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Chaos Legion

Super hard difficulty setting:


Successfully complete the game under the hard difficulty setting to unlock the super difficulty
setting.
ruwvw.

In super hard mode, Sieg's sword glows in red fire, and all the enemies he kills die in one hit.
However, the same goes for him. It is very easy to get AA++ in this mode.
Adrian Ho.

Hard difficulty setting:


Successfully complete the game under the normal difficulty setting to unlock the hard difficulty
setting.
ruwvw.

Play as Arcia:
Successfully complete the game under the normal difficulty setting.
ruwvw.

Stage select:
Defeat the stage 9 Boss to get the Map Selector. This allows you replay any previously
completed stage.
ruwvw.

Alternate World missions:


Successfully complete stage 12 to unlock the Alternate World, where stages 1 through 11 are
different.

Change appearance:
Defeat the stage 10 Boss to unlock the Change Appearance option. This allows you to change
how the enemies appear on any previously completed stage.
ruwvw.

Bonus options:
Successfully complete the game under any difficulty setting to unlock the "Extra" menu (with all
movies available), "Liv Special PV", "Total Results", "English Language Cinematics" (in the
Japanese version) or "Japanese Language Cinematics (in the North American version), and
"Language Options".
ruwvw.

Hint: Avoid losing life:


Pause game play before the last part of your health disappears. Use a healing item, and you will
still have that life.
ruwvw.

Hint: Easy experience:


Find a location where enemies spawn in groups of two or three. Put a Legion on active attack
mode and let them kill those same enemies for hours. This works if your Legion is strong
enough, but check up every ten to fifteen minutes to make sure your health is still the same. If it
has changed, check more frequently to make sure you do not die.
Matt Thompson.

Let your Legions take the kills and do most of your dirty work. You will get double experience.
Also, press Force Attack if you are in a tight spot.
Matt Thompson.

For more challenging play, but better experience, when a generator keeps making monsters
reappear, just stay there and kill those monsters over and over again, but do not attack the
generator.
Matt Thompson.

Go to level 6 and fight all the way to the second stage. Use the Malice and keep using the Force
Attack (Triangle). Press it repeatedly after there are no threats around, except for the heads with
the spikes that cannot die with conventional attacks. Do this for a while to gain experience.
MUDVAYNE sumthing.

Start level 7 and go forward. Kill the opponents, then go to the generator (the one with two
Babdhs around). Kill them, then destroy the generator. Go up the ramp through the gate. There
will be a cliff to your left. The opponents will begin spawning. Do not go up on the cliff. Stay
down, under the cliff. Opponents will continuously spawn. If you position yourself correctly, you
will not get hit. This is an easy way to level up Hatred/Flawed/Blasphemy, before level 12.
Djdj2b1.

On level 5, proceed to the first Boss (with the shield). Back off him and let Malice continually
shoot him. It appears that they can shoot at his shield continuously and still not kill him, and
without him touching you, but your experience keeps increasing.
Brad White.

After getting the "Map Selector", return to level 2 and complete it. Every time you finish this
level, you are bound to get an "Exp Gem (L)" which you can use to give a Legion 500,000
experience points. This is very useful, as this level is very easy. It should take you less than five
minutes to finish it.
Oliver DeGuia.

On level 6, target the Armored Spikes and use the Malice Legion. If you have a controller with a
turbo feature, hold Special Fire and watch your experience increase quickly. Otherwise, just tap
Special Fire as fast as possible. The Armored Spikes will not die, but the experience keeps
increasing.
FoxCajole.

To max out all your stats accept Soul Replay stage 2 repeatedly. Kill the Starving Fang that is
after the first two groups of Blades before it runs away. Where it normally would be after it runs
will be a Max Life Up Small.
Wfo870.

