new round begins. As the rounds progress, more bears (a maximum of 4) appear on the screen simultaneously. A special yellow-rimmed score panel appears in the upper left of the playfield, and stays on for random lengths of time. Four types of panels appear here, which either add or subtract points or bullets. Hitting any part of the panel border awards the score shown inside. The bullet bonus panel is shown with a large plus sign, and a row of bullets. Immediately after appearing, the bullets begin disappearing fairly rapidly. When the bullets are depleted, the panel disappears. If hit, the player is awarded the number of bullets left in the panel when it was hit. The score bonus is shown with the same large plus sign, and a score value. As with the bullets, the score value quickly decreases, until it hits zero and disappears. The minus panels are similar to those above except a large minus sign indicates the number of bullets or points subtracted when hit. This discourages the practice of parking on the left margin and shooting--a miss will hit the negative target. These panels show a fixed number of bullets or points, and after a random time interval, disappear. The pipe wheel contains 8 pipes of 4 different colors. A panel beneath the wheel restricts pipe hits to horizontally oriented pipes, and also indicates the point value for hitting a pipe. Every shot the player takes decrements the pipe value, except a shot which hits a pipe. This makes it advisable to hit pipes early in the round, when it is most difficult (since the player must shoot through heavily populated target rows). Hitting two pipes of the same color with two consecutive shots awards a bonus of four times the pipe value shown in the panel. Carnival is accompanied by background music. At the beginning of every round, the music begins at a slow rate and relatively low key. As the round progresses, the music speeds up and the melody shifts up in key. This gives the player a growing sense of urgency. As the round progresses, the playfield motion also gradually speeds up. A small panel on the right of the playfield contains a musical note symbol. If the player wishes to turn off the music, he simply shoots the note panel. This makes the note disappear, and turns off the music. Hitting the panel again makes the note reappear and resumes the music. The note thus acts as a 'flip-flop' switch to turn the music on and off. Every round begins with the music on. There is a special case to consider near the end of a round: the player has cleared all of the targets except the ducks, and has plenty of bullets left so that he can simply sit and wait for the ducks. He would, in effect, prolong the game by refusing to end the round. Theoretically, by hitting the ducks and 'more shots' signs, the round could be prolonged indefinitely. However, an internal "doomsday" timer in the game keeps track of how long a round has lasted. After a certain time limit (the same for each round), the frequency of new duck appearances increases dramatically. The top 3 scores are shown during advertising, along with the player's initials. A player who scores in the top 3 is allowed to enter 3 initials by a special routine explained at the time of their writing. The rank is updated during the round. The player is both audibly and visually rewarded. There is a pronounced audible sound as the player's score passes that of another ranking player's score. And, they may watch their rank progress during the game. Carnival's basic play action is outlined below, as it appears in the game instructions. Shoot all targets and pipes to advance to the next round. Game is over when you run out of bullets. Escaped ducks eat 10 bullets. Hit b-o-n-u-s letters in sequence for special bonus. Bonus value stops increasing when 'b' is hit. Hit same color pipes with 2 consecutive shots to score 4 times pipe value. Shoot number signs for more bullets. Shoot the bear between rounds for extra points.

