Darts Deluxe II

Copyright (c) 2004 Deluxeware. Powered by www.palmgear.com
All rights reserved.

Feedback to: Deluxeware support@deluxeware.com

 Introduction

Addictive darts game.
All popular darts games in one program. You will play for hours due to amazing graphics, enhanced sounds and the possibility to play with another person as well as with your Palm.
The history of darts began many centuries ago. The King of England, Henry VIII and King of France, Charles VI were among the most devoted darts lovers.
The appearance of this game relates to a time when spears and darts were one of the most basic kind of weapon. As time goes by the vital necessity of training was transformed into a fascinating game: the dartboard as the target and darts with sharp needles - tips. The player who hits the center of the target (so-called "Bulls-eye") was considered as the lucky beggar.
In 1908, the game was generally accepted as a popular sport. In Great Britain, the USA, Germany, and Australia and in many other countries this game became an integral part of national culture.

 Features

  • Excellent 16 bit graphics;
  • Low-res and Hi-res devices support;
  • Running under Palm OS 3.5 with 16 bit screen
  • Enhanced digital sound effects for Palm OS 5 devices;
  • One player mode
  • Two players mode;
  • Multiplayer at one device;
  • 5 level AI for game with Palm;
  • A choose 3 difficulty level;
  • 11 darts games;
  • Timed game;
  • Strategy game ( throws scores );
  • Advanced game settings;
  • High-scores table;

     How To Install

    Use an extractor program such as WinZip on the PC or Stuffit Expander (on the Mac) to get at the software files. Install the software by double-clicking the .prc file, which opens the Palm Install Tool program.
    Use the HotSync button as usual to install the file into your handheld. If you have a handheld with an expansion card, you can then move the file over to it.

     How To Use

    How to play.

    The main aim of the game is to hit the target (the dartboard) in the shortest possible time or minimum throws. The best results are inscribed to the High Scores.

    The game screen contains:
  • the target with sectors (the dartboard)
  • in the left (right) bottom corner you will see the quantity of darts (means attempts)
  • in the left (right) upper corner you will see the data display with the game score / target, game time/throws, at same games add the score how you need , the score of the last throw .
  • near darts when you get it you can see level indicator of the throw power


    Game Engine is based on the "Drag&Drop" function. Push the dart with the stylus (do not tear the stylus from the screen) and lead it to the target sector. The dart will begin trembling and the level indicator of the throw power near darts will increase. If the level is above the middle of the indicator, (the throw power is too high) the dart will hit the dartboard above the target point.

    Your aim is to tear the stylus from the screen (means the throw) when the dart is close to the target point and the power indicator reach the middle of the scale. Combining position of a dart and the throw power, you can achieve the results for the short time or minimum throws.

    Scoring.

    The dartboard is divided into sectors with numbers (means points) and contains two green and red colored rings:
    • External doubling score ring. For example: when you hit the external green sector 4 your points are duplicated (4*2=8)
    • Inner trebling score ring. For example: when you hit the inner green sector 4 your points are trebled (4*3=12).
    • here is also a green ring in the middle of the dartboard that gives player 25 points.
    • The hit of the red point in the middle of the dartboard ("Bull-eye") brings 50 points to a player.
    If the player does not hit the dartboard the dart bounces off there is no scoring and the player gets the dart to overthrow.

    Popup Menu.

    "Menu":
  • "New Game" starts a new game.
  • "Abandon Game" interrupts the current game and quits to main menu.
  • "View High Scores" shows the high scores list for the game.
  • "Reset High Scores" resets the high scores list to default settings.

    "Options":
  • "Sound Settings" sets game sounds (available only with the devices with Digital Sound support).
  • "Optimization" to optimize the size of PRC file ans remove all unused resources.
  • "Register" the registration information, Registration Form that switches off Shareware Reminder.
  • "Instructions" the game and control instructions, the rules of Darts.
  • "About" the information on the program, the technical support.

    Games.

    Cricket
    is the most common dart game played in bars across America. Cricket is a game that, unlike x01, requires some strategy which can help a weaker player beat a stronger player.

    The Object:
    The object of the game is to "close" all your numbers (20 down through 15 and bulls-eye) and end up with more or equal points to your opponent. To close a number, you must hit three of that number.