Hint: Experience multiplier:


To get the multiplier, get the target result. You can view it by using Select. Try the achieve the
maximum time. For health and soul, after defeating the Boss, quickly press Start and use health
and soul item to get full. If you get the all targets closely, you will get something like 3x for the
experience multiplier. Note: You can pass the target for special monster, health and soul, but you
cannot pass or get less than the level time and Boss time.
Kimi.

Hint: Unlimited Souls:


Go to a level with the invisible spider-like creatures that only Legions can kill. Eliminate all
enemies in the area except for this monster. Stand behind the monster and slash away. The
invisible spider-like creature will keep attacking forward, even though you are behind it, and
since you cannot hurt it with your sword you can keep slashing until your Soul gauge is full.
Alien13.

Hint: Leveling up Legions:


Make sure to level up one organic-attack Legion and one inorganic-attack Legion (for example,
Guilt and Flawed) until stage 9. After that, you can go back and level all of your Legions
equally.
Matt Thompson.

Blasphemy and Hatred Legions are by far the hardest Legions to level up. Take out one of your
more powerful Legions along if you are using either one of them.
Matt Thompson.

On the Lakeside level, have Malice Legion and Flawed Legion equipped. At the beginning of the
level, kill one of the Spiked monsters on the first ledge. You can attack the Cannon monster a
few times and make him fall off the ledges without dying (leaving the Spiked monsters still
alive). Then, summon the Malice Legion and have them attack the monsters from the safety of
the top ledge. This will allow you to get the power ups later in the level after leveling up Flawed
Legion to get the double jump.
Joe Somebody.

Hint: Guilt Legion:


When using the Guilt Legion, treat them as your troops and yourself as a general. Command
them into attacking targets who pose the largest threat to you by locking on and using Force
Attack. If you are in need of protection from an onslaught, unsummonm then resummon the
Legion after putting it into passive mode. Then, when enemies close in, press Force Attack and
let your minions do the dirty work.
Matt Thompson.

Hint: Gun Legion:


When you are using the Gun Legion, press Triangle as fast possible. Every time pressed, your
legion will fire a full strength shot while using no SP.
Ron Golden.

Hint: Hatred Legion:


The Hatred Legion is useful when you need some serious back-breaking power. It is best to rely
on these Hulk-like legionnaires if the enemy's number is great and you are in need of a little
break. They are best left in active mode. However, if you fiddle around with passive mode and
target elimination, you can become a ferocious force with this legion.
Matt Thompson.

Hint: Malice Legion:


This is the crossbow Legion best saved for large numbers of metallic enemies. Sniping is a great
option, but consumes Soul Power. When the metallic enemies draw within ten feet of your
legion, tap Force Attack repeatedly to "group snipe" them. Keep in mind that this is a great
Legion for large numbers, but for other metallic enemies that are powerful as the Hatred legion,
(for example, the armor suits on levels 10 and 11), consider using the Flawed Legion.
Matt Thompson.

HInt: Arrogance Legion:


This is the "human shield" Legion. They are best used to create a temporary safe haven.
Basically, summon them and keep them in passive mode so that they do not move, but protect.
Then, trek out slightly and face your foe. If you find your enemy's numbers are too great, simply
fall back to your safe haven and battle them from behind your shields. You may notice that the
Arrogance Legion does not exactly pack a whole lot of power in their attack. However, if you
wait until they have just a little bit of health remaining, press Force Attack and watch them put
the hurt on. Then unsummon them and fight ferociously until you have restored your soul power.
Matt Thompson.

Hint: Flawed Legion:


These are the little midgets with razor fingers. Once you lock-on to a hard to-defeat metal enemy
and press Force Attack, they will surprise with how they burrow into your opponents and take
their health down a by a considerable amount. They are by far the worst fighters when left in
active mode, which is why they are not recommended for large group fights unless you are in a
situation where your attacks are almost worthless. Note: The Flawed Legion's extra abilities and
the group's unsummoned special attack are by far the most useful of any legion.
Matt Thompson.