Carnival is a 1 or 2 player alternate action game that simulates a carnival shooting gallery. The playfield consists of three target rows, a rotating pipe wheel, a bonus message panel, and a 'special' target block. The player uses a left right control to position a rifle at the bottom of the screen, and a shoot control to fire the rifle. Two rows of bullets at the bottom of the screen indicate the number of shots remaining to the player. Every time the player shoots, one of the bullets disappears from the screen. More bullets are given during the first round than the others, so, the inexperienced player will have a chance to enjoy the play. The game ends when the player runs out of bullets. This can occur on any round. A round ends when the player clears the playfield of all targets. At this point, a special 'shoot the bear' sequence appears, and when this is finished the player proceeds to the next more difficult (and higher scoring) round. This is gremlin's multi-phase design concept that keeps games challenging to players of all levels. When a player completes a round (ending with 'shoot the bear' sequence), the screen flips to the other player. When the original player resumes play, he advances to the next level of difficulty, exactly as he would have if the screen had not flipped to the other player. This method allows the players to more directly compare their scores, since they are always within one round of each other. Note that the player who ends the game first does not necessarily lose--he might still have the higher score when the game ends. The three target rows move in a horizontal line from left to right (top row), right to left (middle row) and left to right (bottom row). There are five types of targets. The rows move as a continuous band--the targets exiting the playfield from the right side of the bottom row reappear at the left of the top row. The point value for hitting a row target is indicated along the right side of the game--maximum points for a top row target, medium points for a middle row target, and minimum points for a bottom row target. These values increase from round to round. Rabbits and owls are simple targets, which disappear when hit. Numbered sign targets award additional bullets to the player when hit, as well as awarding the points indicated for the row. These targets appear only on the top two rows to make them relatively difficult targets. Five small letters, b, 0, n, u and s are randomly interspersed through the target rows. At the upper right of the playfield is the word ''bonus" spelled out is small letters. If the player manages to hit the moving bonus letters in order (b-o-n-u-s) a special bonus is awarded. The fact that the bonus is still active is shown by the bonus word in the upper right of the playfield. Every time a bonus letter in the correct order is hit, the small corresponding letter in the bonus panel enlarges to show that it has been hit. Whenever a bonus letter is hit out of order, the bonus panel disappears until the next round. The bonus panel reappears at the beginning of every round. The bonus value is determined by adding row target points into the bonus value. When the "b" letter is hit, the bonus value freezes for that round. This encourages waiting as long as possible before attempting to score the bonus. Ducks are special targets. Whenever a duck reaches the bottom row, it is capable of leaving the row and flying down toward the player. If the duck manages to get past the player's rifle without being shot, it flies down to the bullet row and quickly eats 10 bullets. A maximum of three ducks can escape simultaneously. The target rows move as a continuous band of targets, and no new owls, rabbits, or bonus letter targets are added once the round starts. 