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REV 100

Cornhole comes to the ColecoVision, from the backyard to your television. Each frame, both players throw four bags at the board: 1 point for a bag on the board, 3 for a bag in the hole. At the end of a frame, the first to 21 wins.

Before each throw, step left or right with the joystick to choose your line; a white diamond on the board shows where your line meets the hole. Then choose your shot, press and hold to wind up, and let go a moment after the soft tick: a perfect release earns a crisp tick and the truest throw, while letting go early lands short and late lands long. With a Super Action Controller, each color button throws its own. YELLOW is the slider, which lands short and slides on, into the hole, past it, or into the bags in its way. ORANGE is the airmail, a high lob that drops straight onto the hole: the most accurate shot, but it doesn't slide. PURPLE is the blocker, a soft toss that stops on the front of the board to guard the hole. BLUE is the push, a flat, hard throw that is the least accurate but drives the bags it hits up the board, and sometimes into the hole. With a standard controller, press 1 to 4 on the keypad to pick the shot, then hold either button and let go; the button alone throws the slider.

The board gets crowded. A bag that lands on another knocks it: hit it square and it jumps up the board, clip its edge and it only nudges aside, and a bag knocked into a third can move that one too. Knock a bag off the edge and it's out; knock one into the hole and it scores 3 for whoever threw it, just as in the real game. The mini-board beside the court shows every bag from above, so you always know what you're aiming at.

Play the computer or play a friend. Pick Standard scoring, where both players keep what they score, or Cancellation, where only the frame's winner scores, and only the difference. At the end of each frame the scores flash, the players walk to the other end to a "Charge!" fanfare, and the view turns around, from a mountain sunset to a city skyline. Win, and the closing screen shows the final score: press the button for a rematch, or # for the menu. Press * at any time in a game to pause.

Sink a bag and your player jumps for joy while the screen flashes in your color. Flocks of geese pass overhead, birds chirp and a cicada hums between throws, and an original song opens the game. Every bag sounds like what it hit: a wooden tok on the board, a scrape as it slides, a thud in the grass, a clack when it knocks another bag, a falling "fwoop" through the hole. At game point a quiet pulse tells you this throw matters, and the winner gets a tune. With a Lundy speech module Super Action Cornhole talks: it calls each frame and game point, announces bags in the hole ("In the hole!", "Three points!") and bags knocked out, cheers four in the hole, reads the score after every frame and names the winner, and the voice switches off from the menu.


Throwing
Pick your lane. Push the joystick left or right to step along the line. The white diamond on the board shows where your lane lines up with the hole.

Pick your shot.
Press and hold the throw button. Your arm winds up, and a soft tick means "get ready."
Let go a moment after the tick. A perfect release gives a crisp tick and the most accurate throw. Release early and the bag lands short; release late and it lands long.

Super Action Controller
Each coloured button throws its own shot. Hold it, then let go:
Button Shot
Yellow Slider: lands short of the hole and slides forward
Orange Airmail: a high lob that drops straight down; the most accurate, but no slide
Purple Blocker: a soft toss onto the front of the board, to guard the hole
Blue Push: a hard, flat throw that hits other bags hardest, but is the least accurate

Standard Controller
Press keypad 1 (Slider), 2 (Airmail), 3 (Blocker) or 4 (Push). A blip confirms your choice, which lasts for one throw.
Hold either side button, then let go. Fire on its own throws a Slider.

Other keys
* pauses and resumes during play.
On the Game Over screen, Fire starts a rematch and # returns to the menu.

Tips
Bags knock other bags. Knock an opponent's bag off the board, or push your own bag into the hole.
A bag knocked into the hole scores 3 for whoever threw it.
A Slider timed a little late slides further; one timed early stops shorter.


What's new in Revision 97
Timed throws. Hold and release the throw button. Your timing now decides how close the bag lands to where you aimed, so skill counts more than luck.
Real sliding. A Slider touches down short and slides forward. It can drop into the hole, stop short, slide past it, knock another bag, or slide off the board.

Lane marker. A white diamond shows where your lane meets the hole before you throw.
Every shot plays differently. Airmail is the most accurate,
Blocker is steady in depth, and Push trades accuracy for power.
What you see is what you get. The bag flies straight to the spot where it lands, with no jump at the end.
Knocks follow the throw. A struck bag is carried along the direction the throw was travelling.

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Cornhole_Rev100.rom 32 kB

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