    The Scoring:
    The scoreboard is drawn with the numbers 20 through 15 and bullseye written in descending order down the center of the board. Bullseye is usually abbreviated with a B (or C for cork, another term for the bullseye). Each dart that lands in any of the games numbers count toward closing that number. The thin outer ring counts as two of that number and is called a "double". The thin inner ring counts as three of that number and is called a triple. Scoring for one dart is shown by placing a slash ( \ ) next to the number scored. Scoring for two is shown by placing an X next to the number scored. Scoring for three is shown by placing a circle next to the number to indicate it is closed. When three of a number is scored in any combination, it is closed.
    The Play:
    The players each take a turn throwing one dart at bulls-eye, closet dart to the bullseye gets to throw first. The first player throws three darts at any of the scoring numbers to try to close that number and/or score points (points will be explained later, and games can be played without points). The player then scores the darts that he has thrown and play alternates until one person closes all their numbers and has more or equal points to the opponent.
    Now let's talk about points. Points is what makes the game of Cricket very interesting. After you close a number, if your opponent does not have the same number closed, any darts that land in that number count as points for you and are totaled on your side of the board. For example, you have your 18 closed and your opponent only has one 18. If you throw a triple 18, you now have 54 points added to any points you may have already scored. If your opponent now throws a triple 18, only two count to close the number. The third does not count for points because your 18 is already closed. If a player has all of their numbers closed including bullseyes but has less points, that player has not yet won the game. He must throw enough points to be even or ahead of the opponent. If the only number the opponent has open is bullseyes, then the player must throw extra bullseyes at 25 points each (or 50 points for the double bulls-eye).

    Strategy:
    The best strategy is to close the highest numbers first in descending order (this is the reason they are written that way on the scoreboard). The reason for this is that if points are scored, the player with the higher number closed has a big advantage. If you closed your 20 and scored 20 points in your first round, your opponent would have to throw TWO 19's after they are closed to make up the points and score 38.
    One important note that I should point out (no pun intended): Deliberately shooting too many points can lead to a bar-room brawl. Darts is considered a "polite game" much like golf. Players do not typically "point monger" each other. Staying one or two bullseyes ahead (25 to 50 points) is acceptable. Throwing more points on another player that is not an INCREDIBLY stronger player is not a good idea.

    On the other hand, by scoring an appropriate number early and simply staying on top of the other player, a weaker player can often beat a stronger player by making the other player have to throw extra bullseyes to end the game. Be very careful with this strategy though, sometimes the other player might suddenly turn the tables and will be sure to remember all those extra points you threw on him! Another thing that can happen is that you waste time trying to be sure you have enough points and when you get to the bullseyes, you discover that the other player couldn't miss a bull if he tried. What you wind up with is allot of darts you wasted that could have been tried at bulls and an opponent who is grinning from ear to ear. A clue to warn you that this is happening is when you throw allot of points and your opponent doesn't seem to care (that is he's not throwing any points back).


    x01
    (pronounced oh-one)is probably the easiest game to learn. The rules are very simple, yet the game requires skill in order to play well and win. It is a very good game for beginners because it develops accuracy around the whole board and the simple rules allow the players to concentrate on their throwing.

    The Object:
    The game play starts with a score of 301, 401, 501, 601 or 1001. The object is to get to exactly zero by throwing rounds of three darts and subtracting the sum of those darts from your current score. Games may be played as "double-start" (also called "double-in") or "straight start" (also called "straight-in") this will be explained in THE PLAY section of this page. Games may also be played as "double out" ("double finish") or "straight out" ("straight finish") however "straight out" is extremely rare. Games of 301 and 601 are typically played as double in/double out. While games of 401, 501 and 1001 are typically played as straight in/double out.

    The Scoring:
    The agreed upon starting score of the game is written at the top center of the score board (ie: 301) with a vertical line drawn down the center of score board. "DD" or "SD" are written above or below the starting score to indicate the agreed upon game (double-in/double-out or straight-in double-out). After each round, the total points thrown is written on the board along with the remaining score on that player/team's side of the board. A score of 100 is called a "ton" and is written on the board as a "T". Scores over 100 are called "ton" plus the rest that was thrown. For example a score of 120 would be called "a ton twenty" and would be written on the board "2T0".

    The Play:
    Both players (or one player from each team) throw one dart each at the bulls-eye. The closest to the bulls-eye gets to throw first. Typically this player also names the game to be played. The initials of the players are written above each column of the scoreboard with the winner of the bulls-eye on the left.
    If the game was called as a straight-in game, the first player (winner of the bulls-eye) begins by throwing three darts trying to attain the highest score possible. Each dart is scored by the number where it lands with the thin inner ring being worth 3 times the number indicated and the thin outer ring worth 2 times the number indicated while the two large sections score exactly the number indicated. Thus the highest attainable score with three darts is 180 by hitting three triple 20's.
    If the game was called as a double-in game, the first player must hit any double on the board before they may begin counting their score. For example if the player threw a single 20, a double 20 and a single 20 the score would be 60 points. The first dart did not count because the player had not yet hit a double so only the second and third darts did count. Once a player has "gotten in" subsequent rounds do not require a double be thrown again.
    Play continues alternating the players on each side of the board. When the scores get low the player starts to need to think about how they are going to get "out". The exact number a player should start to think about this varies with ability. A beginner should try to get to 40 or 32 (see the STRATEGY section) while an expert will start looking at 160!

    A "double out" game means that you must hit a double that makes your score exactly zero to win the game. For example, if you have 32 points left, you must hit a double sixteen with your first scoring dart to win. If you miss the double sixteen and hit a single eight, you now have 24 points left and now have a score of 24. Lets say that now you score 23 points with your remaining two darts. You have "busted" because you only have 1 point and there is no way to throw half of 1. When you bust, all darts you threw in that round do not count and your turn is over. You also bust if you end up with less than zero or if you hit exactly zero but your last dart was not a double.