'more shots' targets and ducks are added during a round. The frequency of adding duck targets is tied to the round number. As the rounds get more difficult, more ducks are added as the round progresses. A flying duck hit scores no points. Bullets left over at the end of a round earn 50 points each. The between rounds 'shoot the bear' sequence operates as a shooting gallery bear. Whenever the bear is hit, it rears up, roars, and continues motion in the opposite direction. Each hit speeds up the bear, and increases the point value, which is shown above the bear for each hit. When the bear leaves the screen (which it will always do eventually, since it speeds up with each hit) the between rounds sequence ends and a new round begins. As the rounds progress, more bears (a maximum of 4) appear on the screen simultaneously. A special yellow-rimmed score panel appears in the upper left of the playfield, and stays on for random lengths of time. Four types of panels appear here, which either add or subtract points or bullets. Hitting any part of the panel border awards the score shown inside. The bullet bonus panel is shown with a large plus sign, and a row of bullets. Immediately after appearing, the bullets begin disappearing fairly rapidly. When the bullets are depleted, the panel disappears. If hit, the player is awarded the number of bullets left in the panel when it was hit. The score bonus is shown with the same large plus sign, and a score value. As with the bullets, the score value quickly decreases, until it hits zero and disappears. The minus panels are similar to those above except a large minus sign indicates the number of bullets or points subtracted when hit. This discourages the practice of parking on the left margin and shooting--a miss will hit the negative target. These panels show a fixed number of bullets or points, and after a random time interval, disappear. The pipe wheel contains 8 pipes of 4 different colors. A panel beneath the wheel restricts pipe hits to horizontally oriented pipes, and also indicates the point value for hitting a pipe. Every shot the player takes decrements the pipe value, except a shot which hits a pipe. This makes it advisable to hit pipes early in the round, when it is most difficult (since the player must shoot through heavily populated target rows). Hitting two pipes of the same color with two consecutive shots awards a bonus of four times the pipe value shown in the panel. Carnival is accompanied by background music. At the beginning of every round, the music begins at a slow rate and relatively low key. As the round progresses, the music speeds up and the melody shifts up in key. This gives the player a growing sense of urgency. As the round progresses, the playfield motion also gradually speeds up. A small panel on the right of the playfield contains a musical note symbol. If the player wishes to turn off the music, he simply shoots the note panel. This makes the note disappear, and turns off the music. Hitting the panel again makes the note reappear and resumes the music. The note thus acts as a 'flip-flop' switch to turn the music on and off. Every round begins with the music on. There is a special case to consider near the end of a round: the player has cleared all of the targets except the ducks, and has plenty of bullets left so that he can simply sit and wait for the ducks. He would, in effect, prolong the game by refusing to end the round. Theoretically, by hitting the ducks and 'more shots' signs, the round could be prolonged indefinitely. However, an internal "doomsday" timer in the game keeps track of how long a round has lasted. After a certain time limit (the same for each round), the frequency of new duck appearances increases dramatically. The top 3 scores are shown during advertising, along with the player's initials. A player who scores in the top 3 is allowed to enter 3 initials by a special routine explained at the time of their writing. The rank is updated during the round. The player is both audibly and visually rewarded. There is a pronounced audible sound as the player's score passes that of another ranking player's score. And, they may watch their rank progress during the game. Carnival's basic play action is outlined below, as it appears in the game instructions. Shoot all targets and pipes to advance to the next round. Game is over when you run out of bullets. Escaped ducks eat 10 bullets. Hit b-o-n-u-s letters in sequence for special bonus. Bonus value stops increasing when 'b' is hit. Hit same color pipes with 2 consecutive shots to score 4 times pipe value. Shoot number signs for more bullets. Shoot the bear between rounds for extra points.