Hint: Blasphemy Legion:


Their little floating bombs also turn into convenient little land mines. This legion is best used
against Denu, or the metallic and shiny opponents that are impervious to your attacks.
Matt Thompson.

Hint: Ultimate Legion:


This is by far the game's best Legion, yet the most underdeveloped. For example, it teleports to
your opponent's blind spot and basically mutilates it. When you use its unsummoned special
attack, you can move through a plane of slower time. There is only one legionnaire in this crest.
Also, you cannot rely on this Legion to protect. It has a reaction time, and when it attacks it
leaves you very vulnerable to your foes.
Matt Thompson.

Note: To get the Ultimate Legion, collect all the Thantos Chips.

Hint: Defeating the Giant Tree Boss:


Find a safe location where the lasers shot by his minions will not hit you. Then, stand there and
time the lasers with your Legions and your own attacks so that no health is lost.
Matt Thompson.
Make sure you have the Guilty Legion and the Arrogance Legion equipped for this Boss. When
you first get to the Boss, summon Arrogance to protect you. As they absorb the blasts of the
cannons, have them return the attack of the cannons for experience. When a couple of cannons
are remaining, dismiss the Arrogance Legion. Run to the tree and attack it until it opens up.
Then, summon the Guilty Legion. Note: The amount of cannons respawned will increase as the
tree gets more damaged -- be careful.
Sk8rpunktd.

First, equip the Arogance and Blasphemy Legions. When you get to the Boss, attack it until a
blue thing on the tree appears. Attack it with two combos, then when it starts to come down
quickly use Arrogance's Triangle move and you will not take damage. When you get it into
yellow HP bar, destroy the little energy beam things so that they will not get in your way. Also
look out for the vine whips. Once you defeat the Boss, you will receive the Flawed Legion.
EternalFunkmeist.

Hint: Defeating the Giant Spider Boss:


In the cave, have no Legions active so that you can run around. Run up to the Boss and attack its
right leg repeatedly. It does not matter if it is the right or left leg, but must be a front leg. After its
leg falls to the ground, quickly summon a Legion (preferably Guilt) and press Force Attack
(default Triangle). Attack it for one volley, then press Force Attack again and begin to get away
from the Boss. Unsummon your Legion, and look at the Boss while in one of the two small
clearings. While facing the Boss, hold R1 and as soon as its first laser is about to hit you, press X
and movement Analog-stick Right. While still holding R1, repeat that maneuver once again.
Then, repeat by attacking the leg and so on. Note: If the Boss falls from its perch, quickly get
near its head and attack the now visible silver orb along by using Triangle with your Legions to
assault it.
Matt Thompson.

Hint: Defeating Giant Trolls:


Jump and attack so that you can do a spin slash at its head. That will immobilize it. Keep doing
this.
Matt Thompson.

Hint: Defeating large Danu:


To defeat a large Danu (the Boss creatures in the Lakeside level that are supposedly unaffected
by your sword) easily, equip the Flawed (Claw) Legion. Jump up to an elevated area where the
Danu cannot hit you, but where you have a good overview of the area and the enemies. When
positioned, summon Flawed and press [Force Attack] to get them to dive down on the Danu.
After you hear the Danu get hit about five or times per Legion. Hopefully they will all attack at
the same time. Then, call your Flawed back. As soon as possible, re-summon your Flawed for
another round of attacks then call them back once again. This prevents the Danu from getting an
attack in, and it drains their life at a fair speed.
SionTheBlaze.

Hint: Enemy weaknesses:


The clear enemies and the Giant Behemoths are weak against Lightning. All enemies are weak
against fire, and can be easily brought to their knees with an Avenger level 2 or Breakdown level
2. Malice will make quick work of any metallic monsters on any level. The stage 8 Boss is weak
against Breakdown level 2 or Air Blaze level 2. Organic enemies are weak against Guilt.
Wfo870.

