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  VGA TANKS V16.0 TERRAIN TYPES
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In response to questions such as "What is that?" and "Why can't I move over
those?" I present this brief introduction to the terrain of VGA Tanks.


TERRAIN 0: Classic Tanks

Areas not obstructing fire or movement:
   OPEN TERRAIN - Light gray areas
 
Areas obstructing fire and movement:
   OBSTACLES - Any other objects (black/white/dark gray) are obstacles


TERRAIN 1: Metropolis Tanks

Areas not obstructing fire or movement:
   OPEN TERRAIN - Green areas, fields of grass/light vegetation
   HIGHWAYS - Light gray lines with yellow stripes

Areas obstructing fire and movement:
   CITIES/INSTALLATIONS - Groups of black/white/dark gray boxes
   RUBBLE - Groups of black/white/dark gray dots
   WOODS - Light green checkered areas
   MOUNTAINS - Groups of brown triangles
   
Areas obstructing only movement:
   OCEAN - Light blue areas represent deep water areas nearly always
           impassable for Tanks
   RIVERS/LAKES - Dark blue areas represent shallow water


TERRAIN 2: Lunar Tanks

Areas not obstructing fire or movement:
   OPEN TERRAIN - Light gray areas, smooth lunar plains
   SHUTTLE RAILS - Yellow lines, means of transport between colonies

Areas obstructing fire and movement:
   COLONIES/INSTALLATIONS - Groups of black/white/dark gray boxes
   RUBBLE - Groups of black/white/dark gray dots
   ROUGH ROCK FORMATIONS/UNEVEN TERRAIN - Black/light gray checkered areas
   LUNAR HILLS - Groups of white triangles   

Areas obstructing only movement:
   CRATERS/RAVINES - Dark gray areas and irregular lines


TERRAIN 3: Desert Tanks (Registered Version)

Areas not obstructing fire or movement:
   OPEN TERRAIN - Brown areas, open desert
   ROADWAYS - Light gray lines

Areas obstructing fire and movement:
   VILLAGES/CITIES - Groups of black/white/dark gray boxes
   RUBBLE - Groups of black/white/dark gray boxes
   SAND DUNES/SAND FORTIFICATIONS - Irregular yellow lines, black outline
   SPARSE VEGETATION/TREES - Groups of light and dark green dots
   MOUNTAINS - Groups of black triangles

Areas obstructing only movement:
   RIVERS/COASTLINE - Dark blue areas


TERRAIN 4: Urban Tanks (Registered Version)

Areas not obstructing fire or movement:
   PAVEMENT - Light gray areas (streets/parking lots/sidewalks/etc)
              with dark gray details and yellow painted markings
   LAWNS/FIELDS - Green areas

Areas obstructing fire and movement:
   OUTER BUILDING WALLS - Thick brown/purple lines
   BUILDING INTERIOR - White with black stripes or black with white stripes
   FENCES - Brown and black dotted lines
   TRAFFIC SIGNAL POLES - Black squares
   SHRUBS/TREES - Light green checkered areas, sometimes with brown center
   OTHER - Various other colored areas (vehicles/road hazards/etc)

Areas obstructing only movement:
   PONDS/FOUNTAINS - Dark blue


TERRAIN 5: Wilderness Tanks (Registered Version)

Areas not obstructing fire or movement:
   LAWNS/FIELDS - Green areas
   DIRT ROADS - Irregular brown lines
   HIGHWAYS - Light gray areas with yellow painted markings

Areas obstructing fire and movement:
   HIGHWAY DIVIDERS - White lines between highway lanes
   SHRUBS/TREES - Light green checkered areas, sometimes with brown center

Areas obstructing only movement:
   SWAMP - Green areas covered with dark dashed lines
   STREAMS - Light blue, swift and deep, usually impassable
   FORD - Dark blue areas across streams, tanks may cross here


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  VGA TANKS V16.0 SCORING 
---------------------------
   For those who need to know EXACTLY how their score is arrived at, here is
a brief summary:

   The base score is your hits on the enemy times your hit percentage.
This base score is modified by a factor based on your total number of hits.
Your score is then reduced according to the number of hits you received.
You are then awarded bonuses or penalties as follows:

Used Homing Shells......... PENALTY
Used Maximum Ammo.......... PENALTY for human players

Opponent Invisible......... BONUS for humans with human opponent
Used An Emplacement........ BONUS if human opponent

Used Normal Shells
With No Attributes,
Were Not Invisible,
AND Had Limited Ammo....... BONUS

    Program, documentation, and data (C) Copyright 1992 by Joe Scoleri