Carnival est un jeu d'action alternatif pour 1 ou 2 joueurs qui simule un stand de tir de carnaval. Le terrain de jeu se compose de trois rangées de cibles, d'une roue de tuyaux rotative, d'un panneau de messages bonus et d'un bloc cible « spécial ». Le joueur utilise une commande gauche droite pour positionner un fusil en bas de l'écran et une commande de tir pour tirer avec le fusil. Deux rangées de puces en bas de l'écran indiquent le nombre de tirs restant au joueur. Chaque fois que le joueur tire, une des balles disparaît de l'écran. Plus de balles sont distribuées au cours du premier tour que lors des autres, ainsi, le joueur inexpérimenté aura la chance d'apprécier le jeu. Le jeu se termine lorsque le joueur n'a plus de balles. Cela peut se produire à n’importe quel tour. Un tour se termine lorsque le joueur nettoie le terrain de jeu de toutes les cibles. À ce stade, une séquence spéciale « tirer sur l'ours » apparaît, et lorsque celle-ci est terminée, le joueur passe au tour suivant, plus difficile (et avec un score plus élevé). Il s'agit du concept de conception en plusieurs phases de Gremlin qui rend les jeux stimulants pour les joueurs de tous niveaux. Lorsqu'un joueur termine un tour (se terminant par la séquence « tirer sur l'ours »), l'écran revient à l'autre joueur. Lorsque le joueur d'origine reprend le jeu, il passe au niveau de difficulté suivant, exactement comme il l'aurait fait si l'écran ne s'était pas retourné vers l'autre joueur. Cette méthode permet aux joueurs de comparer plus directement leurs scores, puisqu'ils sont toujours à un tour les uns des autres. Notez que le joueur qui termine la partie en premier ne perd pas nécessairement : il peut toujours avoir le score le plus élevé à la fin de la partie. Les trois rangées cibles se déplacent sur une ligne horizontale de gauche à droite (rangée du haut), de droite à gauche (rangée du milieu) et de gauche à droite (rangée du bas). Il existe cinq types de cibles. Les rangées se déplacent comme une bande continue : les cibles quittant le terrain de jeu par le côté droit de la rangée du bas réapparaissent à gauche de la rangée du haut. La valeur en points pour atteindre une cible de ligne est indiquée sur le côté droit du jeu - points maximum pour r un objectif de la rangée supérieure, des points moyens pour un objectif de la rangée du milieu et un minimum de points pour un objectif de la rangée inférieure. Ces valeurs augmentent de tour en tour. Les lapins et les hiboux sont des cibles simples qui disparaissent lorsqu'ils sont touchés. Les cibles numérotées attribuent des balles supplémentaires au joueur lorsqu'elles sont touchées, ainsi que les points indiqués pour la rangée. Ces cibles apparaissent uniquement sur les deux premières lignes pour en faire des cibles relativement difficiles. Cinq petites lettres, b, 0, n, u et s, sont intercalées de manière aléatoire dans les lignes cibles. En haut à droite du plateau de jeu se trouve le mot « bonus » écrit en petites lettres. Si le joueur parvient à toucher les lettres bonus en mouvement dans l'ordre (b-o-n-u-s), un bonus spécial est attribué. Le fait que le bonus est toujours actif est indiqué par le mot bonus en haut à droite du plateau de jeu. Chaque fois qu'une lettre bonus dans le bon ordre est frappée, la petite lettre correspondante dans le panneau bonus s'agrandit pour montrer qu'elle a été touchée. Chaque fois qu'une lettre bonus est frappée dans le désordre, Le panneau bonus disparaît jusqu'au tour suivant. Le panneau bonus réapparaît au début de chaque tour. La valeur du bonus est déterminée en ajoutant les points cibles de la ligne à la valeur du bonus. Lorsque la lettre "b" est touchée, la valeur du bonus se fige pour ce tour. Cela encourage à attendre le plus longtemps possible avant de tenter de marquer le bonus. tiré, il vole jusqu'à la rangée de balles et mange rapidement 10 balles. Un maximum de trois canards peuvent s'échapper simultanément. Les rangées de cibles se déplacent comme une bande continue de cibles, et aucun nouveau hibou, lapin ou cible de lettre bonus n'est ajouté une fois que le tour commence. "Plus de tirs" et de canards sont ajoutés au cours d'un tour. Le coup de canard ne rapporte aucun point. Les balles restantes à la fin d’un tour rapportent chacune 50 points. La séquence « tirer sur l'ours » entre les tours fonctionne comme un ours de stand de tir. Chaque fois que l’ours est touché, il se cabre, rugit et continue son mouvement dans la direction opposée. Chaque coup accélère l'ours et augmente la valeur en points, qui est affichée au-dessus de l'ours pour chaque coup. Lorsque l'ours quitte l'écran (ce qu'il finira toujours par faire, car il accélère à chaque coup), la