Hint: Boxed-up Gates:


You will eventually encounter gates with huge metal boxes behind them. Notice that you can
lock on to these gates and even attack them, but it does not really do anything. That is because
you need to use a Legion's attack to open it. To see which Legion you should use, check the little
circle in the gate, and make sure it matches your Legion's symbol.
Matt Thompson.

Hint: Power-ups:
On the stage 11, constantly explore before continuing onward. You will find plenty of power-
ups.
Matt Thompson.

Hint: Thantos Chips:


On stage 6, there is a Thantos Chip on the far right side on the beginning. However, you have to
defeat the red monster layer. Once you do that the Thantos chip will appear.
EternalFunkmeist.

Hint: Arcia:
In level 9 you get to use Arcia. This is basically just a fun level because you get to shoot
enemies. Check what happens when you use the dodge technique with Arcia (hold R1 and press
X when you move in any direction) This is useful for not getting hit, and you can shoot while
performing these moves.
Matt Thompson.

Hint Longer combos:


If you want a longer combo try jumping into the air once. When coming down, you will hit your
enemy once and when you hit the ground you will start your regular combo. It is still slightly
longer.
thesealovers.

Hint: Sieg combos:


Note: These work only if you have Guilt and Flawed Legions player techs fully leveled.
Matt Thompson.

Press Square(5), X.
Press X, then X again in that jump, then press X when you land.

This works with almost all normal enemies but is more effective to those you can launch in the
air. First, acquire the Double Jump technique from the Flawed Legion and equip the Legion or
have its Spirit Trancer. You also must acquire the Ground Zero technique from the Guilt legion
and equip the Legion or have its Spirit Trancer, or have the Tackle Technique from the Hatred
Legion and equip the Legion or have its Spirit Trancer. With the Double Jump technique, jump
above your enemy and make sure you are directly above it when you execute your second jump.
If timed correctly (assuming you could launch your enemy in the air), the enemy will be
launched in the air and will be in front of you. Your next move will be determined by what you
have equipped, Guilt or Hatred Legion. If you have Guilt Legion equipped, during the time that
the enemy is in front of you in the air, slash it once and hold Attack until you hit the ground.
Once you hit the ground, Sieg will automatically perform the Ground Zero technique. If you are
strong enough, most normal enemies will be killed by doing this. Stronger normal enemies will
at least have half of their life shaved off. If you have the Hatred Legion equipped, during the
time that the enemy is in front of you in the air, slash it once and once you land, perform the
Tackle technique. This is a much stronger move and is quicker than using the Ground Zero
variation above. If you are strong enough, most normal enemies will be killed by doing this.
Stronger normal enemies will have more than half of their life shaved off. This combo still works
with larger enemies, but they will not be launched when hit with the second jump.

public class TicTacToe {

    int input = 0, turn = 0, mov = 0;
    String sq1;
    
    int[][] table = new int[3][3];
    int play;

//Muhammad K Noorani 
//FriendsKorner.com
    
    public void table()
    {
        for (int row=0; row < 3; row++)
            for (int col=0; col < 3; col++)
                table[row][col] = ((row * 3) + col + 1);

        for (int row=0; row < 3; row++)
        {
            for (int col=0; col < 3; col++)
                System.out.print(table[row][col] + "t");
            System.out.println();
        }

    }
    
    public int[][] playgame(int m)
    {    
        mov = m;
        if (turn%2==0)
            play = 10;
        else
            play = 11;

        switch(mov)
        {
        case 1:
            table[0][0] = play;
            break;
           case 2:
            table[0][1] = play;
            break;
        case 3:
            table[0][2] = play;
            break;
        case 4:
            table[1][0] = play;
            break;
        case 5:
            table[1][1] = play;
            break;
        case 6:
            table[1][2] = play;
            break;
        case 7:
            table[2][0] = play;
            break;
        case 8:
            table[2][1] = play;
            break;
        case 9:
            table[2][2] = play;
            break;
        }

        return table;
    }
    
    public void mov()
    {
        for (int row=0; row < 3; row++)
            for (int col=0; col < 3; col++)
                if (table[row][col]==play){
                    table[row][col]=play;
                }
        