    A "straight out" game means that no double is needed to win, you must simply arrive at zero points. Therefore, if you had a score of 32, simply hitting two single 16's will win the game. The only way to "bust" in a straight out game is to end up with less than zero as your total score.

    Strategy:
    For beginner to intermediate players there are two simple strategies to follow. As players become more skillful they will be able to hit anywhere they aim for and will simply shoot for the most points and the quickest available "out".
    There are many variations of "out-charts" available for various levels of players. An out-chart tells you the proper way to end a double-out game in two or three darts from almost every score of 160 or less. Beginners often try to hard to hit these difficult outs and worsen their position in the game.

    Beginners should try to reach 32 points for their out (the double 16). The reason for this is simple, if you just miss the double 16 and hit a single 16, you now have 16 points left and you need a double 8. Do the same with the 8 and you need a double 4, and so on. If an odd number was tried for (say a double 17 from a score of 34) and you missed into the single, you now would have to throw an extra dart to get an out. If we follow the example of 34 out, your first dart misses and lands in the single 17. You now have a score of 17. There is no double 8.5 so you must throw an odd number to make the score even again. This gives the other player more opportunity to get out before you.

    The second most important strategy is to throw your strongest number. Obviously better players will be aiming at the triple 20 to try to score the most points. A lot of players (myself included) don't do well with 20's, so they throw at triple 19's. Even if you throw at triple 15's and can hit one out of six in the triple or can simply throw all three darts into the single 15 your score will be much better than all the 1's and 5's you might hit if you can't hit the 20.


    Around The Clock is a very easy game, but good practice because it uses the whole board. It is also a very fast moving game and can usually be finished in under 10 minutes. Any number of players can play. Handicapping can be done by limiting the target area of stronger players.

    The Object:
    To hit every number on the board IN ORDER with one dart and finish before the other players.

    The Scoring:
    Scoring is not needed in this game as long as everyone can remember what number they are up to and what order they shoot.

    The Play:
    The first player tries to shoot first at 1, when a one is hit, play moves on to two and so on until all three darts are thrown. The next player then does the same thing, and so on. Remember only the number that the player is shooting for counts and all the numbers must be shot in order.

    Strategy:
    There isn't any.


    Fast 250,500,1000
    Available for the play: are "bulls-eye" (+50 score) and "Green ring" (+25 score). Each player has a no score and takes their series on three javelins, considering only "50" and "25". The Winner is considered one, has taken 1000 score. In this game use "Bust" rule.




     Registering Online

    For those that like the speed and convenience of buying via the internet, when you register for the software, you'll get a code which will unlock the software and remain valid for future upgrades.
    Go to the web page at: www.palmgear.com for more details.


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     Software License Agreement

    This is a legal agreement between you, the end user, and Deluxeware. Read this agreement very carefully. If you do not wish to accept this agreement, you may not use Deluxeware software on a device or software emulator.

    Grant Of License
    This License permits you to use Darts Deluxe II software on any single computer, provided the software is installed on only one handheld device at any time.

    Copyright
    The software is owned by Deluxeware and is protected copyright laws, international treaty provisions, and all other applicable national laws. You may not modify, adapt, translate, reverse engineer, decompile, dissasemble or otherwise attempt to discover the code and algorithms of the software.

    Other Restrictions
    You may not rent or lease the software, but you may transfer your rights under this license agreement on a permanent basis provided you transfer all copies of the software and all written materials and the recipient agrees to the terms of this license.

    No Warranty
    The software is delivered as is and Deluxeware makes no warranty as to its use or performance. Deluxeware does not, and cannot warrant the performance or results you may obtain by using the Software or its documentation. Deluxeware makes no warranties, express or implied, as to noninfringement of third party rights, merchantability, or fitness for any particular purpose. In no event will Deluxeware be liable to you for any consequential, incidental or special damages, or for any claim by any third party.


     Legal

    Deluxeware takes no responsibility for any adverse effect that this software could cause to your machine or the data on it: backup important data before using Darts Deluxe II. Darts Deluxe II is protected by copyright laws and international copyright treaties, as well as other intellectual property laws and treaties. Darts Deluxe II is licensed, not sold.

    You may not reverse engineer, decompile, or disassemble this software.

    Deluxeware's and its suppliers’ entire liability and your exclusive remedy shall be, at Deluxeware's option, either (a) return of the price paid, if any, or (b) replacement of the product that does not meet the warranty and which is returned to Deluxeware with a copy of your receipt. This warranty is void if failure of the product has resulted from accident, abuse, or misapplication. Any replacement software product will be warranted for the remainder of the original warranty period or thirty (30) days, whichever is longer. These remedies are not available without proof of purchase from an authorized source.

    Written permission must be obtained before distribution of this software, either in demo form or full form, through any online or offline methods. You may link to the product specific page, but not directly to the files (as these will change and as the programs are updated)


    (c) 2004 Deluxeware.