séquence entre les tours se termine et un nouveau tour commence. Au fur et à mesure que les tours progressent, davantage d'ours (un maximum de 4) apparaissent simultanément à l'écran. Un panneau de score spécial bordé de jaune apparaît dans le coin supérieur gauche du terrain de jeu et reste allumé pendant une durée aléatoire. Quatre types de panneaux apparaissent ici, qui ajoutent ou soustraient des points ou des puces. Frapper n'importe quelle partie de la bordure du panneau attribue le score indiqué à l'intérieur. Le panneau de bonus de puces est affiché avec un grand signe plus et une rangée de puces. Immédiatement après leur apparition, les balles commencent à disparaître assez rapidement. Lorsque les balles sont épuisées, le panneau disparaît. S'il est touché, le joueur reçoit le nombre de balles restant dans le panneau au moment où il a été touché. Le bonus de score est affiché avec le même grand signe plus et une valeur de score. Comme pour les balles, la valeur du score diminue rapidement, jusqu'à atteindre zéro et disparaître. Les panneaux moins sont similaires à ceux ci-dessus, sauf qu'un grand signe moins indique le nombre de balles ou de points soustraits lorsqu'ils sont touchés. Cela décourage la pratique du stationnement sur la marge gauche et du tir : un échec atteindra la cible négative. Ces panneaux affichent un nombre fixe de puces ou de points et disparaissent après un intervalle de temps aléatoire. La roue à tuyaux contient 8 tuyaux de 4 couleurs différentes. Un panneau sous la roue limite les coups de tuyau aux tuyaux orientés horizontalement et indique également la valeur en points pour frapper un tuyau. Chaque tir effectué par le joueur décrémente la valeur du tuyau, à l'exception d'un tir qui touche un tuyau. Il est donc conseillé d'appuyer sur p ipes au début du tour, lorsque c'est le plus difficile (puisque le joueur doit tirer à travers des rangées de cibles très peuplées). Frapper deux tuyaux de la même couleur avec deux tirs consécutifs confère un bonus de quatre fois la valeur du tuyau indiquée dans le panneau. Le carnaval est accompagné d'une musique d'ambiance. Au début de chaque tour, la musique commence à un rythme lent et relativement bas. Au fur et à mesure que le tour progresse, la musique s'accélère et la mélodie change de tonalité. Cela donne au joueur un sentiment d’urgence croissant. Au fur et à mesure que le tour progresse, le mouvement du terrain de jeu s'accélère également progressivement. Un petit panneau à droite du terrain de jeu contient un symbole de note de musique. Si le joueur souhaite éteindre la musique, il tire simplement sur le panneau de notes. Cela fait disparaître la note et éteint la musique. Frapper à nouveau le panneau fait réapparaître la note et reprend la musique. La note agit ainsi comme un interrupteur « bascule » pour allumer et éteindre la musique. Chaque tour commence avec la musique. Il y a un cas particulier à considérer vers la fin d'un tour : le joueur a effacé toutes les cibles sauf les canards, et il lui reste suffisamment de balles pour qu'il puisse simplement s'asseoir et attendre les canards. Il prolongerait en effet la partie en refusant de terminer la manche. Théoriquement, en frappant les canards et les panneaux « plus de tirs », le tour pourrait être prolongé indéfiniment. Cependant, une minuterie interne « apocalyptique » dans le jeu garde une trace de la durée d'un tour. Après un certain temps (le même pour chaque tour), la fréquence des apparitions de nouveaux canards augmente considérablement. Les 3 meilleurs scores sont affichés lors de la publicité, ainsi que les initiales du joueur. Un joueur qui marque dans le top 3 est autorisé à inscrire 3 initiales selon une routine spéciale expliquée au moment de la rédaction de son texte. Le classement est mis à jour au cours du tour. Le joueur est récompensé à la fois sonorement et visuellement. Il y a un son audible prononcé lorsque le score du joueur dépasse celui d'un autre joueur classé. Et ils peuvent suivre la progression de leur classement pendant le jeu. L'action de jeu de base de Carnival est décrite ci-dessous, telle qu'elle apparaît dans les instructions du jeu. Tirez sur toutes les cibles et tous les tuyaux pour passer au tour suivant. Le jeu est terminé lorsque vous êtes à court de balles. Les canards évadés mangent 10 balles. Appuyez sur les lettres b-o-n-u-s dans l'ordre pour obtenir un bonus spécial. La valeur du bonus cesse d'augmenter lorsque « b » est atteint. Frappez des tuyaux de même couleur avec 2 tirs consécutifs pour marquer 4 fois la valeur du tuyau. Tirez sur les panneaux numériques pour plus de balles. Tirez sur l'ours entre les tours pour des points supplémentaires.