            
        
        for (int row=0; row < 3; row++)
        {
            for (int col=0; col < 3; col++)
                if (table[row][col]==10)
                    System.out.print("X"+"t");
                else if (table[row][col]==11)
                    System.out.print("O"+"t");
                else
                System.out.print(table[row][col] + "t");
            System.out.println();
        }
        
        turn++;
        
    }
    
    public boolean cwin()
    {
        boolean win;
        
        if (table[0][1]==table[1][1]&&table[1][1]==table[2][1])
            win = true;
        else
        if (table[0][2]==table[1][2]&&table[1][2]==table[2][2])
            win = true;
        else
        if (table[0][0]==table[1][1]&&table[1][1]==table[2][2])
            win = true;
        else
        if (table[2][0]==table[1][1]&&table[1][1]==table[0][2])
            win = true;
        else  
        if (table[0][0]==table[0][1]&&table[0][1]==table[0][2])
            win = true;
        else
        if (table[1][0]==table[1][1]&&table[1][1]==table[1][2])
            win = true;
        else
        if (table[2][0]==table[2][1]&&table[2][1]==table[2][2])
            win = true;
        else
        if (table[0][0]==table[1][0]&&table[1][0]==table[2][0])
            win = true;

        else
            win = false;
        
        return win;
    }

1. public interface GameObject extends Comparable {


2.     public String getName();
3. }
4. //--------------
5. public class Rock implements GameObject {
6.     private String name;
7.  
8.     public Rock() {
9.         this.name = "Rock";
10.     }
11.  
12.     @Override
13.     public String getName() {
14.         return name;
15.     }
16.  
17.     @Override
18.     public int compareTo(Object o) {
19.         if (o instanceof Paper) {
20.             return -1;
21.         } else if (o instanceof Scissor) {
22.             return 1;
23.         } else if (o instanceof Rock) {
24.             return 0;
25.         }
26.  
27.         throw new UnsupportedOperationException();
28.     }
29. }
30. //----------------------
31. public class Scissor implements GameObject {
32.     private String name;
33.  
34.     public Scissor() {
35.         this.name = "Scissors";
36.     }
37.  
38.     @Override
39.     public String getName() {
40.         return name;
41.     }
42.  
43.     @Override
44.     public int compareTo(Object o) {
45.         if (o instanceof Rock) {
46.             return -1;
47.         } else if (o instanceof Paper) {
48.             return 1;
49.         } else if (o instanceof Scissor) {
50.             return 0;
51.         }
52.  
53.         throw new UnsupportedOperationException();
54.     }
55. }
56. //-----------------------
57. public class Paper implements GameObject {
58.     private String name;
59.  
60.     public Paper() {
61.         this.name = "Paper";
62.     }
63.  
64.     @Override
65.     public String getName() {
66.         return name;
67.     }
68.  
69.     @Override
70.     public int compareTo(Object o) {
71.         if (o instanceof Scissor) {
72.             return -1;
73.         } else if (o instanceof Rock) {
74.             return 1;
75.         } else if (o instanceof Paper) {
76.             return 0;
77.         }    
78.  
79.         throw new UnsupportedOperationException();
80.     }
81. }
82. //>=================================
83. import java.util.Random;
84. import java.util.Scanner;
85.  
86.  
87. public class RockPaperScissorsGame {
88.  
89.     public static final int ROCK     = 0;
90.     public static final int PAPER    = 1;
91.     public static final int SCISSORS = 2;
92.  
93.     public static void main(String[] args) {
94.         RockPaperScissorsGame game = new
RockPaperScissorsGame();
95.         game.runGame();
96.     }
97.  
98.     protected void runGame() {
99.         System.out.println("ROCK     = 0");
100.         System.out.println("PAPER    = 1");
101.         System.out.println("SCISSORS = 2");
102.  
103.         Scanner scanner = new Scanner(System.in);
104.         int input;
105.         do {
106.             System.out.print("Pick your selection (0,
1, 2): ");
107.             input = scanner.nextInt();
108.         } while (input < 0 || input > 2);
109.  
110.         GameObject objectOne = createObject(input);
111.  
112.         //
113.         // Computer pick his game object.
114.         //
115.         Random random = new Random();
116.         int type = random.nextInt(3);
117.         GameObject objectTwo = createObject(type);
118.  
119.         System.out.println("Your pick    : " +
objectOne.getName());
120.         System.out.println("Computer pick: " +
objectTwo.getName());
121.         getWinner(objectOne, objectTwo);
122.     }
123.  
124.     private void getWinner(GameObject objectOne,
GameObject objectTwo) {
125.         if (objectOne.compareTo(objectTwo) > 0) {
126.             System.out.println(objectOne.getName() + "
vs "
127.                     + objectTwo.getName() + ": YOU
WIN!!!");
128.         } else if (objectOne.compareTo(objectTwo) < 0)
{
129.             System.out.println(objectOne.getName() + "
vs "
130.                     + objectTwo.getName() + ": YOU
LOSE!!!");
131.         } else if (objectOne.compareTo(objectTwo) == 0)
{
132.             System.out.println(objectOne.getName() + "
vs "
133.                     + objectTwo.getName() + ":
DRAW!!!");
134.         }
135.     }
136.  
137.     private GameObject createObject(int type) {
138.         if (type == ROCK) {
139.             return new Rock();
140.         } if (type == PAPER) {
141.             return new Paper();
142.         } if (type == SCISSORS) {
143.             return new Scissor();
144.         }
145.         return null;
146.     }
147. }