Carnival è un gioco d'azione alternativo per 1 o 2 giocatori che simula un tiro a segno di carnevale. Il campo di gioco è composto da tre file di bersagli, una ruota tubolare rotante, un pannello dei messaggi bonus e un blocco bersaglio "speciale". Il giocatore utilizza un controllo sinistra-destra per posizionare un fucile nella parte inferiore dello schermo e un controllo di tiro per sparare con il fucile. Due file di proiettili nella parte inferiore dello schermo indicano il numero di colpi rimanenti al giocatore. Ogni volta che il giocatore spara, uno dei proiettili scompare dallo schermo. Durante il primo round vengono dati più proiettili rispetto agli altri, quindi il giocatore inesperto avrà la possibilità di godersi il gioco. Il gioco termina quando il giocatore finisce i proiettili. Ciò può verificarsi in qualsiasi round. Un round termina quando il giocatore libera il campo di gioco da tutti i bersagli. A questo punto, appare una sequenza speciale "spara all'orso" e una volta terminata, il giocatore procede al round successivo, più difficile (e con punteggio più alto). Questo è il concetto di design multifase di Gremlin che mantiene i giochi stimolanti per i giocatori di tutti i livelli. Quando un giocatore completa un round (che termina con la sequenza "spara all'orso"), lo schermo passa all'altro giocatore. Quando il giocatore originale riprende il gioco, avanza al livello di difficoltà successivo, esattamente come avrebbe fatto se lo schermo non fosse passato all'altro giocatore. Questo metodo consente ai giocatori di confrontare più direttamente i loro punteggi, poiché si trovano sempre all'interno di un round l'uno dall'altro. Tieni presente che il giocatore che termina per primo il gioco non necessariamente perde: potrebbe comunque avere il punteggio più alto al termine del gioco. Le tre file di bersagli si muovono in linea orizzontale da sinistra a destra (riga superiore), da destra a sinistra (riga centrale) e da sinistra a destra (riga inferiore). Esistono cinque tipi di obiettivi. Le file si muovono come una fascia continua: i bersagli che escono dal campo di gioco dal lato destro della riga inferiore riappaiono a sinistra della riga superiore. Il valore in punti per colpire un bersaglio di fila è indicato lungo il lato destro del gioco: punti massimi fo r un bersaglio della fila superiore, punti medi per un bersaglio della fila centrale e punti minimi per un bersaglio della fila inferiore. Questi valori aumentano da un round all'altro. Conigli e gufi sono bersagli semplici, che scompaiono quando vengono colpiti. I bersagli con segni numerati assegnano proiettili aggiuntivi al giocatore quando viene colpito, oltre ad assegnare i punti indicati per la riga. Questi bersagli appaiono solo nelle prime due righe per renderli bersagli relativamente difficili. Cinque lettere minuscole, b, 0, n, u e s sono intervallate in modo casuale nelle righe di destinazione. In alto a destra del campo di gioco c'è la parola "bonus" scritta in lettere minuscole. Se il giocatore riesce a colpire le lettere bonus in movimento in ordine (b-o-n-u-s) viene assegnato un bonus speciale. Il fatto che il bonus sia ancora attivo è mostrato dalla parola bonus in alto a destra del campo di gioco. Ogni volta che viene colpita una lettera bonus nell'ordine corretto, la piccola lettera corrispondente nel pannello bonus si ingrandisce per mostrare che è stata colpita. Ogni volta che una lettera bonus viene colpita fuori ordine, il Il pannello bonus scompare fino al round successivo. Il pannello bonus riappare all'inizio di ogni round. Il valore bonus viene determinato aggiungendo i punti bersaglio della riga al valore bonus. Quando viene colpita la lettera "b", il valore bonus si blocca per quel round. Ciò incoraggia l'attesa il più a lungo possibile prima di tentare di ottenere il bonus colpo, vola verso la fila dei proiettili e mangia rapidamente 10 proiettili. Un massimo di tre anatre possono fuggire contemporaneamente. Le file di bersagli si muovono come una banda continua di bersagli e non vengono aggiunti nuovi gufi, conigli o bersagli con lettere bonus una volta iniziato il round. Man mano che il round avanza, vengono aggiunti più bersagli di anatre il colpo della papera non fa guadagnare punti. I proiettili rimasti alla fine di un round valgono 50 punti ciascuno. La sequenza "spara all'orso" tra i round funziona come un orso del tiro a segno. Ogni volta che l'orso viene colpito, si impenna, ruggisce e continua a muoversi nella direzione opposta. Ogni colpo accelera l'orso e aumenta il valore in punti, che viene mostrato sopra l'orso per ogni colpo. Quando l'orso lascia lo schermo (cosa che prima o poi farà sempre, poiché accelera ad ogni colpo) la sequenza tra i round termina e inizia un nuovo round. Man mano che i round avanzano, sullo schermo appaiono contemporaneamente più orsi (un massimo di 4). Uno speciale pannello del punteggio bordato di giallo appare nell'angolo in alto a sinistra del