.,.,.,.,.,

.,.,.,.,.,.,.

public interface GameObject extends Comparable {

public String getName();

//--------------

public class Rock implements GameObject {

private String name;


public Rock() {

this.name = "Rock";

@Override

public String getName() {

return name;

@Override

public int compareTo(Object o) {

if (o instanceof Paper) {

return -1;

} else if (o instanceof Scissor) {

return 1;

} else if (o instanceof Rock) {

return 0;

throw new UnsupportedOperationException();

//----------------------

public class Scissor implements GameObject {


private String name;

public Scissor() {

this.name = "Scissors";

@Override

public String getName() {

return name;

@Override

public int compareTo(Object o) {

if (o instanceof Rock) {

return -1;

} else if (o instanceof Paper) {

return 1;

} else if (o instanceof Scissor) {

return 0;

throw new UnsupportedOperationException();

//-----------------------
.,.,.,.,.,.,.,.,.,.,.,.

public class Paper implements GameObject {

private String name;

public Paper() {

this.name = "Paper";

@Override

public String getName() {

return name;

@Override

public int compareTo(Object o) {

if (o instanceof Scissor) {

return -1;

} else if (o instanceof Rock) {

return 1;

} else if (o instanceof Paper) {

return 0;

throw new UnsupportedOperationException();

}
}

//>=================================

import java.util.Random;

import java.util.Scanner;

public class RockPaperScissorsGame {

public static final int ROCK = 0;

public static final int PAPER = 1;

public static final int SCISSORS = 2;

public static void main(String[] args) {

RockPaperScissorsGame game = new RockPaperScissorsGame();

game.runGame();

protected void runGame() {

System.out.println("ROCK = 0");

System.out.println("PAPER = 1");

System.out.println("SCISSORS = 2");

Scanner scanner = new Scanner(System.in);

int input;

do {
System.out.print("Pick your selection (0, 1, 2): ");

input = scanner.nextInt();

} while (input < 0 || input > 2);

GameObject objectOne = createObject(input);

//

// Computer pick his game object.

//

Random random = new Random();

int type = random.nextInt(3);

GameObject objectTwo = createObject(type);

System.out.println("Your pick : " + objectOne.getName());

System.out.println("Computer pick: " + objectTwo.getName());

getWinner(objectOne, objectTwo);

private void getWinner(GameObject objectOne, GameObject objectTwo) {

if (objectOne.compareTo(objectTwo) > 0) {

System.out.println(objectOne.getName() + " vs "

+ objectTwo.getName() + ": YOU WIN!!!");

} else if (objectOne.compareTo(objectTwo) < 0) {

System.out.println(objectOne.getName() + " vs "

+ objectTwo.getName() + ": YOU LOSE!!!");


} else if (objectOne.compareTo(objectTwo) == 0) {

System.out.println(objectOne.getName() + " vs "

+ objectTwo.getName() + ": DRAW!!!");

private GameObject createObject(int type) {

if (type == ROCK) {

return new Rock();

} if (type == PAPER) {

return new Paper();

} if (type == SCISSORS) {

return new Scissor();

return null;

,.,.,.,.,.,.,.,.,.

import java.util.Random;
import java.util.Scanner;
public class Game{
public static void main (String[] args) {
int Computer=0,Player=0,tie=0,npchoice,pscore;
String choice="y";
Random generate= new Random();
Scanner kbd= new Scanner(System.in);
while (choice.equals("y")) {
npchoice=generate.nextInt(3)+1;
System.out.println ("Enter 1 for Rock, 2 for Paper, and 3 for Scissors");
pscore=kbd.nextInt();
if (npchoice==pscore) {
System.out.println("Tie Game");
tie++; }
else {
switch (pscore) {
case 1:{
if (npchoice==2){
System.out.println ("Paper beats Rock");
System.out.println("Computer chose " + npchoice + " and you chose " + pscore);
System.out.println ("Computer wins");
Computer++;}
else{
System.out.println ("Rock beats Scissors");
System.out.println("Computer chose " + npchoice + " and you chose " + pscore);
System.out.println ("Player wins!");
Player++; }
break; }
case 2: {
if (npchoice==1) {
System.out.println ("Paper beats Rock");
System.out.println("Computer chose " + npchoice + " and you chose " + pscore);
System.out.println ("Player wins!");
Player++; }
else {
System.out.println ("Scissors beat Paper");
System.out.println("Computer chose " + npchoice + " and you chose " + pscore);
System.out.println ("Computer wins!");
Computer++; }
break; }
case 3: {
if (npchoice==1) {
System.out.println ("Rock beats Scissors");
System.out.println("Computer chose " + npchoice + " and you chose " + pscore);
System.out.println ("Computer wins");
Computer++; }
else {
System.out.println ("Scissors beat Paper");
System.out.println("Computer chose " + npchoice + " and you chose " + pscore);
System.out.println ("Player wins");
Player++; }
break; }
default: {
System.out.println("Enter 1 2 or 3");
break; }
}

}
Scanner kbd1 = new Scanner (System.in);
System.out.println ("Play again? y/n");
choice = kbd1.nextLine();

if(!(choice.equals("y"))) {
System.out.println ("Scores:");
System.out.println ("Ties= "+tie+" Wins= "+Player+" Losses= "+Computer); }
else {
System.out.println ("playing again");
}
}

}
}

><><><><.

import java.util.Scanner;
public class LED {
public static void main(String[] args) {
System.out.println("Pick a number to be displayed in LED format");
Scanner keyboard = new Scanner(System.in);
int choice = keyboard.nextInt();
switch(choice) {
case 0 :
System.out.print(" _ \n | | \n |_|");
break;
case 1 :
System.out.print(" |\n | \n |");
break;
case 2 :
System.out.print(" _ _ \n |\n --\n |\n _ _");
break;
case 3:
System.out.print(" _ _ _\n |\n |\n - -\n |\n |\n - - -");
break;
case 4:
System.out.print(" | |\n |_ _|\n |\n | ");
break;
case 5:
System.out.print(" ---\n | \n | \n --\n |\n ---");
break;
case 6:
System.out.print(" _ _\n | \n |__\n | |\n |_ _|");
break;
case 7:
System.out.print("_ _ _\n |\n |\n |\n |");
break;
case 8:
System.out.print(" _ _ _\n| |\n| _ _ |\n| |\n| _ _ |");
break;
case 9:
System.out.print(" _ _\n | |\n | _ |\n |\n |");
break;
default:
System.out.print(" please pick a number 1-9");