campo di gioco e rimane attivo per periodi di tempo casuali. Qui compaiono quattro tipi di pannelli, che aggiungono o sottraggono punti o elenchi puntati. Colpire qualsiasi parte del bordo del pannello assegna il punteggio mostrato all'interno. Il pannello bonus dei proiettili viene visualizzato con un grande segno più e una fila di proiettili. Immediatamente dopo essere apparsi, i proiettili iniziano a scomparire abbastanza rapidamente. Quando i proiettili sono esauriti, il pannello scompare. Se colpito, al giocatore viene assegnato il numero di proiettili rimasti nel pannello quando è stato colpito. Il bonus del punteggio viene mostrato con lo stesso segno più grande e un valore del punteggio. Come con i proiettili, il valore del punteggio diminuisce rapidamente, fino a raggiungere lo zero e scomparire. I pannelli meno sono simili a quelli sopra, tranne che un grande segno meno indica il numero di proiettili o punti sottratti quando vengono colpiti. Ciò scoraggia la pratica di parcheggiare sul margine sinistro e sparare: un errore colpirà il bersaglio negativo. Questi pannelli mostrano un numero fisso di proiettili o punti e, dopo un intervallo di tempo casuale, scompaiono. La ruota dei tubi contiene 8 tubi di 4 colori diversi. Un pannello sotto la ruota limita i colpi del tubo ai tubi orientati orizzontalmente e indica anche il valore in punti per colpire un tubo. Ogni tiro effettuato dal giocatore diminuisce il valore del tubo, tranne un tiro che colpisce un tubo. Ciò rende consigliabile premere p Ipe all'inizio del round, quando è più difficile (poiché il giocatore deve sparare attraverso file di bersagli densamente popolate). Colpire due tubi dello stesso colore con due colpi consecutivi assegna un bonus pari a quattro volte il valore del tubo mostrato nel pannello. Il Carnevale è accompagnato da musica di sottofondo. All'inizio di ogni round, la musica inizia a un ritmo lento e con una tonalità relativamente bassa. Man mano che il round avanza, la musica accelera e la melodia cambia tonalità. Ciò dà al giocatore un crescente senso di urgenza. Man mano che il round avanza, anche il movimento del campo di gioco accelera gradualmente. Un piccolo pannello sulla destra del campo di gioco contiene il simbolo di una nota musicale. Se il giocatore desidera spegnere la musica, spara semplicemente al pannello delle note. Ciò fa scomparire la nota e spegne la musica. Colpendo nuovamente il pannello la nota riappare e la musica riprende. La nota funge quindi da interruttore "flip-flop" per accendere e spegnere la musica. Ogni round inizia con la musica accesa. C'è un caso speciale da considerare verso la fine di un round: il giocatore ha eliminato tutti i bersagli tranne le anatre, e gli sono rimasti molti proiettili in modo che possa semplicemente sedersi e aspettare le anatre. In effetti, prolungherebbe il gioco rifiutandosi di terminare il round. Teoricamente, colpendo le anatre e i segni "più colpi", il round potrebbe essere prolungato indefinitamente. Tuttavia, un timer interno al gioco tiene traccia della durata di un round. Dopo un certo limite di tempo (lo stesso per ogni round), la frequenza della comparsa di nuove anatre aumenta notevolmente. I primi 3 punteggi vengono mostrati durante la pubblicità, insieme alle iniziali del giocatore. Un giocatore che segna tra i primi 3 può inserire 3 iniziali tramite una routine speciale spiegata al momento della scrittura. La classifica viene aggiornata durante il round. Il giocatore viene ricompensato sia in modo uditivo che visivo. Si sente un suono pronunciato quando il punteggio del giocatore supera quello di un altro giocatore in classifica. E possono osservare il progresso del loro grado durante il gioco. L'azione di gioco base di Carnival è descritta di seguito, così come appare nelle istruzioni del gioco. Spara a tutti i bersagli e ai tubi per avanzare al round successivo. Il gioco finisce quando finisci i proiettili. Le anatre fuggite mangiano 10 proiettili. Premi le lettere b-o-n-u-s in sequenza per ottenere un bonus speciale. Il valore del bonus smette di aumentare quando viene colpita la lettera "b". Colpisci i tubi dello stesso colore con 2 colpi consecutivi per ottenere 4 volte il valore del tubo. Spara ai simboli numerici per ottenere più proiettili. Spara all'orso tra un round e l'altro per ottenere punti extra.

Consejos

  • Si el tiempo se acaba, ignora los blancos secundarios y ve por los principales.

Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.

  • If time is running out, ignore the secondary targets and go for the main ones.

Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.

  • Si le temps presse, ignorez les cibles secondaires et optez pour les principales.

Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.

  • Se il tempo stringe, ignora gli obiettivi secondari e punta su quelli principali.

Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.

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