}
}

><><>

><><

><><Java Syntax (Toggle Plain Text)

1. /*Rock, Paper, Scissors


2.  
3. Program Rock.java contains a skeleton for the game Rock, Paper,
Scissors. Open it and save it to your directory.
4. Add statements to the program as indicated by the comments so that the
program asks the user to enter a play,
5. generates a random play for the computer, compares them and announces
the winner (and why). For example, one run
6. of your program might look like this:
7.  
8. $ java Rock
9. Enter your play: R, P, or S
10. r
11. Computer play is S
12. Rock crushes scissors, you win!
13.  
14. Note that the user should be able to enter either upper or lower case
r, p, and s. The user's play is stored as a
15. string to make it easy to convert whatever is entered to upper case.
Use a switch statement to convert the randomly
16. generated integer for the computer's play to a string.*/
17.  
18. // ****************************************************************
19. // Rock.java
20. //
21. // Play Rock, Paper, Scissors with the user
22. //
23. // ****************************************************************
24.  
25. import java.util.Scanner;
26. import java.util.Random;
27.  
28. public class Rock
29. {
30. public static void main(String[] args)
31. {
32. String personPlay; //User's play -- "R", "P", or "S"
33. String computerPlay; //Computer's play -- "R", "P", or "S"
34. int computerInt; //Randomly generated number used to
determine
35. //computer's play
36.  
37. Scanner scan = new Scanner(System.in);
38. Random generator = new Random();
39.  
40. System.out.println ("Enter R for Rock, P for Paper, S for
Scissors: "); //Get player's play -- note that this is stored as a
string
41. personPlay = scan.next();
42.  
43. personPlay = personPlay.toUpperCase();
44.  
45. computerInt = generator.nextInt(3);
46.  
47. switch (computerInt)
48. {
49. case 0:
50. {
51. computerPlay = "R";
52. break;
53. }
54. case 1:
55. {
56. computerPlay = "P";
57. break;
58. }
59. case 2:
60. {
61. computerPlay = "S";
62. break;
63. }
64. default:
65. {
66. computerPlay = "will not happen";
67. }
68. }
69.  
70. System.out.println ("Computer plays: " + computerPlay);
71.  
72. if (personPlay.equals(computerPlay))
73. {
74. System.out.println("It's a tie!");
75. }
76.  
77. else if (personPlay.equals("R"))
78. {
79. if (computerPlay.equals("S"))
80. System.out.println("Rock crushes scissors. You
win!!");
81. else if (computerPlay.equals("P"))
82. System.out.println ("Paper eats rock. You
lose!!");
83. }
84. else if (personPlay.equals("P"))
85. {
86. if (computerPlay.equals("S"))
87. System.out.println ("Scissor cuts paper. You
lose!!");
88. else if (computerPlay.equals("R"))
89. System.out.println ("Paper eats rock. You
win!!");
90. }
91. else if (personPlay.equals("S"))
92. {
93. if (computerPlay.equals("P"))
94. System.out.println ("Scissor cuts paper. You
win!!");
95. else if (computerPlay.equals("R"))
96. System.out.println ("Rock breaks scissors. You
lose!!");
97. }
98. else
99. {
100. System.out.println ("Invalid user input.");
101. }
102.  
103.  
104. }
105. }
106.  
107. // Enter R for Rock, P for Paper, S for Scissors:
108. // P
109. // Computer plays: P
110. // It's a tie!

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